
The Toxic Cave
Sometimes you just end up in places not really… good for scaring. Or just not good for one’s health. Which oddly enough, can be a toxic cave filled with noxious gas. Sent down an elevator, students wait at the bottom as they are sealed in. Even those who can fly find they must go down…to get back up. Several outposts exist in the cavern to make sure that no one ends up dead, horsemen having taken a certain mixture that allows them temporary immunity. A clank and a light purple gas starts to fill the room. The test has begun, so students better start to run!
Quote:
Rules:
-Running out of HP means game over, regardless of any saves you might have
-If your student falls into two or more of the automatic HP reductions, please only apply one! You may ignore the others.
-If you use a save start at the place you left off
Running, the hall ends in a pit. You need to descend into the thick of the poison haze to go further. But- it’s hard to see where it might be safe. Thick ropes hang from the ceiling and rocks just from the sides. Roll 1 d4 to advance!
1- You grab the rope and slide your way down but ouch! Rope burn! -5 HP
2- You try to go down the walls… and make it! Better move though the gas is thick down here!
3- You jump down… not the best idea. -10 HP
4- You try the walls but miss a step, falling you end up knocked out (Fail)
If your a student that can fly/has wings in any form, you take an automatic -5 HP
Running down yet another hall, you have to dive into a pool of dark water and swim through a tunnel.
Roll 1 d6 to see what happens.
1- You manage to swim quickly and reach the other side just in time!
2- Fish bones dig into you, slowing you down and making you swallow some water! -10 HP
3- Weird. It feels like- Uh oh. You somehow managed to end up at a dead end. No time- you fall back and the gas overtakes you(Fail)
4- Something brushes past your body but lucky enough, you make it to the other side.
5- You try swimming up too soon and bump your head! -5 HP
6- Something bit you, but you can’t tell what, -5 HP
If your student is aquatic, or fire based -5 HP automatically
The path seems to be getting smaller, looks like you’ll have to crawl you way out but- which path do you take? Roll 1 d8.
1 and 3- You run into a spider who bites you for a nasty sting! -10 HP
2 and 4- You end up taking a wrong turn and hit your head! -10 HP
5 and 7- You managed it somehow to crawl you way to the next room, which has yet to be filled with that gas
6 and 8- You get lost and get…sleepy… (fail!)
If your natural form is bigger than that of an average dog, take -5 HP

[ Horsemen Points Distribution: ] (Select only one option based on your results)
TO OBTAIN 1 HORSEMEN POINT: You get to stage 1 or 2 of the cave
TO OBTAIN 2 HORSEMEN POINTS: You get to stage 3 or 4 of the cave
TO OBTAIN 3 HORSEMEN POINTS: You get to stage 5 or PASS the cave
-Running out of HP means game over, regardless of any saves you might have
-If your student falls into two or more of the automatic HP reductions, please only apply one! You may ignore the others.
-If you use a save start at the place you left off
Stage 1
RNG 1-3 in your FIRST post. Subtract one to see how many lives you have. (IE get a 2, subtract 1 you have 1 save)
Stage 2
Running, the hall ends in a pit. You need to descend into the thick of the poison haze to go further. But- it’s hard to see where it might be safe. Thick ropes hang from the ceiling and rocks just from the sides. Roll 1 d4 to advance!
1- You grab the rope and slide your way down but ouch! Rope burn! -5 HP
2- You try to go down the walls… and make it! Better move though the gas is thick down here!
3- You jump down… not the best idea. -10 HP
4- You try the walls but miss a step, falling you end up knocked out (Fail)
If your a student that can fly/has wings in any form, you take an automatic -5 HP
Stage 3
Running down yet another hall, you have to dive into a pool of dark water and swim through a tunnel.
Roll 1 d6 to see what happens.
1- You manage to swim quickly and reach the other side just in time!
2- Fish bones dig into you, slowing you down and making you swallow some water! -10 HP
3- Weird. It feels like- Uh oh. You somehow managed to end up at a dead end. No time- you fall back and the gas overtakes you(Fail)
4- Something brushes past your body but lucky enough, you make it to the other side.
5- You try swimming up too soon and bump your head! -5 HP
6- Something bit you, but you can’t tell what, -5 HP
If your student is aquatic, or fire based -5 HP automatically
Stage 4
The path seems to be getting smaller, looks like you’ll have to crawl you way out but- which path do you take? Roll 1 d8.
1 and 3- You run into a spider who bites you for a nasty sting! -10 HP
2 and 4- You end up taking a wrong turn and hit your head! -10 HP
5 and 7- You managed it somehow to crawl you way to the next room, which has yet to be filled with that gas
6 and 8- You get lost and get…sleepy… (fail!)
If your natural form is bigger than that of an average dog, take -5 HP
Stage 5
The last part of the tunnel! You can see light at the end but-
It seems that in order to get there, you’ll have to beat the doors that are closing, trying to trap you in the poison caverns! Just as you make it to the end- the door slams down, leaving you stuck. You’ll have to break your way through!
Roll to attack! For each miss -10 HP, you may keep going until you break free or pass out. You only need to hit the door once.
For year 3, you must subtract 8 versus the normal 6! It seems the horsemen expect a bit more from you.
It seems that in order to get there, you’ll have to beat the doors that are closing, trying to trap you in the poison caverns! Just as you make it to the end- the door slams down, leaving you stuck. You’ll have to break your way through!
Roll to attack! For each miss -10 HP, you may keep going until you break free or pass out. You only need to hit the door once.
For year 3, you must subtract 8 versus the normal 6! It seems the horsemen expect a bit more from you.
POINTS DISTRIBUTION

[ Horsemen Points Distribution: ] (Select only one option based on your results)
TO OBTAIN 1 HORSEMEN POINT: You get to stage 1 or 2 of the cave
TO OBTAIN 2 HORSEMEN POINTS: You get to stage 3 or 4 of the cave
TO OBTAIN 3 HORSEMEN POINTS: You get to stage 5 or PASS the cave