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Posted: Tue Apr 10, 2012 2:40 pm
Day 1: 3 points Day 2: 2 points Day 3: 2 points Day 4: 2 points Day 5: 2 points
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Posted: Tue Apr 10, 2012 2:43 pm
Nothing Yet All That Glitters Has a PurposeYou begin in the darkness of a large, cavernous room. The light, coming from a source that is impossible to place, is extremely dim, the only scent in the air that of chilled, ancient rock. The room itself seems almost designed to mute your senses, to draw you back towards a moment of thoughtful consideration. If you allow yourself to reach this point of inner clarity, you will find yourself pulled towards one of several little niches, each of which are similar in size and shape, each largely unremarkable...aside from the knowledge that one of them feels like it was meant for you.
When you entertain this inspired idea (and if would be wise of you to do so), you will slip through the slim rock passage to enter a new room, each tailored to provide its own challenge. The rooms all share one thing: a cushioned pedestal, on which rests an ornate, reverently polished piece of jewelry, a perfectly cut gem set directly in its center. A light hum and the most subtle of rumblings begins from somewhere in the room that you face, a hint of something to come, and your best option appears to be to put the jewelry on.
The item only stays with you long enough to offer insight on what it can provide. As soon as your task is complete, it returns to the cushioned pedestal, and your only exit guides you back to the cavernous room from your initial approach.  OOC Information: At the very beginning of this course (when your character is in the cavernous room) roll a 1d6 to determine which gem setting you receive, and match with the corresponding section. If you roll a 6, you can select any of the options. Some of the mechanics differ, so be sure to pay close attention to the mechanics for the option that you rolled. To complete the task, you will need to follow the prompt within the correct section. Don't worry about standard HP values, FEAR attacks, or natural abilities - if your student properly appreciates and understands the strength and application of their gem/the jewelry, then they should have no need for any of that. 1 - The Diamond-Set Circlet You are not given much time to play around with the intuitive mechanic bestowed upon you by the diamond, the gem of protection. The whistle of projectiles hurling in your direction fills the air, and you might find yourself reflexively throwing your arm up to block some of the incoming attack...only to find that some sort of invisible shield is called forth by this motion. Using this motion to save yourself from injury, you must make your way to the exit on the other side of the room. Roll 1d20. If your roll is anything other than 11, 13, 15, 17, 19, you successfully complete the course. If your roll falls on one of these numbers, you fail to shield yourself from one of more of the projectiles. The whistling sound immediately stops, allowing you to freely walk towards the exit with the burden of your failure. 2 - The Ruby-Set Bangle Only moments after you put the bracelet on, the floor drops out beneath you! Luckily, it was only an illusion. You stand several feet above the level that the ground now sits on some invisible layer that you can't see, but can certainly feel. Closer inspection of the new 'floor' seems to show that it now houses a sort of labirynth/obstacle course. Even if it were not impossible to reach, it's much too small for you to pass through. With the help of the ruby, however, a small, flickering shade of vaguely humanoid proportions pops into existence at the beginning of the course. As ruby if the gem of devotion, you now have the unique opportunity of holding the control over a thing that is entirely devoted towards fulfilling your desires. Your task is to not squander this devotion, instead guiding your follower on a safe passage. This can be done with any sort of indication of direction: head nodding, pointing, hand motions, etc. Roll 4d4 and match each number with the corresponding result.1: Your shade continues through the course without difficulty, occasionally 'looking' back to you for direction. 2: Your shade gets caught in a trap, but manages to free itself and continue along. 3: Your shade gets caught in a trap and can't continue. 4: Your shade has some trouble passing through the course, but ultimately seems to be doing fine. (You successfully lead your shade minion through the course as long as you avoid rolling a 3.) 3 - The Emerald-Set Necklace You look down towards your chest as you put the necklace on, intrigued by the shine of the gem. When you glance back up, you see five smiling scarelings staring happily up at you, each offering a little wave as they run off to play in the center of the room. You find yourself unable to move or speak, and can only watch on in horror as some sort of grotesque, shadowy creatures descend upon the group. Though you can't protect them, the emerald, as the gem of health, will allow you to mend their injuries. Roll 10d10. The first five dice correspond with each of the five scarelings, and indicate how much damage they take. The second set (dice 6-10) indicate how much you're able to heal them for via the properties of the necklace. They have to stay above 5hp each for you to succeed, causing the attacks to cease and the exit to display itself to you; if you fail, they all disappear with a longing wail, and you find yourself in an empty room with the same single exit. The scarelings start at 10 hp each! 4 - The Sapphire-Set Brooch The brooch clips easily to your clothing (or hair or wing or whatever else is clippable), tugging gently beneath the weight of the gem. It's heavier than it looks, you realize...just in time for the rumbling to grow louder, sending a cascade of stones from the ceiling, blocking your only exit from the room. As you approach them, you realize that they are all settled very solidly among one another. It's going to be difficult to dislodge them and advance through the exit. When you reach to press against one, you find that it is a little easier than you anticipated. You owe this to the sapphire, the gem of strength. Removing the stones is not an effortless procedure, but you do find both an inner encouragement and a slight physical boost to nudge you towards victory. Roll 3d100 and add up the total, then match it with its corresponding result. 0-100: You find that moving the stones is still so hard, and give in to your physical exhaustion. The instant you admit defeat, the stones disappear and the brooch returns to its padded pedestal. You exit with few injuries and the weight of your failure. 101-200: You only make it through about half of the stones before you succumb to exhaustion. You are able to slip through a small opening to exit, but not without a hefty assortment of scrapes and scratches. 201-300: You easily slip into a rhythm of rock-moving motion, and have the exit cleared in just a few short moments. You exit without incident. 5 - The Amethyst-Set Ring The ring slips onto your finger, adjusting easily to fit the necessary size requirements. As it settles against your form, the hum grows louder, approaching an almost unbearable level. And that's when you notice that it's the heavy stampede of an oncoming cluster of faceless attackers. Thanks to the gem of temperance, you're able to flip the effect onto the oncoming attackers instead of applying restraint to yourself. The ground itself warps into rocky strips, clasping around their feet and shackling them in place. Though they reach forward and struggle, the shackled attackers aren't able to reach you. Roll 2d12 and add up the total result. The resulting number is the amount of attackers that you restrain. If you're able to prevent the majority of the attackers (a dice roll total of 13 or higher) from reaching your location, you are able to push past them and reach the exit. If you fail, you are overcome by the attackers, and slip through some sort of trap door...finding yourself in the initial cavernous room once more.  POINTS DISTRIBUTION [ Horsemen Points Distribution: ] +1 point if you succeed +1 point if you roll a "perfect score" (no failure rolls; cannot go over 3 points/day with the inclusion of this bonus) +1 point for the following (cannot go over 3 points/day with the inclusion of this bonus): -Roll a perfect 20 for Diamond. -Two or more rolls of '1' and no 'failure' rolls for Ruby. - Leave all five scarelings with 9 or more HP for Emerald. -Roll 250 or higher for Sapphire. -Restrain at least 21 attackers for Amethyst.
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Boozver rolled 1 6-sided dice:
3
Total: 3 (1-6)
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Posted: Tue Apr 10, 2012 2:45 pm
Day 1
New place - new adventure. Despite all the ominous signs Wylfenne still somehow believed in the good nature of the Clans. To be true, the grandeur of the Conquest, despite being overwhelming and exuberant, didn't feel threatening did it? At this though they felt a cold wind enwrapping them in an icy caress, and they shuddered. Actually, it did. The fae remembered the forbidden room under the temple. Hopefully the Death Clan wouldn't have anything of the sort... They grinned at their own benevolence. Shame! Of course they would. And as a member of the unseelie clan they should be looking forward to the Death Clan being mean. Being mean in their world implied being powerful and fearful. Wasn't it what they all aspired to?
Well, the place they found themselves in at the moment was mean. Cold and wet and gloomy and ugly - and large; the sort of place you don't want to be in, but wish your enemies to arrive at as soon as possible. Besides, there was almost no light - some flickering glowing emanated from the niches... Aha, here we go. There are niches - and one of them feels as if it makes sense, as if it is pulling Wylfenne towards something that is hidden in it... After their under-temple-not-to-be-repeated adventure on the isle of Conquest the fae was distrustful of things that keep luring you, but curiosity was unbearable. They approached the niche cautiously and saw an emerald necklace. Ancient craftsmanship, and quite powerful spiritual pressure. It seemed appropriate to try it on, so Wylfenne, after admiring its intricate ornament, put in on without hesitation.
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Boozver rolled 10 10-sided dice:
1, 1, 2, 3, 1, 10, 8, 3, 10, 2
Total: 41 (10-100)
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Posted: Tue Apr 10, 2012 2:46 pm
And they wished they hadn't done it. Or first, they were astonished to see five cute little scarelings, brave and curious, heading towards the center of the room. And at the same time the shadows became dense and menacing, and a monster jumped out of it and attacked the weaklings. Wylfenne with a cry of fury swashed their sword and leaped forward to protect the little ones, but they were thrown back as if by an invisible barrier. The scarelings were crying in thin voices, too frightened even to run away. The monster dissipated in the shadows again, and the barrier went down with him. The emeralds on the fae's chest were pulsating with hot power, and when they rushed to the scarelings, they felt like a current of force coming out of them and healing the babies. The monster didn't do much damage, Wylfenne thought that with this powerful artefact they could have healed even more substantial wounds. They caressed the scarelings, looked into their clever little frightened eyes to make sure everything was alright, but suddenly realized that the emerald light was fading away, and with it, the scarelings. Was it an illusion? A test set up to check their abilities? The fae didn't know... The scarelings were all but fog now, wagging their tails happily to show they were in no danger. WYlfenne wanted to examine the necklace closer (wasn't it the trigger, and hence, the clue to the story?), but it was gone. And by some unexplicable twist the fae was standing on the threshold of the room...
[[3 points - all safe and unhurt]]
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Boozver rolled 1 6-sided dice:
3
Total: 3 (1-6)
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Posted: Wed Apr 11, 2012 12:18 pm
Of course, Wylfenne couldn't miss the opportunity to visit the cavern again next day. The Fae felt tit could really be a good training for them, and perhaps, today he would be drawn to another niche?
But no, much to his surprise it was the same room with an emerald necklace again, though they hoped it will be something else till the end. Again, five little scarelings appeared near, and again the shadowy creatures attacked the younglings.
It was a tense training for the Fae: being an Unseelie Wylfenne realized that healing wasn't probably hist best part. In fact, they weren't skilled in healing at all, and never intended to. But the power of Emerald worked its own way, the Fae had just to empower it a bit with their own fear.
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Boozver rolled 10 10-sided dice:
10, 2, 4, 7, 8, 5, 2, 6, 10, 1
Total: 55 (10-100)
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Posted: Wed Apr 11, 2012 12:19 pm
Though Wylfenne managed to successfully heal 4 of them, the fifth scareling was injured badly. No matter how hard the Fae was trying, Emerald couldn't help. Were they doing anything wrong? It was bad enough feeling, but they were also bothered by not understanding the power of the gem properly. Why was it all perfect for the first time, and why didn't it work for the second? Everything was absolutely same! May be the point of this lesson is that no power can ever give you a guarantee?.. Then they decided to redistribute their power and tend most to those who were hurt most. And it worked! All the hatchlings were safe again.
[2 points earned - edited after checking the results with Nothing Yet]
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Boozver rolled 1 6-sided dice:
4
Total: 4 (1-6)
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Posted: Thu Apr 12, 2012 6:11 pm
TRAINING DAY 3
This time a different jewel was glowing, so Wylfenne smiled. This playing on their emotional side and making them save little scarelings without being able to influence the situation was really unnerving. Wylfenne wondered whether that was one of the ways how to train Death Clan soldiers to act cool under any condition? Their getting used to staring helplessly at scarelings getting killed because of their fault? Oh well, oh well.... was it their getting homesick that their heart became so easy to melt?
But the saphire felt heavier and colder, and at least no scarelings appeared.
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Boozver rolled 3 100-sided dice:
80, 85, 21
Total: 186 (3-300)
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Posted: Thu Apr 12, 2012 6:12 pm
SAPPHIRE
Well, the sapphire is different indeed,it sits heavily and emits a strange noise.... Or is it not the stone? Or a different stone? Wylfenne realized that the noise they mistook for the beat of the sapphire was actually the sound of stones falling down from the ceiling.... and quite a cascade of them! My, my! Doesn't it feel like a trap?
So that's what it all about - a trap! Wylfenne remembered the wild eyes of the animals they used to corner and wondered whether their eyes now betrayed the feeling they had - doubting that the way out exist.
Tentatively they approached the stones and tried to dishevel them. They were all settled very solidly - but not too solidly that the fae could not disturb them and make the way out. It felt like a difficult task, but they were not afraid anymore. Besides, the sapphire was helping - it seems that it added them strength, so it was easier to deal with the stones.
Slowly and painfully they advanced, wondering why the tasks of Death were so different. They were all focused to squeezing out fear from them: either fear for others, or fear for themselves. The fae tried to remember whether it was similar at the Isle of Conquest. Well, one of the tasks was about etiquette, then their favourite Kumiko game...No, it was frustrating when one lost, but with the exception of the forbidden room it was never frightening. Or threatening. Wylfenne wondered what was there in store for them on this menacing Isle. Well, when you're playing game with Death, be prepared to face the results...
Now, wasn't there a little opening? Not without their deal of scrapes and scratches the fae managed to escape the room.
[2 points]
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Boozver rolled 1 6-sided dice:
2
Total: 2 (1-6)
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Posted: Fri Apr 13, 2012 6:12 pm
So, next day it was a ruby.... Red was not actually the colour the fae liked looking at; moreover, it was a bracelet which touch like shackles - and a very weird sort of shackles, as the moment Wylfenne put it on, the floor drops out.
Another trap? Wylfenne moaned.... and another illusion, it seems, as now they were standing on some invisible layer, which on closer inspection looked like a labyrinth, only a Lilliputian one. Now, what would the force of the ruby be? Will it set it all on fire? Or... wait.... they suddenly remembered that the stone was the symbol of 'devotion'....
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Boozver rolled 4 4-sided dice:
1, 4, 4, 2
Total: 11 (4-16)
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Posted: Fri Apr 13, 2012 6:14 pm
No, it has nothing to do with fire - at least the sort of fire that can bring damage. Instead, it summons a small, flickering shade - a familiar, Wylfenne thought, a sort of servile marionette. They almost felt pity towards the little creature whose only aim in life was to do something for them. What a short and pitiful life it must be.... at the same time they had an annoying thought whether they themselves didn't put their life on the altar of family ambition; and if they did, was it any different from that of the poor flickering light in front of them?
Was it the lesson Death wanted to teach them? Anyway, it was time to find the way out. The familiar was standing at the beginning of the minuscule maze; Wylfenne had to guide him through it, indicating direction by hand and head motions.
They felt quite God-like - in their compassion and helplessness, as the shade continued through the course without difficulty, but then suddenly gets into a still, and then again, and then gets caught in a trap. Please, please go on! Strange was the effect of Death lessons on the fae, as it seemed to be learning sympathy.
The shade got out of the trap and then rushed to the exit. The same moment the ruby disappeared, the floor came back and Wylfenne was facing her way out.
[2 points]
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Boozver rolled 1 6-sided dice:
1
Total: 1 (1-6)
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Posted: Sat Apr 14, 2012 10:37 am
It was the last day of training with the stones. So they followed the familiar path not without curiosity. Sofar, they had succumbed to the power of the emerald and the sapphire and the ruby - and Wylfenne was ready to try something new. Were there many stones left?
Their wish was granted, as they had to work with the diamond. Its dim shadowy light was not the one Wylfenne liked most; despite their initial aversion they were now quite fond of the emerald and the scarelings - they started to miss the scarelings, actually, with their loving round eyes, wagging tails and gatchy claws.... The diamond was cold; would its test prove to be cold as well?
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Boozver rolled 1 20-sided dice:
4
Total: 4 (1-20)
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Posted: Sat Apr 14, 2012 10:38 am
Diamond, the hardest of all stones, is the gem of protection. So it turned itself into an invisible shield as soon as projectiles triggered by Wylfenne's touching the stone flew up into the air.
Aptly blocking the missiles, Wylfenne rushed to the exit. As soon as they reached the threshold the thread - and the diamond with its power - disappeared. Well, not bad for the last day - at least, they weren't covered with bruises this time.
[2 points]
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