An artifact is considered an item of power. This is an extremely vague category because Artifacts cover an extremely large range of items. They are items that are imbued with Fear and can be used/ wielded to use a certain, often limited, ability or power. This can include status effects, amplifying abilities, or often, curses and hexes.
gaia_star By obtaining an artifact, you can then get it in the art of your student (see below on limitations).
gaia_star Artifacts range in various levels of power: both the Halloween Archives (library, classified wing) and the Deus Ex information archives (can be accessed by any class intermediate Hunter or higher) list Artifacts are ranging in 6 tiers of power according to their danger level or ability.
gaia_star One character may only have two C artifacts (three if Y3, see limitations in rule below) and ONE B class artifact (unless given permission otherwise): You can only have a MAX EVER of two battle class artifacts). If a character happens upon an artifact they are not interested in, they can simply leave it there and exit the quest for another character to obtain. You can read more about artifacts here!
ARTIFACTS, ART, AND YOU:
gaia_starAny artifacts your character wins can be requested in official alternate arts of your character. Alternate art can be obtained in events, and bribes. You can request the full form of your (approved) artifact, whatever it has been shaped into, be it goggles, a thermos, or a small weapon. Make sure your artifact fits its description, of whatever you won below.
gaia_star Artifacts CANNOT be shown normally on growth art, only alt art can show artifacts in their full form. A full form is any artifact that has a form that has to be wielded, for example, a book, a sword, a dagger, a compass, etc etc. Equippable minor accessories such as earrings, necklaces, belts can pass by the rule as long as it is minor. Basically think major edit versus minor edit, if it's going to be a major edit it counts as a full form.
gaia_starPlease note for alt art that you can only include ONE artifact in its full form in its art. Please don't have like a full book, and two swords okay.
gaia_star C Class artifacts manifest only in their converted or full form form. For example a tome would appear in the art as a tome. A weapon appear as a weapon. An artifact that has been converted into a runic thermos as a thermos.
gaia_star Only B class artifacts however have a full influence of the artifact design. This design must fit the guidelines of the specified weapon (see B CLASS WEAPONS) for details
Posted: Sun Nov 04, 2012 7:20 pm
Artifact Levels - what do they mean?
gaia_crown [ Class E + D Artifacts ] : Class E + D artifacts are "general use" artifacts. They can be granted as lesser rewards in gm events or rps. They are simple artifacts - a character can collect as many of these as they wish.
gaia_crown[ Class C artifacts: ] Class C artifacts have the ability to more powerfully change the user and/or the environment. They must be registered (see rules below). To obtain your own Class C artifact, scroll down in this thread to "ARTIFACT QUESTS" and pick any to start!.
gaia_starClass C artifacts in battle cannot be used on bosses but can be used on other players where listed (with restrictions)
gaia_starMost Class C artifacts can be modified! If an artifact does not specify, it can be modified! That means the artifact can be brought to a Runic Tech (Hunter), Horsemen Blacksmith (Horsemen), or Artifact Keeper (Halloween Town Library for all citizens of Halloween) to be reforged into something more convenient. This usually only takes the form of something that is similar to the original form of the artifact, a ring, bracelet, etc.
gaia_star Some C Class artifacts can NOT be modified! If an artifact specifies it can NOT be modified it will always retain that form! Those artifacts can be summoned and de-summoned upon will (Fear usage), but do not have any form other than its full form. Art-wise they appear in alternate art only in their full forms.
gaia_starExample of a class C artifact: - Please read this glossary for a list of all obtainable C class artifacts, then continue reading below on how to obtain them.
gaia_crown [ Class B Artifacts: ] Class B artifacts are classified as highly volatile. Only those with very specific positions can carry these artifacts around, and only to assist them when necessary, like wielding a position of power. Class B artifacts are items that have been imbued with a considerable amount of power, enough to interrupt a good population of creatures, be it through a status effect or an amplification of power. Class B artifacts can affect more than just its wielder: in fact, it can affect several targets. Because of that, there is a list of all Class B artifact holders.
gaia_star ALL B Class artifacts can NOT be modified! If an artifact specifies it can NOT be modified it will always retain that form! Those artifacts can be summoned and de-summoned upon will (Fear usage), but do not have any form other than its full form. Art-wise they appear in alternate art only in their full forms. B Class artifacts are so powerful they may influence the appearance/ Fear of a character OR in the Hunter's case their weapon (if you are a Horsemen or Reaper you can choose EITHER character OR weapon not both). Each B class artifact comes with a general appearance guide as to what it looks like, though the artist is free to use creative license to expand on it slightly, as long as it still fits within the restricted areas and has the same colours/ general appearance!).
gaia_star B Class artifacts can be obtained through EPIC QUESTS. See HERE for more information.
gaia_starOOC: If your character has hit the final stage, they MAY come into possession of a class B artifact. In this case, they can only use it with the given IC instructions. If you would like to discover one of these it is fine, but it needs severe GM backup: either your character is going to fetch it for their Hunter specialization, needs it for Horsemen Trance, or is specifically a historian or treasure finder in Halloween/ has been given a small position of power. Class B artifacts however, can often be give on loan.
gaia_starExample of a class B artifact: GM items they use on others ie: Medea's mirror
gaia_crown [ Class A Artifacts (INVOKED STAGE): ] Once considered completely extinct, with only the more robust and powerful remaining, it was not until the awakening of the Creation Legacy that brought forth more of these artifacts. They are considered "growing" artifacts, ones that were created and have the ability to shift and adapt. They are non-sentient or aware, being items. They are the only artifacts able to draw power from the Fear around them for a limited time to "power up" the user completely (Invoked Stage). These are considered extremely rare and obtainable only through special events.
gaia_starexclaim To learn more about them, and how to obtain them, go HEREexclaim
gaia_starExample of a class A artifact: Characters who's memories were harvested by Creation to turn into direct artifacts via the DAY ZERO meta.
gaia_crown [ Class S artifacts: ]: Class S artifacts are mostly unknown and usually are less an item but a large surge of power that has stabilized in one place at a time. The best known secret is that the Weeping Forest is the result of a class S artifact stabilizing, thus explaining its many portals to and from the worlds.
Zoobey Artist
Magical Incubator
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Zoobey Artist
Magical Incubator
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Posted: Sun Nov 04, 2012 7:21 pm
Let's get an artifact!
gaia_crown[ I would like to do an artifact fetch quest! ]: To learn more about class D ones, go view open classes, distortion, or Runic Weapons, otherwise proceed below to class C and B.
gaia_crown [ Class C Weapons: ] Time has remained kind to many of these items, that lie scattered both in the Human World and Halloween. You must embark on a quest to obtain these items (SEE QUEST POSTS BELOW)
gaia_crown [ Class B Weapons: ] CHECK HERE for more information!
gaia_crown [ Obtaining an artifact: ] If you have successfully obtained an artifact, it is yours! Make sure you use the drop off form below to claim it. The card belonging to the item (image graphic) is also yours to keep and use for THAT character that obtained it. You can now also obtain alt art for it (see above alt art rules). To see the full glossary of existing artifact items, please go HERE! If you do not like the artifact, you do not have to take it.
gaia_crown [ REMEMBER! ] You can only have a max of 1 B class and 2 C class artifacts unless given specific permission otherwise! If, for instance, you own a Status Artifact and you come across another status artifact in RP, you can't obtain that artifact or swap out what you have. You must forfeit it!
gaia_crown [ There are no duplicates! ] Every artifact is unique, unless stated otherwise. If you go on a quest and finish it only to roll an item that somebody else has already claimed, sorry! Whoever was there first took it; you only find the empty place it was before. sad You will need to go on a new quest and try again! This INCLUDES researching the location too! (ie to quest again you will need to PRP researching THEN go on the quest!)
gaia_crown [ Quest Failure: ] If your character fails a quest, they will need to start again at Round 1. They do NOT need to do the researching/portal location part again! You can jump right back into Round 1.
Posted: Sun Nov 04, 2012 7:27 pm
Artifact Quests:
gaia_crown[ Going on an Artifact Quest: ]: Check the "requirements" below to see how your character can go on that specific quest
You do not need GM permission to do these, these are do it yourself packs! Feel free to open up a ARTIFACT QUEST PRP and start one up, but you can only choose one of the areas given below.
gaia_star If you manage to obtain a quest artifact that ITEM IS YOURS TO USE AND KEEP (for that character). There is only one of that artifact so make sure if you get it to use the ARTIFACT CLAIM FORM BELOW to claim your item. Once it is is claimed, noone else can obtain this item (unless stated otherwise)!
gaia_star If you roll an item that has been taken (or one that rejects you due to Battle/Status artifact limits), you may choose an item that is one number above or below it providing it has also not been claimed! ie if you roll artifact #6, you can look to see if you are eligible for artifacts #5 and #7 and choose one!
gaia_starArtifact Owners: Please go HERE to check out all existing class C Artifacts as well as further information.
gaia_star Even if you fail at getting the artifact, you can try again. You can try for a quest as many times as you like, but please only do up to 1 quest per character at a time. If your Dungeon Master has abandoned that quest or a character has gone MIA for over 24 hours, you have permission to skip that character's turn in order to finish up your current quest.
gaia_starHorsemen and students can automatically use this artifact but a Hunter must reforge it into a Runic weapon. To do this, after obtaining the artifact, you need to ICly talk to a Hunter NPC to get it reforged. It will have a slightly different effect and look once its done.
gaia_star**NEW RULE 10/22/17** You can only carry up to however many C class artifacts at any point in time equal to your character's stage as stated: 2 for Stage 1 - 2 for Stage 2 - 3 for Stage 3. Only ONE may have a battle effect, one a "manipulation" ability (any ability that allows you to make another character do something), and one a "character appearance" ability (any ability that makes you/yourself turn into X glamour/animal).
gaia_star Artifacts that can target another user MUST have that user's OOC character permission and can only be targeted on characters one year level higher or below. Ie: if you are a Y1, it doesn't work on a Y3. If you are a Y3, it only works on Y3 or lower.
ARTIFACT QUEST LIST (NEW QUESTS):
NEW: INVERSE WONDERLAND
InVerSe WonDerLaND (NEW: 10/22/17) - CLICK TO READ/ PARTICIPATE
[Requirements: ]This event happens entirely while your character is sleeping. This is doable for all factions, and unlike the happy, fun Wonderland of the Wonderland simulation, this version seems a little more sinister and disjointed.
[ Rules ] Open to all characters (not including quest)
gaia_angelright This artifact quest differs somewhat from others, it is staggered in real time, this means each dream IC day in the forest represents roughly an OOC "day" in Inception-land, however your character gauges that. This gives this mission a gated nature, it cannot be completed in one day. When your character wakes up, only a couple of actual IC hours could have passed.
gaia_angelright If one of your party falls behind or misses a few days they are able to complete prompts to catch up with the rest of the group, this is the one exception which can be made to the nature of this quest.
gaia_angelright Seperate RPs are okay! For any other questions, feel free to ask in the qna on discord, or here!
gaia_crown[ Day 1 - The Tulgey Woods: ]
Finding the location of Wonderland is something which happens by accident. On the way to some other location in pursuit of an artifact, some hunters are known to end up somewhere else entirely due to a minor portal malfunction. Your hunter and their companions are some of these people.
The forest itself is seemingly unending, perpetually dark but with the grass and trees lit from within by strange ethereal light. The sky overhead where glimpsed through the branches is an impossible black and there is no moon.
Everything in the forest itself is not quite right and any flora and fauna that they come across is not like anything they might see on Earth. Be as creative as you like with this, all harmless creatures and flowers are free to make up. Everything is like earth seen through a bizarre lens and jumbled up with other creatures and objects, the more absurd the better.
Some examples though are animals who are partially inanimate objects and sentient plants.
gaia_crown[ The Mushroom Patch ]
You come to a grove of strange mushrooms interspersed with signs which state EAT ME. There seems to be no way forward until you do just that.
gaia_angelright These prompts can be done individually or one person can roll and people can collectively respond. This is the first day wandering in the tulgey woods. Minimum of 800 words which can be soloed or back and forth rp. The hallucinations can be individual or shared with characters present able to see it all like ghosts who can watch but cannot interact.
Roll 1d10
Quote:
1. A small green mushroom, it tastes like a favourite food. It makes the eater relive a childhood meal, including the location it happened and the people present. 2. Large red mushroom with white spots, it tastes concerningly poisonous, it makes the eater relive a time when they were very angry. 3. A soggy blue mushroom, it tastes like rainwater, it makes the eater relive a time when they were very sad. 4. Bright orange mushroom that tastes spicy, it makes the eater relive a time when they were jealous. 5. A small fuzzy pink mushroom that tastes like soft vanilla, it makes the eater relive a time when they felt strong love 6. A colourless grey mushroom which tastes like paper, it makes the eater relive a time when they felt alone. 7. A sickly yellow mushroom which tastes sour, it makes the eater relive a time when they felt regret 8. A bright purple mushroom which tastes like chocolate, it makes the eater relive a time when they felt happy 9. A green flat mushroom which tastes like a favourite drink, it makes the eater relive a time when they felt part of something 10. A brilliant white mushroom that glitters like stars, it tastes like nothing ever tasted, it makes the eater relive a time when they felt wonder
On completion of this task, when everyone has partaken of their mushrooms the way opens up, the leaves parting to reveal another twisting path onwards. Somewhere up ahead a purple cat skips off into the shadows.
gaia_crown[ Day 2 – The Winding Forest ]
After a lot more wandering through the forest, following endless winding paths, they end up in a darker, more sinister part of the woods, the path once again blocked by gnarled trees and thorns making progression difficult. In the forest, it is impossible to see the sky and any glimpse of it is pitch black. Already claustrophobic it only becomes more so.
gaia_angelright Once again these prompts can be a shared experience (with the exception of the cat prompt) but everyone needs to roll, you don’t need to do the same prompt twice. You progress regardless. Once again total word count for the day must exceed 500 words per person either in one post or spread out through some rp/discussion.
Choose a path to proceed ahead Roll 1d4 -
Quote:
1. Caterpillar - Finding yourself herded by the brambles and thorns down a tightly winding path, you find yourself at the many feet of an enormous caterpillar smoking a hookah. It looks mostly uninterested at your arrival, but does turn its attention on you, taking a long puff of its pipe and exhaling strange undulating smoke rings. It sighs. “Who are you?” it asks. Only if you answer the question of who you really are in 100 words or more will he let you proceed, and for your trouble you gain a piece of mushroom which lets you either shrink or grow within reason in the strange world you find yourself in, but you cannot choose which (roll 1d6, odd is large, even is small)
2. Cat - You end up on a wildly twisting path through the forest, seeing the same sights over and over. You are certain you are lost and that no matter what direction you turn you always find yourself back at the same place. Before you appears a large smile, followed in turn by a striped and sinister looking cat. No one else in your group can see him but you and he speaks to you about one of your deepest secrets. You find yourself temporarily driven a little mad by the aura of the creature and you turn upon your teammates or self. This is mercifully temporary and after several minutes sanity returns once again.
3. Tea Party - Through a broad and leafy path you come across an enormous table laid for a tea party with three figures at at it, the march hare, the hatter and the dormouse. They welcome everyone to join them but no one is permitted to leave until they furnish the others with either a riddle or a story.
4. Oysters - The path opens up to a hazy sea shore and as they go they (either one individual or any number of people present) begin to lose sense of where they are and who they are. Soon enough they have to stop exhausted, overcome with the realisation that they are and were always oysters. They stop, only to be found by a large walrus in a suit and a carpenter. What began as a pleasant walk quickly degenerates into them being eaten in a graphic and unpleasant way.
Mercifully afterwards, the entire party snaps back to reality shaken but unharmed.
gaia_crown[ Day 3 – The Red Queen’s Castle ] Routes are player choice - Anyone wanting to reach the final throne room must pass at least one of these prompts
Route 1 - Painting the roses red You come across a group of people sized playing cards frantically trying to paint white roses red. They enlist you to help.
Roll 1d20, if you roll above 7 then you are successful in helping them and they approvingly let you pass into the castle out of gratitude, if you roll below this then you must choose one of the below two tasks to complete to proceed.
Route 2 - The castle maze - Another way into the castle is via the castle’s enormous hedge maze, this way is perilous and difficult but can have hidden rewards. You need to roll twice successfully to pass.
Roll 1d6 1 - Success - You mentally map out the maze as you go, successfully remembering the path you need to take. 2 - Success - Ahead of you the strange cat appears and points you down the right path. 3 - Success - Runic household item - Small runiced appliance 4 - Fail - You encounter nothing but dead ends and lose your sense of direction. 5 - Fail - A dangerous pit opens up at your feet, so close you almost fall in, realising your way is now blocked. 6 - Success - You hear arguing around a corner which leads you in the right direction.
gaia_angelright If you fail you find yourself back at the beginning of the maze, either start over the maze or choose one of the other two prompts you haven’t done to proceed.
Route 3 - Prompts You find yourself at a strange tunnel lined all the way through with mirrors. It is dark and as you go you grow more and more disorientated. After a time you realise your own reflection is watching you. It speaks to you and states. “You will only make it if you face yourself.”
Choose one of the below prompts and write 500 words on it.
- Your reflection criticises your weakest points, tearing you down, what does it say and how do you find the strength to outpace it? Can the others hear it? - Your reflection praises you, focusing on the good things you've done, does it help you escape the tunnel? Can the others hear it? -There is something wrong with your reflection, it seems to talk little sense and speaks about things you only vaguely remember in dreams. This makes for a surreal experience and can be quite frightening, do the others see it too? - Your reflection is still and silent, it follows you but says nothing at all, merely watches you, what do you do? Does it unsettle you? Do you feel like it is supporting you?
gaia_crown[ Final Day - The Queen’s Throne Room. ] gaia_angelright If you fail at any point here you must wait another day before you can roll again (unless specifically stated otherwise)
The red queen’s throne room is enormous and is linked to a vast network of guarded rooms and corridors, at the end of these rooms is the treasure room where the valuable and often stolen treasures are stowed away by the selfish queen.
gaia_angelright Success means you can move onto rolling an artifact, Safe means if you fill in an rp post you can roll again, a free re-roll can simply be immediately re-rolled if you wish. Fail means you must wait 24 hours to roll again.
1d10
Quote:
1 - You are almost caught by the guards on the way to the treasure room, however they get sidetracked by a voice from down the hallway. It sounds familiar somehow. - Re-roll without cooldown 2 - You all successfully make it to the treasure room through a combination of stealth and sheer dumb luck - Success 3 - You find a place to hide until nightfall in a quiet and rarely visited room on the upper floors - Safe 4 - Success 5 - You find a banquet hall where you have some food to eat, no one else is here and it's a safe place to hide for the day - Safe 6 - You stumble upon an attic filled with strange toys, magical objects and concerningly, guillotines. You opt to hide there for the night - Safe 7 - OFF WITH THEIR HEADS, the group find themselves caught by the red queen and only narrowly escape with their heads intact, they need to wait before they can even think of trying again -Fail 8 - Success 9 - You find yourself cornered by a group of playing card guards, they turn you in and you are sent away from the castle. Unless you successfully helped them paint the roses red, in which case, they turn a blind eye- Fail or (if you did the roses red quest) a free no-cooldown reroll. 10 - You get lost on the way to the treasure room and need to come back the next day with a better idea about where the hell you are going - Fail
[The Treasure Room]
Quote:
ARTIFACT PRIZE LIST These prizes are UNLIMITED, meaning even if someone has one, you can get one too! gaia_angelright Roll 1d12 to see what you find, if you wish to re-roll the 24 hour cooldown takes effect -
1. The Caterpillar’s Pipe: A strange pipe that exudes an aromatic scent. Status Effect: When inhaled from it gives the ability to ask one question of someone which they feel compelled to answer, but only as cryptically as possible (ie: in a riddle, sarcastically, etc) (useable once a day, limited relative to the year of the person it is used on and ooc consent), the rest of the time it functions like a magical vape pen with plenty of mist.
2. The Hatter’s Hatpin A very ornate pin. Status Effect: When used generates a fantastic and appropriate glamour hat. If the owner is sporting a neckbeard, has a penchant for fedoras.
3. Broken mirror fragment: A fragment off a mirror that seemed to have a great power. Status Effect Lets you see someone as they really are, without makeup, enchantments or anything at all when held up, once per day. Also shows them without most clothing, so choose carefully who you point it at. Does not work on people higher ranked than you are.
4. Jingling Bell: A neat little cat bell on a collar. Status Effect A clear ringing bell which calls forth a ghostly cat for twenty minutes, this can be pet but cannot be hurt. Battle effect: Heals 5 HP to all friendly participants per battle/ per rp.
5. The Tweedles Rattle: A strange steel rattle on a stick Status Effect Calls forth an aggressive raven creature which attacks anyone nearby, has 10HP and does autodamage of 5 to all per round, including the caster. This cannot be used on bosses.
6. The Hare’s Cufflink: An elaborate cufflink in the shape of a hare's head Status Effect Can be used to turn the owner or someone else into a hare for a short period of time, maximum 5 minutes per day. Cannot be used on someone higher stage than the user. Does not work in battle.
7. The Cheshire's Smiling Signet: A ring with a large toothy smile on it Status Effect Gives temporary invisibility (one hour once a week or 10 minutes 6 times a week) all apart from your eyes and mouth which can’t be seen when closed but is visible when open.
8. The Red Queen’s Crown: A heart shaped crowned Status Effect Once a day lets you give an order with high persuasion. (Within reason, they can refuse on ooc grounds and consent. Doesn’t work on people higher rank than you are.) Ie: the recipient feels more inclined to agree, but doesn't necessarily mean they will.
9. The Jabberwock’s Spines: Dried, bony spines that have been broken down to form a bracelet. Status Effect When wearing it, reflexes are quickened. This does not effect battle but can make for a very cheaty game of tennis.
10. The Walrus’ Oyster Shell: A shell shaped clasp containing some self replenishing silver powder Status Effect Can make any food eaten sprinkled by the contents of the shell taste wonderful regardless of how horrible it may well be. Doesn’t negate poison, inedibility etc.
11. The Dormouse’s Silver Spoon: A silver spoon which sparkles when you tap it on objects. Status Effect Can repair any broken inanimate object to its former glory as long as it is teacup sized or smaller (including phones!), cannot improve what wasn’t already improved. Once every week.
12. The Rabbit’s Watch: Status Effect Can be set to one individual and the hands will monitor where that person is and what they are doing as long as the target is wearing a traditional wristwatch or pocketwatch (Spectre watches, Halloween watches, and phones do not count).
Zoobey Artist
Magical Incubator
Offline
Zoobey Artist
Magical Incubator
Offline
Posted: Sun Nov 04, 2012 7:29 pm
ARTIFACT QUEST LIST (OLDER QUESTS) - STILL OPEN:
The Sunken Cave
gaia_crownThe Sunken Cave (click spoiler to read)
Requirements: You will need to PRP "researching" up this area (again 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. Due to not taking forever, the "Dungeon Master" has control of the pacing: even if not everyone replies, it is okay to go the next round as long as it makes sense from the Dungeon Master's POV.
Historical IC Background: The Sunken Cavern was once said to be a place of great wealth, a vast expanse of knowledge and power. Humans used to come from across the world to bask in its provisions and seek enlightenment, but over time the Cavern began to sink into the waters which rose every year. Due to the instability of the ground, the people fled the area, and the Cavern and all its teachings, belongings, and stash of priceless artifacts were lost. No one has dared to try and find it again, as some humans have claimed the Cavern was sunk because of the greed of humankind, and that there was a curse upon the place for all who tried to take that knowledge back.
gaia_crown [ Getting Started ]
Getting to the Cavern: As the Cavern is half submerged in water, and is basically an underwater island, you'll have to open the portal very, very carefully - otherwise you might just find yourself learning what it's like to be a fish. Hunters can enter Halloween as well without a golem (recommended as the Isle itself is very golem unfriendly due to its climate and high altitude as well as 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 as well as horsemen while Hunters will need to exit and enter back again. - Basically, all Hunter characters have 6 chances to find the portal. If they don't find it, they will need to leave and come back. Students and Horsemen do not need to ICly leave and come back. - All players roll 1d100. - Rolling 50 or less will let players find a portal that randomly leads to an island - except not the right island, where on Earth are you?? - Rolling 70 or less will let players find a portal that randomly leads to what appears to be an empty shack on an entirely different island. But there is something hostile lurking here... - Rolling 80 or less will lead you to the Haunted House. Oops. - Rolling 81 or higher will lead you to the portal that opens up on the most stable part of the Sunken Cavern. Congratulations, you've made it. I hope you know how to swim.
gaia_crown [ Setting and Rules ]
The Cavern is surrounded by greenish blue water on all sides. Craggy rocks dripping with algae and kelp lift up above the surface, and if you look down you'll be able to see the entrance, halfway buried in gently rippling sea water. Once inside, it's all dry (mostly), but it looks like you'll have to swim a bit to get there.
- Roll 2d20 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 as well. - If a character runs out of stamina or HP, they must try again from Round 1!
gaia_crown [ Round 1 ]
All players must roll 1d6. If any player rolls a 1 or 6, 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 shadow shaped, a remnant of the old world, noone can go any further until the boss is defeated. IF NOONE rolls a 1 or 6, or you have defeated the boss, you may proceed to round 2. If two players roll a 1 or 6, you now have two bosses... congratulations. - This initial roll does not cost stamina!
gaia_crown [ Round 2 ]
Inside the Cavern, it's dark and difficult to see, and it smells strongly of brine and fish. You're standing at the beginning of what looks like a center room, with several other rooms split off of it, but it's too dark to see what exactly they are.
- Use the diagram in the spoiler tags below to move around the room! You start at the heart square. - You will be rolling 1d4 ten times. - The key is: 1 = up, 2 = down, 3 = left, 4 = right - If you're at the edge, and you roll in that direction, you don't move, and stay on that square - i.e. if you're on the heart square, and you roll a 1, you don't move anywhere, because you can't move upwards. - Do not take into account any effect on the square until after you have rolled all five times! It is only where you are left standing after five rules that counts!
BONUSES: - Life Hunters/ Undead/ Famine Horsemen: At any point you may FORFEIT your roll to choose any tile that is NOT a tile with a glyph on it to move to. You can only use this once. Note which tile you are moving to. - Death Hunters/ Reapers/ Death Horsemen: You may choose EITHER directions horizontal or vertical from each other equal to your dice roll. So if you roll a 4 (right), you may choose instead to go (left). If you roll 1 (up), you may choose instead to go down. This is unlimited. - Moon Hunters/ Demons/ Conquest Horsemen: Whenever you OVERLAP and step on a tile with a glyph you have already stepped on, you may choose instead, to immediately teleport to a tile with a glyph you have not stepped on. This is applicable two times MAX. - Sun Hunters/ Monsters/ War horsemen: Your may move UP TO 2 tiles at once in your direction! (You choose how many 1 or 2) - Mist Hunters/ Ghosts: You may copycat any ability above. Once you copycat it this is your passive ability. Roll a 6-sided dice before you copycat. If even, your copycat fails and you have no special abilities sad You can only attempt to copycat once.
gaia_crown [ Round 3 ]
- If you are left standing on black space:
- If you are left standing on the knife icon, noose icon, or heart icon: You and your team makes are all ejected from the area, the last thing you see is the darkness looming over you and a voice that seems to whisper something...
- If you are left standing on the flower icon, star icon, or starburst icon: At last a room opens up in front of you. You enter the STAR ROOM (see below).
- If you are left standing on the book icon, chair icon, or table icon: At last a room opens in front of you. You enter the BOOK ROOM (see below).
- If you are left standing on the chandelier icon or the sleuth icon: At last a room opens in front of you. You enter the SECRET ROOM (see below).
gaia_crown [ Round 4 ]
You are now inside of a room. Inside the room are several glittering artifacts. Roll 1d4, match your dice roll to the result. You can only obtain ONE of these artifacts at any point in time. If that item is taken just round to closest one.
- 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!
gaia_starSTAR ROOM:Class C Artifacts (open to all). All artifacts are TRINKET based. That means when you bring it home the artifact will be shaped like a trinket. Please see below as to the EXACT shape of the artifact. It cannot change shape or form, and even if brought over on Hunter side, it retains its original shape (with a few runic markings Hunter side). These artifacts bind to the player, and respond to being summoned
1. Droplets of the Mist: A beautiful small vial that has a valuable liquid within. It glows a opalescent hue. Status Effect: Droplets can be scattered on players afflicted by Insanity, temporarily ceasing their pain. The cure only lasts for 6 IC hours. Only one person can be cured at once for that duration. However, droplets take 1 IC week to recharge. Cannot be used in battle.
3. Necklace of Pledge: A simple necklace with a large stone at the end. The stone changes colours according to the mood of the owner. Battle effect: Once per battle, you may PLEDGE YOUR LOYALTY to one character. If that character dissipates/ falls in battle, or is ready to take the killing blow, you can instead, take that blow for them. This is only applicable for any blows that would send that pledged character to 0 HP or lower. You can only pledge to one character once per battle and its effect can only be used once.
4. Clasp of Fortune: A simple clasp with an opal gem, round in shape, embedded on a silver backing. Battle effect: Once per battle you may forfeit your turn (non Fear charge only) to grant ANOTHER PLAYER that turn that you forfeited. That player will get an extra turn during that round at no cost!
gaia_starBOOK ROOM:Class C Artifacts (open to all). All artifacts are TOME/BOOKS EXACTLY like this! That means when you bring it home the artifact will be shaped like a book/tome/notebook. You can choose how large it is, but once you do, it cannot change shape or form, and even if brought over on Hunter side, it retains its original shape (with a few runic markings Hunter side). These artifacts bind to the player, and respond to being summoned. They will dissipate/ flare out of existence when desummoned through sensitivity of your Fear levels alone (weapons and Halloween creatures)
2. Book of Creation: A book that glows a brilliant green. It speaks of creation. Battle effect: Once per battle, you can heal yourself +1 x the number of times you have been hit by the opponent. If you were hit six times you can heal yourself 1 x 6 = for 6 HP. This does not take up a turn.
gaia_starSECRET ROOM: Class C Artifacts. All artifacts are SMALL WEAPON SHAPED. You can choose what colour they are but their design is described as below. That means when you bring it home the artifact will be shaped like a small weapon (about gauntlet/ dagger sized). Even if brought over on Hunter side, it retains its original shape (with a few runic markings Hunter side). These artifacts bind to the player, and respond to being summoned. They will dissipate/ flare out of existence when desummoned through sensitivity of your Fear levels alone (weapons and Halloween). - Randomise between 1 - 2 to determine which item you get. If that item is taken just round to closest one.
1. Thorn of Pendragon: A beautiful, ornate dagger that glows a brilliant white. A fine white mist escapes its tip... Battle effect: This item is useless unless there is are people who own ARTIFACTS from this cavern. It resets ALL USES of those artifacts, not including this one. This affects allies and opponents.
2. Thorn of the Enchanter: A small wizened stick with a single glowing blue orb at the tip. A fine mist escapes from the orb... Battle effect: This item is useless unless there is are people who own ARTIFACTS from this cavern. It resets ALL USES of those artifacts, not including this one. This affects allies and opponents.
The Ancient Necropolis: Quest
gaia_crownThe Ancient Necropolis: CLICK SPOILER TO READ
Requirements: You will need to PRP "researching" up this area (again 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. Due to not taking forever, the "Dungeon Master" has control of the pacing: even if not everyone replies, it is okay to go the next round as long as it makes sense from the Dungeon Master's POV.
Historical IC background: The Ancient Necropolis is a vast tomb system buried in the desert, located in the Human World but far from any human settlement. All the exits to the surface have long since been buried, but the tombs here have lain untouched for thousands of years. The artwork and relics within them would make any Human archaeologist weep. Of course, you're here only for particular relics.
(Oh, and watch out for the ancient guardians... )
gaia_crown [ Getting Started: ]
Getting into the The Ancient Necropolis: - 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 Altar itself is very golem unfriendly due to its climate and high altitude as well as 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 as well as horsemen while Hunters will need to exit and enter back again. - Basically, all Hunter characters have 6 chances to find the portal. If they don't find it, they will need to leave and come back. Students and Horsemen do not need to ICly leave and come back. - All players roll 1d100. - Rolling 20 or less will let players find a portal that takes them to the frigid tundra, near a certain abandoned base that some older Hunters might remember. Some polar bears have taken up residence here, and gosh aren't they hungry? Better run! - Rolling 40 or less will let players find a portal to an alley near a busy street marketplace in Cairo, Egypt, and a street vendor mistakes you for someone that stole some of his wares. Yikes! - Rolling 60 or less will lead you to the Haunted House. - Rolling 61 or higher will let you find the portal! Success! You can now proceed inside.
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!
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:
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.
gaia_crown [ Round 4: ]
- Finally, you make it through the mist, and come upon a room full of ancient trinkets and treasures. - Beware: this area is unstable. You feel as though someone is watching you very closely, and the walls slowly start to move, stone grinding against stone. You don't have much time: grab something and GO! - Randomise a number between 1 and 9. This is the item you end up with, congratulations! This is now your item to keep! Match the correct roll of yours to the item, and read the results carefully! - 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. - 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!
1. Tears of Atum: A small, deep blue glass bottle in the Egyptian style, delicately ornamented with gold. Within the bottle are a few drops of iridescent liquid. Status Effect: When poured out, the tears within form a translucent and featureless humanoid figure, like a golem made of water. This figure cannot speak, but it will perform simple tasks for 2 IC hours before evaporating. It will take orders only from the wielder of the Tears and will ignore all other beings. Tasks must be direct and primarily physical (like "get that bottle across the room and bring it to me", not "do my homework"). Cannot be used in battle. The bottle takes 2 IC days to refill after being used.
2. Fang of Geb: A snake's fang three inches long, set into a simple pendant on a leather thong. The leather is embossed with images of snakes, river reeds, and grain. The fang's tip is blunted and stained with dirt, and no matter how hard you scrub the stain won't come off. Battle Effect: Once per battle, you may drive the Fang into the ground/floor; upon contact, a wave of reeds will sprout, entangling your opponent and binding them. This gives you an additional chance to strike; for your next turn, your modifier is -4, not -6. Using the Fang takes up one turn, and you may not use the Fang in boss battles.
3. Knot of Isis: A two-foot braid of jet-black hair, the ends tied off with bands of gold. It will not come undone no matter what you do to it. Battle Effect: Once per battle, you may tie the braid into a knot; upon doing so, a golden barrier appears in the air around you and only you. This barrier takes 5 damage to break through and must be shattered before you can be damaged again. Using the Knot takes up one turn. Bonus: as Isis was a particular protector of the dead, if the wielder of the Knot is undead or a ghost, the barrier takes 7 damage to break through.
5. Wrappings of Osiris: A roll of stiff gauze that looks old, the edges tattered and faded. Still, it seems clean and smells fresh. The exterior surface of the gauze is painted with hieroglyphs in rusty red ink. No matter how much is removed, the amount of gauze in the roll never seems to decrease. Battle Effect: The Wrappings can be used on an injury like ordinary bandages; upon contact, it heals the target for 25% of their total HP. Bonus: as Osiris was the greatest lord of the underworld, undead and ghosts are healed for 35% of their total HP. If used in battle, consumes one turn. Cannot be used on bosses; can be used once every IC day.
6. Bounty of Nephthys: A beautiful drinking-cup in the Egyptian style, ornamented with semiprecious stones. Status Effect: Any alcoholic liquid poured into the cup can then be drunk without fear of hangovers; while you will most certainly get drunk, at least you'll be okay the next day... as far as hangovers are concerned, at least. Liver poisoning is another story. You must provide your own alcohol.
7. Scepter of Set: A jet-black Egyptian was staff, carved of a light yet durable substance, utterly unornamented and tall enough to be used as a walking-stick by human-sized beings. Battle Effect: Once per battle, you may wave the scepter through the air in a spiral pattern; upon doing so, a small, localized sandstorm will spring up and attack a single opponent of your choice, doing an additional +3 damage on top of whatever damage you yourself manage to do next turn - even if you miss, you'll still do 3 damage. Does not work on bosses; initial use costs you one turn.
8. Breath of Shu: An fluffy, ornamented feather two feet long, with a beaded shaft and delicately gilded tip. Status Effect: When the feather is waved through the air, a sense of peace and calm descends upon a single target. This feeling of serenity lasts for 3 IC hours, and is utterly unshakable regardless of events. (Afterwards, of course, may be a different story.) Can be used in battle, but has no required effect; after all, your enemy could decide to calmly continue kicking your a**! Can be used once per IC day; cannot be used on bosses.
Abandoned Isle of Enchantment: Quest
gaia_crown Abandoned Isle of Enchantment: (CLICK SPOILER TO READ)
Requirements: You will need to PRP "researching" up this area (again 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. Due to not taking forever, the "Dungeon Master" has control of the pacing: even if not everyone replies, it is okay to go the next round as long as it makes sense from the Dungeon Master's POV.
Historical IC background: The Abandoned Isle of Enchantment had a very different name in the past, nestled between where two foreboding creatures sleep in the seas: Scylla and her sister Charybdis. It was once where travelers would rest: Gods would find a welcome stay while Human mortals would meet a rather unfortunate demise. The Isle of Enchantment is still lush with vegetation and life: creatures can be seen prowling the area, strange wild, exotic minipets (if they can even be called mini) unlike those ever seen before. In the center of the isle is a large palace-like structure with marble pools of water that are still oddly, in very good shape. The island itself is abandoned.
Isle of Enchantment portals randomly spawn to the area 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 Isle of Enchantment : - 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 Isle itself is very golem unfriendly due to its climate and high altitude as well as 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 as well as horsemen while Hunters will need to exit and enter back again. - Basically, all Hunter and Horsemen characters 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. - All players roll 1d100. - Rolling 20 or less will let players find a portal that randomly leads to someone's house. Feel free to RP this as you please as awkwardly as you please - Rolling 40 or less will let players find a portal that leads to the Land of Holidays. Right now is really not the time for Xmas cheer...and the creatures there seem extremely hostile - Rolling 60 or less will lead you to the Haunted House. - Rolling 61 or higher will let you find 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: ]
- All players must roll a 6 sided dice. If any player rolls a 1, 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 shadow shaped, a remnant of the old world, noone can go any further until the boss is defeated. IF NO ONE rolls a 1, or you have defeated the boss, you may proceed to round 2. If two players roll a 1, you now have two bosses... congratulations. - This initial roll does not cost stamina!
gaia_crown [ Round 2: ]
- All players must now navigate the labyrinth. Roll 1d100. - If you roll 50 or higher you have found the palace gates, perhaps only through a stroke of luck. That's odd, you could have sworn your friend was with you... - If you did NOT roll 50 or higher you still need to keep on searching the area, full of traps and dead ends. You need to continue rolling until you roll 50 or higher. - For every time you do not roll 50 or higher (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 palace itself is quiet, peaceful, oddly beautiful despite its decaying and ruined nature. You see strange statues everywhere, depicting odd figures. You begin to hear a song and then feel slow, sluggish almost. - All players must roll 1d10. If any player rolls a 4 this is everyone ends up turned into a minipet and you are stuck like this for an IC 24 hours. You will immediately get portaled back home. (YES THIS INCLUDES HUNTERS). Otherwise match your rolls to the results: 1: You are now a minipet (just for you) 2: Nothing happens 3: - 50% of your remaining HP 4: You've gotten lost. Go back at the beginning of round 3! 5: Nothing happens 6: Nothing happens 7: - 50% of your remaining HP 8: Nothing happens 9: -50% of your remaining HP 10: nothing happens
- All players need to roll 3 times to make it to the next round EACH - If you are turned into a minipet (individual) you can still continue on with the quest! - If you are turned into a minipet twice you simply change species. - If you are portaled out you must start again from Round 1! Yes, you can attempt this quest again as a minipet!
gaia_crown [ Round 4: ]
- You finally make your way to the very epicenter, where inside, you see exactly six statues, each bearing an item. However, the area is very unstable as it seems like someone is watching you! Generate a number between 1 and 9. This is the item you end up with, congratulations! This is now your item to keep! Match the correct roll of yours to the item, and read the results carefully! If you roll 10, you can choose any of the 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!
1.Calliope's Stylus: This simple stylus easily fits into any pocket, its weight feather light. Status Effect: This object can be used once every three OOC days and once per battle. Its target is subjected with their voice changing into that of a movie trailer announcers: really deep, and everything is epic. Everything. They must also talk in third person, narrating their activities, for the 24 hour duration of this effect.
2. The Scroll of Clio: This scroll is made entirely of gold leaf, and has solid gold handles. Better be careful-- it's delicate! Status Effect: Once per OOC week, you may use this item on a target. They now think everyone they meet is a famous celebrity, and want to shake their hand, take their picture, etc. It lasts for 24 IC hours.
3. Erato's Kithara: This ancient instrument's closest analog is the guitar. Its a beautiful and lustrous red, and it's impossible to play a sour note on it. Status Effect: Once every OOC week, this instrument can be used on a target. For 24 IC hours, the target can only communicate in lines from romance songs. They are probably pop in nature, but epic love ballads are acceptable, too.
6. The Torn Veil of Polyhymnia: This somber veil is about eight feet long, and feels sturdy despite its delicate lace appearance. It's a little tattered and threadbare in places. At the right angle, some of the threads gleam silver. Status Effect: Once every OOC week you may wield this object against an target. They become overly serious, and think simply everything is too mainstream. They find the urge to drink alcoholic beverages/pumpkin cider of low quality. Their clothes change to be that of a hipster. (Pick one from http://cdn.pastemagazine.com/www/articles/2012/11/02/evolution-hipster.jpg here, or make up your own!) This effect lasts for 24 IC hours. When it wears off, the target remembers their inevitable shame.
7. Terpsichore's Silven Lyre: This lyre is all the colours of the rainbow at once, and is truly opalescent in nature. The strings are barely tangible, and tingle the fingers when played. Status Effect: Once every three OOC days, this Lyre can be used to make the target subject to dance - the effect varies from target to target from 10 seconds to 1 hour. They challenge anyone they see to a dance fight. Anyone.
8. Thalia's Hysterical Mask: This white mask is painted with red and gold filigree along its edges, and it's hard to NOT smile when looking at it. Status Effect: Once per OOC week, wearing the mask and looking at someone causes them to be overwhelmed with an urge-- an urge to write terrible fanfiction about their life, and they ship themselves with everyone. Mary-sue, overpowered, intense fanfiction urges. They HAVE to narrate it as they write at a furious speed. It lasts 3 IC hours, and the quality of the writing is...just...It's dreadful. So dreadful.
9. Urania's Compass of Stars: This tool is made of obsidian, and is slightly larger than your usual compass. It is the compass for math, rather than for navigating. If you tilt it just right, you can see the stars in it. Status Effect: Once every OOC day, you may use this artifact. It turns you and one other person into an alpaca-- and arkpakassu minipet, in fact. It lasts for one IC hour. You are the fluffiest thing since the great fluffening of 2003. Enjoy!
The Orphic Wildwoods: Quest
gaia_crownThe Orphic Wildwoods: (CLICK TO READ/PARTICIPATE)
Requirements: You will need to PRP "researching" up this area (again 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. Due to not taking forever, the "Dungeon Master" has control of the pacing: even if not everyone replies, it is okay to go the next round as long as it makes sense from the Dungeon Master's POV.
Historical IC background: You won't find it on any map, but all the same, it exists.
Once through the portal, the sky above filters between violet and navy and nowhere in between, a perpetual glittering haze in the air, lights glittering in the corner of your eye. The woods are welcoming and enchanting, but the night is hungry and you best not forget it.
The moon here does not obey the phases; at the entrance it is full and at its center it is new, changing as you progress through winding paths and hidden grottos, through bramble walls and witch's huts, through faery circles and recently abandoned camps with a fire still in embers.
The faery folk don't take kindly to intruders, you know, and the inhabitants of the The Orphic Wildwoods have grown wild with age. Take care, if you seek their spoils.
gaia_crown [ Getting Started: ]
Getting into The Orphic Wildwoods: - 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 Wildwoods are very golem unfriendly due 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 as well as horsemen while Hunters will need to exit and enter back again. - Basically, all Hunter and Horsemen characters 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. - All players roll 1d100. - Rolling 50 or less will deposit you in the arctic, surrounded by nothing but snow and black ice. - Rolling 70 or less will place you in an abandoned city, ghostly winds blowing through the decrepit runs. - Rolling 80 or less will lead you to a vine covered building, consumed by green and growth. - Rolling 81 or higher will let you find the portal! Success! You can now proceed inside.
gaia_crown [ Setting and Rules: ]
- The Woods themselves are deep within another forest, unable to be found through any way but portals. 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 woods, bioluminescent and almost fae-like in appearance. - All players must roll a 6 sided dice. If any player rolls a 2 or 4, 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 vine-covered animal, flesh woven with the plant, often a wolf or a spider the size of one. No one can go any further until the boss is defeated. -IF NO ONE rolls a 2 or 4, or you have defeated the boss, you may proceed to round 2. If two players roll a 2 or 4, you now have two statues... congratulations. - This initial roll does not cost stamina! - Note that the triggers are 2 and 4 instead of 1 and 6 like other quests!
gaia_crown [ Round 2: ]
- All players must now proceed further into the Orphic Wildwoods. It glimmers violent and gold like twilight, will o'wisps hanging in the hair. - To cross the room, roll 1d100. - If you roll 80 or higher you manage to follow the faery lights to the exit. - If you roll between 25 and 80, you wander off the path, drawn by an enchanting music that suddenly stops, leaving you teetering at the edge of a deep pit. That was close. Keep rolling, and subtract 1 Stamina. - If you roll between 1 and 24, a spiders web catches you, silven and strong. Every attempt to struggle out of it results in it growing tighter. Once you hold still, it lets you free. Keep rolling, and subtract 1 Stamina. -Continue rolling until you roll 80 or higher! - For every time you roll 25-80 (each reroll between these numbers), you must subtract 1 of your given Stamina points. - For every time you roll 1-24 (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/ are w and have to start over from Round 1! - If you made it past this round, you can proceed to round 3:
gaia_crown [ Round 3: Having come to the end of the path, you reach a series of toadstools the size of buildings, arranged in a circle. And then you realize: they're not huge, you're just quite, quite small. - 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 faery pulls you towards a mushroom, teeth sharp, lips blood red. They are hungry, and you are food. 2: Nothing happens. You are being watched. An odd wind blows, smelling of cinnamon and the copper tang of blood. 3: - 50% of your remaining HP. A faery drops down from the darkness, its black and torn wings beating, skin pale and glistening. It bites into your fear shield before you can fight it off. 4: Instant death (for everyone, game over). The ground begins to shake, and an owl, great and hideous, swoops down to snatch you all in its talons. 5: Nothing happens. An odd melody begins to play, quiet and haunting. 6: Extra roll penalty. A rat begins to pursue you, its eyes an odd shade of green. You must roll a total of FOUR times before you can escape. 7: - 50% of your remaining HP. You trip and fall upon a spike, upturned over a pit. 8: Nothing happens. Literally nothing: it's a relief. Better hurry on. 9: -50% of your remaining HP. You begin to sink into a surprising pit of quicksand. 10: Teleported back to Round 2. Light pulls you in, twisting and winding, and poof.
- 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.
gaia_crown [ Round 4: ]
- Finally, you make it through the strange faery circle, and are back to your normal size. You come upon a grotto, full of artifacts, each placed upon a wooden stump. - Beware: this area is unstable. You feel as though someone is watching you very closely, and the walls slowly start to move, stone grinding against stone. You don't have much time: grab something and GO! - Roll 1d12. This is the item you end up with, congratulations! This is now your item to keep! Match the correct roll of yours to the item, and read the results carefully! - 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. - 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!
1. The Magician's Tome: A heavy book, stained blue leather with jewels adorning it. It almost vibrates with untapped power. Battle Effect: Once per 72 hours and once per battle, you may use this artifact to unleash the beast within. Activation does not cost a turn. A spectral bestial creature covers you, and grants you a normal attack with no attack modifier, capping at your normal damage cap. IE: Roll2d10, get 10,10, you do a maximum of 14 damage rather than 20.
2. The High Priestess' Circlet: A silven chained headdress, with a singular black pearl hanging from its center. Status Effect: Once per 72 OoC hours, you may use this artifact to gain incredibly good vision, even in the dark, for 15 minutes.
3. The Empress' Wand: This artifact is made of white gold, and is simple in design, save for a crown jewel atop its end. Status Effect: Once per OoC week, you may use this artifact to move extremely fast for 5 minutes, moving so fast that you cannot be seen by the naked eye. It cannot be used in combat.
4. The Emperor's Scarf: It's hard to pin down what color this scarf is, as it always seems to change shades. Status Effect: Once per 72 OoC hours, you may use this artifact to alter your clothing's appearance. It cannot change them out entirely, but can alter colours, cut, fit, etc.
5. The Hierophant's Antlers: A crown that has small deer horns protruding from a bed of thorns and leaves. Status Effect: Once per OoC week, you may use this artifact to tap into 1 target's unconscious desires for 5 minutes. The affected player must write out what is sensed, and of course, only with permission from the other player.
6. The Lovers' Crown: A flower crown with gold woven through it. The flowers never wilt. Status Effect: Once per 48 hours, you may activate this artifact for a series of glowing will o'the wisp sort of floating lights around yourself, lasting for no more than 1 hour. They...really have no other effect.
7. The Chariot's Whip: This whip's handle is made of a red-orange metal, and its leather braided lash hot to the touch. Status Effect: Once per 48 OoC hours, you may use this artifact to turn invisible for 10 minutes. It does, fortunately, include anything you are carrying and wearing, but not another person.
8. The Strength's Mantle: A golden fur mane fashioned into a mantle, clasped with a ruby brooch. It is warm to the touch. Battle Effect: Once per OoC week, you may use this artifact without consuming your turn. Roll 1d6. If you are Y1/Y2, a 6 results in taking no damage from 1 attacker. If you are Y3, a 1 or 6 results in taking no damage from 1 target.
9. The Hermit's Bag: Made of worn leather and on the whole remarkably plain and without decoration. Smells of old smoke. Status Effect: This bag can be used once per OOC week to store objects up to three times its size. Anything left in it for longer than a day mysteriously disappears. Fancy that! (Live things put into it also come out dead. Don't get cute.)
10. The Wheel of Fortune: This birch staff is thin and crooked at the end, and is disturbingly heavy for its size. Inlaid in its wood is a series of black gems. Battle Effect: Once per OoC week and once per battle, sacrifice your turn and roll 1d12 and match results:
1: Take 5 damage, and your modifier is -8 for the next turn. 2. Nothing happens except a poof of sparkling glitter exploding in both your face and your enemies. 3. Heal yourself for 5 HP. 4. Your attack modifier is -5 for the next two turns. 6. Take 3 damage. 7. Deal an addition 3 damage on your next successful attack. 8. Take 3 less damage on the next incoming attack. 9. Your attack modifier is -7 for the next two turns. 10. Both you and 1 target take 5 damage. 11. Heal both you and your enemy for 10 HP. 12. Your enemy's attack modifier is -5 for the next two turns.
11. The Scale of Justice: A literal scale of shimmering jade, large enough to cover a forearm, with a strap and buckle. It has a heavier heft to it than first expected. Battle Effect: Once per 48 OOC hours and once per battle, you may activate this artifact. If you have taken 10 damage or less in that battle, roll ONE dice that is a tier below your normal attack dice to determine extra damage to add to your next attack. If you have taken 11 to 20 damage, roll ONE of your normal attack dice. This does consume a turn.
12. The Hanged Man's Noose: A length of black rope entwined with silver strands, fashioned into a noose that can easily be looped around a wrist. It has shards of obsidian wound into it that would, if worn, dig into the neck. Battle Effect: True to the nature of The Hanged Man, this artifact can help or hurt its wielder. Once per 72 OOC hours and once per battle, you may roll your normal defense dice. If the result is even, divide that number by 2 and add it to your total defense roll. If odd, divide by two and take that much backlash.
The Temple of Heracles' Endeavours: Quest
gaia_crownThe Temple of Heracles' Endeavours: (CLICK TO READ/PARTICIPATE)
b]Requirements: You will need to PRP "researching" up this area (again 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. Due to not taking forever, the "Dungeon Master" has control of the pacing: even if not everyone replies, it is okay to go the next round as long as it makes sense from the Dungeon Master's POV.
Historical IC background: A long, long time ago, a man named Heracles underwent a series of trials for the Old Gods, becoming a hero in the process. This temple is a testament to his actions. O r at least, it used to be: The Temple of Heracles' Endeavours is now a dilapidated and run down structure, a cavalcade of crumbling columns and ancient marble.
While a great deal of his acquired trinkets were gifted to other mortals, these ones were tucked away, and remain hidden even today in this temple far beneath the earth.
Beware the ghosts of creatures long since gone, for they are bitter that the items were stolen away from them by Heracles an eternity ago.
gaia_crown [ Getting Started: ]
Getting into The Temple of Heracles' Endeavours: - 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 Temple itself is very golem unfriendly due to its climate and high altitude as well as 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 as well as horsemen while Hunters will need to exit and enter back again. - Basically, all Hunter and Horsemen characters 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. - All players roll 1d100. - Rolling 50 or less will deposit you in the Savannah, conveniently near a pride of hungry lions. Try again. - Rolling 70 or less will place you in a swampy marsh, with nothing but mandrake trees around for miles. - Rolling 80 or less will lead you to an abandoned urban structure, covered in graffiti. - Rolling 81 or higher will let you find the portal! Success! You can now proceed inside.
gaia_crown [ Setting and Rules: ]
- The temple itself is at the end of a huge limestone cave, with many twists and turns to navigate within. 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 Temple, made of all white limestone and marble. It's so bright it's almost luminous, with walls lined with busts of ancients that stare down at intruders. - All players must roll a 6 sided dice. If any player rolls a 2 or 4, 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 living marble statue, a guardian of the treasures, often in the form of a lion or bull. No one can go any further until the boss is defeated. -IF NO ONE rolls a 2 or 4, or you have defeated the boss, you may proceed to round 2. If two players roll a 2 or 4, you now have two statues... congratulations. - This initial roll does not cost stamina! - Note that the triggers are 2 and 4 instead of 1 and 6 like other quests!
gaia_crown [ Round 2: ]
- All players must now proceed further into the Temple of Heracles' Endeavors. A long room is laid before them, full of murky green water. There is nowhere else to go but forward, but wading through it may prove to be dangerous... - To cross the room, roll 1d100. - If you roll 80 or higher you manage to make it across without attracting any untoward attention. - If you roll between 25 and 80, you sink beneath the surface of the water, dragged down by slippery vines that suddenly fling to back to the beginning. You better try to find a different way. Keep rolling, and subtract 1 Stamina. - If you roll between 1 and 24, you get stuck in what feels like mud, except that it's moving too much to be anything but alive. Keep rolling, and subtract 1 Stamina. -Continue rolling until you roll 80 or higher! - For every time you roll 25-80 (each reroll between these numbers), you must subtract 1 of your given Stamina points. - For every time you roll 1-24 (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/ are w and have to start over from Round 1! - If you made it past this round, you can proceed to round 3:
gaia_crown [ Round 3: Having passed the pool, you reach a series of statues. It's too still to be anything but eerie, and there's fragments of light that peek down from far above, shining a bit of light on the temple. But are those truly statues...? - 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 starved white stag charges you, impaling you on its horns. 2: Nothing happens. A thousand hisses echo in tandem, and is that a flicker of tongue against your neck...? 3: - 50% of your remaining HP. A marble cerberus chases you, snapping at your heels. 4: Instant death (for everyone, game over). The hydra appears, consuming all in its wake. 5: Nothing happens. A metal bird casts a cool gaze at you, watching. Waiting. Unmoving. 6: Extra roll penalty. A boar chases you, but not fast enough to catch you. However, you do now have to retrace your steps to get back to where you started. You must roll a total of FOUR times before you can escape. 7: - 50% of your remaining HP. A collection of marble scarabs pour over you, their little stone legs incredibly cool against your skin. Frigid, even. 8: Nothing happens. Literally nothing: it's a relief. Better hurry on. 9: -50% of your remaining HP. A bull rears up, charging you. 10: Teleported back to Round 2. A rushing flood suddenly happens, pushing you back to the disgusting pool.
- 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.
gaia_crown [ Round 4: ]
- Finally, you make it through the strange statue garden, and come upon a room full of ancient trinkets and treasures. - Beware: this area is unstable. You feel as though someone is watching you very closely, and the walls slowly start to move, stone grinding against stone. You don't have much time: grab something and GO! - Roll 1d12. This is the item you end up with, congratulations! This is now your item to keep! Match the correct roll of yours to the item, and read the results carefully! - 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. - 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
Posted: Mon Nov 05, 2012 5:59 pm
ARTIFACT DROP OFF FORM:
[color=orange][size=14][b]ARTIFACT CLAIM[/b][/size][/color] [b]Artifact Name:[/b] [b]Character's Name:[/b] [b]RP of doing so[/b] RP HERE
If you obtain an artifact and you no longer wish to keep it, please post it here! If you forfeit an artifact you cannot obtain ANY artifact for 30 IRL days! You can still quest at this time, however you will automatically forfeit any quest item you come across. Coming across a quest item and waiting until the end of the forfeiting period to claim it is not allowed.
gaia_star You can only forfeit an artifact when you are NOT on a quest!
gaia_star So if you own the Status Artifact A and on a quest discover Status Artifact B, you cannot forfeit Status Artifact A to swap it for B. You need to END the quest (forfeiting B), drop use the following form below to forfeit Status Artifact A, wait one IRL month from when you post, THEN quest and hope you find Status Artifact B again.
:Star: THIS ONLY APPLIES TO ARTIFACTS YOUR CHARACTER OWNS! If you come across an artifact for the first time and decide not to take it, you don't need to use this form! Again, this is ONLY for artifacts you have CLAIMED.
[color=#CC1100][size=14][b]ARTIFACT FORFEIT[/b][/size][/color] [b]Name of artifact obtained:[/b] [b]Link to artifact card:[/b] [b]Reason:[/b]
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I WANT TO TRADE AN ARTIFACT:
If you obtain a CLASS C artifact from a quest, and wish to trade it to another player character, please post it here! CLASS B ones require ADMIN APPROVAL first, so please PM the We Are Halloween mule with your request!
:Star: If you trade/gift an artifact away, you cannot obtain ANY artifact for 30 IRL days! You can still quest at this time, however you will automatically forfeit any quest item you come across. Coming across a quest item and waiting until the end of the waiting period to claim it is not allowed.
gaia_star You can only trade an artifact away when you are NOT on a quest!
gaia_star So if you own the Status Artifact A and on a quest discover Status Artifact B, you cannot trade away Status Artifact A to swap it for B. You need to END the quest (forfeiting B), drop use the following form below to trade away Status Artifact A, wait one IRL month from when you post, THEN quest and hope you find Status Artifact B again.
gaia_starTHIS ONLY APPLIES TO ARTIFACTS YOUR CHARACTER OWNS! If you come across an artifact for the first time and decide not to take it, you don't need to use this form! Again, this is ONLY for artifacts you have CLAIMED.
[color=#CC1100][size=14][b]ARTIFACT TRADE[/b][/size][/color] [b]Name of artifact obtained:[/b] [b]Link to artifact card:[/b] [b]Character giving UP the artifact:[/b] [b]Character you are giving artifact to:[/b] [b]Player you are giving artifact to:[/b]
Quests have been nerfed a bit to make things easier! From this point onward please use the updated values! If you rolled a number yesterday that would pass it, sorry! You need to bypass the current values from this point forward!
Finished a quest and someone has already snagged the artifact you rolled? There's always another one nearby! You can choose one or above or below the empty slot.
For example, let's say you roll a 10. Well, Artifact #10 was picked up two days ago. While you can't grab #10, check out #9 and #11. Are they both there? Great! You can choose one! If only one's left, well, that's the one you get. If you don't like either, you CAN opt to pass.
BATTLE vs STATUS Artifacts: Remember, you can only have one Battle and one Status artifact. Let's say you have a Battle item, and rolled another Battle item. ICly the artifact is there... but it rejects you. Now what?
Easy. Grab the item nearby that doesn't reject you. If and only if the artifacts one up or one down are a status item, of course (again, roll 7 and it's another battle item. 6 is another battle, but 8 is a status item. You can pick up #cool. If both items next to the artifact happen to be battle items too, then sorry! You have been rejected. sad No artifact for you.
Passing up an artifact does not incur the 30 day wait!
Failed a Quest? Let's say you made it all the way to Round 3 in your quest... and you failed it. It's okay! When your character's ready to give it another shot, you can jump right back in at Round 1! You do not need to search for the portal again!
As always if you have questions, please post them here! Thanks!
OH LOOK ITS A CHANGE LOG OMG
Altar of the Gods Changes: - Raised the chance of finding the portal to Altar of the Gods from 10% to 20%. - Clarified: If someone runs out of stamina, they will need to start again from Round 1! - Up'd the amount of stamina a character can have from 1d20 to 2d40. - It is possible for them and questers to continue RPing before moving onto the next step. - For example, let's say Bob, Sue, and Mary are all questing and they're at Round 2 of the Altar of the Gods. Bob is still rolling, Sue failed, and Mary made it to the next stage. Mary can hang around shouting encouragement to Bob while Sue sprawls out on a ledge recovering. Sue can wait for Bob before she tries again, or she can try again and try to catch up. - We recommend that groups stick together! We strongly suggest that if the above event occur that groups wait to see who passes/fails and waits for their group to catch up before moving on. We do not recommend moving ahead solo! - Raised Round 2 climbing success from 10% to 15%. - Added -25% HP loss to Round 3, rolling a 3 now results in -50% remaining HP instead of instant death. - Altar item rules have been updated!
Underwater Labyrinth Changes: - Updated this quest to reflect Altar of the Gods; see above! - Round 2's success rate has been raised from 10% to 20%! - Round 3 has become more hazardous to your health!
Isle of Enchantment Changes: - Updated to reflect Altar of the Gods changes; see above! - Round 2's success rate has been raised from 10% to 25%! - Round 3: individuals who are minipets can still quest on!
QUICK KUDOS TO TOSHI AND BANE FOR BEING THE FIRST ONES TO COMPLETE A QUEST! You guys rock! : D
ARTIFACT CLAIM Name of artifact obtained: Theia's Blessing of Light Character's Name: Shine RP of doing so"Research", Portal Hunting + Quest (she gets hers on p4, rest is for Aymet!)
Posted: Sun Nov 11, 2012 2:35 pm
ARTIFACT CLAIM Name of artifact obtained: The Tusk of Ares Character's Name: Jake Cross RP of doing soResearchMountain climbing
Disregard. Screwed up round 1.
[A.V.]
Crew
Dangerous Hunter
Offline
Molten Tigrex Crew
Shameless Hunter
Offline
Posted: Mon Nov 12, 2012 12:41 am
ARTIFACT CLAIM Name of artifact obtained: Mnemosyne's Goblet of Recollections Character's Name: Aymet RP of doing soResearch | Portal + Quest
Posted: Tue Nov 13, 2012 2:28 am
ARTIFACT CLAIM Name of artifact obtained: Orcus Talisman Character's Name: Shine RP of doing so"Research", Portal Hunting + Quest (p17 for this one <3)
Nothing Yet Crew
Obsessive Stargazer
Offline
Grifferie
Crew
Deus Sherry
Offline
Posted: Tue Nov 13, 2012 5:43 pm
ARTIFACT CLAIM Name of artifact obtained: Dionysus’s Wine Character's Name: Sherry Greyson RP of doing soResearch & Quest run/claim