The Underground Mods (
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undergrounds2017-08-08 11:30 pm
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The Night Tournament!
The time has come. Sixteen competitors have been chosen to represent their species. Over the next three weeks, they will use all their power and all their skill in a quest for the ultimate glory: to be crowned Night Champion.
It's time to play in the Night Tournament.
Week 1: Single Combat
Between 7th and 12th August the competitors will take part in a single combat game with knockout rounds to determine the winner. Here is the final bracket for the first round:

The venue is the Redbright Institute Training Arena in the basement of the school. Think of it as a cage match: the two combatants enter the arena which is magically sealed so that neither can leave. They are not allowed to take in any weapons. In the arena they will find three items: a wooden chair, a tennis ball and a skipping rope. Do with these as you will.
The crowd are packed in around the edges of the arena, cheering and whooping and generally creating a good atmosphere. The three adjudicators, Sylvia Redbright, Alexandrie Belrose and Yasmine Merad are seated at a judging panel with an excellent view of the arena. They will declare when the match is over.
The only rules are the conditions for victory. The match is over when:
• One of the combatants is killed. (Yes, killed.)
• One of the combatants is knocked out.
• One of the combatants is incapacitated for a minimum of 10 seconds.
A protection spell is cast on each of the combatants before they enter the arena which will bring them back to life if they die. Healer witches and meta human medics are on hand to provide aid after each match. The fights are expected to be brutal, and the crowd will be baying for blood. Better give them what they want, eh?
Week 2: Mystery Room
Between 14th and 19th August the competitors will play a mystery room game that requires them to work together to escape. The game again takes place in the Redbright Institute Training Arena, which has been modified into a set of four rooms that competitors must escape from. There's also raised seating in the arena for the audience to watch the events on a large screen, as all the rooms have cameras in them so you can enjoy the show.
Mystery Room Results
1) Desmond Miles and Evie Frye (13 min 42 seconds)
2) Eames and Lydia Bennet (20 min 56 seconds)
3) Fun Ghoul and Roddy Geiger (21 min 14 seconds)
4) Cole and James Flint (23 min 25 seconds)
5) Mogget and Lancelot (24 min 05 seconds)
6) Maximina Choi and Micheletto Corella (26 min 18 seconds)
7) Matt Murdock and Olin Stacey (26 min 48 seconds)
8) Ban Sidhe (3 min 10 seconds) and Joe 'the Bear' Orsini (DNF)
Room 1: The Dungeon
Room 1 is an old-fashioned dungeon lit by a pair of oil lamps hanging in brackets on either side of the door. You begin with one of you locked inside a large wooden cage and the other outside the cage. The person inside the cage is handcuffed to the bars. (NB. The tournament organisers will always choose the physically weakest character to lock inside the cage, unless of course you're a ghost in which case your partner will be the one inside the cage. The handcuffs and the cage itself are not that hard to break; if your strength is 3 or above you can break them no problem.)
The key to unlock the cage is inside the cage itself, half-hidden in the straw, but it's pretty much in the middle of the floor and therefore should be out of reach both for the person handcuffed to the bars and the person who can walk around outside the cage.
The key to unlock the handcuffs can be found beneath a metal grate outside the cell. The metal grate is stuck so you will have to stick your hand between the bars to reach the key.
Finally, once you're both out and free to walk around the room, you may notice the imprint of two sets of footprints on the floor facing the door. All you have to do is stand on each of the footprints (i.e. one person stands in the correct spot to the left, one person stands in the correct spot to the right) and the door will automatically unlock.
Room 2: The Study
Room 2 is a study which contains a desk, three chairs, several bookshelves, a standing globe of the world, a grandfather clock, a small mirror, three wooden chests, and several oil paintings on both the walls and the desk. If you search the chests, you'll find a lot of random junk but also a couple of flashlights which may come in handy. The desk itself is crammed with random antique instruments and books, several of which seem to have migrated to the floor. There's a lot to take in but if the first thing you look for is the exit, you'll see it straight ahead of you: a heavy door with a combination padlock. You'll need to enter the correct four-digit passcode to open it.
One of the books on the desk is called The Mystery Room. Opening it will reveal a scroll which reads as follows:
Count only that on display.
Fruit - Horses - Shoes - Goblins
None of these are items in the room. But they are items depicted in the paintings. Counting the numbers of each represented in the paintings will reveal the correct passcode.
Room 3: The Dark Room
Room 3 is utterly pitch black. If you haven't found them already, you might want to go back to grab those flashlights. Once you've managed to shed some light on the place, you'll see the room is almost empty except for four large wooden blocks in each corner. These are wide enough to stand on, but different heights: two feet, three feet, four feet and five feet. They're sturdy, but can be dragged around anywhere in the room or even stacked on top of each other.
Meanwhile, there's a locked door leading to the next room, but no key in this room.
What you need to do is look up. This is a room with a high ceiling. There's a ventilation shaft high up on the wall, and the grating covering it is loose and can easily be removed. It's 10 feet up though so you'll probably need to move those blocks around to reach it. Once you've reached it you'll realise it's a very tight fit: just about possible for a relatively small woman to squeeze through, but a large or heavyset man would get stuck.
Crawling through the ventilation shaft will lead you through to the next room, which is...
Room 4: The Sacrificial Chamber
This is a room that appears to have been inspired by black and white horror movies. It's a stone chamber artfully decorated with ripped curtains, stone pillars and a creepy sarcophagus right in the centre. On top of the sarcophagus is the key to Room 3: that's easy enough.
But there's no other exit. Or at least, there doesn't appear to be. The final door out is hidden by a low level illusion spell which can only be detected by those with magic power of 3 or above.
There's writing on the lid of the sarcophagus, but it's indecipherable. In fact, it's mirror writing, so you will need to go back to Room 2 and pick up the mirror in order to read it. Once you've done that, you can read the following:
To reveal the way, a sacrifice must be made. To open the door, wield the bloody blade.
This sounds ominous, so enjoy debating what it means, especially if you open the lid of the sarcophagus and find the skeleton holding a dagger clasped to its chest. In actual fact all it means is that the tip of the blade must be dipped in blood. Once blood is drawn by the dagger, the illusion spell disguising the door will break and you'll be able to see the shape of the door revealed as part of the stone wall, plus the depression in the wall that is clearly meant to fit the dagger. Place the dagger in its rightful place and the door will open.
You've made it. You escaped the Mystery Room.
Rules:
• Do not attempt to destroy the walls of the rooms in order to escape. If you do this you will be disqualified.
• You must go through one room to the next in the correct sequence. If you simply teleport or phase outside you will be disqualified.
• You have one hour to escape the rooms. Your final ranking will be determined by how many of you escaped (both escaping ranks higher than one) and how long it took you to escape.
Week 3: The Race
The final event is a simple one: get from point A to point B faster than anyone else to win the game. The starting point is the Redbright Institute in Hanwell, Ealing. The finish line is in Danson Park in Bexley, which is approximately 25 miles away (around 1 hour 15 min by car). Here's the route.
Race Results
1) Mogget (55 min 18 seconds)
2) Evie Frye (1 hour 35 min 30 seconds)
3) Fun Ghoul (1 hour 49 min 55 seconds)
4) Roddy Geiger (1 hour 51 min 15 seconds)
5) Matt Murdock (1 hour 55 min 12 seconds)
6) Eames (1 hour 59 min 13 seconds) (+ Basket of Kittens)
7) Lydia Bennet (2 hours 1 min 19 seconds)
8) James Flint (2 hours 13 min 41 seconds)
9) Desmond Miles (2 hours 14 min 49 seconds)
10) Joe 'the Bear' Orsini (2 hours 18 min 29 seconds)
11) Micheletto Corella (2 hours 35 min 11 seconds) (+ Balloons)
12) Maximina Choi (2 hours 39 min 14 seconds)
13) Olin Stacey (2 hours 45 min 32 seconds)
14) Lancelot (4 hours 14 min 20 seconds) (+ Sculpture)
15) Cole (DNF)
16) Ban Sidhe (DNF)
The race takes place on 23rd August, starting at 8.30pm. Competitors don't know where the end point of the race is until they're given a map with their destination on it at the start of the race. They'll also discover that there are certain bonus trophies they can collect to get extra points:
• For 5 bonus points: a basket of kittens which you can collect from Cafe Poirot in Barnet. All kittens must be delivered safely across the finishing line.
• For 5 bonus points: a collection of party balloons which you can find at Hillingdon House in Hillingdon. All balloons must cross the finishing line without being popped.
• For 10 bonus points: a glass flower sculpture which you can collect from the Reading Abbey ruins, Reading. You must carry the sculpture across the finishing line without damaging or breaking it.
These are all looked after by a steward at each of the locations and are not hard to find – the challenge is in getting there. Note that there is only one of each of the above items, so if someone else gets there first you won't be able to collect the trophy. If you get there at the same time as someone else, you'll have to get creative and fight them for it.
Rules:
• You cannot bring any items or equipment with you when you start the race. (No one is stopping you from packing whatever you want and hiding it in the car park or cloakroom to collect after you start the race though.)
• You may not use your own personal vehicle, borrow anyone else's vehicle, call a taxi/Uber, or hitch a ride from a friend. You can use public transport.
• You may not kill or injure any of the other competitors. Sabotaging, stealing and generally annoying are all fine.
• If you haven't managed to cross the finishing line by midnight, you'll be marked as DNF.
Leaders' Board
After Week 3, the final results are:
Eames (32 points) (CHAMPION)
Evie Frye (30 points) (Vampire Champion)
Fun Ghoul (21 points) (Werewolf Champion)
Lancelot (21 points) (Meta Human Champion)
James Flint (20 points)
Mogget (20 points)
Desmond Miles (19 points) (Witch Champion)
Roddy Geiger (17 points) (Shapeshifter Champion)
Lydia Bennet (16 points)
Micheletto Corella (15 points)
Matt Murdock (12 points)
Cole (9 points) (Ghost Champion)
Joe 'the Bear' Orsini (9 points)
Maximina Choi (7 points)
Olin Stacey (6 points)
Ban Sidhe (5 points)
[OOC: Please see the information post for more details on this event and to ask any questions! This log will be updated week by week as the games progress.]
Week 1: Pre-Match, Peanut Gallery and Post-Match
Peanut Gallery - Bear v Bear Deathmatch
It isn't often that one gets to see bears fighting in this day and age. It had been one of the chief entertainments of his very long childhood, but no. It is "inhumane" and "cruel" and "barbaric" to pit a dog against a chained up bear and watch both creatures attempt to defend themselves. People really are no fun these days. But now here they are! Two bears! Fighting! Well, two people who happen to be turned into bears right now, go at it in the ring.
He sits in his chair and happily munches popcorn while he watches the fight, pale little face lit up with delight as a giant clawed paw crashes into its competitor. This is better than watching that show with (highly inaccurate, he must add) medieval ultraviolence, and that show has people get messily eaten by dragons on a fairly regular basis.