hunger games: session 6
[ You find yourself in your respective unit's zone, with a mini-map on your phone, as well as your objectives:

Kill as many competitors as you can.
Destroy zones by breaking their statues.
Not enough action = We start killing you :)
Underneath the objectives is the number of revivals you have left, as well as whatever miscellaneous details about scoring points—killing a unitmate results in negative points, five units will be healed at most, etc.
The starting horn sounds. Let the games begin. ]
Kill as many competitors as you can.
Destroy zones by breaking their statues.
Not enough action = We start killing you :)
Underneath the objectives is the number of revivals you have left, as well as whatever miscellaneous details about scoring points—killing a unitmate results in negative points, five units will be healed at most, etc.
The starting horn sounds. Let the games begin. ]
EVENTS
ZONE DESTRUCTION: JUNKYARD
Roll 10 to get to safety. Land in either an adjacent zone or the underground sewers if there is no adjacent zone.
(Those who participated in statue destruction for this zone do not have to roll. They are safe!)
The mini-map darkens that zone. It is no longer accessible. ]
ZONE DESTRUCTION: CONSTRUCTION SITE
Roll 10 to get to safety. Land in either an adjacent zone or the underground sewers if there is no adjacent zone.
(Those who participated in statue destruction for this zone do not have to roll. They are safe!)
The mini-map darkens that zone. It is no longer accessible. ]
ZONE DESTRUCTION: SHOPPING STREET
Roll 10 to get to safety. Land in either an adjacent zone or the underground sewers if there is no adjacent zone.
(Those who participated in statue destruction for this zone do not have to roll. They are safe!)
The mini-map darkens that zone. It is no longer accessible. ]
EVENT: CORNUCOPIA
The Cornucopia has appeared in the Mountain's Edge. Repeat: The Cornucopia has appeared in the Mountain's Edge.
The Cornucopia has everything you could ever want or need! Go to the Mountain's Edge today!
SCHOOL
Roll 10 to get to safety. Land in either an adjacent zone or the underground sewers if there is no adjacent zone.
(Those who participated in statue destruction for this zone do not have to roll. They are safe!)
The mini-map darkens that zone. It is no longer accessible. ]
ZONE DESTRUCTION: GENERAL STORE
Roll 10 to get to safety. Land in either an adjacent zone or the underground sewers if there is no adjacent zone.
(Those who participated in statue destruction for this zone do not have to roll. They are safe!)
The mini-map darkens that zone. It is no longer accessible. ]
ZONE DESTRUCTION: CLINIC
Roll 10 to get to safety. Land in either an adjacent zone or the underground sewers if there is no adjacent zone.
(Those who participated in statue destruction for this zone do not have to roll. They are safe!)
The mini-map darkens that zone. It is no longer accessible. ]
ZONE DESTRUCTION: WCDONALD'S
Roll 10 to get to safety. Land in either an adjacent zone or the underground sewers if there is no adjacent zone.
(Those who participated in statue destruction for this zone do not have to roll. They are safe!)
The mini-map darkens that zone. It is no longer accessible. ]
ZONE DESTRUCTION: WATER PARK
Roll 10 to get to safety. Land in either an adjacent zone or the underground sewers if there is no adjacent zone.
(Those who participated in statue destruction for this zone do not have to roll. They are safe!)
The mini-map darkens that zone. It is no longer accessible. ]
ZONE DESTRUCTION: ABANDONED MINES
Roll 10 to get to safety. Land in either an adjacent zone or the underground sewers if there is no adjacent zone.
(Those who participated in statue destruction for this zone do not have to roll. They are safe!)
The mini-map darkens that zone. It is no longer accessible. ]
ZONE DESTRUCTION: FOREST'S EDGE
Roll 10 to get to safety. Land in either an adjacent zone or the underground sewers if there is no adjacent zone.
(Those who participated in statue destruction for this zone do not have to roll. They are safe!)
The mini-map darkens that zone. It is no longer accessible. ]
ZONE DESTRUCTION: SWAMP/PARK
Roll 10 to get to safety. Land in either an adjacent zone or the underground sewers if there is no adjacent zone.
(Those who participated in statue destruction for this zone do not have to roll. They are safe!)
The mini-map darkens that zone. It is no longer accessible. ]
ZONE DESTRUCTION: MOUNTAIN'S EDGE
Roll 10 to get to safety. Land in either an adjacent zone or the underground sewers if there is no adjacent zone.
(Those who participated in statue destruction for this zone do not have to roll. They are safe!)
The mini-map darkens that zone. It is no longer accessible. ]
Re: ZONE DESTRUCTION: MOUNTAIN'S EDGE
[Its a five.]
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DAY 1: LOCKED IN
Tsk, tsk, tsk. Your viewing numbers sharply declined by the end of that. All these statues broken, not a single person dead.
That's too bad. We'll have to do better next time, won't we?
[ Wherever you are, the sewers lock and the statues disappear. You're no longer able to escape your area. ]
FOREST'S EDGE PREVIEW
CLINIC PREVIEW
WATER PARK PREVIEW
SCHOOL PREVIEW
CONSTRUCTION SITE PREVIEW
JUNKYARD PREVIEW
SWAMP/PARK PREVIEW
MOUNTAIN'S EDGE PREVIEW
ABANDONED MINES PREVIEW
WCDONALD'S PREVIEW
SHOPPING STREET PREVIEW
GENERAL STORE PREVIEW
UNDERGROUND SEWERS PREVIEW
DAY 2: START
Kill as many competitors as you can.
Destroy zones by breaking their statues.
Did you do enough? :)
Well.
That's not alarming at all.
The starting horn sounds. Let the games continue. ]
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TRASHCAN LID
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PERMANENT EVENT: SPRINGTIME SYNDROME
"Level 2 Security Alert Confirmed. Clinic Patient Defense and Retainment System activated."
After that, you hear the whirring of machinery nearby...you'd better get ready to run!
All characters in, entering, or exiting the Clinic, Forest's Edge, Swamp/Park, Junkyard, or Water Park must roll the following Endurance check (roll every time you're entering one of those areas):
1-6: The turrets fire rapidly at you, and you are unable to dodge or resist the effects of the various drugs pumped into your bloodstream.
Take 3 damage. You are afflicted by Chemical Lethargy (Mental), become almost unbearably tired, and lose 4 Speed.
7-10: The turrets fire rapidly at you. You cannot dodge but do manage to resist some of the effects of the various drugs pumped into your bloodstream.
Take 3 damage. You are afflicted by Chemical Lethargy (Mental), become strangely fatigued, and lose 2 Speed.
11+: The turrets fire rapidly at you, but you manage to dodge most of them and what little you're injected with hardly affects you.
You are afflicted by Lapse (Mental), become strangely fatigued, and lose 1 point in all non-Speed stats.
DEATH: PENTIUM
DEATH: SERENITY
DAY 2: ANNOUNCEMENT
Are you tired of dying? Suffering from whatever horrible thing is going on with you right now?
Please note: Killing people off-unit will alleviate your suffering. We'll even throw in a healpack bonus for every death caused by idol hands.
We're happy to kill you all, and we have already started, but if you don't want to die, hmhm! Please calmly make your way to the weakest link and shove them in the acid. It won't even be that hard!
We invite you to consider the little bunny girl with the lowest HP, Lord of F(r)iends, in the Clinic.
Happy hunting! Or not.
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ROAMING EVENT: FLIGHT OF THE BUMBLEBEE
WHAT IS IT? WHAT IS IT? WH-WHAT IS THAT WHAT IS THAT WHAT IS IT
AUGH NOT THE BEES AAAHHHHHHH
If you are in the same area as a bee swarm, make the following Speed roll:
1-6: You do not escape the bees. You are thoroughly stung, and they alert more bees. A new swarm of bees appears.
Take 3 damage. You are afflicted by 🅱️ (Physical), lowering all stats by 2. Flee to a random adjacent area.
7-8: You do not escape the bees. You are thoroughly stung.
Take 2 damage. You are afflicted by 🅱️ (Physical), lowering all stats by 1. Flee to a random adjacent area.
9: You almost escape the bees! You are only stung somewhat.
Take 1 damage. The bees chase you but get lost and end up in a random adjacent area.
10+: You escape the bees! They return home and go about their business, with the invader defeated.
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ROAMING EVENT: THE WORLD REVOLVING
Some fool of a child has broken the F U N Z O N E's seal, and Lonard WcDonard® has awoken. Did you think he had forgotten? Do you think he has forgiven?
The deepfryer is freshly cleaned, and it is time for all those living to repay their debts. And rest assured - Lonard's reach extends far beyond WcDonald's.
If you are in the same area as Lonard WcDonard®, roll the following Power check:
1-5: You are captured by Lonard WcDonard®, who carries you to Lonard WcDonard®'s Rotational Deepfryer™ and fries you alive.
You take 6 damage, and must immediately roll for this event again (along with anyone else present in the WcDonald's).
6-8: You evade Lonard WcDonard®, but in the scuffle you are bitten.
You take 3 damage and are afflicted by CHAOS (Mental), lowering all non-Speed stats by 2. Lonard WcDonard® moves to a random adjacent area. You regret upsetting him.
9-10: You evade Lonard WcDonard®, but in the scuffle you are cut.
Take 2 damage. Lonard WcDonard® moves to a random adjacent area.
11+: You have defeated the evil that was here!
IN ADDITION:
If Lonard WcDonard® is not engaged for 15 minutes, he will automatically move to a random adjacent area.
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DEATH: VENTI (belated)