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

SWAMP/PARK
Gassed Up (If You Think You're Stoppin' Me)
Hey there, wild things! The swamp's a WILD place to be, but come HALF-TIME you might find yourself in a FRENZY when you're surrounded by unbreathable, highly flammable fumes!
Full Mechanics:
A bubbling noise comes from deep below the swamp...the peat shifts and the murky water burbles, and soon enough it's evident that the air is almost utterly toxic. It starts with coughing and wheezing, but the longer you stay here, the less and less oxygen there is…
...and the slightest spark, you know, will set off an immediate chain reaction!
For every turn spent in the swamp, make an Endurance check:
1-5: You breathe in the gas, severely damaging your lungs.
Take 4 damage.
6-8: You breathe in the gas and collapse with coughing.
Take 3 damage.
9+: You breathe in the gas and begin to feel disoriented and lightheaded.
Lose 6 Adaptability until leaving the Swamp.
IN ADDITION: Roll 1d8.
1-3: Everything's fine.
4-8: The swamp gas ignites, dealing 6 damage to all creatures in the room! Activate Get Ready To Ignite in a random adjacent area.
Interior Crocodile Alligator
Hey there, wild things! We heard you like crocodiles, so we're going to fill the swamp with them! Oh, and don't worry - they'll find their way into the rest of the town if they're left alone long enough!
Full Mechanics:
Three crocodiles have been unleashed in the Swamp! Crocodiles will attempt to attack any idol in the same room as them. Every fifteen minutes, each crocodile will move to a random adjacent room.
If you are in the same area as a crocodile, make the following Power or Agilitycheck:
1-5: Take 4 damage and gain Infected Bite (Physical), lowering all stats by 2 and move to a random adjacent room.
6-7: Take 3 damage and move to a random adjacent room.
8-9: Take 1 damage and move to a random adjacent room.
10+: The crocodile returns to the swamp and vanishes.
IN ADDITION:
If not engaged, a crocodile will move to the nearest target not currently engaged in combat every 15 minutes.
Follow The Lights
Hey there, wild things! Did you know that swamps are often inhabited by the spirits of the restless dead? It must get really lonely being trapped underneath layers of water and mud, huh? Be careful where you step and keep your eyes forward or you might join them!
Full Mechanics:
Blue flames ignite briefly in the swamp, appearing for seconds before disappearing with a peep. Even from the surrounding areas, you can see them. They're so beautiful and captivating that before you know it you find that you've lost yourself in the middle of the swamp no matter where you were going! What now…? And where are these lights leading you?
If moving to or from the Swamp or any adjacent area, make the following Adaptability check:
1-4: It's too dark to do anything but follow the lights. You become mired in the bog (bogged down in the mire) and begin to slowly sink.
Move to the Swamp if not already there. You can only escape by making an Endurance roll of 5+, and each failed roll causes 1 damage.
5-7: It's too dark to do anything but follow the lights, but you have your wits about you enough to avoid getting trapped. Instead, you just get lost.
Move to the Swamp if not already there. If you are in the Swamp and trying to leave, you fail to escape and must re-try this event.
8+: You escape, but the lights call to you in your mind.
You are afflicted by Longing (Mental) and lose 1 Agility and Adaptability.