
The course is lengthy and grueling. It criss-crosses every manner of terrain, making speed a secondary concern to hardiness, and for even the most hale of Kin the total distance is an impossible challenge. The path is carefully designed to avoid any especially kind waypoints for rest, food, or clean water.
Kin, especially appointees from the Tidewalkers, are stationed thickly along waypoints throughout the course to monitor who reaches which landmark and to provide food and water and rest to those who have dropped out, and to spot check that no one is circumventing the course, sleeping, using shortcuts, or otherwise cheating, and the course will end when none remain standing. The final score will be weighted partially by how far the Kin have managed to travel, and partially by how long they remained standing.
Mechanics for the Endurance Event
You start at 0/0.
For your first round, roll 2d10. This is how much distance you have covered. You want to keep this number high.
For your second round, roll 1d20. This is how much exhaustion you have. You want to keep this number low.
If you roll an 11 for round one and a 13 for round two, your score is now 11/13.
Continue rolling until one of the following things occurs:
At the end of the game, subtract your total exhaustion from your total distance covered. This is your end score. Please post it in bold red!
However, there is a twist!
Before you start, you will roll 1d4. This is the number of risk rolls you can take at any point before you meet an end condition. You do not have to take any risk rolls if you do not want to!
To take a risk roll, roll a single 1d10 in its own post. Match your results to the chart below:
Each tribe will need to complete the game with a minimum of three PLAYERS (not just kin but three separate human players) to be qualified. Your average score will be your tribe's score!
Because this is a dice-heavy game, you are only obligated to fill out RP posts for first rolls, final rolls, and risk rolls. However, feel free to fill out RP for as much as you want to, especially for really high or really low rolls.
For your first round, roll 2d10. This is how much distance you have covered. You want to keep this number high.
For your second round, roll 1d20. This is how much exhaustion you have. You want to keep this number low.
If you roll an 11 for round one and a 13 for round two, your score is now 11/13.
Continue rolling until one of the following things occurs:
Your exhaustion exceeds 120 (x/120).
Your exhaustion is more than twice your distance covered (for example, 49/100).
You choose to stop rolling.
At the end of the game, subtract your total exhaustion from your total distance covered. This is your end score. Please post it in bold red!
However, there is a twist!
Before you start, you will roll 1d4. This is the number of risk rolls you can take at any point before you meet an end condition. You do not have to take any risk rolls if you do not want to!
To take a risk roll, roll a single 1d10 in its own post. Match your results to the chart below:
1. You try to push yourself further, but only succeed in winding yourself on some especially difficult terrain. Subtract 10 from your distance covered, and add 5 exhaustion.
2. Nothing happens.
3. You succeed in forcing yourself at full speed through an especially difficult patch of bramble. Add 10 to your distance, but add 5 exhaustion.
4. You see a sight--a friend, perhaps, cheering you on, or something that reminds you of something inspiring--that boosts your morale. Add 5 distance.
5. You find that you can, with effort, clear an obstacle in your path by bounding over it instead of climbing, which is much less tiring. Subtract 5 exhaustion.
6. You stumble and skin your knees. Add 5 exhaustion.
7. With the wind at your back you feel refreshed, and manage a particularly impressive burst of speed. Add 5 to your distance covered.
8. You find yourself being chased by an incredibly angry badger, which boosts your speed. Sprinting, however, is unwise during an endurance race. Add 5 exhaustion, but gain 10 distance.
9. You are forced to reduce your pace to a walk through some circumstance beyond your control. Subtract 10 exhaustion, but skip your next distance roll.
10. You pass a standing stone on the course, and for reasons you could not explain you feel as though you could walk straight to the ends of the earth, if asked. Subtract 10 exhaustion, add 10 distance.
Each tribe will need to complete the game with a minimum of three PLAYERS (not just kin but three separate human players) to be qualified. Your average score will be your tribe's score!
Because this is a dice-heavy game, you are only obligated to fill out RP posts for first rolls, final rolls, and risk rolls. However, feel free to fill out RP for as much as you want to, especially for really high or really low rolls.