
RNG Thread
Use this thread here to roll for your games and activities~ If you need a quick reminder of the game/activity rules, we have them both conveniently listed here for you!
Games
Each of these games can be played once a day per character, and cannot be done at the same time as an activity. This means that if you have your character head into one of the "Activities", you can't have their pokemon off playing games. This is to reduce spamming, and really keep the activities more for those who just want to RP and not try and rush things with this event. You may gain tickets from two games per post, so you would have to make two posts, in total, to play all the games. They each yield tickets, which can be exchanged for gifts from the list below. Each game gives a different quantity, depending on how hard they are, and how well the person rolls. These are RNG based, but are set to give at least a minimum amount of tickets so that people can still save up to get something, even if the RNG gods are acting against them. Please roll for all ticket games in the Spookivale RNG thread indicating what game you are playing and for which character. Also, keep track of the total number of tickets a character has somewhere in their posts.
Apple Bobbing:
A hallow's eve classic. Holding your hands behind your back, see how apples you can grab in one minute using only your mouth out of a barrel of apples floating in water! It's trickier than it looks.
How to Play:
Roll three 6 sided die. A 1-3 is a miss, but roll a 4-6 and you get an apple! The more apples you get, the more tickets you win.
0 Apples [1 consolation ticket]
1 Apple [Win 2 tickets]
2 Apples [Win 4 Tickets]
3 Apples [Win 6 Tickets]
Spinarak Web Crawl:
Walk along a precarious rope "web" without falling! Be careful, it bounces! The farther you get, the more tickets you earn.
How to Play:
Roll a ten-sided die to determine how far you get. The number you roll is the number of tickets you get!
Pumpkin Search:
Pick a pumpkin from the patch, then put on a blindfold and stick your hand inside to try and find the tickets in a plastic bag! This game is not for squeamish folks. Gloves can be provided if you'd like to keep your hands from getting dirty.
How to Play:
Roll a 12-sided die to determine the number of tickets found inside.
1-3 [2 Ticket]
4-7 [6 Tickets]
8-11 [10 Tickets]
12 [20 Tickets]
Squash Smash:
A seasonal spin on the classic "test your strength" game. Pick a pumpkin size and see if you can smash it with a mallet with just one power-packed hit! The larger the pumpkin, the harder it is to smash, so choose your difficulty wisely!
How to Play:
The way to play varies depending on what size pumpkin you choose. There are five sizes/difficulties; small, average, large, super, and totem. The larger the size, the harder the odds are of getting tickets. If you aren't able to smash the pumpkin, you can still get one ticket as a consolation prize. After that, you will get more tickets depending on how well you smashed the pumpkin in one hit. Make a hole, you get a decent amount, but you'll get more depending on how well you destroyed your squash. For the harder challenges like super and totem sizes, it's all or nothing. You have to completely destroy the pumpkin to win more than one ticket.
Small Size: A tiny pumpkin, sized appropriately for children attempting this game. Roll a 4 sided die.
1 = Get 1 ticket as a consolation prize.
2-4 = Win 2 tickets.
Average Size: A decent size, but still playing it safe. Roll a 6 sided die.
1-3 = Get 1 ticket as a consolation prize.
4-5 = Win 3 tickets.
6 = Win 5 tickets.
Large Size: Time to roll up your sleeves! This is where the real test starts. Roll a 10 sided die.
1-5 = Get 1 ticket as a consolation prize.
6-7 = Win 3 tickets.
8-9 = Win 5 tickets.
10 = Win 10 tickets.
Super Size: This one's pretty big. Are you up for the challenge? Roll a 20 sided die.
1-14 = Get 1 ticket as a consolation prize.
15-19 = Win 5 tickets.
20 = Win 100 tickets.
Totem Size: Inspired by the Alola region, this pumpkin is as big as a totem pokemon, and has a special and large squash smash mallet, but it's still the most challenging to smash—it's a challenge just to lift the mallet to try! Roll a 100 sided die.
1-99 = Get 1 ticket as a consolation prize.
100 = Win 1000 tickets.
Activities
Activities can be progressed through three times a day, meaning you can only roll for progress three times a day; the rest of your posts, if you manage to do more, can only be for RP purposes, and will not result in additional progress through the activity, culminating in a reward.
Corn Maze
Venturing through this cornfield, you might wonder if some elgyem helped form it, with how elaborate and clean cut it is. Not only are you in search of a way out, but you've also heard rumors that it's a good spot to go hunting for tickets and prizes, so keep an eye out while you wander!
How to Play:
To make your way through the maze, roll a 12-sided die.
1-8 = progress 10 feet
9-11 = you find a cacturne plushie. Keep hold of it! You may find more. Also, progress 5 feet
12 = you don't make progress at all, but you do find 20 tickets.
You must make it at least 30 feet to reach the first checkmark, where you can leave, gain a prize, and exchange your cacturne plushies for a small selection of gifts.
You may get one prize for free, but you can also exchange the appropriate amount of plushies for additional ones if you found them during your wandering.
Prizes at 30 feet
x3 Event Berries [ Must be the same kind ] = 2 Cacturne Plushies
x2 Non-Gym Leader TMs = 2 Cacturne Plushies
x5 Halloween Candy Items = 1 Cacturn Plushie
x3 Rare Candies = 2 Cacturne Plushie
x5 Sweet Hearts = 1 Cacturne Plushie
If you reach 60 feet, you reach the end of the maze, and receive a prize, and can exchange any cacturne plushies you have.
You may get one prize for free, but you can also exchange the appropriate amount of plushies for additional ones if you found them during your wandering.
Prizes at 60 feet
x5 Event Berries [ Can mix and match up to two kinds of berries ] = 3 Cacturne Plushies
x3 Gym Leader TMs = 3 Cacturne Plushies
x1 Event Item = 4 Cacturne Plushies
x2 Festival Items = 3 Cacturne Plushies
x3 Event Berries [ Must be the same kind ] = 2 Cacturne Plushies
x2 Non-Gym Leader TMs = 2 Cacturne Plushies
x5 Halloween Candy Items = 1 Cacturn Plushie
x3 Rare Candies = 2 Cacturne Plushie
x5 Sweet Hearts = 1 Cacturne Plushie
Note: If you go through the Maze more than once, you can hold onto cacturne plushies to have more at the end of the second time through.
Haunted House
There are a few different haunted houses here, and their scare factor ranges from kid-friendly to the slightly more die-hard (literally!) fright fans. If you get lost or too scared, you can exit without finishing and get consolation prizes as a result, but you can only complete a haunted house twice during the entirety of the event. After completing the haunted house activity twice, you can still do it again and leave after completing a portion of it, but you will have to leave once you've completed the second ten post benchmark.
How to Play: Roll to progress through the Haunted House. Every 10 posts, you have a chance to leave the House and earn a prize, each more valuable than the last with the further you get. Note that, while you can leave between each 10 post benchmark, you will get the consolation prize equal to the 10 you already passed, not the one you are on your way to reaching. So if, say, you make fifteen posts, and decide you want to leave, you will get the post you could have received at 10 post benchmark, rather than the one you'd get if you made it 20 posts in.
For the first ten posts, roll a six-sided die:
1-3: You progress through the House, with nothing happening.
4-5: Something spoOOooOoky happens!
6: You find an extra ticket!
If you leave after completing this floor, you will get a choice between x5 Dusk Balls, or x3 Dark or Ghost Gems.
For the next ten posts, roll a ten-sided die:
1-4: Nothing happens
5-8: Something spoOOooOoky happens!
9: You find a rare candy! :0
10: You find an extra 5 Tickets
If you leave after completing this floor, you will get x5 Sweet Hearts, x1 Evolution Item (hold, stone, etc), x1 Spell Tag, or x1 Black Glasses
For the final ten posts, roll a 12-sided die:
1-4: Nothing happens
5-6: Something spoOOooOoky happens!
7: You found a TM!
8-11: Something spoOOooOoky happens!
12: You find 10 tickets!
For completing the haunted house, you will get x3 Event Berries, x1 Event or Mythic Item, x1 Level 15 Ghost or Dark type pokemon
Not sure on how to improvise scary events? Here are some ideas. We've categorized them from cheesy to seriously scary so you can have control over the scare factor. Pick one from the list that suits your fancy, or RNG it for a spooky surprise!
Cheesy: You might see some of these in a more lighthearted spooky but not terrifying setting.
1] The typical cardboard figures, or smaller pokemon, popping out
2] Ghost pokemon phasing in and out of the room and walls to scare people
3] Things are oozing out of the walls...
4] You hear a bone-chilling howl!
5] Flickering lights, or lights suddenly going out for a long time
6] You hear the cackling similar to that of a croagunk in the distance.
7] You open a door and a flock of zubat or murkrow all fly out at you all at once.
Want to ramp it up and say your character went into a more serious haunted house? Feel free to use some of these, but be warned, these are on much more of the extreme scare/kind of disturbing scale, so we're putting them under spoilers:
1] The shadow of a Hypno leads what looks like a small child away, and then disappears.
2] A phantump is seen floating next to a tree with the remains of a child barely visible in a hallowed out shelter in the trunk.
3] A cubone with a bloody, fresh skull
4] A sandygast lurking through black sand, with skeletal remains protruding from the sand.
5] A mimikyu stares you down from the other side of a hallway and quickly extends a large shadowy arm towards you. Just when you think it's going to grab you, it disappears, but you swear you see it still lurking around in dark corners.
6] A sweet aroma drifts in, but as you draw closer, it begins to turn sour, until you see a shadowed Victreebel lurking in the darkness, half-digested remains, arms and legs, hanging from its mouth
7] Look into a mirror and you don't see yourself. Alternatively, look into another mirror and you see a warped version, bloody, zombified, or otherwise.
8] You see a cofagrigus and hear banging and screaming from inside it.
Make Your Own Halloween Treats!
Largely for fun, this cooking class has three phases of preparation to make a deliciously spooky treat! Each phase requires a certain number of posts to complete, and in the end your masterpiece will be judged and given a score. Depending on how well you did, you'll get a nice reward for your effort! For each post, please make note of what points were added or lost, link to your rolls, and keep track of your total score!
Phase One: Measuring Ingredients (2 Posts Minimum)
Roll one six-sided die each post:
1 = Something went terribly wrong with the mixture-- go ahead and start again, adding an additional roll to this phase.
2-6 = Congrats! You measured everything out! (Well enough, anyway.)
Tally your total between the rolls, and record it in your post!
Phase Two: Pour it, and let it cook (3 Posts)
Roll one six-sided die each post:
First post: If you rolled a 1, you've spilled a lot, -2 points to your total score at the end of this activity. If you rolled 2-6, then you got most, if not all, of it into the container!
Second post: You've got it in the oven. No risk here—just add whatever you roll to your total score at the end!
Third post: If you roll a 1, it got a little burnt, -2 to your total score at the end of this activity.
If you rolled 2-5, you did well.
If you rolled a 6, it's PERFECT! You get an additional +2 to your score from this phase! Add both negative and positive values to your score from Phase One, and record it in your post.
Phase Three: Decorate, decorate, decorate! (2 Posts)
First post: roll a six-sided die
Second Post: Final post, you can either:
Roll a six-sided die, and add it to the first post's value to your final score.
OR, you can risk it all and roll a 12-sided die:
1-3 = Things didn't go so well—you only get the value of your previous post to add to your total score.
4-10 = Add the number you rolled this turn to your first roll from this phase, then add them to your total score.
11-12 = Add an additional twenty points to your total, along with your first roll's value.
The reward you get is determined on your total combined score from all three phases:
5-11 Points/Event Incomplete: 20 Tickets
12-19 Points: 25 Tickets
20-29 Points: 30 Tickets
30-39 Points: 1 Non-Gym Leader TM of choice OR 35 Tickets
40+ Points: 1 Festival Item OR 1 Gym Leader TM OR 50 Tickets
Pumpkin Carving Contest
The carnival has pumpkin carving contests rather frequently, and you're more than welcome to enter yours! You can do this several times, and RP wise, you can take as long as you want, but this event only takes about 6-8 posts and yields moderate rewards.
You may roll three times a day. You need a certain amount of points to achieve each step of the pumpkin carving process, and some steps have a chance for things to go wrong, so be careful as you progress! Whatever you roll, is the number of points you get—but if a certain event is tagged to a number, make sure to keep track of that, and adjust accordingly!
Step 1: Cut off the top, scoop out the innards
Requires: 6 points to accomplish. You may roll one six-sided die per post.
Once you have obtained 6 points or more, you may progress to step 2.
Step 2: Start carving
Requires: 12 points to accomplish.
However, if you roll a 1, you must subtract 2 from the number of points you have, even if it goes negative
Once you have obtained 12 points or more, you may progress to step 3
Step 3: Finish the details, and add in the candle
Requires: 7 points to accomplish. If you roll a 6 on your first post, you get an additional +1 point to finish early!
Prizes:
For each pumpkin you finish, you can either claim 10 Tickets, or x5 Food Items, or x3 Sweet Hearts