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Posted: Sun Jun 15, 2014 6:35 pm
While some of the events in the Battle of the Tribes have kin testing their might and mettle through art, brainpower, or even their ability to win friends and influence people, there are kin in the swamp whose prowess lies solely within the realm of the physical. To that end, Longstride and Ultimate Purpose have put their heads together and devised a grueling physical event for kin to attempt. No strangers to physical work themselves, they have come up with five obstacles all centered around the strengths (and weaknesses) of the kimeti and their cousins. Longstride and Ultimate Purpose both stand on a small platform made out of cypress logs and fallen trees and survey the crowd that has gathered. The legendary, glancing at his acha cousin, clears his throat and then begins, raising his voice so that it can be heard over the group: "This is a physical event -- not just endurance! You'll have to compete through five obstacles that we've placed all over the swamp. Anyone can do anything, don't worry," he added, though he wondered how grueling this task would be since he designed some of the obstacles himself, "You just have to do them all. The point of this whole game is to see who gets close to being the Wolf or the Crane through sheer physical prowess. Good luck!" "This game is not just about endurance and physical prowess, it is also about determination and perseverance," Ultimate Purpose broke in to say. "To try all and to fail some is better than to try none and fail all so the power of your mind still matters in this game." Satisfied, she echoed his parting words, "Good luck!" Rules for the Decathlon 1. You are entering this as a group of exactly 5 kin, and at least 3 players. This means that two people in your team can double up playing characters but you must have at least 3 players and exactly 5 kin. Individual points will be added up to determine the winning tribe. 2. Each kin must attempt every challenge. 3. All the kin on a particular team must be in the same tribe. 4. You can be in more than one team, for this event.
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Posted: Sun Jun 15, 2014 6:36 pm
THE PRIZES:
The prizes for this contest are a customized wreath accessory for all members of the winning team.
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Posted: Mon Jun 16, 2014 5:56 pm
Challenge #1 - Obstacle Course [OPEN]A section of the swamp in the southeastern corner has been roped off -- long trailing vines have been pulled down and woven around the bases of some of the larger trees, creating the grounds for the beginning of an obstacle course. Some of the obstacles are farther off in the distance, but Longstride and Ultimate Purpose stand at the beginning of the challenge. They have set up a series of six obstacles based on the challenges of living in the Swamp, each testing different physical skills. It is up to enterprising, hardy kin to find a way through this mess and emerge victorious! Obstacle Course Mechanics To begin, start a thread titled [BotT OBSTACLE] (KIN NAME).This challenge consists of six different obstacles that your kin must face. For every obstacle, you will make at least one post! For your first post of every obstacle, you must roll 1d20 which will determine the difficulty that your kin faces when trying to complete that specific obstacle. The higher the number, the more difficulty your kin has with that obstacle. You must rp your kin tackling the challenge in accordance to the number you roll. If you are a kimeti, you may choose to decrease the difficulty level you roll by two levels for one obstacle and one obstacle only. Obstacle #1 - The Tangled Grove Retrieval:Vines, trailing ferns, and all manner of plants hang down from the branches of the trees that form a small grove. They were tangled together, inadvertently serving to keep creatures both big and small out of the small clearing that lies at the center of the grove. Your task is to break through the tangled barrier to retrieve a red-painted stone that has been placed there by a well-trained eagle. Your 1d20 roll will correspond to the following results: Obstacle #1 - Rolling Results 1: With your sharp senses, you manage to find the easiest way to complete this obstacle. 2-3: While you have a small initial struggle, once you get started, you find the task relatively easy. 4-5: It takes you a while to figure out a way to begin. The vines and foliage are tangled in creative and frustrating ways. You struggle, but it does not prove too taxing. 6-7: You have to be a bit creative about your approach to this challenge, but you eventually make it through. You're winded, but you feel ready for the next challenge. 8-9: You battle your way through the tangled barrier that keeps you from your prize. It takes determination and perseverance, but you make it through without any major troubles. 10-11: It takes you several different tries before you find the right approach and even then, you found yourself second-guessing if it was the right choice up until the moment you broke through. 12-13: The vines prove to be quite a challenge to you despite making early gains. When you finally break through, it was to your great surprise. You thought that the struggle would never end and that you might not make it. You are ultimately still encouraged by the results of your work. 14-15: You try all the conventional approaches and still you don't seem to make progress, but eventually you make it and are able to pull through. You're not sure you would have been able to keep trying for much longer, but your hard work has paid off. 16-17: Every approach you take seems to be incorrect. You don't seem to get anywhere until you do. You begin to get somewhere but progress is slow and you didn't think you would make it. 18-19: You are tangled in the vines. You trip. You get foliage in your eyes and you get stuck in one spot and have to backtrack. You struggle greatly to get through. You were close to giving up. 20: You struggle for a very long time with this obstacle and begin to think it is impossible. Roll 1d10 and if you roll a 9 or 10, you give up on this challenge or fail it and move on to the next obstacle. Obstacle #2 - The Sinking Bog Swim:
The Swamp provides a uniquely challenge environment to navigate. Many a Swamp native and new arrival find themselves getting stuck in the various wet obstacles that seek to impede movement. In particular, bogs that form on lakes prove to be especially challenging because they deceive kin and creature alike into thinking that there is a way to cross largely dry but often give way to nothing but water. Your task is to bring a provided flower across the bog, dropping it or not making it across means you fail the challenge.
Your 1d20 roll will correspond to the following results:Obstacle #2 - Rolling Results 1: You are lucky and barely even touch the water as you're crossing the bog. 2-3: You think you might cross without falling completely into the water, but just when you think you're in the final stretch, you fall in! Thankfully it's not so difficult to swim the rest of the way to shore. 4-5: The bog holds you for a while before giving way. Luckily, you manage to avoid getting trapped or entangled and swim to shore without much trouble. 6-7: You could have been luckier, but you could have had a lot less luck with this challenge as well. You end up in the water, but when you get to the other side, you're just barely winded and are ready for the next challenge. 8-9: You fall in almost right away at no fault of your own and have to swim the entire way to shore. You're winded, but you didn't struggle too much with this obstacle. 10-11: You might have taken a misstep in the beginning and end up in the water. You find yourself being pulled down by the plant life that makes up the bog occasionally, but ultimately make it through with only moderate struggle. 12-13: The bog's vegetation initially seems determined to create a sinking situation, but you eventually get that hang of swimming against them with some struggle. You're tired but not exhausted when you finally pull yourself to shore. 14-15: You get seriously stuck for a while and disappear under water a few times before you make any reasonable progress. Eventually you do make it to shore, but you're extremely tired and need some rest before you move on to the next challenge. 16-17: This is not the challenge for you. Luck is not on your side when you step on to the bog. The moment you think you've gotten the hang of swimming through the bog, you get stuck again or some new problem arises. When you finally make it, you are exhausted. 18-19: You struggle immensely with this challenge. It seems like the bog is determined to drown you and as you continue to swim without making any progress or only get a mouthful of water for your trouble, you begin to think about giving up. You put all of your strength into this challenge but it never seems to pay off. You think about giving up even as you continue to fight. This fight leads to eventual success, but it came in slow, painful increments. 20: You fall into the water and are being weighed down by the bog itself. Struggling just to stay afloat and breathe, you begin to think it is impossible and consider calling out for a vine to be thrown to you so that you can be pulled to safety. Roll 1d10 and if you roll a 9 or 10, you either give up on the challenge or you have failed it by dropping the flower and move on to the next obstacle. Obstacle #3 - The Overlapping Root Maze:
The many mangrove trees of the Swamp come with many tangled roots. Many grow on top of each other, weaving together to create a mess of tripping hazards. In particular, some mangroves have grown so much into each other's space that their roots have a created what essentially amounts to sloping mazes where the proper placement of hoof and paw becomes difficult and traversing that particular stretch of roots becomes particularly challenging. In this obstacle, you must make it trough the tangled roots of a group of mangrove roots that piled on top of each other, combined with an unfortunate mound of dirt, has created a rather sizable climb and descent.
Your 1d20 roll will correspond to the following results:Obstacle #3 - Rolling Results 1: Every step you take falls true and you make it through this challenge with ease. You are not even winded when you find yourself on the other side. 2-3: You trip once or twice, but you don't really find yourself that challenged by this obstacle. When you make it to the other side, you are ready for the next challenge. 4-5: Your don't struggle too much, but the roots do give you a bit of an initial challenge before you finally find your footing. You're not too winded by this challenge, but you did have to struggle a little. 6-7: You take your time finding your footing, but once you do, you don't get tripped up too much. When you make it to the other side, you have to catch your breath, but you're otherwise doing well. 8-9: The twisted roots prove to be a challenge initially and you trip a few times on your way up, but the way down is a little easier, but not too much easier. Overall, this challenge tires you out, but you still have energy to spare. 10-11: The roots trip you up on your way up and your way down, but you make it through with only a moderate struggle. When you're finished, you're out of breath, but not exhausted. 12-13: You trip fairly often, but make it through with only a little more than a moderate amount of struggle. You could have been faster and more efficient, but what matters is that you made it up and down without serious injury and without becoming completely exhausted. 14-15: The tangle of roots prove to be quite a challenge for you and tripping and falling is quite frequent. When you finally make it to the other side, you are glad to be done with it as you sit down to recover and catch your breath. 16-17: You are falling every other step you take as you struggle up the hill and then down it. You consider just taking the tumble down the hill, but that would probably cause even more injury to your other scraped and bruised body. 18-19: It seems as if you never stop falling. Every step is a misstep and you find it nearly impossible to make any headway up the hill. You begin thinking about giving in, but you continue to struggle on. It takes what seems like forever to make it through but you eventually do, ending up exhausted. 20: You cannot seem to find the correct step to take next and are stuck and bruised. Every step you try has result in you falling or falling back and you begin to think it is impossible. Roll 1d10 and if you roll a 9 or 10, you give up on this challenge, exit the way you came, and move on to the next obstacle. Obstacle #4 - The Thistle in the Grass Stack:
Some vegetation is not as pleasant as others. One such plant is the thistle, known for it's painful sting. Sometimes the anticipation of pain is worse than the pain itself. This particular challenge takes advantage of the dread that one feels at maybe accidentally getting struck in the nose or mouth by a thistle by hiding a single thistle in a stack of grass. If you're capable of working without fear of the pain, this will be an easy task save for that final sting, but if your fear of pain (no matter how temporary) mounts as time passes, this could be an excruciating task. Your task is simply to dig the hidden thistle out of the grass with your nose and mouth.
Your 1d20 roll will correspond to the following results:Obstacle #4 - Rolling Results 1: You stick your nose into the grass and immediately get stung. That's not all that pleasant, but at least you were saved the tedium and discomfort of getting grass in your nose, mouth, and eyes as you search tirelessly for a thistle. 2-3: You don't find the thistle immediately, but it only takes a little bit of pushing the grass out of the way until the telltale sting says you've found the thistle and you've completed this challenge. 4-5: You nose around and sneeze a little, but pretty soon you get stung on the face somewhere and you've found the thistle. Your neck doesn't even ache yet. 6-7: The grass seems pretty determined to get into your mouth, but the you only have the endure the discomfort for a little while. You rummage around the grass and while you wish it could have gone faster, neither the grass nor the suspense has gotten torturous yet. 8-9: The grass is itchy and uncomfortable but you keep searching. You go through the entire stack once without finding the thistle and but when you think you've gotten halfway through your second try, you get stung and the challenge is over. 10-11: You rummage around and even when you think you've already searched the entire stack, you still haven't found the thistle. You take a breath before beginning again and it only takes a little searching after beginning again to yield the thistle. 12-13: You have the search the pile several times before you have any luck. By you feel the sting and find the thistle, you are fairly uncomfortable and are starting to get tired of standing and using just your face to search for a thistle in a pile of grass. 14-15: The grass is getting stuck everywhere, including your eyes. Everything is irritated, your eyes, your nose, your mouth, yourself, and you're not sure you want to continue. You dread the thistle's sting, but you also just want to get it over with. 16-17: Your neck is sore and you don't know how much longer you can keep searching this pile of grass for a single thistle. The anticipation of the thistle is starting to get to you mentally while the grass and the searching is getting to you physically. Your search seems futile until suddenly you feel the thistle's sting and it's over. 18-19: You search and you search, pushing aside grass even as it invades your nose and mouth. You go through the pile of grass again and again futilely. You are half hoping and half dreading the sting of the thistle and as the sun moves across the sky, you begin considering giving in. Just as you're going to give up, the thistle stings you. 20: You have been sifting through the pile of grass for ages. The grass is stuck in your eyes and nose and it seems to be yielding nothing but more grass. You're certain you've searched the entire stack and still you haven't found the thistle. You begin to think that now is the time to give up. Roll 1d10 and if you roll a 9 or 10, you give up on this challenge and move on to the next obstacle. At least you didn't get stung by the thistle. Obstacle #5 - The Hoof Sucking Mud Run:
One of the challenges that many new Swamp residents face is the unfamiliar mud. It sucks hooves and sometimes entire legs down as kin walk through it. Kin often find themselves stuck in large areas of mud and need a great deal of help to get out. It takes a lot of leg strength to run successfully and quickly through mud and even the strongest kin can trip up or take an unlucky step that ends up with them stuck. Your task is to run across a stretch of mud from the starting line to the finish line as quickly as possible while battling the particularly wet and unfavorable situation.
Your 1d20 roll will correspond to the following results:Obstacle #5 - Rolling Results 1: The mud barely seems to affect you at all with how fast you make it through this challenge. You're barely even winded when you make it through and you're even mostly clean. 2-3: Somehow it seems as though you're lighter than air. Whether you time your steps carefully or are just lucky, the mud only gets ankle-deep. 4-5: You fall in, but manage to pull yourself out of the mud after several minutes spent searching for a branch or log to hold onto. It nearly falls into the sucking mud alongside you, but eventually you work yourself free. Mud clings to your legs and belly. 6-7: You get snagged on a hidden branch buried underneath the mud, and have to take time untangling yourself before it pulls out all of your fur. 8-9: Struggling through it, you emerge with mud up to your eyes and a vine tangled around your hooves. Crossing the mud wasn't difficult, but getting yourself untangled and clean for the next challenge will be. 10-11: There is an even deeper patch of mud right in the middle, and you've found it: you fall in and are submerged up to your eyes. You have mud in your nose and mouth, and it takes some doing to get out of the mud patch, much less cough and blow all of the mud out of your face. 12-13: You make it through, but are passed by several kin along the way. Who knew that mud would be this difficult? You end up on the other side, victorious but shivering and exhausted. 14-15: You try two times, and fall in each time, before figuring out the correct path that doesn't get you covered in even more mud. Scraping mud out of your hooves and eyes, the third time's a charm. 16-17: You struggle immensely with this challenge and almost give up, but manage to get through the mud fueled by your own rage. It takes you awhile and you are covered in mud, but you finally climb out of the mud and rue the day you were born. 18-19: You struggle a great deal and almost give up, but then a curious foxbun has joined the race and shows you the correct way to traverse the mud. Putting your hooves in its tiny footsteps means you make it across without putting forth much effort.Hooray! 20: You end up completely stuck and cannot move. Your struggles only make your situation worse and it's getting harder and harder to move or breath. You think it might be time to give up. Roll 1d10 and if you roll a 9 or 10, you give up on this challenge. Several kin watching the proceedings must enter the mud to help dig you out while others throw you vines to help pull you out of the mud. Obstacle #6 - The Log Hopping River Crossing:
While many kin can swim and might choose to swim across a river, there are also advantages to staying out of the water. One might want to avoid predators or simply avoid getting soaked. One of the ways to cross a river is to jump from log to log. They are not very steady and require a great deal of skill or luck or both to use as a crossing since they tend to turn without notice and drift away just as you are aiming to land on them. A section of a large river has been sectioned off using a net of vines. Logs float serenely in this section, bouncing off each other only as the current dictates. Your task is to cross this river by jumping from log to log.
Your 1d20 roll will correspond to the following results:Obstacle #6 - Rolling Results 1: You leap from log to log with ease. It almost seems as if the Motherfather were lining up the perfect logs for you in a perfect row so that you make it to the other side with no trouble at all. 2-3: The logs seem especially buoyant this morning and you have an easy time making your way across. They float so high in the water that you leap several yards onto the shore without even getting your feet wet. 4-5: A log starts to sink under your hooves, nearly spilling you into the river, but just as you start to panic, another bumps against it. You are able to climb aboard and successfully make your way across without much more trouble. 6-7: The logs have all bunched together in a tangle. It's difficult to balance with all this movement so you have to hobble along. There's plenty of logs to cross onto, but who knows when they will untangle and send you into the water? You decide to hurry up and move as quickly as you can. 8-9: You find yourself soaked either way, no matter what you do. You never fall into the water and get disqualified, but there is plenty of splashing as you make your way across. Tripping and slipping your way across the river, somehow you make it to the other side, but spend awhile shivering and drying off. 10-11: You have gotten stuck a few times, but haven't struggled too much until the end. You start to think that another log is never coming your way, but then a kin in front of you falls into the river, and the resulting wave from their splash sends a log your way just when you need it. Success! 12-13: You slip up and a log sends one of your front legs plunging into the river. While you are able to recover, you should have been disqualified -- but it seems as though the judge is not watching. You decide to press on and try your apparent good luck. 14-15: Is that a caiman?! You panic mid-leap and lose your footing on a slippery log, nearly falling into the river. Your ankle hurts from where you landed badly, but at least it wasn't a caiman! 16-17: You struggle for an extremely long time and want to give up because you're exhausted, but cheers from the shore bolster your self-confidence and allow you to make excellent time across the rest of the river. Success! 18-19: It is an almost impossible struggle and you are close to giving up. You have managed to float on a log in the middle of the river, but no other logs are coming towards you. You linger there for what seems like an eternity before you make a flying leap and land on a log that has floated just into your range of motion. 20: You are having no luck floating towards a log that you can jump onto. It seems as if you may never find the next log to jump onto and therefore must either give up or get disqualified trying. Roll 1d10 and if you roll a 9 or 10, you fail this challenge, either because you give up or you tried to make an impossible leap and ended up in the water. Your total points for this section is determined by how many obstacles you complete. You get 10 points per completed obstacle.
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Posted: Mon Jun 23, 2014 7:45 pm
Challenge #2 - The Race [OPEN]It has been many moons since the Kiokote were first brought into the Swamp by the great flood that swept their home away. With their arrival also came their games. For a group of kin who valued athleticism so greatly, it was therefore no surprise that their games also reflected that value. One of the games that they once played out on the plains was a long distance race to be completed by several teams of kiokote. It was a game of speed and stamina. However, here in the Swamp, the game became substantially more difficult; the roots and dense foliage proved to be additional challenges to overcome. Still, the kiokote enjoy the game and often ask their varied cousins to join in the fun. You and your tribemates have formed a racing team and are determined to make it to the finish line, but it might be more difficult than you think. Longstride and Ultimate Purpose stand at the finish line, Longstride's tongue lolling out of his mouth like an eaglehound's. Relay Race Mechanics You must play this section of the decathlon with a team that consists of 5 kin total.To begin, start a thread titled [BotT RACE] (KIN1, KIN2, KIN3, KIN4). You will have 150 feet to cover total, which means each kin must cover 30 feet before passing their team's stick off to the next racer. Each kin starts with 50 energy and at 0 feet. Every post, you will roll 2d20. The first number rolled will correspond to the following events:1: You get stuck in a muddy spot but manage to struggle you way out. You gain 5 feet and lose 5 energy. 2: You trip on a large root and have to regain your footing. You gain 0 feet and lose 2 energy. 3: You find yourself breezing through a clearing. You gain 5 feet and lose 0 energy. 4: You are running up a hill when you trip and slid backwards. You lose 3 feet and lose 3 energy. 5: You see a glimpse of a flower that you've never seen before and have to fight the urge to backtrack to get a better look. You gain 5 feet and lose 2 energy. 6: You run at a good pace and don't trip on any plants or animals.You gain 5 feet and lose 1 energy. 7: You gain 5 feet and lose 1 energy. 8: You are stopped by a kin who obviously doesn't know that you're racing. You don't want to be rude, so you pause to say hello. The rest does you good. You gain 0 feet and gain 2 energy. 9: You find yourself in a deep bog and are have to wade your way through the water, occasionally swimming, to get out of it and continue on your way. Gain 5 feet and lose 8 energy. 10: You have to break through a thicket to continue running. You gain 5 feet and lose 3 energy. 11: You are distracted by a group of jellyfish drifting by. You gain 0 feet and lose 0 energy. 12: You are faced by a sloping hill. Undeterred, you trek up it. You gain 3 feet and lose 3 energy. 13: You are joined by a cute dog that encourages you to run faster. You gain 5 feet and lose 0 energy. 14: You find yourself tired, but push on anyways. You gain 3 feet and lose 1 energy. 15: You are surprised by a sudden yell, but realize that it is only two foals playing with each other. You gain 0 feet and lose 0 energy. 16: You crash into a tree and have to reorient yourself. You lose 3 feet and lose 5 energy. 17: You run smoothly for a while before hitting your next challenge. You gain 5 feet and lose 1 energy. 18: You take a short break to drink some water, creatively drinking around the stick you're carrying. You gain 0 feet and gain 5 energy. 19: You suddenly find yourself on optimal running ground so you speed up, suddenly pack of dogs crashes into you. You gain 10 feet and lose 10 energy. 20: You are joined by some songbirds which boosts your spirits. You gain 5 feet and gain 3 energy. If at anytime you run out of energy, each rest post you decide to take will gain you 5 energy. If the energy loss results in your energy going to zero, you gain or lose all of the feet described in the roll. Any roll that results in your energy going into the negatives will only allow you to traverse half of the feet you gain or lose due to that roll. If your second number is 20, you have fumbled the stick you're supposed to be carrying. Roll 1d10 in your next post. If you roll a 10, then you have dropped the stick and must start your section of the race over again. The run back is easier than the run forward and you start over with 40 energy. If you are a Kiokote, you may, at any time, exercise your advantage by choosing to re-roll one roll and gain 5 energy at no cost to your final post count. Your total points for this section is 150 - # of posts it took for your team to cover the 150 feet.
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Posted: Mon Jun 30, 2014 6:03 pm
Challenge #3 - Dance Till You Drop [OPEN]The Acha are known for their singing and dancing. Many kin write them off as ridiculous and frail, but they are surprisingly hearty. This is especially apparent during their non-stop dance parties that take place under the scorching desert sun. For a race that values artistry, it is no surprise that their sports are related to both style and dance. Here in the Swamp, ever gregarious, acha recruit other kin to join in their games. One of their favorite games is a dance marathon -- dancing until you must stop and can dance no longer. Of course, being acha, they are interested not just in the fact that you stay moving, but also in your dancing skill. You are, perhaps, intimidated by the idea of other kin watching you dance until your legs give out and wary of looking like a fool, but you ultimately decide to partake in this event. Dance Marathon Mechanics To begin, start a thread titled [BotT DANCE] (KIN NAME).Every kin will start with 100 energy. Every post, you must roll 2d10. The first number is how much energy you lose. The second number is the amount of style you exhibited. Every 10 posts, you will receive a break that will consist of a 1d20 roll which determines how much energy you gained during that break. Due to the potential for a large number of posts, you only have to write a minimum of one sentence per post, other than the first and last which should be a little longer, briefly having your kin react to the role. You are finished when you reach 0 energy. If you are an Acha, you may, at one break of your choice roll 2d20 to determine how much energy you gained during the break. You may also, at one dance post of your choice roll 3d10 with the last two numbers combining to be your style score for that post. Your total points for this section are all your style scores added up together.
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Posted: Tue Jul 08, 2014 3:54 pm
Challenge #4 - The Vertical Climb [OPEN]The mountainous home of the totoma require that they become very good at climbing. Often they are required to make their vertical climbs through wind and snow. One must keep moving in the cold to find food and shelter. None are exempt from this requirement. Young, old, sick, and healthy all must climb to survive. In the Swamp, totoma have less use for this skill, but still they have found ways to practice, either by creating steep inclines or finding them in the hollowed out spaces of the Swamp riddled with rocks, debris, and roots. They have found one such space to challenge their cousins to climb with them. You find yourself staring up at a nearly vertical incline from the bottom of a watery ditch. You're not sure you're even going to make it up there in the first place, but the totoma have piled additional rocks at the top for extra height. It looks incredibly daunting. You hope you won't have a nasty fall. Mountain Climbing Mechanics To begin, start a thread titled [BotT CLIMB] (KIN NAME).Make a post, rolling 5d10. This is the number of feet that your kin is able to climb. Afterwards, roll 1d20. Any roll above 15 will grant you an additional 2d10 roll and any other roll above 10 will grant you an additional roll 1d10. Repeat this step until you do not receive any additional climbing rolls. If you are a Totoma, you may, take one extra 1d10 climbing roll at anytime. Also, when rolling for additional climbing rolls, if you roll a 20, you will be able to roll 3d10 additional rolls instead of just 2d10. This may only occur once. Your total points for this section are the total number of feet that you climbed.
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Posted: Mon Jul 14, 2014 10:32 am
Challenge #5 - The Blind Maze [OPEN]The labyrinthine underground home of the zikwa is as treacherous to other kin as the mountains the totoma face or the dangers of the swamp -- but to the zikwa themselves, the cave systems they live their lives in are familiar, safe, and comfortable. As the newcomers to the swamp as a whole, the zikwa wanted to enter this event to show their hospitality -- and so they devised a maze to run through one of their caves, full of dead ends, pools of cold water, and -- more than anything else -- the dark. It is darker than the darkest night in those caves, the only light coming from patches of dimly glowing lichen and the occasional zikwa or salamander standing guard to prevent kin from getting into too much trouble. You find yourself standing at the open mouth of a cave that sinks back into the side of a hill. A cool, humid breeze wafts out of the mouth of the cave, and you think you can hear running water inside. A zikwa stands near the entrance with a kimeti helper, next to a pile of large leaves and a hollowed-out log full of sticky sap. They are going to blindfold all contestants. You hope you won't get lost and have to be fished out -- or worse. Blindfolded Maze Mechanics To begin, respond to the opening prompt in THIS THREAD. This game is not self-paced. Every day, you will be given the choice between going left or right. You must write a short response to the daily prompt and bold your decision in your post. You must also roll 1d20. This roll may end up saving your kin from a dead-end in the case that you choose the wrong direction or it may lead you astray even when you choose the right direction. If you do not respond for the day, you will be removed from the game. There is only one correct path to get out of the maze and there are twists and turns that blindness only make more difficult to navigate. If you are a zikwa, you will get one automatic save in this game. Your total points for this section are determined by how many correct turns you take. Each correct turn you take, by roll or by choice, counts as 10 points.
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