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[A.V.] rolled 3 100-sided dice:
96, 18, 45
Total: 159 (3-300)
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Posted: Thu Jul 10, 2014 7:10 pm
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Quote: 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!
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Grifferie rolled 1 10-sided dice:
8
Total: 8 (1-10)
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Posted: Thu Jul 10, 2014 7:13 pm
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[A.V.] rolled 1 10-sided dice:
10
Total: 10 (1-10)
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Posted: Thu Jul 10, 2014 7:22 pm
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Grifferie rolled 1 10-sided dice:
1
Total: 1 (1-10)
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Posted: Thu Jul 10, 2014 7:26 pm
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[A.V.] rolled 1 10-sided dice:
1
Total: 1 (1-10)
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Posted: Thu Jul 10, 2014 7:39 pm
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Grifferie rolled 1 10-sided dice:
2
Total: 2 (1-10)
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Posted: Thu Jul 10, 2014 7:45 pm
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[A.V.] rolled 1 10-sided dice:
9
Total: 9 (1-10)
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Posted: Thu Jul 10, 2014 8:04 pm
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Posted: Thu Jul 10, 2014 8:19 pm
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Quote: 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. - New items, will be imported in once this list gets cleared up/ claimed almost all the way up. 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.
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Grifferie rolled 1 10-sided dice:
3
Total: 3 (1-10)
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Posted: Thu Jul 10, 2014 8:29 pm
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[A.V.] rolled 1 10-sided dice:
9
Total: 9 (1-10)
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Posted: Thu Jul 10, 2014 8:36 pm
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Oh, right. She had almost forgotten what that whole hellish ordeal was for.
Almost with trepidation, she stepped into the museum, her frustration, anger, weariness and fatigue almost seeming to vanish when she laid eyes on the artifacts. Yes, this was what they had come for, what they had struggled through to obtain. She felt them calling... but there was no time.
Mia felt herself grow drowsy as the humming sound seemed to grow louder, and it wasn't until she heard Psy's frantic voice that she snapped to her senses. "We have to get out of here, Marcy, now."
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Posted: Thu Jul 10, 2014 8:48 pm
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Posted: Fri Jul 11, 2014 5:09 am
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Posted: Fri Jul 18, 2014 6:05 pm
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Grifferie rolled 4 20-sided dice:
3, 18, 2, 3
Total: 26 (4-80)
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Posted: Fri Jul 18, 2014 6:08 pm
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First: Mia:: 21 Second: Marcy:: 5
Quote: 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.
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