Challenge Pormont The Great Amazing Corn Maze Race

Tick Tock

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89 / 100
 Corny line here

-11 Sanity
Direction: Standing Still



"Oh now this is blasphemous! They should have given Tick her skunk outfit if they were going to make her smell like oversized dung!" She protested, visibly shivering as they all were forced to deal with what had to be the worst part of any corn maze, which is the random animals using their stinky defensive mechanisms nature gave them. Well, worst part except for Tock, given the existence of Corn...

The boop they both were subjects of was quickly returned back, one hand at a time, as the duo paid Rael in full. "But what if Big Sis was just THAT good at hiding it?" Tock retorted as they pressed onwards with a little hop on her gait. "Maybe Tock could have helped you with some make up. People always fall for that, heh. Just look at Tock!" Emphasis on her eyebrows as she flutters them to Rael, pursing her lips for the perfect pouty expression to put them on display.

"Wah! big sis, we losing power on our legs?!" Tick exclaimed, tugging a little forward as soon as the abrupt stop happened, confused stare delivered back to the other two as Rael quietly asked to hear how high Tock's voice can go. "Valgame dios..." She muttered, as soon as Tock's intentions became crystal clear to her twin, reaching out to cover her ears.

Just in time for Tock to slip a hand into her pocket and pull out a... Megaphone? A magical megaphone, yes, the very sort you can clearly stash into your pocket, and totally NOT the sort you summon via magic.

Licking her lips, Tock took one mouthful of air before closing her eyes and casting her voice outwards via the device in direction to the suspicious bushes, a magical boom following on it's wake and rustling some leaves in the process.


"GO...

AAAWAAAAAAAAaAAAaAAAaAAaAaAAAAaAAaAaAAAAAAaAAYYYYYYYYYYYYYYYY"



@Rael
 

Bright Kat

❮ I . Dungeon Corpse ❯
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OOC
Despite the dense fog surrounding you, blocking out your sight and many sounds, you are reminded that you aren't as alone as you feel in the darkness. You hear what sounds like a child shouting through a megaphone somewhere around you, and feel a bit invigorated by the fact that something can pierce the thick and suffocating feeling surrounding you.

The crowd outside on the other hand has to cover their ears at the loud noise, and while looking at the maze are deeply concerned, wondering why the child decided to pull out a megaphone and shout at nothing.

Regardless, the participants press onward...


Cycle 3


Edit2_IMG_9130-1024x683-1.jpeg


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.
Setup
  • 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...
Objective: Seek the exit. RUN.

Mechanics

Moving around corners: This works much the same as choosing a straight line direction, however, you must note the direction and number of squares in the order you are moving. For example, if you wished to move 1 Square Left, and 2 Squares Up, you would list your actions as:
- Direction: Left, Squares: 1
- Direction: Up, Squares: 2

Otherwise, normal movement rules apply, max of 5 squares total. If you run into a wall, the penalty check applies based on the total remaining squares across all movements.

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.



Please only read your team's spoilers. We can all enjoy OOC each team's journey after the race is over!

@Hanno Futaba & @Toko
4900f796-1f8f-4fe7-b9d1-e136e3066a9a.png
The pair rush backward as directed by the old man, attempting to make up for lost time from going the wrong way. No obstacles bar their path, until out of the fog rises what appears to be a very large coffin sitting in the middle of the pathway. Why this would be here beggars belief, but it does nothing but sit, waiting for someone to do something with it. Slight bits of fog spill from the coffin's lid crease, but it is otherwise just a regular coffin.

The team would have no idea what would happen if the coffin is interacted with, or even moved past. They can choose to ignore it and move away or past it, or they can take time to attempt to interact with the coffin, acknowledging any consequences for doing so.

One other interesting bit of note is the fact that in what seems like the far distance, you hear what might be the familiar voice of Tock if you know her. It feels like it is too far away for her to even be in the corn maze, but you can't be sure...
The pair is able to weather the worst of the antagonistic corn stalks, getting away with no major damage done to their bodies, only the damage done to the fading flame in their hands. However, in their rush to get away from the rude vegetable residue, they find themselves running headlong into a nearby corn stalk wall, and must stop themselves or plow straight into it. One member of the team must succeed at a 25 DC check to stop both of them from running into the wall.

However, regardless of whether or not they run into the wall, illuminated by the candle light will be a chest, stuck in the wall they are running towards. It is a regular fantasy wooden chest, as one might see on a pirate ship or as a quest reward. It does not appear to have a lock, and is probably easily opened, though there's no telling the contents.

If the players run into the wall, they may still choose to interact with the chest, because it will be stuck with them. If the players do not run into the wall, they may forego movement in order to interact with the chest, or may otherwise ignore it.

Also, one other interesting bit of note is the fact that in what seems like the far distance, you hear what might be the familiar voice of Tock if you know her. It feels like it is too far away for her to even be in the corn maze, but hearing her voice and knowing that there is still someone out there besides you has restored a bit of sanity. +5 Sanity for your team.

@Rael & @Tick Tock
24f9a9c7-88c7-4716-ae16-1aacb63d39ad.png
Unsurprisingly, the bush following the duo is very easily found, as it isn't trying to hide all that well. Perhaps more surprisingly, Tock decides to pull out a megaphone and shout the bush away. The force from the sound is forceful enough that the leaves of the bush are completely blown away from the child standing there in what appears to be a goblin costume.

The child stares at Tock bewildered by the sudden show of sound-based force, before beginning to cry and runs away from the team that assaulted him. As he does so, he drops the bag of candy that he had been holding, and the candle in their hands (on their head?) flickers ever so slightly. The team takes -12 Sanity damage for scaring the poor child.

However, poking out of the bag of candy spilled on the ground appears to be a scroll, glowing ever so slightly in the dim fog. It is on regular parchment and does nothing to betray its contents aside from the slight glow surrounding it.

The team may leave the scroll or take it with them, and it will remain in a temporary inventory until used. It can be used at any point during this challenge as a free action but will disappear when the players leave the maze.

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

❮ Shield of Hope ❯
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Chanlye
100 / 100


The sudden fog arising brought concern to Hanno, that slowed down his pace and quickly looked around, wondering what other trick that maze would throw at them. So far, nothing has been outright hostile, which of course was expected since this was all just a fun event- But the suspension of belief was doing a good job on keeping Hanno wary.

When the fog lowered, he paused, frowning at the coffin.

"Another puzzle, huh?" Hanno tilted his head, crossing his arms. "This one... Not as obvious as the other, I guess." Was it even a puzzle, or just an obstacle?

Tock's voice from afar caught Hanno's attention, that looked deeper into the maze, then back at @Toko, letting out a chuckle.

"I guess we are damn left behind, but-"

He looked at the coffin again.

"I wonder if we should just open it? Maybe it has a shortcut inside of it, or something."

Or they would be jump scared by a mimic or an undead abomination.

Rolls


Suggesting to open or poke the Coffin, but will go with whatever @Toko decides.

 

Ueno Mizuki

❮ Pathfinder ❯
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Wolfy
90 / 100

+5 Sanity from @Tick Tock (how?)




Mizuki forced her way through the empty stalks, swatting them away and even ripping them apart with her clawed hand if they became too annoying. Fortunately being little more than frail plant matter they weren't actually dangerous, but they were enough of a distraction that the caenis almost found herself running into a wall while trying to fend them off.

Watch out!


Squeezing Cleo's hand to signal that they had to stop she dug her hind paws into the ground and came to a halt before hitting the wall. The abrupt pause in their journey also gave her time to think and notice that the stalks were no longer bothering them, the wildling looking back towards Cleo and the visibly weakened flame.

Hrmmm... We'll have to be more careful now that we've got less light-Hrmmm?


One of her ears twitched and the wolfkin cocked her head, listening to a faint voice in the distance. it was one she'd heard before, even if she forgot the name. However, the reminder that there were others in the maze did help her gather her thoughts, looking at the chest now standing before them. After squatting and giving it a quick sniff she shook her head.

...This is probably a trap. Let's keep moving.


It was possible the chest was supposed to be a boon for the adventurous, but Mizuki didn't trust this maze, and the situation wasn't so bad yet that they had to take unnecessary risks.

Rolls

Vibe Check
1d100 (45) = 45 (Success!)
Vibe Check | DC 25 | Ueno Mizuki | 1968C3


▪ Direction: Up, Squares: 2

@Cleo Looker
 

Cleo Looker

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Culaco
90 / 100


She followed closely behind Mizuki, clutching onto her girlfriend's hand tightly and trusting the Caenis woman and her superior senses to keep them from stumbling into trouble, or falling into anything that would be problematic for them. That wasn't to say that Cleo allowed Mizuki to do everything. She still kept her own senses sharp and hung onto everything that was happening. It kept her alert enough to skid to a stop the moment that Mizuki called for it, the two of them stopping just short of hitting a wall.

A wall of corn, but a wall nonetheless.

Given time to take a momentary breath, Cleo was shocked when a voice that wasn't Mizuki's caught her ear. She wasn't at all familiar with their competitors outside of Hanno, so she didn't recognize it, but the familiar sound of another human voice was reassuring, in some small way.

A random chest? I'm not sure what help it could give us anyway, short of providing us with a map or something.


And that felt unlikely, given the fact that this WAS a maze. Providing a contestant with a map simply defeated the purpose.

She gave Mizuki a small nudge, trying to urge the woman to lead on.

Rolls


N/A


▪ Direction: Up, Squares: 2

@Ueno Mizuki
 
T

Toko

Guest
100 / 100




Should we open a mysterious coffin? Hell yeah, we should!



She was careful to match her strides to the smaller faerin as they backtracked through the maze, and before long they found themselves at another crossroads of sorts. Behind them laid an opening to an unknown part of the maze, while in front of them laid… a coffin?

"Nani sore?" She can’t help but tilt her head slightly as the hare takes a better look of the coffin, her gaze turning towards her faerin companion who seems just as puzzled as Toko. "Think it’s just decoration?"

There’s a cry in the distance that caused her ears to perk up, though it’s almost impossible to pinpoint the direction from which it came. Hanno voices out what she already knows, they’ve already spent a good amount of time correcting their earlier mistake, before a wide grin pulls at her lips as he suggests what she’s been considering all this time.

"Sore wa, ii ne!" She takes a step closer to the coffin, letting the Knight Captain know she intends to be the one opening, as she trusts Hanno to deal with whatever pops out once the lid is forced open.

@Hanno Futaba
 

Rael

❮ Lore Seeker ❯
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Harmonia

77 / 100


-12 Sanity due to scaring a child


She does nothing to hide the knot that forms between her brows as they crease, sympathy and regret both displayed in the purest forms as a flicker of emotion dares to step past the threshold of restraint. A sigh tumbles forth, unable to scold either of the two for actions they had taken under her specific instructions.

"We will be hearing from that one's parents so let us make sure to apologize properly when the time comes," she breathes out, bending down to reach where the child has dropped their belongings and offering the twins candy in return for their troubles.

Her hands weigh the scroll, fingers drifting across parchment as if to gleam at its contents from touch alone, but no such thing ever happens. Instead, its glow remains, and she settles it inside a pocket where it might remain until curiosity demands it be otherwise. "Oh, on second thought... It could be a map for our way out of here, perhaps. We can take a look now, or later if you like."

"But for now - onwards at full speed."


 

Tick Tock

❮ Queen Slayer ❯
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77 / 100
 Corny line here

-12 Sanity
Direction: Up 5 squares! Full speed!



"Nice job sis! You really spotted them without a miss, those pointy ears sure are powerful."



A triumphant smile and a surge of joy came to Tock as she watched the poor child run away for it's life, a fulfilling sensation within this corny maze. It already made her feel better about this whole adventure, like some sort of therapeutic experience based purely on shouting.


"HAHAHA, LOOK AT THEM GO! Better luck rolling stealth checks next time, GOBLIN!"



Tick barely held back any remorse, because of course this was clearly their fault for getting scared and following the group closely in a spooky maze in the first place. They are already doing a better job than the maze on being scary!


"It's fine sis, look, they had no candle. It's clearly a cheater or someone from another group about to snitch on our location. And y'know, snitches get stitches, or screams in this case!"



Glancing over to the scroll as Rael picked it up further reinforced her first theory. A cheater with a map nonetheless... A map that's now theirs to cheat with, if that's what it truly was. Both Tock and Tick though couldn't deny the magnetic pull from the candy bag, laser-targetting on it as the pinkette offered some. Tick was the first to go and snatch the whole thing, followed by Tock squirming her hands into it to take a couple for herself.


"Not gonna check a map while we got candy to eat. One thing at a time, big sis!"




"Ysh, weu wull uuk ad tit be'er layr!"



Tock proclaimed with a mouth stuffed full of candy, waving a hand around down their path to guide the group, and consequently forcing Rael's hand to wave around too.

@Rael
 

Bright Kat

❮ I . Dungeon Corpse ❯
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OOC
There is plenty of fun to be had, as onlookers watch the participants scramble around inside the maze, their candles bobbing and weaving through the various twists and turns. Though inside, little changes outside of the oppressive fog and the trials and tribulations that each team is dealing with...

Cycle 4


Edit2_IMG_9130-1024x683-1.jpeg


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.
Setup
  • 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...
Objective: Seek the exit. RUN.

Mechanics

Moving around corners: This works much the same as choosing a straight line direction, however, you must note the direction and number of squares in the order you are moving. For example, if you wished to move 1 Square Left, and 2 Squares Up, you would list your actions as:
- Direction: Left, Squares: 1
- Direction: Up, Squares: 2

Otherwise, normal movement rules apply, max of 5 squares total. If you run into a wall, the penalty check applies based on the total remaining squares across all movements.

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.



Please only read your team's spoilers. We can all enjoy OOC each team's journey after the race is over!

@Hanno Futaba & @Toko
4102dc9a-5a0a-46d6-8448-41c1e3e370cd.png
The coffin does not move or otherwise do much of anything as it is approached. The fog continues to spill from the thinnest line of a crease between the top of the lid and the bottom of the coffin, but nothing else changes.

As Toko attempts to wrench the lid free, she'll find that it is surprisingly resistant, despite no nails or anything seeming to hold the lid of the coffin to the bottom, and she'll have a hard time finding any purchase even for her nails/claws to get inside the crease. However, with plenty of elbow grease, she'll manage to wrench the lid free. It'll give way suddenly as if the pulling itself had no real cause for it doing so, but instead, as if it had been held shut and was held no longer.

Out of the coffin will rise a Lich, fog flowing from his body as if he were a source of it. In fact, it seems like he very well could be. If there are magical senses within the party, you would easily be able to tell that this thing radiates magic, for one reason or another, but that it is a terrifying sight to behold otherwise.

Just the mere presence of this creature causes your candle to flicker wildly as if the flame itself is afraid of this being. -22 Sanity to the party.


The Corny Lich
3042227-ogImport-16015-4678033043-kel_t.jpg

❰ 100 / 100 ❱

Reaping Fog
Every turn that the party is adjacent to the Lich, it will deal 1d50 Sanity Damage.


Players now have two options. They may attempt to fight the Lich, or they may flee. If players choose to stand and fight, that is their action, and they must roll a 1d100 basic attack against the Lich. Once they have done 100 damage to the Lich, it is defeated. They may flavor their attacks with any mastery (or combination thereof) of their choosing, but it will not offer any bonuses to the fight.

If players choose to disengage and run, they may do so. Of note, the Lich is not currently allowing passage through his square, so players can only go back the way they came should they choose to run.

There is no obvious course of action, as players will have no idea the benefit of defeating this creature, if any, nor how long it will chase them if they run. The Lich has not spoken and does not show any signs of doing so.
There isn't much to be said for the team, as they choose to forego the chest in favor of their continued trek towards the exit. They make their way carefully through the maze, this time avoiding any mishaps with the corn maze walls.

However, as they step forward through the fog, an old man is suddenly illuminated in front of them. He does nothing to bar their path, simply standing there until approached with his eyes closed. Upon the duo getting close enough, he will open his eyes to look at them, appearing and acting as normal as could be, despite being definitely where he would not be expected.


"Ah, my Children," he starts, "I have a riddle for you both." The old man smiles, looking at the pair, not really concerned with whether or not they answer or move past him. "What has ears, but cannot hear?"


Players may choose to forego their movement to answer the old man's riddle. There may be a benefit to doing so correctly, but in this maze, there is no way to be certain...

@Rael & @Tick Tock
0b3cdacb-1969-4a53-acd1-16e69af51f34.png
Showing no remorse for their actions, and reveling in the fallen candy of the child, the trio charges forth through the maze. In the darkness, they run as hard and as fast as they can but perhaps were a bit too gung-ho in their attempts to make up for lost ground in the maze. They find themselves charging headlong into a maze wall, though they seem to have plenty of time to stop themselves.

Players must pass a DC 25 basic check on a 1d100 roll to stop themselves from running headlong into the wall. As long as one player passes the check, they will successfully avoid running into it and stop the other player.

As they run though, whether it be the candy they are munching on, the previous extreme sound-based force they projected, or simply them running at top speed, a large murder of crows all begin squawking in anger and swarming around them. They peck for the candy, for eyes, for anything they can, beaks and feathers and claws all swarming them in a mass.

Players will take -9 Sanity Damage and will lose -1 movement due to the swarm of crows if they manage to avoid the Corn Maze wall.

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

❮ Shield of Hope ❯
F
NG+
Messages
894
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10,670
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Special
0
Chanlye
78 / 100

-22 Sanity


When the undead beast appeared, Hanno's emerald green eyes grew wide open, taking a step back and reaching for @Toko's hand to pull her back, holding it tight to properly connect each other as a 'singular' mass-

"Shit, buddy- Let's finish this quick!" Hanno hissed, tossing his candle to Toko and taking a step forward and sending himself upwards with a jump between his companion and the enemy, squeezing the hold tighter and using Toko as a support to spin around her, swinging his feet for a tornado kick on the lich's center of mass, disrupting him out-

As he finished the kick and landed in front of her, his feet clenched against the ground and he started pulling Toko to urge her to do the same, but using his own body as the support this time.

"Finish it now, Toko!" He called, while his free hand opened to take the candles whenever the bunny girl went for her attack.

Rolls


Roll Result
1d100 (83) = 83
Basic Attack | Hanno Futaba | 1968C4


❰ 17 / 100 ❱
 
T

Toko

Guest
 
78 / 100


-22 Sanity from Lich's presence



Opening the coffin’s lid with just one hand proved to be a bigger hassle than the hare had originally gambled on, muttering a few curses under her breath as she failed to get a proper grip on the thing. "Tsuini!!!" Victory however was claimed once the lid was off—even if it had nothing to do with her efforts—before a yank on her tied hand had the fighter stumbling backwards and away from the Corny Lich that emerged.

"Gotcha, aiboo!" His tight grip was returned as one anchored with the other, the candle tossed her way easily caught and held before Toko served as the core for Hanno’s next move. Her own feet shifted on the ground in tandem with Hanno’s spin, the momentum adding additional impact to the knight’s kick.

"Catch!" It was her turn to return the candle now, the object swiftly lobbed in the faerin’s direction as she felt his pull—their roles now reversed as the knight server as her core and anchor for the hare to land a flurry of bunny kicks against the same spot on the Lich’s chest that Hanno had aimed for moments before.


ꃅꍟ ꂦꋪꈤꌩ ꀤꉓꃅ
daOX8Cx.png
❰ -3 / 100 ❱
❰ Basic Attack ❱
1d100 (20) = 20
Basic Attack | Toko | Corny Lich

@Hanno Futaba
 

Ueno Mizuki

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With both of them in agreement to just ignore the chest and be on their way Mizuki would continue leading Cleo, trying her best to use her sharp senses to figure out the path even though the maze persisted in hindering her efforts. Given how they'd almost run into one of the walls before because they'd been rushing Mizuki was more patient this time around: she didn't think Cleo would mind if they didn't win the race, and personally, she was more curious about the whole affair.

Ever been to a harvest festival before Cleo? I've always lived in the city so I'm not as familiar with rural traditions.


Given that they weren't moving very fast she might as well try to enjoy some small talk with her lover. Not that small talk was something she was particularly good at... but it was better than just peering at the fog in complete silence the entire time.

However, she did become more focused once she saw a figure in the fog right ahead of them, which quickly turned into a... very normal-looking old male human. Mizuki didn't sense any hostility, but still kept their distance until he spoke and asked his question.

Unfortunately, Mizuki was terrible at riddles. She couldn't read people well enough to figure out what answer they were looking for. After furrowing her brow for several seconds the caenis shook her head and looked at Cleo.

Do you have any idea what it might be?



▪ Direction: Answering Question

@Cleo Looker
 

Cleo Looker

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Following along behind Mizuki, Cleo held their light tightly and forward, to illuminate Mizuki's way as best as she possibly could, this time the two of them taking their time to avoid any close brushes with the maze walls if they could. Given Mizuki's question though, Cleo chuckled and shook her head.

Not many rural harvest festivals in the middle of the city, I'm afraid. And I've pretty much always been a city girl.


She wasn't too sure she'd even taken many trips into the 'countryside' if any at all. For her, she'd been working too much, or the world had gotten in the way of thing.

Wait, was that a guy?

Cleo blinked, looking as the shape of an older man appeared in the fog, who spoke up after seeing them, asking a question. A riddle, in fact. One that Mizuki seemed unsure of. She hummed, glancing around them, only to be struck by the answer almost immediately. They were pretty much surrounded by it.

What has ears but can't hear? The answer is Corn, I think.


Rolls


The answer is Corn.


▪ Direction: Answering Riddle

@Ueno Mizuki
 
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