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[Open Class] Cave of Wonders [Amarus] Goto Page: 1 2 [>] [»|]

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Face your demons rolled 1 6-sided dice: 3 Total: 3 (1-6)


Face your demons


Magnetic Detective

PostPosted: Tue Apr 03, 2012 8:55 pm


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NAME OF CLASS:The Cave of Wonders
PROFESSOR TROLL NAME: Desu-chan

General information: Desu-chan is known best for well, flipping tables. And never...really speaking aside from using emotes. And- pink. She adore what most Halloweeners abhor, and she is willing to challenge anyone to try and face that which she herself loves where many other would flee in terror. She occasionally offers this chance to student through an anonymous text or email, with a simple map to the location of the cave of wonders.

The Cave of Wonders is misleading. In actuality, it is something that plays off of the fears of those who enter. The reason behind the ever changing cave? Desu-chan is actually behind a flipped desk, watching TVs that have live feeds of those who enter. From her hidden hole, she manipulates the cave to scare those she invites.



Mechanics:
Students start off with ONE 'life'. The older the student, the more lives. They must survive a total of 5 rounds. Before your student enters roll one d6 to determine setting. If you lose a 'life' you resume at the stage you failed at. Lose all lives, and it's game over.

Mobs and bosses can be changed to suit your student best. Examples can be used, but do not have to be exactly those.

Quote:
1- Water based. Dark pools of water, occasionally things bubble and you can swear you see something obscenely large in the water, seeming to swim through what you can only assume to be underwater tunnels. If you attempt to get into the water, a thick black tentacle grab you and flings you back on land, electrocuting you as well. Those water immune/oriented find the water thick, and sickening, it feels not quite right.

2- Fire based. Undead can take comfort, knowing that the fire doesn't hurt... Provided you stay on the path. If you step off the path the fire slowly creeps up on you, burning. Undead don't go up like a torch however, their fire is like others, slow. The flames only extinguish once back on the path. Those immune or in tune with fire find something oddly opposite, they begin to feel cold and their own 'fires' seem to slowly go out. Definitly not the comforting fire they know.

3- Air based. Below is dark pit, which the path steps hover precariously above. Any attempts to fly off the path results in plummeting to the bottom, where upon a gust of air, sends them back to the path. Those unafraid of heights or wind find themselves feeling heavy, and very un-balanced.

4-Christmas based. Congrats this is...Christmas land???? Going off the path results in smelling peppermint.. and slowly feeling your FEAR fade from you.

5-School based. Eerily empty and devoid of any signs of life, this mockery of the school generates shadows and image of coats of while and gold, with flecks of color. Strange runic blue glow lines the walls. Empty cages... a warm fog... is that the glow of a weapon in the distance? Going off the path, and you feel like your FEAR is being sucked out.

6- Desu Special. It's like the princess corner, only bigger. Going off the path results in glitter and stickers, along with pink ribbons. Oh as well as a sharp needle like sensation pricking you.


If something normally wouldn't scare your student, the environments should still set them off and make them feel uneasy. There are no bonuses for any environment. Do note, YOUR FEAR IS NOT ACTUALLY FADING/LEAVING. It's more a simulated effect. Similar to how an object might appear falling over, when it is in fact, perfectly structurally sound.

Round 1

The entrance itself doesn't change but as the light vanishes from the entrance, torches illuminate the path before you. By the time the entrance is no longer visible, the setting has become apparently. Nothing seems to be happening..yet.

Rolling 1 d100, if you score 21 or above, you continue deeper. Below, and you chicken out for whatever reason.


Round 2
At this point, the path splits into two. One seems less dangerous than the other...but do you dare take the sinister looking path?

Roll 1d100. 41 and above result in chosing the scarier path and having nothing happen. Get 40 or below, and you find yourself attacked by common mob off the setting, The mob knocks you out, and you wake up thinking that now is a good time to BOOK IT.
Mob examples are: Tentacle monster, fire demon, thunder clouds, angry snowman, a hooded hunter that isn't and Caelius or any NPC/PC character, Glitter cloud


Round 3
The path is now becoming long and winding and you feel like you've seen this a dozen or so times. Yet as a new turn revels itself, the path abruptly vanishes.

Roll 1D100. 61 and above and the path can be see, though you feel the effects of going off path at the edge, you make it to that turn, where the path shows itself once more. Get Below, and the sensations of going off the path begin. Time to head back before they continue.


Round 4
You've neared the end, and yet you find the path has lead you to a large platform. A cloaked figure stands at the path's continuation. Can you get by?

Roll 1D100. get 71 or above to see the boss level mob of the area, and face your fear and pass them, head held high. Get lower and find yourself flung back. 'YOU SHALL NOT PASS' echoes in a thunderous voice.
Boss examples for areas are: Horrorterror, Lava dragon, Rotting demon bird, Jingleberry, Caelius, OwO


Round 5
The final trial. A simple yes or no question. A podium sits at the end of the path, a candle with a pink flame illuminating the text. The question is simple. "<3?" A pencil sits next to the paper so you can circle yes, or no.

Roll 1 D100. get 81 or above to have 'selected' the right answer. Hint. The answer changes so it doesn't matter what you pick. Get anything below, and you see that boss you passed coming up behind you. RUN FOREST, RUN!


If you make it to the final round and pass, you get to see a very happy Desu-chan running up to you and giving you a hug as well as a pat on the head. A random candy is give to you for all your suffering. Then you are kicked out the back door. Hey, at least you got a candy for it!

BONUSES
-Each year nets you one extra life.
-Y2 have 2 lives
-Y3 have 3 lives
-Anything above Y3 STILL would follow the cap of 3 lives.



YOU LOSE/FINISH THIS RP WHEN...

- You lose all your lives. It's game over. That means you have to make ANOTHER rp to try again!
Face your demons rolled 1 100-sided dice: 41 Total: 41 (1-100)
PostPosted: Tue Apr 03, 2012 8:57 pm


Amarus entered into a cave, with a dark pit and a narrow path suspended over the depths. Leaning over just the slightest, she could feel what was likely some kind of strong breeze. After that, she settled herself firmly at the center of the path.

Okay. She wasn't really afraid of heights, or of the dark, so this wasn't too awful-- besides, torches just illuminated her way, too. She continued on down the path. How was Desu going to test her...? It was already a little foreboding x:


Face your demons


Magnetic Detective

Face your demons rolled 1 100-sided dice: 87 Total: 87 (1-100)


Face your demons


Magnetic Detective

PostPosted: Tue Apr 03, 2012 8:59 pm



Oh, good. The path was splitting in two. Amarus loved it when she was in a stupid maze with a stupid forking path. TiHers really seemed to like that. Well, technically the last time it had been the Horsemen. Still, it was getting kind of old.

Old news, though. Old news. Amarus took the path that looked more intimidating, because at least that should spice it up, maybe?
Face your demons rolled 1 100-sided dice: 23 Total: 23 (1-100)
PostPosted: Tue Apr 03, 2012 9:01 pm


Amarus kept on walking, thinking that it was extremely nap-inducing, and that she hoped something would happen soon... Until the path suddenly vanished?

Okay, well, it had her attention now. Should she keep on going? Turn back? Maybe she had taken the wrong path or something. Amarus stopped for a moment to contemplate her ordeal.

After a while, with a shrug, Amarus turned back. She'd rather just... redo it, than stick around here forever staring at the void.

[[ FAIL :(]]



Face your demons


Magnetic Detective

Face your demons rolled 1 6-sided dice: 4 Total: 4 (1-6)


Face your demons


Magnetic Detective

PostPosted: Tue Apr 03, 2012 9:03 pm


Amarus was getting a second chance at this. However, she wasn't certain if the course would even be the same... Perhaps it would be an entirely new area altogether. Using the map to navigate to the location of Desu's cave, Amarus braced herself for whatever she might find there.

Face your demons rolled 1 100-sided dice: 20 Total: 20 (1-100)
PostPosted: Tue Apr 03, 2012 9:05 pm


... Christmas, again?! She had a brief flashback to the last Christmas, when she'd been holed up in the Maul with Neil, Riri, Anna... well, a bunch of students, and they'd had to basically fight to survive. For Amarus it had been a great time, but Neil had been so sick from the smell of peppermint.

So when she entered, she was glad that she wasn't a canine; if Neil was any example, it would have made her really sick to walk around. Something else happened, though... As she tried to progress, she thought of her friends, and how long it had been since she'd seen them.

It wasn't worth it. Amarus turned around and headed out.



Face your demons


Magnetic Detective

Face your demons rolled 1 6-sided dice: 5 Total: 5 (1-6)


Face your demons


Magnetic Detective

PostPosted: Tue Apr 03, 2012 9:11 pm


[[ Rolling ]]

Face your demons rolled 1 100-sided dice: 20 Total: 20 (1-100)
PostPosted: Tue Apr 03, 2012 9:13 pm


It was a school. An eerie school.



Face your demons


Magnetic Detective

Face your demons rolled 1 6-sided dice: 5 Total: 5 (1-6)


Face your demons


Magnetic Detective

PostPosted: Tue Apr 03, 2012 9:16 pm


Perhaps this time...? What would the course be? Amarus had now been in the cave, a christmas-themed course and the stupid school; both of the latter she had merely walked out of, for various reasons.

Ideally, she would encounter something ... less unpleasant than the christmas course. She hoped.

Face your demons rolled 1 100-sided dice: 55 Total: 55 (1-100)
PostPosted: Tue Apr 03, 2012 9:17 pm


Ugh, the school again. Alright, well, clearly she would have to suck it up and stop being such a pansy.

Even if she just wanted to roll her eyes and walk out again. What was so eerie about a school? And yet she felt it, which was what irritated her most of all.

Amarus took a moment to collect herself, calm herself, and try.



Face your demons


Magnetic Detective

Face your demons rolled 1 100-sided dice: 33 Total: 33 (1-100)


Face your demons


Magnetic Detective

PostPosted: Tue Apr 03, 2012 9:18 pm


[[ Round Two ]]

Amarus did progress, this time. She kept walking, and realized that yet again, it was just a forking path. Okay, well, she knew this one. Pretty well, now, she hoped.

Face your demons rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Wed Apr 04, 2012 10:38 am






Face your demons


Magnetic Detective

Face your demons rolled 1 100-sided dice: 26 Total: 26 (1-100)


Face your demons


Magnetic Detective

PostPosted: Wed Apr 04, 2012 10:38 am




Face your demons rolled 1 100-sided dice: 64 Total: 64 (1-100)
PostPosted: Wed Apr 04, 2012 10:54 am






Face your demons


Magnetic Detective

Face your demons rolled 1 100-sided dice: 78 Total: 78 (1-100)


Face your demons


Magnetic Detective

PostPosted: Wed Apr 04, 2012 10:58 am




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