Hunger Games: Session Template
[ You find yourself in your respective unit's zone, with a mini-map on your phone, as well as your objectives:

Kill as many competitors as you can.
Destroy zones by breaking their statues.
Not enough action = We start killing you :)
Underneath the objectives is the number of revivals you have left, as well as whatever miscellaneous details about scoring points—killing a unitmate results in negative points, five units will be healed at most, etc.
The starting horn sounds. Let the games begin. ]
Day 1
Day 2
Kill as many competitors as you can.
Destroy zones by breaking their statues.
Not enough action = We start killing you :)
Underneath the objectives is the number of revivals you have left, as well as whatever miscellaneous details about scoring points—killing a unitmate results in negative points, five units will be healed at most, etc.
The starting horn sounds. Let the games begin. ]
Day 1
Day 2

EVENTS
GAMERUNNER INSTRUCTIONS
Zone Destruction
[ The ground rumbles everywhere, possibly knocking some people down their feet. The ZONENAME has been destroyed. Everyone in this zone who was not within arm's reach of the statue must roll either Agility or Adaptability to get out safely.
Roll 10 to get to safety. Land in either an adjacent zone or the underground sewers if there is no adjacent zone.
(Those who participated in statue destruction for this zone do not have to roll. They are safe!)
The mini-map darkens that zone. It is no longer accessible. ]
Death
[ As the idol takes their last breath, fireworks shoot up into the sky, exploding into their picture and idol name, there for all to see: IDOLNAME has died. ]
FOREST'S EDGE
Beware The Forest's Mushrooms
Exiting the forest is super simple: All you do is become its host.
Full Mechanics:
As you near the forest, a strange hazy cloud rises up from the canopy, enveloping you in short order. At first it seems like a sudden fog, but as small particles begin to fall on your skin and as mycelium creeps rapidly across the ground as if coming straight towards you, it's clear you couldn't be further from the truth…
Everyone in the Forest's Edge, Swamp, and Mountain's Edge must make the following Speed roll:
1-7: The spores latch onto you, and rapidly begin to grow into fungus. The mycelium creeps across your skin, growing through it to reach your bloodstream.
You are afflicted by Excellent Host, causing you to lose 2 Agility and Adaptability. You suffer from vivid hallucinations of happy, pleasing things. You become desperately hungry for physical contact and acquire a deep fear of being restrained. Everyone you physically come into contact to must roll 5+ Endurance or they will be afflicted by Excellent Host. Every time you enter new area, you must roll Speed. If you roll a 2 or lower, Beware the Forest's Mushrooms becomes active in that area.
Excellent Host cannot be cured.
8-9: The spores latch onto you, and rapidly begin to grow into fungus. The mycelium creeps across your skin, growing through it to reach your bloodstream. You run as fast as you can out of the spore cloud, tearing at the things growing on you, but you don't manage to remove all of it...
Take 3 damage. You are afflicted by Host, causing you to lose 1 Agility and Adaptability. You suffer from vivid hallucinations of happy, pleasing things. You become desperately hungry for physical contact and acquire a deep fear of being restrained. Host can only be cured via sensitIV's Fleshcrafting or by being set on fire.
10+: dude you're fucking out
You do inhale some of the spores, though. Cough cough.
Take 2 damage. You suffer from vivid hallucinations of happy, pleasing things. You become desperately hungry for physical contact.
Flight of the Bumblebee
Exiting the forest is super simple: All you do is ABLGL MY EYES THEY'RE IMN MY EYEDS MEYES AAAAAAAAAAAAAAAAA
Full Mechanics:
WHAT IS IT? WHAT IS IT? WH-WHAT IS THAT WHAT IS THAT WHAT IS IT
AUGH NOT THE BEES AAAHHHHHHH
If you are in the same area as a bee swarm, make the following Speed roll:
1-6: You do not escape the bees. You are thoroughly stung, and they alert more bees. A new swarm of bees appears.
Take 3 damage. You are afflicted by 🅱️ (Physical), lowering all stats by 2. Flee to a random adjacent area.
7-8: You do not escape the bees. You are thoroughly stung.
Take 2 damage. You are afflicted by 🅱️ (Physical), lowering all stats by 1. Flee to a random adjacent area.
9: You almost escape the bees! You are only stung somewhat.
Take 1 damage. The bees chase you but get lost and end up in a random adjacent area.
10+: You escape the bees! They return home and go about their business, with the invader defeated.
Just An Illusion
Exiting the forest is super simple: All you do is spend eternity being unmade in our labyrinth of philosophy.
Full Mechanics:
You attempt to pass near the Forest's Edge, but somehow, you don't quite manage. In fact, you're not sure where you are anymore. Everything seems to be falling apart around you. Your life, your relationships, your dreams, your ambitions...
And eventually, you fall straight through the floor and out of reality.
Everyone in or entering the Forest's Edge or attempting to exit any adjacent zone must make the following Adaptability roll:
1-6: You cannot find relief. Does such a thing exist? If it does, do you exist enough to claim it?
Take 3 damage. You are afflicted by Disassociation (Mental), causing you to lose 3 in all stats. You cannot leave the area you are in, and must retry this event to do so.
7-9: You must exist. You have to. Even if the world around you isn't real, it's there and you exist in it. Maybe you'll never find relief, maybe everything will always be broken, but you remember you fell down - so you can always climb back up, right? ...Right?
Take 5 damage. You are afflicted by Existential Dread (Mental), causing you to lose 2 in all stats.
10+: Of course you fucking exist, that's dumb. How can something be "not real" if you experienced it???? Oh look at me I have a degree in philosophy nak nak nak we're all just actors on stage or figures in an artist's painting or some stupid metaphor like that WoOoOoOoW
(That's what you sound like.)
Take 1 damage. Gain Who Is Real? (Mental), which lowers your Power and Agility by 2, but grants you 1 Adaptability and the knowledge that you can't just "fall out of reality" like what does that even mean you've just been standing here staring at trees this whole time
CLINIC
Springtime Syndrome
Attention all patients! We're running out of patience. Haha! Anyway, remember to watch out for the sedative turrets, and remember that you aren't safe even if you run.
Full Mechanics:
You hear a robotic voice make an announcement:
"Level 2 Security Alert Confirmed. Clinic Patient Defense and Retainment System activated."
After that, you hear the whirring of machinery nearby...you'd better get ready to run!
All characters in, entering, or exiting the Clinic (C Tier: or any adjacent area) must roll the following Endurance check:
1-6: The turrets fire rapidly at you, and you are unable to dodge or resist the effects of the various drugs pumped into your bloodstream.
Take 3 damage. You are afflicted by Chemical Lethargy (Mental), become almost unbearably tired, and lose 4 Speed.
7-10: The turrets fire rapidly at you. You cannot dodge but do manage to resist some of the effects of the various drugs pumped into your bloodstream.
Take 3 damage. You are afflicted by Chemical Lethargy (Mental), become strangely fatigued, and lose 2 Speed.
11+: The turrets fire rapidly at you, but you manage to dodge most of them and what little you're injected with hardly affects you.
You are afflicted by Lapse (Mental), become strangely fatigued, and lose 1 point in all non-Speed stats.
Keep Me In A Daydream
Attention all patients! We're running out of patience. Haha! Anyway, please watch out for the happiness turrets, and remember that you aren't safe even if you run.
Full Mechanics:
You hear a robotic voice make an announcement:
"Level 2 Security Alert Confirmed. Clinic Patient Defense and Retainment System activated."
After that, you hear the whirring of machinery nearby...you'd better get ready to run!
All characters in, entering, or exiting the Clinic or any adjacent area must roll the following Endurance check:
1-6: The turrets fire rapidly at you, and you are unable to dodge or resist the effects of the various drugs pumped into your bloodstream.
Take 3 damage. You are afflicted by Juiced Up (Mental) and begin to experience the world in vivid pinks, teals, and oranges. In addition, you undergo terrifyingly surreal hallucinations and lose 2 points in all non-Speed stats.
7-10: The turrets fire rapidly at you. You cannot dodge but do manage to resist some of the effects of the various drugs pumped into your bloodstream.
Take 1 damage. You are afflicted by Juiced Up (Mental) and begin to experience the world in vivid pinks, teals, and oranges. In addition, you undergo surreal hallucinations and lose 2 points in all non-Speed stats.
11+: The turrets fire rapidly at you, but you manage to dodge most of them and what little you're injected with hardly affects you.
You are afflicted by Lost in the Aesthetic (Mental) and begin to experience the world in vivid pinks, teals, and oranges. In addition, you perceive those around you as having had their heads replaced with unpainted busts of themselves. You lose 1 point in all non-Speed stats.
We Never Lost Control
Attention all patients! We're running out of patience. Haha! Anyway, be advised that a level three biohazard has been detected within the clinic, and at its current rate of growth soon nobody will be safe anywhere.
Full Mechanics:
Thhe blob…. .
Everyone in or entering the Clinic or any other area under the effect of We Never Lost Control, make the following Speed check:
1-4: You manage to get the thing off of you, but it rapidly grows in size after feeding off of you. You've got to get out of here!
Take 3 damage and become afflicted with Flesheaten (Physical), decreasing Endurance by 2 and Power by 1. Flee to a random adjacent area.
IN ADDITION: If you flee to an area that does not already have We Never Lost Control active, this event becomes active in that area.
5-6: You manage to get the thing off of you, but once its on the ground it rears up for another attempt. You've got to get out of here!
Take 1 damage and become afflicted with Flesheaten (Physical), decreasing Endurance and Power by 1. Flee to a random adjacent area.
7-8: You manage to get the thing off of you and decide whether to throw it or run so you can lick your wounds.
Become afflicted with Flesheaten (Physical), decreasing Endurance and Power by 1. Choose an area to flee to or choose an area to throw the thing to. Throwing it removes We Never Lost Control from the current area, but activates it in the area it was sent to. If We Never Lost Control is already active in the chosen area, it moves to a random adjacent area (excluding the area it was just removed from if there is any other option).
9+: BIOHAZARD SUCCESSFULLY CONTAINED.
Remove We Never Lost Control from the current area.
WATER PARK
SLIP SLIP SLIDE WHAT A WATER RIDE
Swim the day away and leave your cares behind.
Full Mechanics:
The hellish, cruel laughter of playing children arises from the vicinity of the Waterpark - anyone present will immediately be beset by the seemingly living torrents of water bursting forth from the attractions, which seek out guests and throw them to and fro.
And where they end up? Only the waterslides know....
All creatures located in or entering the Waterpark must make the following Endurance check:
1-5: A stream of water catches you and bashes you relentlessly against metal and rock!
Take 3 damage, and move to a random adjacent area with a currently active event.
6-7: You're blasted by a torrent of pressurized water, sending you flying!
Take 2 damage and move to a random adjacent area. You are afflicted by Sunsplash and lose 6 Adaptability on your next 3 Adaptability check(s).
8+: You're blasted by a weak stream of warm water, which mostly just disorients you.
You are afflicted by Sunsplash and lose 6 Adaptability on your next 3 Adaptability check(s).
The Warm Tokyo-F Sun
Get unlimited rides for $6.95! Unlimited Rides. Six Ninety-Five. Unlimited Rides. Six Ninety-Five. Unlimited Rides. Six Ninety-Five. Unlimited Rides. Six Ninety-Five. Unlimited Rides. Six Ninety-Five. Unlimited Rides. Six Ninety-Five. Unlimited Rides. Six Ninety-Five. Unlimited Rides. Six Ninety-Five.
Full Mechanics:
Above the Waterpark a bright light begins to shine: a theoretical sun, proximity to which slowly sears all parkgoers over time. The ground is reduced to warm sand which boils beneath the feet of those treading upon it, adding to the pain of travel across the park. The attractions all seem supercharged, moving at a dangerously rapid pace.
Is this not True Summer Fun?
When entering or exiting the Waterpark, make the following Endurance Check:
1-5: You stumble through the park and somehow end up in line for a ride. Your feet burn and (theoretical) heat and light beats down on you mercilessly.
You take 3 damage from proximity to the Warm Sun. You suffer from Peeling Skin (Physical), and lose 2 Adaptability.
IN ADDITION:
Getting this result when attempting to exit the Waterpark causes you to be unable to leave without rolling for this event again.
6-8: You stumble through the park aimlessly, spending an inordinate amount of time trying to find your way forward. Your feet burn and (theoretical) heat and light beats down on you mercilessly.
You take 2 damage from proximity to the Warm Sun.
9+: You trudge through the park, staring the Warm Sun directly in the eyes, daring it to stop you. It doesn't, but you sort of regret your words and deeds.
You suffer from Blinded By The Light (Physical), and lose 1 Agility and Adaptability.
The New Shark Experience Will Blow You Away!
Beside you. Above you. All around you. They swirl and surround you.
Full Mechanics:
Three sharks have escaped their Waterpark enclosures! Water streaming out from the Waterpark gives them access to all adjacent areas, and these killers of the deep can smell the blood in the water…!
Upon entering an area with a shark (or upon a shark entering an area with you) make a Power or Agility check:
1-7: You are savagely bitten and your blood leaks into the water.
Take 4 damage. The nearest unoccupied shark enters the area. You (and everyone else in the area) must fight it.
8-9: You are savagely bitten!
Take 3 damage.
10: You are nicked, but manage to escape.
Take 1 damage and move to a random adjacent room.
11+: The shark returns to the waterpark and vanishes.
SCHOOL
Bloom Nobly, Ink-Black Cherry Blossoms
There's corpses buried beneath the cherry trees! You've got to believe me. How else can you explain the mesmerizing beauty of the blossoms and the movement of the roots that seek to drink the blood straight from your body?
Full Mechanics:
The roots of the cherry trees begin to writhe wildly, breaking free from the earth and devastating the school as the trees seek out fresh blood. They snake impossibly far, and they're coming straight for you…!
Everyone attempting to exit the area this event is active in must make the following Agility or Speed roll:
1-6: The vines find you and constrict you - they strangle and break flesh and crush bone and drink your blood as it splatters to the ground, growing wildly out of control.
Take 4 damage. You cannot leave the area, and must reroll this event. Bloom Nobly, Ink-Black Cherry Blossoms activates in a random adjacent area.
7-9: It's like the above but less bad.
Take 2 damage. You cannot leave the area, and must reroll this event again to do so.
9-11: It's like the above but you escape.
Take 2 damage. Suffer from Hobbled (Physical), lowering Endurance and Speed by 2.
12+: You prove there aren't any corpses under the cherry trees the roots are just hungry because they weren't watered recently dumbasses who even runs this school
Deactivate Bloom Nobly, Ink-Black Cherry Blossoms in this area.
You Slipped My Mind! (I Slipped My Mind, Too!)
Didn't You See The Skulls?
CONSTRUCTION SITE
A Constant Constricting Embrace
My Armor's Stronger Now (You're Not Getting In)
Flower of Iron, Shriveled Up
JUNKYARD
Plastic Love
Cosmic Love
Bleeding Love
SWAMP/PARK
Gassed Up (If You Think You're Stoppin' Me)
Interior Crocodile Alligator
Follow The Lights
MOUNTAIN'S EDGE
THE STORM THAT IS APPROACHING
death chamber (death chamber) [death chamber]
human whistle, HUMAN SCREAM
ABANDONED MINES
Old King Coal
Hall of the Mountain King
Once Was A Coal Pit (Now It's A Water Ride)
WCDONALD'S
On A Carousel
THE WORLD REVOLVING
Spin Me Round
SHOPPING STREET
How Still My Heart, How High The Moon
This Is The Rhythm Of The Night
And Let Me Sing Among The Stars
GENERAL STORE
Get Ready To Ignite!
WAR. LUST. FIRE. DUST.
Burnin' On The Dance Floor
UNDERGROUND SEWERS
it's ALIVE