The time has come, for the greatest race of them all. A mad dash for many adults and children alike, through what is definitely not a haunted corn maze. Those are just rumors, okay?
The corn field is large, and though all the corn itself has been harvested and sent to the festival, the stalks still stand bunched as an eerie reminder in the darkness of what once stood here. The maze has been carefully carved out, and the farmers have put their heart and soul into the event to ensure everyone has a good time. For those not participating, a nearby set of bleachers on a hill provides a bird's eye view of the entire maze from the top down, set up only an hour before the race to prevent any cheating of participants.
Plenty of people are milling about in the starting area, only the moon shining on everyone's pale faces. There are no other lights in the darkness save for a table nearby with countless candles. As each pair steps up, a young man in overalls ties you and your partner together, one by the right wrist, and the other by the left wrist. The knot he uses is a farmer special, incredibly impossible to undo without cutting the rope off you. Once tied together, a little girl will come up to you and hand you a candle, your only provided light in the darkness. Should you be curious if there is a way to relight it, should your candle go out, you will be told that the answer is a definitive no. Protect your precious light.
Once all participants have been tied together and given their candles, they will be informed that the starting time will be shortly and told to take their positions at the very narrow entrance to the maze. Players will have to enter single-file just to get inside, and then, it's a mad dash to the finish. There is no time limit, but some say that we're still waiting for some participants to exit the maze to this day. Perhaps... you will meet them, or even join them. Good luck...
In this template, your HP is your Sanity Meter.
@Hanno Futaba @Toko @Tick Tock @Rael @Ueno Mizuki @Cleo Looker
The corn field is large, and though all the corn itself has been harvested and sent to the festival, the stalks still stand bunched as an eerie reminder in the darkness of what once stood here. The maze has been carefully carved out, and the farmers have put their heart and soul into the event to ensure everyone has a good time. For those not participating, a nearby set of bleachers on a hill provides a bird's eye view of the entire maze from the top down, set up only an hour before the race to prevent any cheating of participants.
Plenty of people are milling about in the starting area, only the moon shining on everyone's pale faces. There are no other lights in the darkness save for a table nearby with countless candles. As each pair steps up, a young man in overalls ties you and your partner together, one by the right wrist, and the other by the left wrist. The knot he uses is a farmer special, incredibly impossible to undo without cutting the rope off you. Once tied together, a little girl will come up to you and hand you a candle, your only provided light in the darkness. Should you be curious if there is a way to relight it, should your candle go out, you will be told that the answer is a definitive no. Protect your precious light.
Once all participants have been tied together and given their candles, they will be informed that the starting time will be shortly and told to take their positions at the very narrow entrance to the maze. Players will have to enter single-file just to get inside, and then, it's a mad dash to the finish. There is no time limit, but some say that we're still waiting for some participants to exit the maze to this day. Perhaps... you will meet them, or even join them. Good luck...
Cycle 0
Rules
- This is a challenge and is private to only the players signed up for the event. If you wish to RP watching the corn maze race, please make your own separate thread and invite others to join you!
- Both players, despite being tied together, act independently. Action will not be taken by your party until both players have acted on each given cycle.
- During Cycle 0, there is no max word count. During the race max word count is 250 words excluding BBcodes.
- There will be no comms between you and your partner. You are running a race, and any communication must take place within your limited word count.
- Roughly every 24 hours I will post the new cycle, regardless of whether your party has taken action, updating the maze position for those who have taken action.
- You and your partner are entering a dark maze with only a candle to guide you.
- While your candle is lit, you can see in a one-square radius around you. Use the information while you can because...
- Your candle can be snuffed out by fear. Each party has a sanity meter, and once it reaches zero, your candle goes out ramping up the terror and meaning that you can no longer see around you.
- There are random events that will take place every Cycle for your party. The corn maze is haunted, and what may happen to you, may not happen to another, despite standing in the same spot...
Mechanics
Each Cycle you must make a short number of decisions. Based on the information you have, you and your partner must each make the independent decision to pick a direction, and how fast you will run. You may attempt to communicate these decisions IC, bearing in mind the word limit. I strongly urge players not to communicate these decisions OOC for fairness and for fun. Being tied together is a part of the challenge.
If at any point you and your partner do not agree on the same actions (direction and how fast to run), you must (as a party) pass a basic 50 DC check on a d100 roll. Either party member can roll this check on the next Cycle, pick whoever you feel is most lucky. If the check is not passed, you and your partner will tangle up with each other, and instead go in a random direction and move a random amount of squares.
For the turn when you do not agree, the actions taken will be picked randomly from between the two participants.
During your turn, you will pick a direction to go in the maze: Up, Down, Left, Right. This correlates to the way the map is given to you on the last cycle. The map position will be given to each set of players individually in a spoiler tag in the cycle.
During your turn, you will pick how many squares to move. You and your partner are capable of running up to five squares in a Cycle, and you will each independently also decide how fast to run choosing 1-5 squares along with your direction. Keep in mind that you can't see in front of you, so running with reckless abandon will have consequences. If you run into a maze wall by running too far, you must pass a 25 DC basic check on a d100 that stacks for each square you would have run past the wall. For example, if you choose to run 5 squares, and you move 2 squares and hit a wall, you would have moved 3 more squares, meaning you must pass a 75 DC check.
The previous check is independent for you and your partner. If one of you passes, you successfully stop your partner from running into the wall. If both party members fail, you get stuck in the wall, and lose sanity (if your candle is still lit). You will also be spending the next Cycle climbing back into the maze, essentially meaning you lose a turn, so make sure to move with purpose or understand the risks.
Once you have successfully moved, your party will be given their new map position. Bear in mind that you will only be given your final move position and not anything in between. It is dark, and you are running, and the faster you run the less information you retain in each given moment. Slower movements gather information, but faster movements get you closer to winning the race.
Cycle 0 is all about communication while you can, and setup. Talk to your partner, pick your first direction and speed based on what you can see at the start, and have fun! Or don't, I'm not your mom.
Each Cycle you must make a short number of decisions. Based on the information you have, you and your partner must each make the independent decision to pick a direction, and how fast you will run. You may attempt to communicate these decisions IC, bearing in mind the word limit. I strongly urge players not to communicate these decisions OOC for fairness and for fun. Being tied together is a part of the challenge.
If at any point you and your partner do not agree on the same actions (direction and how fast to run), you must (as a party) pass a basic 50 DC check on a d100 roll. Either party member can roll this check on the next Cycle, pick whoever you feel is most lucky. If the check is not passed, you and your partner will tangle up with each other, and instead go in a random direction and move a random amount of squares.
For the turn when you do not agree, the actions taken will be picked randomly from between the two participants.
During your turn, you will pick a direction to go in the maze: Up, Down, Left, Right. This correlates to the way the map is given to you on the last cycle. The map position will be given to each set of players individually in a spoiler tag in the cycle.
During your turn, you will pick how many squares to move. You and your partner are capable of running up to five squares in a Cycle, and you will each independently also decide how fast to run choosing 1-5 squares along with your direction. Keep in mind that you can't see in front of you, so running with reckless abandon will have consequences. If you run into a maze wall by running too far, you must pass a 25 DC basic check on a d100 that stacks for each square you would have run past the wall. For example, if you choose to run 5 squares, and you move 2 squares and hit a wall, you would have moved 3 more squares, meaning you must pass a 75 DC check.
The previous check is independent for you and your partner. If one of you passes, you successfully stop your partner from running into the wall. If both party members fail, you get stuck in the wall, and lose sanity (if your candle is still lit). You will also be spending the next Cycle climbing back into the maze, essentially meaning you lose a turn, so make sure to move with purpose or understand the risks.
Once you have successfully moved, your party will be given their new map position. Bear in mind that you will only be given your final move position and not anything in between. It is dark, and you are running, and the faster you run the less information you retain in each given moment. Slower movements gather information, but faster movements get you closer to winning the race.
Cycle 0 is all about communication while you can, and setup. Talk to your partner, pick your first direction and speed based on what you can see at the start, and have fun! Or don't, I'm not your mom.
Maze Entrance Map
In this template, your HP is your Sanity Meter.
Code:
[hp=100]100[/hp]
Post starts here.
[action]
Log your checks here
[/action]
▪ Direction: Up, Down, Left, Right
▪ Speed: 1-5 Squares
@Hanno Futaba @Toko @Tick Tock @Rael @Ueno Mizuki @Cleo Looker
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