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Vital Favor transfer from Gaia for Sheltered

Posted: Wed Oct 16, 2019 8:00 pm
by Shaddaling
You've woken up.

There's a familiar there.

It needs help.

But you're not sure that it even wants it...

FIRST TASK: Bribery
Sure, you want to help. But you can't really do anything unless you know more about the nature of the injury.

As any injured animal would be, this creature is more than a little jittery. You're going to have to bribe it to be allowed any closer. Each time you roll, describe what you're attempting to bribe the animal with.

The Bribe - Mechanics

Roll 1d10 and compare your result to the table below. Keep rolling until you succeed. Once you succeed you must move forward! However, you must succeed (receive a prompt that explicitly tells you to move onward) in order to move forward.

1-3: It's injured, but it's still picky. It dislikes your bribe and stiffens further. Lose 2 trust.
4-5: You find something it likes, but it doesn't stay close long enough for you to get a good look. Still, you gain 2 trust.
6-8: You manage to find something the animal likes, but unfortunately, obtaining the bribe came at a price. Gain 2 trust; lose 2 HP.
9-10: Success! It's allowing you closer. Gain 3 trust and move on.



SECOND TASK: Identification
The animal is still a little testy, but you need to identify the problem and how to treat it. Be careful not to spook the animal, and get out of the way quick if it decides to lash out again!

The Examination - Mechanics

Roll 1d8 and compare your result to the table below. You'll be aiming to collect three clues about the injury - they can be either physical symptoms or evidence in the environment around you, but you'll need to describe them as you identify them. Once you have collected the required amount of clues and identified the injury, you must move forward. Make sure to describe or identify the injury in a RP post!

1. You take a step back, careful not to spook the animal. Stepping away, surprisingly, actually helps you get a better idea of the full situation. +1 clue
2. You're a little hasty in your examination. The animal seems spooked by your actions. -1 trust
3. You're careful to keep your bribe in full view of the animal as you make your approach. It seems pleased with you, but you can't tell what's wrong. +1 trust
4. After sitting calmly in the animal's presence for a while without doing anything, it lets you closer than before. +2 trust
5. Something you did sets the animal off immediately, and it lashes out at you surprisingly violently in reaction. Perhaps that's a sign of what went wrong here, though. +1 clue, -3 HP
6. Unfortunately, there are parts of the animal's anatomy that you just have to look at, to eliminate all possibilities. The animal doesn't seem pleased, though, and the examination unfortunately produces no results for you this time. -2 HP
7. You examine the animal carefully and methodically. It seems to think you're expressing your affection. +3 trust
8. You're not sure what you could've missed, but checking over part of the animal again ends up yielding a new insight. But repeating your examination makes the animal a little testy. +1 clue, -1 trust


THIRD TASK: Defense
You're pretty sure you know how you can help the animal now. Unfortunately, it seems like you're not alone.

Something dangerous - a predator, another kin with ill intent, or a scavenger looking to capitalize on potentially injured prey - shows up, and it definitely wants to harm your new charge.

The Intruder - Mechanics

Use your attack dice to defeat the intruder before you can attempt to find the cure!

In your RP (especially the first post of the fight), make sure to describe the intruder specifically. It should be something that your kin is genuinely intimidated by in their real life - remember, it's a dream, so it can be a little more menacing than it would be in real life, or it can be something that your kin is unlikely to encounter in real life (like someone or something from their past).

The intruder does 2 HP damage every time you kick it, and 3 HP damage every time you bite it.

The intruder has 10 HP. Keep track of the intruder's HP in your OOC footnote until it is defeated!

When it is defeated, it is up to you what condition it's in, depending on the sort of intruder. It can mysteriously dissipate, or perhaps just be so tired out that it decides to run away.



FOURTH TASK: Escape
You're safe - for now. But your experience has impressed upon you that the animal isn't safe, and it'll be less safe if you abandon it.

This stretch of the Swamp isn't entirely unfamiliar to you. There's somewhere nearby that you know will be safe - either somewhere defensible, or somewhere where the animal will be guarded by someone you trust. But you'll need to travel there...

The Sanctuary - Mechanics

Roll 1d20 and compare your results to the table below. Once you succeed, you may continue. You must move forward when you succeed!

You must travel 20 units of distance Keep track of how many units you have traveled in your OOC footnote until you're in your safe space! Once you are done, make sure to describe the safe space, and why your kin finds it safe before you move on to the next section.

1: You're so frazzled by your previous encounter that you end up backtracking 3 units. Any travel that would put you below 0 units puts you at 0 instead.
2 - 5: You're not traveling alone, and the animal isn't too excited about moving and possibly doing something to its injury. You have to spend a few minutes reassuring it - but afterwards, it seems much calmer. +3 trust
6-8: You and your charge move forwards 5 units.
9-14: You travel with your charge 5 units. You help bear its weight or alleviate its pain as you travel, gaining 3 trust.
15-18: You chose a bad path: the route is occupied by something or someone dangerous. You can make a run for it, probably hurting yourself in the process, or backtrack. Lose 2 HP OR travel back 3 units. Any travel that would put you below 0 units puts you at 0 instead.
19: You find an herb known for its curative properties on your way to your safe spot. You take a break to eat some and recoup. Heal 5 HP.
20: You find an herb known for its curative properties on your way to your safe spot. You feed it to your charge, gaining 3 trust. The herb also helps your charge move faster, and you move 10 units with a sudden burst of speed.



FIFTH TASK: Search
With your charge squared away, you need to find your cure.

Write a post where you seek someone out for help. Who is it? Why did you pick them? What sort of advice do you seek, and do they provide it? Remember, this is a dream, so you may pick someone who your kin might not ordinarily be able to talk to. (If you pick another user's kin, you should get their permission.)

Regardless of whether they've answered your actual question, you eventually manage to figure out where you'll be able to find the materials you need.

Unfortunately, as you approach, you realize that the way there is hindered by a thick field of thorns.

Are you sure you want to do this?

The Barrier - Mechanics

You need to get to your goal by fighting you way through the barrier - but the thorns, while not dangerous, certainly hurt.

Each time you attack the barrier, it does 1 HP damage when you kick it, and 2 HP damage when you bite it - your mouth is sensitive. The barrier has 20 HP.



SIXTH TASK: Cure
Barrier eliminated, you make your way back to your sanctuary easily.

The animal seems to have settled in, and no longer regards you warily. All that's left is assembling the cure - whether that's constructing a splint or making a poultice - and administering it to your charge.

The Curing - Mechanics

Roll 2d10 and compare your results to the table below. Once you succeed, you are done, and you must follow the end prompt and the wake up prompt to conclude your adventure. Fill out your posts!

Your character must gain 30 progress points to finish constructing the cure. Once they've administered it, describe what it is and how it helps - then describe your kin waking up to realize it was all a dream.

The first die represents the amount of progress points you gain on that turn.
The second die represents additional effects as follows.
1. The animal observes you, and seems to like what it sees you doing. +3 trust
2. The animal seems spooked by a smell or a sound that you make unintentionally as you work. -2 trust
3. Ouch! You've hurt yourself in your haste. -3 HP
4. You hum as you work. The animal seems pleased. +1 trust
5. Maybe it's the scent of whatever you're working on, or maybe it's the relief of being in your safe space again...you're relaxed enough that your muscles seem significantly less fatigued. +5 HP
6. The animal bites you playfully as you work, but its injury has made it unsure of its own strength, and it bites harder than it intends. -1 HP
7. The animal seems almost familiar with what you're doing. It can't really help, but its esteem of you has grown. +3 trust
8. You need to retrieve something behind the animal, and you move to do so. In response, it swings around, intimidated. -2 trust
9. You work slowly and methodically, leaving the animal to its own devices. +1 trust
10. After working a bit, you step back and allow the animal to approach and examine your work more closely. +2 trust


Kin who wake up having successfully completed the dream will find that wild animals seem to trust them a little more on instinct for the next two days. They won't necessarily be friendly with your kin but they'll be less wary of them. Obviously, however, if your kin proceeds to attack the animal, that trust will be broken and the animal will react as normal. 

Re: Vital Favor transfer from Gaia for Sheltered

Posted: Wed Oct 16, 2019 8:11 pm
by Shaddaling
Sheltered woke from his nap to a high pitched yip and scuffling. Faintly familiar and causing a wave of nostalgia as he trained his eyes onto the sand dog. Bluff color red silky fur. Large eyes, glimmering and gold and half lidded, panting as she ? Yes, it was female tried to hide further into the mango roots.

Very, very pretty but wounded? She seemed hurt instead of scared, judging by the strained breathing. "Shush, little one, shush," he said, calmly. 



First task Bribery - Roll d-10
9-10: Success! It's allowing you closer. Gain 3 trust and move on.

Sheltered trotted away, ears perked and searching before springing and caught a decent size mouse. That should do. He returned and checked on the familiar. Still not moving, buried a bit deeper into the loam and hiding.

He moved slowly, approaching carefully, eyes focused not on the sand dog but to the side. He was harmless, yes he was, come on darling, let him take a look. Doesn't the mouse look good? It was for you.

The sand dog growled but it wasn't deep or rumblely enough to precursor a bite or scratch. He kept his movements slow and carefully and dropped the mouse near the paws.

Take it? Let him see?

Sheltered waited till the mouse was taken before moving to get a better look at the sand dog.


Second Task - Roll 1 d8 for clues

7. You examine the animal carefully and methodically. It seems to think you're expressing your affection. +3 trust

That was it lovely. Sheltered carefully looked over the sand dog that was lying in the loam. She seemed a bit calmer but he wasn't touching her. He wasn't dangerous. She didn't seem malnourished, her fur seemed bright and shiny.

SECOND TASK: Identification
Clues - 0 - Roll 2
Unfortunately, there are parts of the animal's anatomy that you just have to look at, to eliminate all possibilities. The animal doesn't seem pleased, though, and the examination unfortunately produces no results for you this time. -2 HP


Sheltered couldn't let the sand dog just lounge on the den, he really needed to see her stand up. "Come on sweetheart." He said softly, gently nudging her to her feet. He got sharp claws across his nose for his troubles.


Second task - 3 roll
4. After sitting calmly in the animal's presence for a while without doing anything, it lets you closer than before. +2 trust

Sorry. Sheltered sat down, waiting till the sand dog calmed down. He remain calm and watched and waited. The Sand dog perked up after a while. Sheltered was rather sure he had been forgiven.


Second task -4th roll
2. You're a little hasty in your examination. The animal seems spooked by your actions. -1 trust

Sheltered moved a bit to quickly to get a look at the creature. The Sand dog gave a yip and scuttled back, uneasy and bristled up. He sat again, watching her. Shushh, shuush.


Second task: roll 5

Perhaps the injury was on her belly? He moved to examine the sand dog again now that was was standing and got more scratches for his trouble and an irritated noise at being disturbed.

Second task - rolling
5. Something you did sets the animal off immediately, and it lashes out at you surprisingly violently in reaction. Perhaps that's a sign of what went wrong here, though. +1 clue, -3 HP

"Come on darling, lets take a look." Sheltered said soothingly, approaching the sandog from behind and got lashed hard with claws and hissed.
Hmm.

You're not sure what you could've missed, but checking over part of the animal again ends up yielding a new insight. But repeating your examination makes the animal a little testy. +1 clue, -1 trust

A second examination focusing started to give him a better idea of what was wrong but the sand dog was getting testy. He was also seeing a bit of blood coloring the loam in the leaves.


task 2, rollingg
Clues = 3 / done! Yay, moving onto task three

Another swipe of claws but he had found the injury, something had clawed the inside of the sandogs back leg. The blood had caked, the injury tender and probably rubbing and stretching when ever the sand dog moved. "You poor thing."


Re: Vital Favor transfer from Gaia for Sheltered

Posted: Wed Oct 16, 2019 8:11 pm
by Shaddaling

Task three!

THIRD TASK: Defense
You're pretty sure you know how you can help the animal now. Unfortunately, it seems like you're not alone.

Something dangerous - a predator, another kin with ill intent, or a scavenger looking to capitalize on potentially injured prey - shows up, and it definitely wants to harm your new charge.

The Intruder - Mechanics

Use your attack dice to defeat the intruder before you can attempt to find the cure!

In your RP (especially the first post of the fight), make sure to describe the intruder specifically. It should be something that your kin is genuinely intimidated by in their real life - remember, it's a dream, so it can be a little more menacing than it would be in real life, or it can be something that your kin is unlikely to encounter in real life (like someone or something from their past).

The intruder does 2 HP damage every time you kick it, and 3 HP damage every time you bite it.

The intruder has 10 HP. Keep track of the intruder's HP in your OOC footnote until it is defeated!

When it is defeated, it is up to you what condition it's in, depending on the sort of intruder. It can mysteriously dissipate, or perhaps just be so tired out that it decides to run away. 

Re: Vital Favor transfer from Gaia for Sheltered

Posted: Wed Oct 16, 2019 8:14 pm
by Shaddaling

Something was approaching, it was heavy and breaking the foliage under foot. Sheltered attempted to bristle,stomping about, uneasy and unsettled and it appeared.

It was a big lynx, dappled and sharp of paw and larger. Too large and sharp of fang and he couldn't help backing up. No, no... eeeep!

He bite out, not thinking. Go away and got slashed for his trouble.

What was he suppose to do! What was he suppose to do! Sheltered squealed loud and high and lashed out again, getting more scratches but he had bit down somewhere vital. The cat had yowled.

He panted, standing in front of the sand dog and glowered at the lynx. It was bloodied and badly favoring a leg. Had he bit down on a joint? It hissed and started to slink off.


Task 4 - Moving forward
You travel with your charge 5 units. You help bear its weight or alleviate its pain as you travel, gaining 3 trust.

They weren't safe. The sanddog was doing her best to get on her feet and move and eyes were shifty and fluttering. They had to get out of here. Sheltered nosed the sand dog, helping her to her feet, and keep his head low to help bear her weight on the game leg.

19: You find an herb known for its curative properties on your way to your safe spot. You take a break to eat some and recoup. Heal 5 HP.

Sheltered paused, noticing a plant from Corrosives lectures on things you should know. He nudged the sand dog into laying down for a rest before taking a mouthful of leaves, chewing on the herb slowly to help recover some energy.

You and your charge move forwards 5 units.

Sheltered kept his movements slow, making sure the sand dog could keep up with him. She was doing well. He didn't go to far ahead, ears perked and alert and eyes scanning the bushes.


You travel with your charge 5 units. You help bear its weight or alleviate its pain as you travel, gaining 3 trust.

Sheltered helped the sand dog walk along a steeper path, helping bear the slight animals weight so she did could favor her leg. Close, just a bit farther along.
You and your charge move forwards 5 units. = 20 units moved

Sheltered continued and knelt, scooting into the overhang to check that it was still dry and uninhabited before motioning the sand dog inside. She would be safe here for a little bit.


Sheltered traveled, wandered knowing he would find her when he was suppose to. Eventually it became familiar, the winding streams, the smell of herbs and flowers, and a neat olive tone doe that looked at him with dark knowing eyes.

Corrosive grinned sharply, eyes gleaming. "Hey, Sheltered, what brought you here?" She tipped her head, the curling horns wide and heavy.

"I need some help." He said and listened as Corrosive started to speak, bringing up points and plants, watched her motion to them and found himself leaving, without any of the herbs or plants spoke but knowing he needed to find them.

Re: Vital Favor transfer from Gaia for Sheltered

Posted: Wed Oct 16, 2019 8:15 pm
by Shaddaling

The Barrier - Mechanics

You need to get to your goal by fighting you way through the barrier - but the thorns, while not dangerous, certainly hurt.

Each time you attack the barrier, it does 1 HP damage when you kick it, and 2 HP damage when you bite it - your mouth is sensitive. The barrier has 20 HP.



Re: Vital Favor transfer from Gaia for Sheltered

Posted: Wed Oct 16, 2019 8:17 pm
by Shaddaling
There was a large barrier. It was huge and sprawling and sharped thorn and it was between him and where he needed to go. Sheltered blinked at it, thinking about how to get through it.

How? Frowned and shifted, kicking out at the thorn wall.

Maybe he should bite it? He wrinkled his nose and bit out, chewing.

Sheltered guess he should try to chew through it even if it was rough on his mouth.

Just keep chewing, Sheltered thought, the thorn wall drew blood and it dribbled down his mouth.

Maybe it was frustration or anger or just, he wanted to finish this. His mouth was bloody and he was nearly through. He wanted to heal the sand dog.

Shelter should his head, moving his mouth. It was tender and hurt. He twisted and kicked out instead.


Re: Vital Favor transfer from Gaia for Sheltered

Posted: Wed Oct 16, 2019 8:17 pm
by Shaddaling
The Curing - Mechanics

Roll 2d10 and compare your results to the table below. Once you succeed, you are done, and you must follow the end prompt and the wake up prompt to conclude your adventure. Fill out your posts!

Your character must gain 30 progress points to finish constructing the cure. Once they've administered it, describe what it is and how it helps - then describe your kin waking up to realize it was all a dream.

The first die represents the amount of progress points you gain on that turn.
The second die represents additional effects as follows.
1. The animal observes you, and seems to like what it sees you doing. +3 trust
2. The animal seems spooked by a smell or a sound that you make unintentionally as you work. -2 trust
3. Ouch! You've hurt yourself in your haste. -3 HP
4. You hum as you work. The animal seems pleased. +1 trust
5. Maybe it's the scent of whatever you're working on, or maybe it's the relief of being in your safe space again...you're relaxed enough that your muscles seem significantly less fatigued. +5 HP
6. The animal bites you playfully as you work, but its injury has made it unsure of its own strength, and it bites harder than it intends. -1 HP
7. The animal seems almost familiar with what you're doing. It can't really help, but its esteem of you has grown. +3 trust
8. You need to retrieve something behind the animal, and you move to do so. In response, it swings around, intimidated. -2 trust
9. You work slowly and methodically, leaving the animal to its own devices. +1 trust
10. After working a bit, you step back and allow the animal to approach and examine your work more closely. +2 trust


Kin who wake up having successfully completed the dream will find that wild animals seem to trust them a little more on instinct for the next two days. They won't necessarily be friendly with your kin but they'll be less wary of them. Obviously, however, if your kin proceeds to attack the animal, that trust will be broken and the animal will react as normal. 


Re: Vital Favor transfer from Gaia for Sheltered

Posted: Wed Oct 16, 2019 8:19 pm
by Shaddaling
He returned to the sand dog and started on the salve for her wounded leg. Sheltered began to gather the items, moving to fast and frightening the animal.

4. You hum as you work. The animal seems pleased. +1 trust

Sheltered hummed as he mixed the herbs together, focusing on his work. He smashed the leaves, making a paste.

7. The animal seems almost familiar with what you're doing. It can't really help, but its esteem of you has grown. +3 trust
+ 6 to the cure

Sheltered paused in his work, taking a moment to watch the sand dog watch him make the cure. Did she know what he was doing? She seemed to be a bit more at ease.

2. The animal seems spooked by a smell or a sound that you make unintentionally as you work. -2 trust

Sheltered put the shell onto the bed of coals, causing it to hiss and make crackling noises and for the sand dog go jump.

You hum as you work. The animal seems pleased. +1 trust
Cure added 7

Sheltered hummed as he added the mix into the shell, stirring it with a large antler in his mouth. The sand dog was calmer now.


Sheltered finished up the salve and gently and carefully persuaded the sand dog to lay down so he could apply it to the wound. He cleaned first, with hot heated leaves to draw away the crusted blood and then applied the pain soothing salve. "Better isn't it?" He said and woke, blinking at the light.

It had been a dream. A long dream.