Quote:
Hauntingly Creepy
Frightfully Satisfying
A certain professor had a special love for the dark on Halloween. It is the greatest night for shadows and spirits, and it is a night of passion and fright. Ah, to be young again. Or forever. Still, children did so like games on this holiday, and the professor has set up a small course in the woods for students to practice their creeping. They're leaving most of the work to the various wards and enchantments to keep things organized, and you can't seem to find any teacher anywhere. Yet the feeling of being watched is heavy, and you get the impression that it would be in your best interest to read the signs, and follow the rules.
The course is a dark, barely lit forest grove, with tall trees, thick underbrush, and the occasional boulders. The rules are fairly simple. You either choose the creeper's course, or the haunted course. One is harder than the other, and the easier has the option for co-op. Depending on the game, you could walk out with a lot of fond memories... or a lot of pain. Up to you really.
[SELECT THE CREEPER'S COURSE]
The creeper's course is by far the easier of the two courses, yet the reward is not that great. To play, characters must bring with them a small scream-o-meter pin with them, (these one are bat shaped! How cute!), which will measure just how much they scared their targets. Gnomes wander the area and it's your job to scare them. As you wander, be careful to avoid their flashlights and the various alarms that would give you away. The shadows are your best bet, and with the terrain there are sure to be some great spooktacular hiding places.
Mechanics:
You have exactly 15 minutes in the area to max out your scream-o-meter after which point, it will begin beeping and end any creeping attempts. Meaning you have a total of 15 rolls to use to reach the scream-o-meter's max limit of 5. These rolls must be separate. You will be using 1d8.
Dice:
1- You slide behind a tree, narrowly missing a beam of light by a gnome. Phew! (No Gain)
2- You sneak along the undergrowth, and a gnome, shaking walks past. You make no sound, but reach out, grabbing their leg. Screaming they fall over, dropping their flash light and run away. (You have Gain, +1)
3- A branch under your feet cracks, and the gnome you were creeping on spins, catching you in the light. They sneer and laugh at you before you sulk back into the shadows. (No Gain)
4- You climb up a tree and as a gnome passes under you, you drop down. In shock, they don't scream, but rather just pass out in fight. Looks like you were a little TOO good. (No Gain)
5- As you hide behind a bush, you bump into another student. You end up scaring each other which..hey, still works! (You have Gain, +1)
6- You stay still behind a fallen log, and you notice a large toad next to you. As a gnome passes by, the toad lets out a large ribbit, (which is really odd for a toad that size). As the gnome shines a light upon the toad, you take the risk. The mini opens it mouth, but you mask it's call with your own ghastly sound. The gnome screams and flees. (You have Gain, +1)
7- You think you've found the perfect hiding spot to wait for a gnome. In the hallow of some tree's roots you wait for a few minutes, but no one appears. Time is running out. (No Gain)
8- It was the perfect set up. Two gnomes, one clinging to the other in obvious jitters. You reach out from the shadows, tapping the shaking one on the shoulder before resuming your hiding. The one screams, causing the other to scream and they just start running. (You have Gain, +2)
gaia_star Multiple Player Mechanics:
You can play this game with other players either with each other on the same team, or against each other.
Each player as 5 Scream points to collect in either scenario.
If against it is who can collect the points the fastest.
If together, each player has 15 rolls, and together must hit a combined 10 for their scream-o-meters to max out.
The max players is 2.
gaia_diamond LEARNED ABILITY: Dramatic Darkness
Whenever you laugh 'evilly' or rather ominously, it seems that the shadows themselves warp and twist around your features making you seem larger and more powerful than before. You voice also echoes and sends chills down the spins of those who hear it.
[SELECT THE HAUNTED COURSE]
The haunted course is MUCH more difficult, but the reward is certainly worth it.
To play, characters must done lightly glowing bed sheets with two eye holes cut out, (if it even fits or covers your character is another story). You have a much larger scream-o-meter, (this one is ghost shaped! Adorable!) maxing out at 10. Sadly, with the new glowing bed sheet, it's much harder to hide in the shadows, and it will be requiring a lot of still to get those screams. You also still only have 15 minutes, and no one is going to be able to help you either.
Mechanics:
You have exactly 15 minutes in the area to max out your scream-o-meter after which point, it will begin beeping and end any creeping attempts. Meaning you have a total of 15 rolls to use to reach the scream-o-meter's max limit of 10. These rolls must be separate. You will be using 1d10.
Dice:
1- You slide behind a tree, But the glow gives you away and a gnome throws a rock at you. Owch! (No Gain)
2- You encounter a ghost, who seems to be... a legitimate ghost in sheet form and they're blocking a GREAT hiding spot. They give you a sad look and say 'Oh....' They keep ignoring you, and after a while ask out loud 'Are they gone yet?' You're still there, and the ghost pretends to be busy, loudly saying 'ZZZZZZZ'. It's not a good impression. After a while you leave. (No Gain)
3- A branch under your feet cracks, and the gnome you were creeping on spins, catching you in the light. They sneer and laugh at you before remarking how you are 'too spoopy for them'. (No Gain)
4- You climb up a tree and as a gnome passes under you, you drop down. In shock, they don't scream, but rather just pass out in fight. Looks like you were a little TOO good. (No Gain)
5- As you hide behind a bush, you bump into another student. You end up glowing even brighter. You can hear 'Two students hiding in a bush, k-i-s-s-i-n- ' Oops. (No Gain)
6- You stay still behind a fallen log, using a bush to help mask the glow. A gnome walks by and fails to notice you. As you slide behind them, they spin screaming and kicking you before fleeing. While painful, you did get a scream...(You have Gain, +1)
7- You think you've found the perfect hiding spot to wait for a gnome. In the hallow of some tree's roots you wait for a few minutes, but no one appears. Time is running out. (No Gain)
8- It was the perfect set up. Two gnomes, one clinging to the other in obvious jitters. You reach out from the shadows, tapping the shaking one on the shoulder before resuming your hiding. The one screams, causing the other to scream and they just start running. (You have Gain, +2)
9- As you look for a place to creep, you run into a real ghost laying in your path with some headphones on. They notice you, but just lay there and let out a moan of sadness. A nearby gnome screams at the loud sad moan, but the laying ghost just sighs sadly. "I'm not feeling up to spooking right now, sorry." Best leave them be. (You have Gain, +1)
10- You sneak along the undergrowth, and a gnome, shaking walks past. You make no sound, but slowly rise from your spot, letting out a tiny 'boo' when you have reached your full height. Screaming they fall over, dropping their flash light and run away. (You have Gain, +1)
gaia_diamond LEARNED ABILITY: Imposing Darkness
With a snap of your fingers all light in the immediate area/room is consumed in shadows. This lasts only a minute at most before they slowly get back their light, yet you can see perfectly fine. If you snap your fingers again, you flash in a bright glow momentarily before the light vanishes once more.
NOTE- Even students who have dark/night vision find they cannot see in this inky blackness! 2Spooky.
gaia_star If you run out of time on either course:
You must start over at the begining.
gaia_star If you complete the course:
Aside from learning a cool new ability, you gain a few tickets based on how fast you completed the course.
For Creeper's course
If in under 6 rolls: 3 tickets
If under 10 Rolls: 2 tickets
If over 10 rolls: 1 Ticket
For Haunted course
If you complete it at all: 3 tickets
Go HERE to claim!
Frightfully Satisfying
A certain professor had a special love for the dark on Halloween. It is the greatest night for shadows and spirits, and it is a night of passion and fright. Ah, to be young again. Or forever. Still, children did so like games on this holiday, and the professor has set up a small course in the woods for students to practice their creeping. They're leaving most of the work to the various wards and enchantments to keep things organized, and you can't seem to find any teacher anywhere. Yet the feeling of being watched is heavy, and you get the impression that it would be in your best interest to read the signs, and follow the rules.
The course is a dark, barely lit forest grove, with tall trees, thick underbrush, and the occasional boulders. The rules are fairly simple. You either choose the creeper's course, or the haunted course. One is harder than the other, and the easier has the option for co-op. Depending on the game, you could walk out with a lot of fond memories... or a lot of pain. Up to you really.
[SELECT THE CREEPER'S COURSE]
The creeper's course is by far the easier of the two courses, yet the reward is not that great. To play, characters must bring with them a small scream-o-meter pin with them, (these one are bat shaped! How cute!), which will measure just how much they scared their targets. Gnomes wander the area and it's your job to scare them. As you wander, be careful to avoid their flashlights and the various alarms that would give you away. The shadows are your best bet, and with the terrain there are sure to be some great spooktacular hiding places.
Mechanics:
You have exactly 15 minutes in the area to max out your scream-o-meter after which point, it will begin beeping and end any creeping attempts. Meaning you have a total of 15 rolls to use to reach the scream-o-meter's max limit of 5. These rolls must be separate. You will be using 1d8.
Dice:
1- You slide behind a tree, narrowly missing a beam of light by a gnome. Phew! (No Gain)
2- You sneak along the undergrowth, and a gnome, shaking walks past. You make no sound, but reach out, grabbing their leg. Screaming they fall over, dropping their flash light and run away. (You have Gain, +1)
3- A branch under your feet cracks, and the gnome you were creeping on spins, catching you in the light. They sneer and laugh at you before you sulk back into the shadows. (No Gain)
4- You climb up a tree and as a gnome passes under you, you drop down. In shock, they don't scream, but rather just pass out in fight. Looks like you were a little TOO good. (No Gain)
5- As you hide behind a bush, you bump into another student. You end up scaring each other which..hey, still works! (You have Gain, +1)
6- You stay still behind a fallen log, and you notice a large toad next to you. As a gnome passes by, the toad lets out a large ribbit, (which is really odd for a toad that size). As the gnome shines a light upon the toad, you take the risk. The mini opens it mouth, but you mask it's call with your own ghastly sound. The gnome screams and flees. (You have Gain, +1)
7- You think you've found the perfect hiding spot to wait for a gnome. In the hallow of some tree's roots you wait for a few minutes, but no one appears. Time is running out. (No Gain)
8- It was the perfect set up. Two gnomes, one clinging to the other in obvious jitters. You reach out from the shadows, tapping the shaking one on the shoulder before resuming your hiding. The one screams, causing the other to scream and they just start running. (You have Gain, +2)
gaia_star Multiple Player Mechanics:
You can play this game with other players either with each other on the same team, or against each other.
Each player as 5 Scream points to collect in either scenario.
If against it is who can collect the points the fastest.
If together, each player has 15 rolls, and together must hit a combined 10 for their scream-o-meters to max out.
The max players is 2.
gaia_diamond LEARNED ABILITY: Dramatic Darkness
Whenever you laugh 'evilly' or rather ominously, it seems that the shadows themselves warp and twist around your features making you seem larger and more powerful than before. You voice also echoes and sends chills down the spins of those who hear it.
[SELECT THE HAUNTED COURSE]
The haunted course is MUCH more difficult, but the reward is certainly worth it.
To play, characters must done lightly glowing bed sheets with two eye holes cut out, (if it even fits or covers your character is another story). You have a much larger scream-o-meter, (this one is ghost shaped! Adorable!) maxing out at 10. Sadly, with the new glowing bed sheet, it's much harder to hide in the shadows, and it will be requiring a lot of still to get those screams. You also still only have 15 minutes, and no one is going to be able to help you either.
Mechanics:
You have exactly 15 minutes in the area to max out your scream-o-meter after which point, it will begin beeping and end any creeping attempts. Meaning you have a total of 15 rolls to use to reach the scream-o-meter's max limit of 10. These rolls must be separate. You will be using 1d10.
Dice:
1- You slide behind a tree, But the glow gives you away and a gnome throws a rock at you. Owch! (No Gain)
2- You encounter a ghost, who seems to be... a legitimate ghost in sheet form and they're blocking a GREAT hiding spot. They give you a sad look and say 'Oh....' They keep ignoring you, and after a while ask out loud 'Are they gone yet?' You're still there, and the ghost pretends to be busy, loudly saying 'ZZZZZZZ'. It's not a good impression. After a while you leave. (No Gain)
3- A branch under your feet cracks, and the gnome you were creeping on spins, catching you in the light. They sneer and laugh at you before remarking how you are 'too spoopy for them'. (No Gain)
4- You climb up a tree and as a gnome passes under you, you drop down. In shock, they don't scream, but rather just pass out in fight. Looks like you were a little TOO good. (No Gain)
5- As you hide behind a bush, you bump into another student. You end up glowing even brighter. You can hear 'Two students hiding in a bush, k-i-s-s-i-n- ' Oops. (No Gain)
6- You stay still behind a fallen log, using a bush to help mask the glow. A gnome walks by and fails to notice you. As you slide behind them, they spin screaming and kicking you before fleeing. While painful, you did get a scream...(You have Gain, +1)
7- You think you've found the perfect hiding spot to wait for a gnome. In the hallow of some tree's roots you wait for a few minutes, but no one appears. Time is running out. (No Gain)
8- It was the perfect set up. Two gnomes, one clinging to the other in obvious jitters. You reach out from the shadows, tapping the shaking one on the shoulder before resuming your hiding. The one screams, causing the other to scream and they just start running. (You have Gain, +2)
9- As you look for a place to creep, you run into a real ghost laying in your path with some headphones on. They notice you, but just lay there and let out a moan of sadness. A nearby gnome screams at the loud sad moan, but the laying ghost just sighs sadly. "I'm not feeling up to spooking right now, sorry." Best leave them be. (You have Gain, +1)
10- You sneak along the undergrowth, and a gnome, shaking walks past. You make no sound, but slowly rise from your spot, letting out a tiny 'boo' when you have reached your full height. Screaming they fall over, dropping their flash light and run away. (You have Gain, +1)
gaia_diamond LEARNED ABILITY: Imposing Darkness
With a snap of your fingers all light in the immediate area/room is consumed in shadows. This lasts only a minute at most before they slowly get back their light, yet you can see perfectly fine. If you snap your fingers again, you flash in a bright glow momentarily before the light vanishes once more.
NOTE- Even students who have dark/night vision find they cannot see in this inky blackness! 2Spooky.
gaia_star If you run out of time on either course:
You must start over at the begining.
gaia_star If you complete the course:
Aside from learning a cool new ability, you gain a few tickets based on how fast you completed the course.
For Creeper's course
If in under 6 rolls: 3 tickets
If under 10 Rolls: 2 tickets
If over 10 rolls: 1 Ticket
For Haunted course
If you complete it at all: 3 tickets
Go HERE to claim!