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[A.V.] rolled 4 10-sided dice:
10, 3, 7, 10
Total: 30 (4-40)
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Posted: Sat Mar 04, 2017 11:58 pm
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kuumeii rolled 7 4-sided dice:
4, 4, 3, 3, 2, 2, 4
Total: 22 (7-28)
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Posted: Sun Mar 05, 2017 12:04 am
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[A.V.] rolled 2 8-sided dice:
7, 7
Total: 14 (2-16)
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Posted: Sun Mar 05, 2017 12:14 am
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Posted: Sun Mar 05, 2017 12:16 am
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Quote: gaia_crown [ Round 2: ] - All players must now descend into the belly of The Ancient Necropolis...By wandering the corridors. They seem to change on their own, and attempting to double back might take you to a different place than you started. If you try to cheat the system by using a ball of string to track your path, you'll find that your string runs right into solid walls.... - To navigate the aforementioned labyrinth, roll 1d100. - If you roll 70 or higher you manage to navigate through the labyrinthine corridors without any skirmishes. Phew! - If you roll between 1 and 25 you manage to come to an abrupt end: the corridor turns into a sheer drop you nearly walk right over. Scary! You better try to find a different way: you hear the ominous hissing of snakes down below. Keep rolling, and subtract 1 Stamina. - Continue rolling until you roll 70 or higher! - For every time you roll below 70 (each reroll between these numbers), you must subtract 1 of your given Stamina points. - If you hit 0 Stamina points, you cannot go any further/ you dissipate/ pass out and have to start over from Round 1! - If you made it past this round, you can proceed to round 3:
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kuumeii rolled 1 100-sided dice:
56
Total: 56 (1-100)
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Posted: Sun Mar 05, 2017 12:20 am
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[A.V.] rolled 1 100-sided dice:
46
Total: 46 (1-100)
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kuumeii rolled 1 100-sided dice:
93
Total: 93 (1-100)
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Posted: Sun Mar 05, 2017 12:33 am
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[A.V.] rolled 1 100-sided dice:
26
Total: 26 (1-100)
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Posted: Sun Mar 05, 2017 12:40 am
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[A.V.] rolled 1 100-sided dice:
94
Total: 94 (1-100)
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Posted: Sun Mar 05, 2017 12:40 am
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Posted: Sun Mar 05, 2017 12:45 am
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Quote: gaia_crown [ Round 3: You reach a clearing, and you are finally on the bottommost floor of The Ancient Necropolis. The air is hotter still, here, and there is an odd mist clouding your view except for a few scant feet in front of you. The walls are lined with a number of sarcophagi, and a large pool of water lays somewhere in here. Even the slightest of wrong moves will wake the malevolent undead, so be wary. - All players must roll 1d10. - If any player rolls a 4 this is instant death/dissipation/Fear shields are ZERO and you need to use pendant to retreat back home. - Otherwise match your rolls to the results: 1: Instant death. (Just for you, return to Round 1). A sarcophagus abruptly opens and a bandaged, rotted hand strikes out and drags you into the musky darkness of the ancient mummy's resting place, slowly sapping your life force until you dissipate/pendant out. 2: Nothing happens. You hear the scuttling of scarabs in the distance, and something touches the back of your neck. When you look, nothing is there. 3: - 50% of your remaining HP. A mummy shambles out from its casket, its eyes glowing violet-- it mutters an ancient incantation from a civilization long dead, draining you of health before it turns into dust, blowing away even though there is no wind. 4: Start over! A swarm of flesh-eating scarabs have followed you through the labyrinth, and descend upon your entire party without mercy. Some are as large as a medium sized dog, their carapaces the colour of blood. They run you back to the BEGINNING of Round 3! 5: Nothing happens. A horrible stench comes from the direction you're going: of something dead and rotting and it's fresh. If you're an undead, you are unaffected, and just sort of think it smells like summer. 6: Extra roll penalty. The tile of crumbling stone you're standing on sinks down, triggering a soft click. A noxious gas floods your lungs, pungent and mould coloured. You are paralysed, and must roll a total of FOUR times before you can escape. 7: - 50% of your remaining HP. All light is suddenly diminished, even that of glowing bodies/weapons. A groaning rises up from beneath you, rattling in the chest of whatever is making that sound. You book it, but you're too slow: the mummy has caught you, latching onto your head and shoulder area, sapping your life force. 8: Nothing happens. Literally nothing: it's a relief. Better hurry on. 9: -50% of your remaining HP. You continue through the clearing to find a large pool of black water with a single path cutting through it. No matter if you try to wade through the water or take the path, a rotted naga rises from the water, fangs bared in a snarl. It lunges for you, sinking its fangs into your flesh. Lucky for you, their poison ran out a long, long time ago, and you manage to get away. 10: Teleported back to Round 1. All you hear is a whisper of a curse in your mind before you are whisked back to the beginning of The Ancient Necropolis, a warning lingering in your mind to leave. Now. - All players need to roll 3 times to make it to the next round EACH. - That is, unless you roll a 6, then you have to roll a total of FOUR times. - If you die and come back to Round 3, it does not carry over. - If you roll multiple 6s, the number never goes higher than four. - Rolling a 4 means you need to start your count over.
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kuumeii rolled 1 10-sided dice:
1
Total: 1 (1-10)
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Posted: Sun Mar 05, 2017 12:48 am
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Stamina: 13
Iyari gave a warmer smile to Asteria when they found each other, and she moved at her side to press on. Something in the air made her nervous, but when she looked there was nothing there. Nothing in this place was like the human world outside of it, nor like that of Halloween. It felt older, more powerful than such things as she had felt before.
It was an easy descent with their wings to the bottom, and now they had reached a clearing, though Iyari was extra wary and she could sense that Asteria was on edge too. The two battle-bred mares stood together and Iyari stared at the laid sarcophagus nearby.
Not a word passed from her, not a single syllable. Behind her she'd been grabbed, a hand around her mouth and another grabbing her wing, ripping it as it forced her into the darkness. She caught a single glimpse of Asteria as she faded, turning to stab at whatever it was. In the dark there was nothing to strike at, only pain and a rotten, dusty smell filled her nostrils. "Damn, damn, damn!" She muffled, striking back as she felt herself draining and grow tired.
In her last moments before she dissipated, she hoped that Asteria had fared better. That, and she had a deep need to come back and wreak War all over this place on her second try.
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[A.V.] rolled 1 10-sided dice:
10
Total: 10 (1-10)
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Posted: Sun Mar 05, 2017 12:49 am
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Despite herself, Asteria let out a sigh of relief upon seeing the [strke]older more experienced horsewoman, While she didn't like to show weakness, this place seemed to put both of them on edge. The warning was unneeded as both of them were on high alert, Asteria's wings poised, ready to kick off at the slightest trouble.
Despite staying vigilant, neither of them had seen it coming. The movement came out of nowhere, dragging the red-haired horsewoman away. "IYARI!!!" She tried to grab hold, but before she knew it, Iyari was gone.
"Damn... DAMN IT ALL!!" They were immortal, yes, but they could still feel pain, and dissipation was something they actively tried to avoid. "s**t, I.."
She froze when she heard a whisper. Leave..... LEAVE NOW!! Before she could react, Asteria found herself surrounded in darkness.
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[A.V.] rolled 4 20-sided dice:
6, 4, 5, 8
Total: 23 (4-80)
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Posted: Tue Mar 07, 2017 3:16 pm
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Iyari: 10 stamina Asteria: 13 stamina
Quote: gaia_crown [ Setting and Rules: ] The Ancient Necropolis is buried beneath beneath the sands of the Sahara, lost for over a millennia. 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 base of the mountain and must move upwards. 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 and must portal/pendant out/dissipate. - If a character runs out of stamina or HP, they must try again from Round 1! gaia_crown [ Round 1: ] - This round takes place just inside the entrance of the dungeon, an ancient tomb that feels a bit...humid inside. It's dark, except for a few torches lining the walls of its narrow corriders, lit with ominous fire that glows more red than orange. - All players must roll a 6 sided dice. If any player rolls a 2, you have triggered a boss! The DM will be in charge of RPing and keeping track of the boss's HP. The boss has 50/ 50 HP and does 5 auto damage every time it is attacked. You can attack it unlimited times within discretion. Attacks go as normal. -The boss is a swarm of scarabs, a trap left by the Egyptians of old in an attempt to protect their sacred Gods. No one can go any further until the boss is defeated. -IF NO ONE rolls a 2, or you have defeated the boss, you may proceed to round 2. If two players roll a 2, you now have two swarms of scarabs... congratulations. - This initial roll does not cost stamina! - Note that the trigger is 2 instead of 1 and 6 like other quests!
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[A.V.] rolled 1 6-sided dice:
2
Total: 2 (1-6)
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