After a fire destroys half of the camp’s food supply, your group heads out into the forest to hunt and gather food. As you are stalking a deer, a twig snaps and the animal bounds away. You glance around, knowing it was not a member of your group. Suddenly, you’re surrounded by grounders. They are dressed in their head-to-toe covering battle gear, carrying bows, arrows, and spears. Instead of killing you, however, they cover your heads with fabric bags and drag you away from your camp.
You make a lengthy trek with the grounders before you are forcefully stopped and the bags are removed. You blink your eyes open to find yourself in a lavender room. Before you sits a young woman in a chair of twigs that poke out in every direction. She is dressed in battle gear, all black …show more content…
Roll the dice and pass the dice off in a clockwise circle until each living player has rolled the dice.
If you roll a number 1: You are Safe. You slide past the guards in the room as they yell at you. Once outside, you slip out of the camp and make it to the forest where you run for your life, trying to make your way back to the camp.
If you roll a number 3-4: You are Safe. You manage to fight your way past the guards and escape the room where you run towards the forest, dodging the confused warriors that stood around in the Grounder camp.
If you roll a number 7-8: You are Safe. From your pocket you pull out a hidden gun and shoot at anyone who threatens to harm you. You only take one life as you make your way from the camp and into the forest.
If you roll a number 10: You are Safe. While the guards are distracted in the chaos, you slip behind them and are about to make your way out when the young woman from the chair, the Commander, step into your path. She stares into your eyes, threatening your next move, but silently allows you to escape. You run, hoping to not be