Intro
While still inside the location of the first exam a proctor will approach each of the various groups and hand each person with their own scroll. Much like the last exam the scrolls will only react to the voice and name of the pertaining shinobi and once read their message will fade out of existence, incapable of retrieval. When finished, the scroll will be returned to the waiting proctor before being led out with your newly formed teams into the new testing zone.
Through the back of the hut and into the forest area behind will each team be led in complete silence, the weight of their scrolls being left to weigh in their minds until finally arriving at the location. In the center of the forest, hidden amongst thick mass of trunks lays a large silver well. Two proctors stand on either side of the well with their hands out stretched to gesture for the teams to come closer. Once close enough it can be seen that a ladder stretches from the mouth to the the dark abyss below. You are instructed to go down and that the test will begin the moment you hit the bottom.
While still inside the location of the first exam a proctor will approach each of the various groups and hand each person with their own scroll. Much like the last exam the scrolls will only react to the voice and name of the pertaining shinobi and once read their message will fade out of existence, incapable of retrieval. When finished, the scroll will be returned to the waiting proctor before being led out with your newly formed teams into the new testing zone.
Through the back of the hut and into the forest area behind will each team be led in complete silence, the weight of their scrolls being left to weigh in their minds until finally arriving at the location. In the center of the forest, hidden amongst thick mass of trunks lays a large silver well. Two proctors stand on either side of the well with their hands out stretched to gesture for the teams to come closer. Once close enough it can be seen that a ladder stretches from the mouth to the the dark abyss below. You are instructed to go down and that the test will begin the moment you hit the bottom.
The Test
"I regret to inform you that this was a trap. If you care to look up, the path you entered from has been blocked off and as you listen to me a toxin is being released into the air. You will have three hours before the toxin spreads throughout your entire body and begins to eat away at your nervous system." A voice boomed out at the bottom of the ladder, the faint light that had been from the entrance disappearing as the well was sealed off, leaving you and your company to listen in complete darkness. "Do believe this is a real toxin and one that has taken many potentials from us in the past." The voice stated, dim fire light errupting from torches laid about the entire tunnel, quickly revealing the skeletal remains of former contestants as well as the path that the tunnel took. "However, at the end of the tunnel there is an antidote... If you can get to it, you will be released from here. That is if you can make it."
---Step 1---
Once you and your team is ready to move it will take 50 Lines to begin navigating the long, spiraling path of the tunnel. As you continue on you'll notice that the walls seem to close in as the path becomes more and more narrow, the torches coming more and more seldom until you are reduced to shuffle side by side through the darkness.
The path will eventually widen dramatically as you hit a pitfall. It will take an Normal Disguise Awareness check vs 500 to notice the pit in time, if failed that player will fall in and it will take 50 lines to climb back out. If a player fails by 20 or more, then they are considered to have fallen bad and twisted their ankle (They will take -5% to any further checks in this test and cause all line counts to be increased by 25 lines to show how they're slowing the team down.)
Now that you are aware of the pitfall, you will notice that it extends for several feet before the path starts again and the only way to get to the other side to jump across as the other side of the hole is too smooth to climb back out of. To make it across will take a check of Strength+Agility vs 250, if a player fails they will fall back into the pit and if they fail by 20 or more, then they are considered to have fallen bad and hurt themselves in some hindering fashion (They will take -5% to any further checks in this test and cause all line counts to be increased by 25 lines to show how they're slowing the team down.) However, if another player has already successfully gotten over they can attempt to catch a falling player with a check of Strength+Agility vs The Falling Player's Weight, success means they caught and pulled the player back up, however if they fail the player will continue to fall in, If they fail by 20 or more they will also be dragged back down into the pit, and If they fail by 40 or more they would have fallen along so badly that they will also get hurt. It takes 50 Lines for each player to climb there way back out of the pit before trying again.
---Step 2---
Once all players have made it across the pit it will take 50 more lines to continue navigating the tunnel. As you continue down the path you will notice irregularities with the path, the ground level will continuously raise and drop at strange and dramatic intervals and from deeper on the tunnel the sound of turning gears can be heard. Once again you and your group will be faced with a challenge before being allowed to continue on.
Spanning over the next thirty yards the ground is split up amongst several panels, each of which are shifting from one place; either up and down, back and forth, or left and right... each at varying speeds.
To get across it will take a check of Agility vs 750 and if failed you will slip and fall, leaving yourself at the mercy of the tumbling and turning floors to eventually(50 Lines) push you back to where you began. But if they do succeed they will find a switch on the other side that will allow them to simply turn the trap off.
However you can make an Normal Disguise Awareness Check vs 350 to see if there is any trick to overcoming this obstacle in a simpler fashion. If successful, the player will notice that amongst the moving panels 2 have the kanji of at least 1 of the 12 hand seals written upon them, leading them to conclude that if a person could make it to that specific panel and preform the handseal they could possible stop the trap.
To make it to the first panel it will take 50 lines and a check of Agility vs 200, if successful they will have one chance to shut off the panel by preforming the handseal and focusing their chakra into the panel, which will be a check of Seal Spd vs 300. If successful the first half of panels will stop moving instantly, however if they fail either of the two checks they will end up being tumbled back to the beginning. To get to the second panel they must repeat this process, but if they fail they will have to restart this entire step.
---Step 3---
After 50 more lines of navigating through the tunnel you and your group will find yourselves at a dead end. After a few moments the same voice from the beginning of the tunnel will speak up, "Congratulations on making it this far... but your trail is not over. I am sure you have not forgotten what was written on the scroll given to you back at the first exam." The words were left to loom in the air for the contestants to take in. After another moment the solid wall that blocked their way shook and rumbled before cracking open slightly to reveal a soft, white light. "Beyond this wall lays the vials that will either damn you to death or carry you back to good health. There is no trick to these vials in any sense, they are all placed on the shelf of what they are meant to do... The task here, however, is to decide amongst the lot of you one person who will enter this room and retrieve these vials. You must place your lives into one of the hands of your team mates and trust that they will reward your trust... Can you do that?"
Once the player is chosen, the wall will continue to open up just enough for that one person to enter before closing right after them. Within they will be faced with two shelves of multiple, unmarked vials. One shelf will be marked to carry poisoned vials while the other will be marked to carry vials with the antidote. Once the player has chosen who will receive what they will be allowed to return to their peers and the wall will close behind them. At that moment the voice will speak up again, "This is your final part of this test. Do you truly trust the person you have chosen? In their hands they carry the antidote... or a poison. There can be nothing done to make them prove which is what. You will either have to trust them or not. If you drink the poison you will more then likely die, if decide to not take the vial at all you will still be healed by a proctor... IF the vial was actually poison. Make your choices wisely, I wish you all luck."
---Step 1---
Once you and your team is ready to move it will take 50 Lines to begin navigating the long, spiraling path of the tunnel. As you continue on you'll notice that the walls seem to close in as the path becomes more and more narrow, the torches coming more and more seldom until you are reduced to shuffle side by side through the darkness.
The path will eventually widen dramatically as you hit a pitfall. It will take an Normal Disguise Awareness check vs 500 to notice the pit in time, if failed that player will fall in and it will take 50 lines to climb back out. If a player fails by 20 or more, then they are considered to have fallen bad and twisted their ankle (They will take -5% to any further checks in this test and cause all line counts to be increased by 25 lines to show how they're slowing the team down.)
Now that you are aware of the pitfall, you will notice that it extends for several feet before the path starts again and the only way to get to the other side to jump across as the other side of the hole is too smooth to climb back out of. To make it across will take a check of Strength+Agility vs 250, if a player fails they will fall back into the pit and if they fail by 20 or more, then they are considered to have fallen bad and hurt themselves in some hindering fashion (They will take -5% to any further checks in this test and cause all line counts to be increased by 25 lines to show how they're slowing the team down.) However, if another player has already successfully gotten over they can attempt to catch a falling player with a check of Strength+Agility vs The Falling Player's Weight, success means they caught and pulled the player back up, however if they fail the player will continue to fall in, If they fail by 20 or more they will also be dragged back down into the pit, and If they fail by 40 or more they would have fallen along so badly that they will also get hurt. It takes 50 Lines for each player to climb there way back out of the pit before trying again.
---Step 2---
Once all players have made it across the pit it will take 50 more lines to continue navigating the tunnel. As you continue down the path you will notice irregularities with the path, the ground level will continuously raise and drop at strange and dramatic intervals and from deeper on the tunnel the sound of turning gears can be heard. Once again you and your group will be faced with a challenge before being allowed to continue on.
Spanning over the next thirty yards the ground is split up amongst several panels, each of which are shifting from one place; either up and down, back and forth, or left and right... each at varying speeds.
To get across it will take a check of Agility vs 750 and if failed you will slip and fall, leaving yourself at the mercy of the tumbling and turning floors to eventually(50 Lines) push you back to where you began. But if they do succeed they will find a switch on the other side that will allow them to simply turn the trap off.
However you can make an Normal Disguise Awareness Check vs 350 to see if there is any trick to overcoming this obstacle in a simpler fashion. If successful, the player will notice that amongst the moving panels 2 have the kanji of at least 1 of the 12 hand seals written upon them, leading them to conclude that if a person could make it to that specific panel and preform the handseal they could possible stop the trap.
To make it to the first panel it will take 50 lines and a check of Agility vs 200, if successful they will have one chance to shut off the panel by preforming the handseal and focusing their chakra into the panel, which will be a check of Seal Spd vs 300. If successful the first half of panels will stop moving instantly, however if they fail either of the two checks they will end up being tumbled back to the beginning. To get to the second panel they must repeat this process, but if they fail they will have to restart this entire step.
---Step 3---
After 50 more lines of navigating through the tunnel you and your group will find yourselves at a dead end. After a few moments the same voice from the beginning of the tunnel will speak up, "Congratulations on making it this far... but your trail is not over. I am sure you have not forgotten what was written on the scroll given to you back at the first exam." The words were left to loom in the air for the contestants to take in. After another moment the solid wall that blocked their way shook and rumbled before cracking open slightly to reveal a soft, white light. "Beyond this wall lays the vials that will either damn you to death or carry you back to good health. There is no trick to these vials in any sense, they are all placed on the shelf of what they are meant to do... The task here, however, is to decide amongst the lot of you one person who will enter this room and retrieve these vials. You must place your lives into one of the hands of your team mates and trust that they will reward your trust... Can you do that?"
Once the player is chosen, the wall will continue to open up just enough for that one person to enter before closing right after them. Within they will be faced with two shelves of multiple, unmarked vials. One shelf will be marked to carry poisoned vials while the other will be marked to carry vials with the antidote. Once the player has chosen who will receive what they will be allowed to return to their peers and the wall will close behind them. At that moment the voice will speak up again, "This is your final part of this test. Do you truly trust the person you have chosen? In their hands they carry the antidote... or a poison. There can be nothing done to make them prove which is what. You will either have to trust them or not. If you drink the poison you will more then likely die, if decide to not take the vial at all you will still be healed by a proctor... IF the vial was actually poison. Make your choices wisely, I wish you all luck."
Quote:
Once you have decided on the player that you will send into the room please do as follows:
1) Each Player must post in an OOC Box the name of the player they RPically choose (Majority rules in this situation)
2) The chosen player must PM me which Player they are giving what vial to RPically. (You don't have to tell them what vial you are giving them.)
3) Each reciprocate must post in an OOC Box if they drink the vial or not.
1) Each Player must post in an OOC Box the name of the player they RPically choose (Majority rules in this situation)
2) The chosen player must PM me which Player they are giving what vial to RPically. (You don't have to tell them what vial you are giving them.)
3) Each reciprocate must post in an OOC Box if they drink the vial or not.
Notes/Tips
-Each Scroll was custom tailored and RPically are written from the proctors.
-You are not to share what's in your scroll RPically or OOC wise at all.
-Getting to the end of the tunnel isn't enough, you must complete your task.
-Killing Invaders is always a bonus, but killing an ally is a no no... But leaving any invaders alive is the worst!
-Same rules apply from the first exam(Except the use of buffs). It is flat out not allowed to reveal info from your scroll
Secret Revealed!
-If you have multiple people over the hole, you may use each other to help others to get across as well. The check is made by the fastest player, and if that person doesn't they are considered not to help and goes on to whoever else is left.
Agi(Of the fastest player) + Str(Of the fastest player) + (1/2)Str)Of each helping character) vs Weight
.... However if you fail the check, all of you will fall at once and will take the Damage Penalty due to the amount of people falling. This stacks upon whatever damage they were going to take.
-If you have successfully shut down the first half of the panels down, you may try to run across in the same fashion as before you shut down the first half of the panels. However the check will now be cut in half for a vs of 375 instead of 750.
-Each Scroll was custom tailored and RPically are written from the proctors.
-You are not to share what's in your scroll RPically or OOC wise at all.
-Getting to the end of the tunnel isn't enough, you must complete your task.
-Killing Invaders is always a bonus, but killing an ally is a no no... But leaving any invaders alive is the worst!
-Same rules apply from the first exam(Except the use of buffs). It is flat out not allowed to reveal info from your scroll
Secret Revealed!
-If you have multiple people over the hole, you may use each other to help others to get across as well. The check is made by the fastest player, and if that person doesn't they are considered not to help and goes on to whoever else is left.
Agi(Of the fastest player) + Str(Of the fastest player) + (1/2)Str)Of each helping character) vs Weight
.... However if you fail the check, all of you will fall at once and will take the Damage Penalty due to the amount of people falling. This stacks upon whatever damage they were going to take.
-If you have successfully shut down the first half of the panels down, you may try to run across in the same fashion as before you shut down the first half of the panels. However the check will now be cut in half for a vs of 375 instead of 750.
