Jun 08 2019, 02:17 AM
This Quest is closed to new entries: only those who were present in Part II may join.
Click here for a full summary of rules and rewards.
The Masked Merchant's arms sweep down, the shimmering barrier that has blocked Hydra for eons fading away. The blistering heat and blinding light are, at first, overwhelming. Once the eyes adjust, all that's visible is a vast horizon of towering sand dunes.
The Masked Merchant turns, rasping out the rules once more. "You must pass... through this desert. Find your way to the... Crucible's canyons... and each retrieve a... trophy from... the vulture matriarch. Find your way... to the dead marshes. Survive them... And then to the... vast salt flats... and over them. Then... return here... with your trophy. To receive... your reward. To one another... do as you will. Those... who return first... will be granted... the greatest of gifts... Power. Knowledge... of Hydra's magic-... new magic. But all of those... who survive. Will be... rewarded... Go." The Merchant steps aside.
The Trial of Hydra has begun.
_________
Round One consists of trying to cross the vast, sandy desert. Gembound will have to spend two hours or more in baking heat, with no water or shade, fighting their way over sand dunes: but the survivors will find themselves at last at the foot of the Crucible--the ravines. Those who can fly will find it surprisingly exhausting--the heat is extremely oppressive.
Gembound must roll to safely cross the dunes. You may use magic, strategy, or physical combat (ex. punching any Sandworm that dare leap out) however you see fit.
Those who fail their rolls are those unlucky Gembound who will find a massive, many-fanged Sandworm leaping out of the sand below, jaws closing for their body. Gembound flying high enough may instead be attacked by the circling Eyehook Vultures, who will hook their talons for their victim's eyes and then aim for a kill. Gembound who succeed in avoiding attack must choose whether to press ahead and aim for First Place, or to remain behind to aid/sabotage those who might fail. This choice must be clarified in your post, and cannot be changed once made. Those who press too far ahead may find themselves beyond help should they, in turn, be attacked later in the trial.
A Critical Fail on this roll will result in a severe wound from the attack, and will drop the Gembound one place behind the others in the running should they survive.
Please post & roll only once.
The Masked Merchant turns, rasping out the rules once more. "You must pass... through this desert. Find your way to the... Crucible's canyons... and each retrieve a... trophy from... the vulture matriarch. Find your way... to the dead marshes. Survive them... And then to the... vast salt flats... and over them. Then... return here... with your trophy. To receive... your reward. To one another... do as you will. Those... who return first... will be granted... the greatest of gifts... Power. Knowledge... of Hydra's magic-... new magic. But all of those... who survive. Will be... rewarded... Go." The Merchant steps aside.
The Trial of Hydra has begun.
Round One consists of trying to cross the vast, sandy desert. Gembound will have to spend two hours or more in baking heat, with no water or shade, fighting their way over sand dunes: but the survivors will find themselves at last at the foot of the Crucible--the ravines. Those who can fly will find it surprisingly exhausting--the heat is extremely oppressive.
Gembound must roll to safely cross the dunes. You may use magic, strategy, or physical combat (ex. punching any Sandworm that dare leap out) however you see fit.
Those who fail their rolls are those unlucky Gembound who will find a massive, many-fanged Sandworm leaping out of the sand below, jaws closing for their body. Gembound flying high enough may instead be attacked by the circling Eyehook Vultures, who will hook their talons for their victim's eyes and then aim for a kill. Gembound who succeed in avoiding attack must choose whether to press ahead and aim for First Place, or to remain behind to aid/sabotage those who might fail. This choice must be clarified in your post, and cannot be changed once made. Those who press too far ahead may find themselves beyond help should they, in turn, be attacked later in the trial.
A Critical Fail on this roll will result in a severe wound from the attack, and will drop the Gembound one place behind the others in the running should they survive.
Please post & roll only once.
@Yoosung @Amazon @Shango @Opal Three-Seven-Six @Quartz Eight-Six-Zero @Garnet Five-Seven-Nine @Labradorite Five-Four-Six @Agate Two-Three-Six @Desert Rose Thirty-Five @Lapis Ninety-Five