The Jungle CourseThe jungle course seems to be a dark and treacherous place with.... various strange creatures looking straight at you. The waters are dark and murky and the trees seem to block out all light. Only the brave and adventurous should try the jungle course.
Mechanics: - Roll one 100-sided die and role-play the results.
- If you FAIL you instantly wind up back in the infirmary with however many flags you managed to obtain
- If you pass each round, you go to the next stage (obviously).
Stage 1Jungles are more difficult to navigate through than they appear. Try and find the correct path without getting lost.
1-25 - Well... you thought you found the right trail, but it turns out you went in the opposite direction and walked right into some wild animals den. Fortunately you make it out before you can figure out what the creature even is. Bad thing is, you're lost again. ( fail )
26-50 - After searching for what seemed like hours, you find what appears to be a trail marker. Or not. Looks like it was just a warning sign for poisonous plants. ( fail )
51-75 - You keep looking and looking, but all that noise you're making seems to have attracted some unwanted attention. Lucky for you, whatever is on your tail chases you in the right direction. You've found the trail! Now keep running! ( move onto round 2! )
You obtain one flag 76-100 - Turns out things are easier than they appear and you manage to find yourself the trail without much difficulty. ( move onto round 2! )
You obtain one flag Stage 2Moving down the trail you come across a ravine. Its pretty deep and climbing down and up doesn't look like an option... Try and find another way across.
1-25 - An old but sturdy looking tree has fallen across providing a bridge to the other side. Sadly, though it doesn't break, its slick and by the time you reach the center you fall down and into the ravine. ( fail )
26-50 - While searching for a way across you fall through the ground and down into a pit, where a hidden path to the other side is revealed to you. ( move onto round 3! )
You obtain one flag 51-75 - There are some vines hanging down that you might be able to use. You try, but its too bad. The vine snaps and you fall into the ravine. This isn't the movies. ( fail )
76-100 - You try climbing a tree in order to make a leap of faith. However the tree snaps under your weight and starts falling. Lucky for you, it sends you flying onto the other side of the ravine. ( move onto round 3! )
You obtain one flag Stage 3Finally across the ravine, you find yourself standing before a large swamp. It seems that going through the water is the only way to move forward.
1-25 - There are some logs in the water that form a path. Too bad they're not logs but crocodiles. Its really bad that you found this out after you tried stepping onto one. ( fail )
26-50 - You try and wade through, but something bites onto your leg and chases you back to shore. ( fail )
51-75 - You get about half way when you swim right into a crocodile. You manage to fight it off with all your limbs intact, but your stuck on the wrong side. ( fail )
76-100 - You're apparently good at both holding your breath and swimming quietly. You move under water make it through undetected. ( move onto round 4! )
You obtain one flag Stage 4You finally make it to the end! All that's left now is to pass through these old temple ruins and you're done! Or so you think. Guarding the temple entrance is a large statue of some strange cat. It looks relatively harmless, but the second you step towards the entrance, it comes to life and blocks your path. Looks like the only way to get by is to fight and defeat it.
Fight the temple guardian!Mechanics: Roll two 10-sided dice to determine the damage done. First dice is the damage you do to the temple guardian. The second it how much the temple guardian does to you.
Y1 students HP: 30/30
Y2 students HP: 40/40
Temple Guardian HP: 50
If you beat the temple guardian, then you
obtain the last flag! Bonus Mechanics:
- In the temple guardian battle, if your damage matches the guardian's your attack is super effective! You deal 2x as much damage that roll! (Regular damage applied as necessary
- If your student is has
ATTENDED THE DETH OPEN CLASS WITH PROFESSOR QB, as you turn around, you see a human in the jungle! You shake the leaves slightly, scaring them, which gives you a
huge boost in your fear! On the final boss, your attacks now do TWICE DAMAGE OF YOUR ROLL (to boss, but same damage back to yourself).
- If your student
chose the red herring in the last sandcastle trials, the red herring returns, with its friends
the red piranha. Ouch! Roll a 6-sided dice at the BEGINNING of this course. If you roll a 1 or 6, you are um... well... lets no explain what happened. You end up in the infirmary.
- If your student
has the learned ability BEGINNER TRASHBOT SUMMON, the trashbot helps and tries to save them from time to time. If you roll a FAIL you can roll again, you can only use this once.
[size=16][b][color=green]Long Grass Field[/b][/size][/color]
*ROLL MECHANICS AND RP HERE*
((OOC:
[b]Day:[/b] 1, 2, or 3
[b]Student name:[/b] Name here
[b]STAGE:[/b] 1, 2, 3 or BOSS
[b]TOTAL HP VALUE:[/b] /HP value remaining
[b]FLAGS OBTAINED:[/b] 1, 2, 3 or 4
[b]WEATHER MECHANICS:[/b] Apply them here
[b] BONUS MECHANICS:[/b] If applying any bonus mechanics, only need to mention on that particular post where mechanic is being used. Rp out as needed. ))