Panem Events (
etcircenses) wrote in
thegamesooc2014-03-31 03:20 pm
Entry tags:
Mini Arena: Maze

The arena is a huge maze.
The walls stretch up a good 15 feet, and anyone looking hard enough can see the haze of a force-field along the top of the walls. The arena starts in a large Cornucopia, although unlike earlier Cornucopias, the Tributes are in the center now and the supplies and weapons are placed around them.
The whole thing is District-themed. The Capitol ran with the theme, as they often do.
There are plenty of dead ends along the way. Sometimes literally; many paths twist towards ends you don't want to meet.
The weather is warm and pleasant, the pathways caught in the shade. It would be a beautiful day if it weren’t the start of the arena. However, sound travels strangely. Sometimes you can't hear something happening on the pathway right next to you, sometimes screams and strange sounds seem just around the corner, but when you look, nothing is there but an empty pathway.

You have been outfitted in a light cotton long-sleeved grey shirt, long comfortable pants with a set of small pockets on the front, and lace up knee high boots.
The walls of the maze change as they go, reflecting the district that you are nearest, although that is not a fact shared with Tributes before hand. However, with the strong emphasis on Districts, some will put it together quickly. Despite the flimsy nature of some of the material, the walls are strong.
District 1: White Marble
District 2: Slate
District 3: Smooth green metal
District 4: Rough, water-worn wood.
District 5: Lead
District 6: Asphalt
District 7: Wood
District 8: Canvas
District 9: Straw
District 10: Hide
District 11: Woven branches
District 12: Coal
The Tributes rise from the ground in a tight circle, all facing outwards. To one side is a pile of 12 weapons. To the other side is a pile of 12 backpacks. Past each side is 6 entrances (12 all together) into the maze. The space is small, and it is clear that you need to chose weapons or supplies.

Cornucopia.
The Cornucopia is your first, most important resource. To one side we have 12 weapons and to one side we have 12 bags.
The weapons are all short-range melee weapons. Swords, axes, spears, clubs. They clearly want this to be bloody and hands-on.
The bags contain supplies: three meal bars, a large bottle of water, and a small first aid kit. In addition, there is extra room in the bag to carry things.
IMPORTANT NOTE
The cornucopia is going to work a little differently than before. There is one item for each person, and only time to grab one per person. The first 12 people to comment here get weapons, and the first 12 to comment here get food. You can choose what your tribute received from the guidelines above.

Immediate Hazards
In each section of the maze there is a danger related to said District. There is little warning and most are hard to get out of once you've stumbled upon them. When you find one, the path behind you closes. The only way out is through.
District 1- A section of the path is frozen over but thin. Underneath is deep, deep water, cold enough to send your body into shock should you fall in. Behind you the path has shifted closed. Move carefully.
District 2- Remember all those cute weasles in 2? These ones are big and clearly sick. If you are bit, you aren't making it more than a few hours before you start to die, painfully.
District 3- It looks at first just like a wide net on the ground. However, if you touch the wire, you're going to get a hell of a shock. One or two might be survivable, if deeply unpleasant. But more than that and your body won't last.
District 4- The path starts to sink down, and water fills the dip. Except it keeps getting deeper and deeper, the water dark and murky. As you cross you can feel things under you, grabbing at you and trying to pull you down.
District 5- This part of the maze is metallic, and as you walk through it becomes clear why. It's lead-lined. A you go in deeper the ground become lead-lined as well, and the roof is closed over. By this point it is too later, and you will see the beautiful core of radiation glowing blue as you are exposed to very strong radiation. You've got a few hours before succumbing, and they won't be pleasant ones as you die of radiation poisoning.
District 6- The path is filled with old, rusty wheels. Big ones. Whatever vehicle these were on was huge. The gaps between become smaller and smaller, as you have to squeeze around them. And carefully, because if you set one moving, they all start moving, and they don't stop. Nothing says family fun like squeezing under a metal wheel a foot from the ground while it's spinning along.
District 7- Turning a corner, there is a tall stack of logs straining against their thin ropes. The only path through is in front of them, and after a few steps you can hear the ropes start to snap, and a roar as the logs start to come rolling toward you, faster than it seems fair for dead wood to roll.
District 8-As you move along one of the paths it become filled with rusted mechanical debris. The path through becomes tighter and tighter as you pass through, and when you are in the thick of it...it all starts moving. And doesn't much care if you are in the way.
District 9-The place is dusty. So dusty you can barely see. The grain burns the eyes, the little pieces getting everywhere. And if there is the barest spark of metal against metal, the whole thing is going to go up in a giant fireball. Of course the fact that the ground and walls are metal here, it's hard to see where the walls are, and your boots, bags, and weapons all have enough metal to start the fire doesn't help.
District 10-What is a labyrinth without an angry bovine? Not a minotaur, but a "normal" bull, at least by Capitol standards. It is huge, and it is pissed off, and in the narrow path there isn't much else for it to take its anger out past you.
District 11-The plants start small, edging up through the stones of the path - but soon the branches are crowding in tighter and tighter. And as they grow, so do the thorns protruding on their branches. Whatever kind of plants these are, they aren't giving any fruit right now, and the gouges they cut burn painfully. In the thickest part the thorns are like razor-sharp spikes, over a foot long, easily able to puncture through a human being and end them.
District 12-The path way dips down, under the ground, and it doesn't look particularly well built. The walls sag against the rotted wood holding them up, and brushing against said wood to hard could easily knock it out, causing a cave in. And as you get deeper in, you can smell something foul. Something that is making you very, very nauseous and light-headed. Harder to walk straight, hard, in fact, to walk at all.
If any of the victors want to be hit by the slow-killing ones, we can work it out that you win, are killed, than brought back healthy.
Wildlife
Absolutely none, past the weasels and bull. The only living things in the maze are the Tributes. There is not even the sound of birds or bugs in the air.
Foodstuffs
Nada. However, in some places the walls do have small trickles of water traveling down them. It's not much, but it's something.
For those with weapons, the District tokens that are food are going to be hard to resist.
As always, we here at The Games would like to wish you a very happy Hunger Games!

The Scavenger Hunt and the District Pavilions
On the way to the arena, after being gathered in the early morning from their Districts, the Tributes learn about the twist to this game.
It is a scavenger hunt.
Each district has a pavilion in the maze. Something must be taken from each pavilion (not necessarily in order) and for those to win the arena, they must end at the District 12 pavilion, with all 12 items. If they gets to 12 and don't have them, they forfeit. However, anyone who makes it, wins. Hypothetically, all 24 could win this arena.
They won't, of course. But they could.
The items necessary are below. If your character did not grab one of the supply bags, however, they have no way to hold these things (outside of their hands and the small pockets.)
Each pavilion is simple, a small, covered table, with 24 of the objects set out. There is, of course, nothing stopping someone from taking more than one.*
*Please remember the 4 victors need to at least get one if you plan for your character to jack a whole set.
District 1-Diamond
District 2-Marble
District 3-Circuit
District 4-Fish hook
District 5-Loop of wire
District 6-Lug nut
District 7-Wood chip
District 8-Ribbon
District 9-Biscuit
District 10-Beef Jerky
District 11-Apple
District 12-Coal
Misc
As the Tributes are being prepared they are informed quickly of two very important facts:
The arena will only last 12 hours. However, for every tribute killed at the hands of another tribute, one hour will be added to the clock. Please post here if you plot out your character being murdered at the hands of another. Please post by noon on Wednesday.
And anyone still alive who has not gathered all 12 tokens and reached the District 12 pavilion by the time the clock runs out will be killed permanently. An obvious suicide will net you the same fate. They want a good show, not lemmings rushing to their end.
This is not true, but rising into the Cornucopia, they do not know that.
The arena should be posted Wednesday.
May the odds be ever in your favor.

Cornucopia: Weapons
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Murders
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hi ally hi
o hai lisa
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GOTTA DIE ASAP
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Mod Questions
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Plotting
Wyatt Earp
He's set to team up, however briefly with Venus and Corf and Guy and possibly Pruna? Also, I kind of personally want to tangle with the fire in District 11, and or the bull in 10.
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Harley Quinn For The Win
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The Disciple
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Nasir
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Susannah loses it (and Detta come to town)
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Rat
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Venus Dee Milo
Courfeyrac
Prince Hans
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Guy Crood
Joel
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