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THIS IS HALLOWEEN

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WHERE IT IS ALWAYS HALLOWEEN (and sometimes exams) 

Tags: Halloween, Demons, Monsters, Roleplay, Academy 

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[OPEN CLASS SPECIAL- TRIWAZZARDIN TOURNAMENT]

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iStoleYurVamps

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PostPosted: Thu May 01, 2014 7:28 pm
A tent sits next to what looks like a fairly large coliseum. You were pretty sure that the city didn't have one of these before, much less one so tiny, or, so close to the school. People line up to enter, from little scarelings to aged old wizened wizards, it seems to be like a small sort of event that's going on. As you near, a gnome walks by and sizes you up. "Ah yeah, pretty sure you're that one." Grabbed and jabbed in the legs towards a tent nearby, you realize along with a few of your fellow students that you've been herded to participate in a game of sorts. You hear the gnomes discussing some goblet and you can maybe, vaguely recall a goblet of flames that you might have put your name in.

They told you it was for a free car.

Apparently that was not the case.


As it's explained to you, you discover you've been randomly selected that week to participate in the weekly ' TRIWAZZARDIN TOURNAMENT'. A city game session for youth to raise money for local charities by degrading themselves for the amusement of their fellow townsmen. Who pay to watch it play out. Amity is the city's prime 'volunteer' bases. Imagine that- I mean it's not like the volunteer gnomes that work in the city might collaborate with those in the school or anything and want a bit of revenge or anything.

Still. You're now roped into playing some games. At the very least it's for a good cause... right?


OOC
Your student has now been roped into the weekly Triwazzardin Tournament! It seems a goblet of fiyah passed around the school wasn't for that free car, but rather a way to collect names. Tough break. Wrong place, wrong time, maybe next time read the fine print on the bottom of mysterious burning cups. Each 'stage' acts like an OPEN CLASS, only it offers no learned abilities but rather RP point incentives-they're both individual or competitive prompts. It should be noted that this is a student based prompt- golems and horsemen wouldn't have been able to put their names into the goblet. :C Each course may be done in separate threads but the bonus will only apply if you complete all three.

Completing each course offers nothing (unless you hit 800 words in which case YAY +1 point) But completing all 3? If you complete all 3 with rolls paired with RP and you'll earn +2 points! Meaning the MAX you can earn is a total of 5 rp points from doing these! (the bonus 2 do not require 800 words min- only that rolls be paired with a line or two of RP with the dice. Otherwise you can gain +1 for 800 words in each course).

Your student can take on the challenges in any order- though the traditional route is dragons, lake, then maze.

You know.
Traditions and all.
 
PostPosted: Thu May 01, 2014 7:44 pm
The Sprite Slayer

The first event is held in the game bowl proper. A ring of toppled columns, stone and rubble litter the floor, which is slightly warm.. and charred. Nearby you can see a sort of makeshift cave. A long thick chain attached to a boulder shifting slightly as you near-
"YEAH!" You hear the citizens cry, "SLAY THE SPRITE!"

Its confusing and a bit alarming- but you've been handed a short stick that occasional shoots out small sparks of lightning. A clatter echoes from the cave as a thick long serpentine tail falls into the light. The crowd is cheering while you wait for your enemy to make their appearance- And when it does, it does. Chained by the neck, the sprite is large enough to swallow you whole. It's massive body clearly indicates it's mutant status, and it's body glitters in the pumpkin sun. If you attempt to use magic, transform, nothing works. From the stands you hear 'Use the Stick, Use the Stick!'

Taking aim at the creature- the crowd yells out for you- "ABRA KADABRA ALAKAZAM!" The tip crackles with light as if ready to fire- It seems that might be how to activate it? Either way there isn't much time. The sprite has seen you.

The battle is on.

Quote:
Starting off with 30 HP, your goal is to make it to beat the sprite without losing all your HP!

ALSO TO BE EXTRA CLEAR YES YOU MUST SAY ABRA KADABRA ALAKAZAM TO ATTACK.
Your student is still in their humanoid form. They are locked from using FEAR attacks, Natural forms, or Natural abilities.

BATTLE!
The sprite has a total of 30 HP as well. The stick shoots a painful electric stun charge that might not wound the beast, but it certainly will knock it out after enough hits!

Roll 1 d20 and match results below
1: As you attempt to attack, the stick explodes. You're caught up in the blast and well... next thing you know you're in the nurse's tent. Looks like you used a bit too much Alakazam and not enough abra. (Auto-Fail)
2-5: The stick shocks you both. How electrifying! (-5 HP to both sides)
6-10: Someone in the crowd managed to get the Sprite's attention- You manage a hit, taking no damage from anything. Keep it up! (-5 HP to sprite)
11-15: The sprite unleashes a torrent of debris as it lashes and thrashes in it's chains attempting to escape..or eat you. Hard to tell which. (-5 HP to you)
16-19: While you manage a hit, though rocks clatter as it's tail flings them about. One manages to hit you. Owch! (-5 HP to both sides)
20: A ghoul in the crowd screams super loud, stunning the sprite by her uh... enthusiasm. You notice a small rock formation perfect for cover in the meantime. (+1 Save! -5 HP to Sprite)

*Saves on this stage do not roll over to the next stage.
A save basically means you gain 15 HP, half your full HP. The sprite doesn't gain HP.
*In the event of a TIE (AKA death at same time), the SPRITE is considered the winner
 


iStoleYurVamps

iStoleYurVamps

Crew

Trash Husband



iStoleYurVamps

iStoleYurVamps

Crew

Trash Husband

PostPosted: Thu May 01, 2014 7:44 pm
The Loch of Locks

A portion of the lake roped off, you spy Rengath sitting next to a pile of arm floaties and life vests. “I am the Amity rep here." He explains. "I volunteer at this place regularly, keep the school's image in public view or some such nonsense. Anyway- If you can’t swim we’ve prepared for that. Ah, and if you’re worried about the water having any effect on flames or the sort?” He summons a small fireball, throwing it on the water’s surface where it floats, harmlessly. You can’t help but notice how there seems to be things under and in the water however. “There have been wards set up to prevent that.” A snap of his fingers the fireball vanishes. “Your goal is to find that which has been stolen from you.” As he says that, you feel a set on tiny hands rip it off of your person. Your student emblem, the things that represents you has been ripped off by a gnome in scuba gear, and despite the gear, they dive into the lake before you can stop them.

Rengath grins at you before offering you a key and a small ball of what appears to be wriggling seaweed. “Eat this to breath underwater if you already can’t. Granted it tastes like pure salt…but. The key however, is for getting that which is lost to you. Fail to bring your emblem back and well… The gnomes get to say they beat you in a fight.”

The hellspawn waves you towards the lake. “Now go on. And try not to get too tangled. A bit dangerous you know, humans and what they put in water.”

As you dive in the water you realize why he said not to get too tangled. Fishing lines with hooks, underwater nets, and even an underwater bomb are in the water along with you. Still, to leave your pin with gnomes… not the most ideal.

Quote:

Starting off with 30 HP, your goal is to make it to the end without losing all your HP!

ALSO TO BE EXTRA CLEAR THE GNOME STOLE YOUR STUDENT EMBLEM PIN. NOT YOUR SKULL PIN.
Your student is still in their humanoid form.

Stage One
You first need to get past the fishing hooks. Weave slowly in and out of them to avoid getting caught and cut!

Roll 1 d20 and match results below
1: You manage to make it a good distance but not before taking nearly all the hooks into your FEAR. You’re too weak to carry on and will have to turn back for now.(Auto-Fail)
2-10: You manage to make it to the end, but you took a good number of hooks into you and the fishing line has tangled you up quite a bit! -5 HP
11-19: You made it! Clearing the hooks and fishing line, you’re safe and you won’t have to worry much about getting caught on your way back knowing the path now. (No HP change)
20: You manage to not only weave your way through the forest of hooks and line, but you’ve managed to actually tangle the lines behind you. +1 Save! (No HP change)



Stage Two
Nets float in the open water and you can spy a few smaller ones holding captive minipets in place. Looks like the nets will ensnare if you get too close.

Roll 1 d20 and match results below
1-10: You swim by as fast as you can but as you reach the end you get caught. You send a good while trying to escape and end up hurting yourself in the process. -5 HP
11-20: You swim slowly, carefully avoiding the nets. Slow and steady wins the race. Not that you’re racing. (No HP change)

OPTIONAL: If you have a save you may sacrifice it to save the minipets, or, if you want to save the minipets, you must take -5 HP.



Stage Three
The underwater bomb sits right next to a locked box. The box is covered in various locks and chains, and it looks like it’s been enchanted that if you unlock the wrong lock… the bomb will go off.
Roll 1 d20 and match results below.
NOTE! You must roll the WIN result to have passed this course. Roll until you get that result.

1: You unlock the first lock you see and- BOOM! You’re blown clear out of the water and back onto shore. Ow. (Auto-fail)
2-5: You unlock a lock… and feel a different bomb go off underwater. It still ends out a shock wave, jostling you. Better try again. (-5 HP)
6-10: You managed it. The lock breaks but the box won’t open. Looks like you’ll have to try again.(no HP change)
11-15: Click. You can hear it underwater even. The locks and chains fall apart and the box opens, your pin resting inside. Grabbing it you swim back to the surface! (WIN)
16-19: You unlock a lock… and feel a different bomb go off underwater. It still ends out a shock wave, jostling you. Better try again. (-5 HP)
20: You unlock the first lock you see and- BOOM! You’re blown clear out of the water and back onto shore. Ow. (Auto-fail)



 
PostPosted: Fri May 30, 2014 6:22 pm
Maze of Mystery

The last trial of the three- the maze. You've heard rumors, whispers of what lies in the corridors of stone. Quicksand! Demon repellents! Angry swarms of zoobats! Treasure! Not Treasure! Pink things! Traps! Card games that you have to play on motorcycles- actually you're pretty sure thats actually a sport somewhere. Anyway the maze is deadly. Many have gotten lost so as a precaution you're handed a flare along with a whistle. Just in case. Oh but don't worry about you know, getting killed- if you die you'll end up in the tourney's treatment tent! Maybe.
Hopefully.

You can spy yet again Rengath, looking bored and rather done with his whole part in this affair. If you ask him why he's doing this he replies that 'It's technically part of the volunteer and representative program for the event' and he is 'unbiased'. He warns you that the maze is home to the glow cloud, a special creature that will auto dissipate you if you walk near or under it. As you walk away from him you do hear him comment to a nearby lizard man that he gets a real kick when a bunch of first years think they can manage and he's ready with his bet for the survivor of this particular challenge.

While not particularly encouraging, you're given your flare and whistle and sent on your way given one task. Get to the center first. What to do there is... up to you.

Quote:
Roll 1 d100. RP out results. You have 10 rolls to get to the center. If after 10 rolls you do not make it or run out of HP (using your default year HP), you are caught by the glowing cloud and 'killed'.

1-10: You somehow find yourself being pelted with fresh eggs by gnomes. Who let them in? (-5 HP)
11-20: A giant slug stands in you path. It is sticky and slimy and unfortunately, you're stuck in it's slime trail.
21-30: A horde of zoobats attacks! You are powerless (-10 HP UNLESS you have repel! In which case the zoobats flee once they get near)
31-40: You reach the center- Only the treasure chest opens to cover you with glitter and a sign reading 'GOTCHA'.
41-50: You can hear the screams of someone else, a flare sent to the sky- You also spy the glow cloud not far off. Distracted, a gnome dashes by and kicks you in the shin. (-5 HP)
51-60: You turn a corner and spy a dead..dead..body? Confused you spy in it's hand a bottle of zoobat repellant. (Gain Repel)
61-70: Quicksand! You barely manage to free yourself.. only now sand is everywhere. In every crack. Even the ones you didn't know existed. (-5 HP)
71-80: The roar of engines you see two guys with spiky hair... playing what looks like... card games on motorcycles. This maze really is mysterious.
81-90: A crack of thunder you look up as a shadow passes overhead. Then- you wake in the treatment tent. Looks like the glow cloud got you. (auto-fail)
91-100: The center! A treasure chest in the center opens to a golden gourd. Crowds cheer- you've made it to the center and as the ground shifts to form and stage you're given a very grand showy blue ribbon before being escorted out and away.

That's that then.

Quote:
Once you are done, Rengath waves you towards a table where you pick up your certificate of completion. Yay you.
 


iStoleYurVamps

iStoleYurVamps

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