Hunger Games: Session 18
[ 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... but you might get a surprise if you do!
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... but you might get a surprise if you do!
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. ]

MOUNTAIN'S EDGE
If only your feet didn't touch the ground, then it wouldn't matter, would it?
In front of the entrance to the abandoned mines is a tall statue of someone beautiful. No? You don't think so? (20HP)
Possibly as a result of the earthquake, there are rocks constantly falling from the mountaintop, especially when someone enters the zone. Upon entering this zone, non-Verticality users must roll Agility or Adaptability:You can go north to the Forest's Edge, northeast to the Swamp/Park, southeast to the WcDonald's, or go through the south entrance to the Abandoned Mines. Or, you can uncover the manhole and escape into the sewers. ]
EVENT!! DEATH CHAMBER
Everyone entering or attempting to exit Mountain's Edge or Abandoned Mines must make the following Agility roll:
1-7: You do not escape the Death Chamber before the doors close shut. Now, there's only one way out.
If you are alone in the Death Chamber, you can only escape with a successful Power or Agility roll of 8+. For every roll you fail, lose 1 HP.
If at any point you are in the Death Chamber with a non-unit member, then instead of rolling you must kill them to escape. Only one idol may leave the Death Chamber per death in the chamber. Every comment made in the Death Chamber while a valid target is present but not engaged in combat results in the loss of 1 HP due to the Death Chamber's natural deadliness.
8+: You escape the Death Chamber, but the doors painfully crush a limb as you escape. It hurts tremendously, but mostly you can't stop thinking about the Death Chamber, and also strange imaginary conversations with your friends regarding escaping from it.
Take 5 damage. The Death Chamber still softly calls, like a nearly forgotten song of childhood.
IN ADDITION:
You may choose to not attempt to escape the Death Chamber, which will avoid risking damage but will result in being trapped in the Death Chamber (the only way out of there is death).
Re: EVENT!! DEATH CHAMBER
oh, mimimi. we're really in it now. ]
Re: EVENT!! DEATH CHAMBER
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[ KICKS THE SIDE OF THE DEATH CHAMBER ]
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Lemme see if I can bust out with this sledgehammer, and we can try and help you out from up top. Okay?
[-1 HP]
Re: EVENT!! DEATH CHAMBER
[ ATTACKS HIM by petulantly kicking at his shin
she rolled a 1. it's basically impossible not to dodge. ]
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[He]
[Sure did not make that roll]
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[Fun times??]
[-1 HP]
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However, takes 5 DMG which causes him to yell.... But screaming friends names apparently because they're not out yet. ]
Re: EVENT!! DEATH CHAMBER
DO YOU TRUST THE DEATH CHAMBER LASAGA???
Re: DO YOU TRUST THE DEATH CHAMBER LASAGA???
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Well he scrambles out of the death chamber for a roll of 9 but that hurts?? And the environmental roll means he's -2 endurance right now.]
EVENT!! GET READY TO IGNITE
Everyone in the area this event is active in must make the following Adaptability roll:
1-6: You can't escape the flames or the smoke! You choke and collapse, receiving horrific burns as you pass out…
You take 4 damage and are afflicted by Sick Burns (Physical), lowering Endurance and Speed by 2. Move to the Shopping Street. The fire spreads to a random adjacent area, activating Get Ready To Ignite in that area.
7-9: You're set on fire! Stop! Drop! Roll! Stop! Drop! Roll! You manage to put yourself out, but in your frantic stopdroprolling you've ended up somewhere strange...
You take 3 damage. Move to a random adjacent area.
10: You're cool as a cucumber. You choke a little on the smoke, but whatever. Honestly, you could just hang out in this fire forever?
You take 1 damage. You gain a pair of Sunglasses.
11+: YOU JUST PUT THE FUCKING FIRE OUT????
Deactivate Get Ready To Ignite! in this area.
Re: EVENT!! GET READY TO IGNITE
ROLLS AROUND?!?!?! DOES THIS MEAN I ROLL OUT OF THE DEATH CHAMBER ]
Re: EVENT!! GET READY TO IGNITE
undeathchambered. you are instead moved to the swamp ]
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[But at least he has sunglasses now,,,]
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but getting rolled off the mountain style outta here not by choice. Also henshin form shatters. ]
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He......
Has 2 HP.
Good thing he has this medical tape and rolled 12 on it...
Guess that's a full heal then a minus 1 because the trashcan lid soaks 2 damage. And off to the wcdonard's?]
Re: MOUNTAIN'S EDGE
[ adp 8 ]
TELEPORTAL GLITTERBOMB
Re: TELEPORTAL GLITTERBOMB
hopping down into the sewers baybee ]