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[PRP] If You Could Feel What I Feel (Caroline/Mimsy) Goto Page: 1 2 3 ... 4 6 7 8 9 [>] [»|]

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Nothing Yet
Crew

Obsessive Stargazer

PostPosted: Fri Jul 28, 2017 12:46 am


The Halls of Trickery: Quest

The Halls of Trickery:

Requirements: You will need to PRP "researching" up this area (a PRP with your characters just discovering this information in a book is fine), before heading off on this quest. One person will need to be the dungeon master of this quest line: you can have a minimum of 2 and a maximum of 6 characters in this quest. So that things don't take forever, the "Dungeon Master" has control of the pacing. As long as it makes sense from the Dungeon Master's POV, the DM can choose to advance to the next step, even if not everyone has posted.

Historical IC background: The Halls of Trickery were once a grand museum: a white and gold palace full of artifacts, donated by the gods of mischief and chaos so that they could be remembered for all of time. Guarded by a wondrous moat and surrounded by a lush labyrinth, it was a spectacle for all that sought it out.

Those days are long since gone. Nonetheless, the Halls remain an artifact rich area, for any explorers brave enough to chance it. The white walls of the Halls of Trickery are peeling and rotted, the moat full of reptiles, and the labyrinthine gardens are dangerously overgrown.

Portals to the Halls of Trickery randomly spawn, but they are very much by chance. The highest chance of portals spawning to that exact location is by parking yourself in the Weeping Forest!

gaia_crown [ Getting Started: ]

Getting into the Halls of Trickery :
- You need to camp out in the Weeping Forest after reading the information. Hunters can enter Halloween as well without a golem (recommended as the Halls themselves are very golem unfriendly due to its climate and natural enemies), for a max of 30 minutes. Each roll takes 5 IC minutes - students can pretty much park here as long as they need.
- Hunter and Horsemen, however, only have 6 chances to find the portal. If they don't find it, they will need to leave and come back. Students do not need to ICly leave and come back!
- To look for a player, all players roll 1d100 until they find the right portal.
Roll 1-50: The portal that leads to movie theater in the character's world. Kick back and relax, I guess, it's an action flick!
Roll 51-70: This portal leads to the neutral ground of the haunted house, in a room that is covered in white and red and suits of cards. Red, smeared paint reads: GO ASK -- but the rest is indecipherable.
Roll 71-80: The portal leads to the land of Valentine's. It's very, very pink, and cherubs keep trying to stab you in the butt with an arrow. It's for your own good, they yell, but you should probably skedaddle.
Roll 81-100: Congratulations! Your group found the portal! Success! You can now proceed inside.


gaia_crown [ Setting and Rules: ]

The palace itself is in the heart of extremely, extremely high thick vegetation that needs to be navigated through. This is where the Dungeon Master comes to play. The Dungeon Master will create a new thread. Now, they will roll stats for this expedition team:
- Roll 2 20-sided dice for each player. List the players ie: 1. Player 1, 2: player 2, etc. Just roll all the dice at once. This is the number of rounds they can take for each player. Also include your own character. Post this stat at the very first post ie: Player 1 has 5 stamina, player 2 has 10 etc.
- Now players can begin to RP. They start at the outskirts of the forest and move inwards. Each ACTION they take is 1 stamina point. Once they have used up all allotted stamina points they can go no further/ have to leave the area.
- If their HP turns to 0 they cannot go any further as well.
- If a character runs out of stamina or HP, they must try again from Round 1!

gaia_crown [ Round 1: ] Before you can enter the labyrinths, you must first defeat the guard animal that patrols the perimeters.

- All players must roll a 6 sided dice. This initial roll does not cost stamina!
- If any player rolls a 1 or 6, you have triggered a boss! If two players roll a 1 or 6, you now have two bosses... congratulations.
- The boss has 55 HP, and does 5 auto damage every time it is attacked. You can attack it unlimited times within discretion. All normal battle mechanics apply.
- The DM is in charge of keeping track of the boss's HP.
The boss is a monstrous wolf, a remnant of some cold, old north. It howls, and the winds increase with every mournful wail.
- No one can go any further until the boss is defeated. IF NO ONE rolls a 1 or 6, or if you have defeated the boss, you may proceed to round 2.


gaia_crown [ Round 2: ] All players must now navigate the garden labyrinth. The once neat hedges have grown wild vines, covered in thorns. They were roses, once.

- Roll 1d100 to progress. You need to continue rolling until you roll 75 or higher!
Roll 75-100: Congratulations, you've made it through the winding pathways of the hedge maze.
Roll 1-74: You still need to keep on searching the area, full of traps and dead ends. There are roses with teeth, pits of quick sand, and at least one literal nest of vipers.
- Every time you don't find the end of the maze (each reroll), you must subtract one of your given stamina points.
- If you hit 0, you cannot go any further/ you dissipate/ pass out/ are worn out.
- If you made it past this round, you can proceed to round 3:


gaia_crown [ Round 3: ] The moat is a sheer, fifty foot drop, and must be navigated with care. The draw bridge to enter the Halls of Trickery have long since rotted away. You have but one option: enter the monster-infested moat.

Out of the corner of your eye, you think you spy a grin hanging in the air.

- All players must roll 1d10. Each roll consumes 1 stamina. If any player rolls a 4 this is instant death and forces characters to restart form the beginning of round 1. Otherwise match your rolls to the results:
1: -25% of remaining HP. Rose petals crunch beneath your feet, and a spider camouflaged in them bites your ankle.
2: Nothing happens
3: INSTANT DEATH for just you. You need to portal out and restart form Round 1!
4: INSTANT DEATH for the entire party. Your group needs to portal out and restart form Round 1!
5: Nothing happens
6: Nothing happens
7: - 50% of your remaining HP. A crocodile has bitten you, and attempts to drag you under.
8: Nothing happens
9: -50% of your remaining HP. A crazed shadow creature swarms you from a nearby shadow.
10: Nothing happens

- The 50% deducts from your current, remaining HP, Not max! If you have 40 HP and roll it twice, it cuts to 20 HP, then 10 HP!
- All players need to roll 3 times to make it to the next round EACH
- If you are portaled out you must start again from Round 1!

gaia_crown [ Round 4: ]

- You finally make your way to main display room of the Halls of Trickery, where the prizes of the trickster gods of yore still reside. There are nine display cases in total, each one gently glowing. They are humming, too, and it is a song you do not know but it seems so familiar...

The song grows louder, and as it does, you feel yourself growing incredibly drowsy, as if you might like to have a wonderful dream right that moment-- The area is very unstable. You better hurry.

Roll 1d10. The number you get is the item you end up with, congratulations! Match the correct roll of yours to the item, and read the results carefully! If you roll 10, you can choose any of the remaining items listed below.
- There is only one of EACH item so if you manage to claim the item in your quest, please come back to THIS THREAD to post the form below to claim that item. Make sure you also pick up its image HERE and read general instructions of use.
- These items can be targeted on another player.
- Once again the max you can ever obtain period of these items per character is one status effect and one battle effect item throughout all the class C items.
- These are first come first serve that means if someone else has already posted here claiming that item, you cannot get it! Instead, you can look one number above or below the item and select that item instead. Ie: I roll a 1, but 1 is already claimed. I can look at 2 and claim that instead IF I can.
- If your thread is 25 pages or longer, everyone in your group is given the option to reroll once. This resets every time you proceed through the artifact run from round one. If you choose to reroll, you may not use the first roll. It is one or the other, thank you!

All of these artifacts can only be activated outside of combat.


1. The Coyote's Howl: A small vial full of a cloudy liquid. When the stopper is removed, a cloud of iridescent smoke escapes, followed by the faintest of howls.
Status Effect: Using this artifact causes the target to understand the wielder's point of view for 30 minutes. They have a deeper understanding of their emotions, motivations, and intents for this time. This has a 1 week cooldown.

2. Anansi's Youngest: A black metal brooch with eight spindly legs that latch onto skin or cloth, whatever is closest. Eight ruby eyes glow the faintest red.
Status Effect: You may use this artifact to summon many many tiny spiders that cover the wielder's body. For 5 minutes, they are granted a temporary illusion that conceals them from sight. It is immediately broken by someone making physical contact with them, or if the user moves at all. This has a 1 week cooldown.


3. Loki's Miserable Rune: A leather bag with a single rune inside. Every time the rune is withdrawn, a different letter of the Norse alphabet is carved into it, but it always gleams with a faint green light.
Status Effect: Using this artifact cloaks the user with the illusion of someone they know for 10 minutes. They may never use the same person twice. This does not change the body at all: it's a glamour-illusion, that's all. This has a 1 week cooldown.


4. Sedna's Vengeful Rings: Three silver rings connected by a thin chain. They manage to fit no matter what fingers they're put on, and smell of the sea.
Status Effect: Using this artifact allows the user to breathe underwater for 15 minutes. If they already possess the capability to exist underwater, they get no added bonuses. However: it cannot be deactivated, and while active, the user cannot breathe oxygen. This has a 1 week cooldown.

5. Crow's Singed Quill: A large, indigo feather, ash blackened at the edges that can write without ink, when not on cooldown.
Status Effect: This artifact is activated when used as a writing instrument. The users words are written in an indecipherable language on whatever surface is available. As soon as the user is done writing, the words become gibberish to them, too. The only way to read them is to activate the artifact. This artifact has a 1 week cooldown, which is triggered by either reading or writing.

6. Eris' Calamitous Manacle: A golden manacle that seals as soon as it's around the wearer's wrist. The flesh (or bone, as it may be) immediately around it takes on a golden hue.
Status Effect: Using this artifact allows the user to become impervious to pain for 4 hours. This does not stop any damage done to the wielder's body. After the effect wears off, the user is hypersensitive to pain for 24 hours. This has a 1 week cooldown.


7. Kutkh's Cursed Shackle: A manacle with no lock. Instead, a large, orange gem seals it shut. It glows with a subtle, orange hue, and feels oddly like home.
Status Effect: Activate this artifact by putting it on your target. It completely removes the target's ability to gain satisfaction/happiness from any source for 2 hours, and falls off afterward the 2 hours are over. This has a 1 week cooldown.

8. Wukong's Sagely Gaiwan: A golden and red tea cup, always warm. Pour any liquid into it to activate it.
Status Effect: Use this artifact by looking into it. It allows the user to spy on a nearby area for 15 minutes by slipping into a deep trance-like sleep. The area must be within a 250 foot radius. If the user's body is disturbed, the effect ends immediately. This has a 1 week cooldown.

9. Veles' Silent Offering: A metal token with a large, sprawling tree engraved into it. A leather strap wraps around it, so that it can be worn as a necklace or bracelet. It smells of the earth.
Status Effect: The wielder may use this artifact to communicate telepathically with one person they are in physical skin-to-skin contact with. It lasts for 15 minutes, and they lose the ability to speak out-loud for 24 hours. Additionally, this has a 1 week cooldown.

PostPosted: Fri Jul 28, 2017 12:55 am


Maybe the circumstances could have been better, but Mimsy had been clear that she owed a favor now.

It would have been better for everyone if she and Robert hadn't been swept off to some uncharted little island, leaving Caroline in charge of keeping Peter alive, and even better still if Mimsy hadn't come back home thinking that she'd been gone for a year instead of just three days. It was already too long, three days, but a year...

And maybe it was cruel to think it, but Caroline's mind went right to something she'd read while looking for something else all together. Mimsy knew now how it felt to be trapped, how it felt to lose a child, in a way that couldn't just be described to someone. It could, but they wouldn't feel it--unless something changed the rules to say that they would.

The book, when she returned to it, said it was something like a vial. It was much more specific about where it might be, and for now, that was all she needed.

Just that and the favor.

Nothing Yet
Crew

Obsessive Stargazer

Nothing Yet rolled 1 100-sided dice: 36 Total: 36 (1-100)

Nothing Yet
Crew

Obsessive Stargazer

PostPosted: Fri Jul 28, 2017 12:56 am


[Caroline]
Nothing Yet rolled 1 100-sided dice: 75 Total: 75 (1-100)
PostPosted: Fri Jul 28, 2017 12:56 am


[Mimsy]

Nothing Yet
Crew

Obsessive Stargazer

Nothing Yet rolled 1 100-sided dice: 95 Total: 95 (1-100)

Nothing Yet
Crew

Obsessive Stargazer

PostPosted: Fri Jul 28, 2017 12:57 am


[Caroline]
Nothing Yet rolled 1 20-sided dice: 13 Total: 13 (1-20)
PostPosted: Fri Jul 28, 2017 12:58 am


[Mimsy]

Nothing Yet
Crew

Obsessive Stargazer

Nothing Yet rolled 1 100-sided dice: 53 Total: 53 (1-100)

Nothing Yet
Crew

Obsessive Stargazer

PostPosted: Fri Jul 28, 2017 12:59 am


[Mimsy]
Nothing Yet rolled 1 100-sided dice: 83 Total: 83 (1-100)
PostPosted: Fri Jul 28, 2017 1:02 am


[Mimsy]

Nothing Yet
Crew

Obsessive Stargazer

Nothing Yet rolled 4 20-sided dice: 17, 14, 2, 10 Total: 43 (4-80)

Nothing Yet
Crew

Obsessive Stargazer

PostPosted: Fri Jul 28, 2017 1:04 am


Stamina:
Caroline: 31
Mimsy: 12
Nothing Yet rolled 2 6-sided dice: 4, 1 Total: 5 (2-12)
PostPosted: Fri Jul 28, 2017 1:05 am


Boss Rolls

Nothing Yet
Crew

Obsessive Stargazer

Nothing Yet rolled 2 12-sided dice: 10, 3 Total: 13 (2-24)

Nothing Yet
Crew

Obsessive Stargazer

PostPosted: Fri Jul 28, 2017 1:07 am


DMG: 7
Boss HP: 48
Mimsy's Stamina: 11
HP: 55
Nothing Yet rolled 2 10-sided dice: 3, 5 Total: 8 (2-20)
PostPosted: Fri Jul 28, 2017 1:08 am


DMG: 2
Boss HP: 46
Caroline's Stamina: 30
HP: 45

Nothing Yet
Crew

Obsessive Stargazer

Nothing Yet rolled 2 12-sided dice: 1, 3 Total: 4 (2-24)

Nothing Yet
Crew

Obsessive Stargazer

PostPosted: Fri Jul 28, 2017 1:09 am


DMG: 0
Boss HP: 46
Mimsy's Stamina: 10
HP: 50
Nothing Yet rolled 2 10-sided dice: 1, 4 Total: 5 (2-20)
PostPosted: Fri Jul 28, 2017 1:10 am


DMG: 0
Boss HP: 46
Caroline's Stamina: 29
HP: 40

Nothing Yet
Crew

Obsessive Stargazer

Nothing Yet rolled 2 12-sided dice: 1, 11 Total: 12 (2-24)

Nothing Yet
Crew

Obsessive Stargazer

PostPosted: Fri Jul 28, 2017 1:11 am


DMG: 6
Boss HP: 40
Mimsy's Stamina: 9
HP: 45
Reply
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