~Healer~ - A Rogue Clan Challenge
Apr 8, 2017 10:20:14 GMT -5
Post by 🌲🦌Gazelleleap🦌🌲 on Apr 8, 2017 10:20:14 GMT -5
Hey guys! Here's my first real challenge ;o; It's called the ~Healer~ Challenge. You are a Medicine cat in a rogue clan. You may modify it as you wish to make this a warrior challenge instead of a medicine cat challenge. Hope you enjoy!!
I N T R O D U C T I O N / S T O R Y
You heard that story many times. That your rouge mother was in ShadowClan. And she was their Medicine Cat. She left after she found out she was pregnant, and therefore, you were born a rogue. Your friend repeated that story after your mother died. You were officially alone in the world. At that moment, tragedy struck you again. A twoleg came and took your friend away. Heart-broken, you were scared they'd come back for you.
So, you ran. Far away, and came to the Clans again. You wouldn't dare join them. You wanted to stay away from all Clan cats, predators, and two-legs. Then, you met two brave, wise cats. You thought to create a Clan with them, and so you did.
One was leader. One was deputy. And eager to follow your mother's paw-steps, you became the medicine cat. You made a Clan.
R U L E S / S E T - U P
1. Use random.org for all random choice parts.
2. Start out with a fully built roguecamp and with two cats (leader and deputy).
3. Your camp has to include: Leaders den, warriors den, medicine den with herbs, prey pile, elders den, nursery, and apprentices den.
4. By the end of the first season, you must have: 2 Guards, Prey-pile guard, 1 queen, at least 1 kit, three warriors, two apprentices, 1 elder, 3 of every prey, 6 of every herb, and a boundary set up.
5. Speaking of boundaries: You have a 3x3 territory. You have the land north, south, east, west, north-west, north-east, south-east, and south-west of your den tile/camp. Camp must not be on a edge/corner tile. It has to be at least 2 tiles away from any clan camp, must not be at fourtrees, and must not be on the same tiles as Carrion Place. Boundaries should be marked with stones or an object, either buried or placed.
6. Start out with a full name/clan medicine cat name. Ex: Leafpool or Spottedleaf.
7. You cannot get within a tile of any Clan camp.
8. If you trespass on days other than the Gathering or visits to your Sacred Place, you must minus 10 reputation off your Clan's score.
9. Keep track of your Clan's reputation score. See the guide below this rule vvv
PREY: +2 for small prey, +3 for medium sized, and +4 for large. When you catch prey, use random.org to determine size of the prey. 2 is the minimum, and 4 the maximum. If 2, it is small. If 3, it is medium. If 4, it is large. Carrion place prey does not count, as it is free, neither are gifts from mates.
BATTLES: If your Clan wins a battle (only if you are told to battle by random.org or if they were trespassing), you gain +5 rep.
CATS: You gain +3 for every cat you gain in your Clan.
HERBS: You gain +2 for every herb you collect.
SAVE A LIFE: You gain +5 from curing a Clanmate or cat
GATHERING: You gain +5 for every gathering attended.
TASKS/GENERATORS: You gain +1 for every generator task you obey.
TASKS/GENERATORS 2: You minus -1 from every task you pass on or disobey. You have 3 passes per season to pass a task.
9. Every rogue you attract starts out either as an apprentice or a kit. Use random.org to determine the rank. Min. 1, Max. 2. If 1, it is kit; if 2, it is apprentice.
10. TIME: Each season is three months. Kits become apprentices after their second season alive. EX: if born in green-leaf, they become apprenticed in leaf-bare. Days do apply. Ex: 5 Greenleaf (birth), 5 Leafbare (apprenticed). Apprentices become warriors when they are 6 seasons into their apprenticeship. EX: They were apprenticed in leaf-bare, they become warriors in two new-leaf's. Warriors/Queens become elders when they reach 12 seasons, and they die at season 20.
11. You choose mentors, mates, and names.
12. Do not cheat out the generator
13. You choose a "Sacred Place" for your Clan. NOT the Moonstone! Pick somewhere significant and far from your camp. Visit it on the third day of every season. Use random.org and see the Sacred Generator information below.
14. Only attend gatherings if your Clan has higher than 100 reputation points. (This may change once I test out the challenge)
15. You can only hunt 3 times in leaf-bare, so choose the days wisely. You can stock up beforehand.
16. Mates cannot have kits for one season after they became mates. Queens must be pregnant for at least 5 days until giving birth. Use random.org, set the min. to 1, and the max. to 100. If it is 25, 50, or 75; then no kit is born, they had a miscarriage. Queens can only have two kits per 2 seasons. After 12 seasons, the queen is retired from having kits. Use random.org to determine how many kits are born. If it's an odd number, the queen had one kit. If even, she had two.
17. Patrol your borders daily.
18. Keep track of your Clan's reputation and your cat's status. There is no individual reputation. I suggest you include in your Cat's stats:
Name, Date of Joining, Age in Seasons, Rank, Gender, Family (parents, siblings), Education (mentors/apprentices), and Love life (mates, kits)
19. You can only catch 18 pieces of prey daily.
2o. When a warrior/cat dies, you loose 3 reputation. Bury each dead warrior (represent them with a stone or something) in a tile of your territory, which will become the Clan's graveyard.
21. If you do not complete any of your daily tasks (includes interest, basic, and if that day gathering or sacred), they must transfer them to another day and complete them. No passing up tasks.
22. You have three lives, as thanks for starting the Clan, and to heal. You MUST attend Gatherings and Sacred Day no matter what as well.
23. Ideally, since you are a medicine cat, you do not participate in battles unless told to! You may watch to determine if reputation is gained if the battle is won. You may hunt, however, and not have a mate and/or kits!
B E G I N
Regular Days
1. Be sure you are set-up! Camp fully-built, a grave-yard, leader, deputy, and the other requirements.
2. Start with the DAILY BASIC generator.
3. Then do the DAILY INTEREST generator.
4. Then do the DAILY BASIC again.
For Gathering Day
1. Choose cats to attend Gathering. Feel free to use random.org. Leader and deputy must come.
2. Then GATHERING DAY generator when you arrive at the Gathering.
3. Then do DAILY INTEREST generator.
4. Do the DAILY BASIC generator.
For Sacred Day
Reminder, *Sacred Day is the third day of every season.*
1. Do the SACRED DAY generator when you reach Sacred Place.
2. Do the DAILY BASIC generator.
3. Do DAILY INTEREST generator.
D A I L Y B A S I C G E N E R A T O R :
Set the generator to minimum 1 and maximum 40
1. You catch green-cough, and you have to collect 10 herbs within a day to save yourself from death! At least two of each herb.
2. You're lucky! A warrior has thought of a new skill. Visit Trainer Tune and buy any one skill.
3. A rogue queen has appeared seeking shelter! You accept her, and you realize she is pregnant!
4. One of your apprentices is disloyal, and you realize they have been hanging out with another Clan-friend. You flip a coin to see if they stay or if you exile them.
5. You get a troubled dream and you must spend the night at the Sacred Place. You may hunt all you want during this time, but must stay on the tile. Take two warriors with you to defend off unwanted guests.
6. It seems as if prey is hiding. You may only catch 5 pieces of prey daily.
7. The current Clan leader looses a life. You must stay in camp tomorrow and today unless to get herbs to nurse them back to health.
8. A kit goes missing. You find them by the river, drowned. -3 reputation, and get rid of a kit.
9. You eat a poisoned piece of prey, and must eat two horsetail to force it out of your system. -2 horsetail and -1 prey.
10. You recall your lost Clanmates. Visit the graveyard and honor each one with a silent prayer to StarClan.
11. You decide to help out the apprentices today with a task! Help them hunt and feed the elders.
12. Apprentices come to the rescue and help you collect herbs. Go patrol with them and scavenger for herbs.
13. A warrior got in a fight with another warrior. Collect 4 goldenrod for each warrior to heal them.
14. An queen got a mild fever. Give them 4 feverfew to help it.
15. Some of your bedding (moss) was stolen. Collect some more moss with the apprentices to help repair it.
16. StarClan allows you to take three warriors on a hunting and herb patrol outside of your territory.
17. A kit sneaked out of camp to play outside the territory. It comes back with a few nasty scratches from a thorn bush and a stomach ache. Give them 1 goldenrod and 1 horsetail to cure them.
18. One of your elders die peacefully in their sleep. Respect their life for one hour after burying them in the graveyard.
19. You didn't sleep well, so you wake up recklessly and hunt in one tile outside of camp for an hour or so.
20. You notice a fraction of your herbs are rotten. Use random.org to determine how many to throw out. Minimum is 1, Maximum is 4. If 1, you throw out 1/4. If 2, throw out half. If 3, throw out 3/4 of the herbs, and if 4, throw out them all.
21. A warrior confesses a love to you. Flip a coin to see if you notify the leader. Then flip another coin to determine if they are punished. You choose the punishment if there is one.
22. An old cat who is very wise asks for shelter in your camp. You gain another clan elder.
23. A warrior leaves to join another Clan, due to a love interest. Remove 1 warrior.
24. An apprentice gets run over by a car. Flip a coin to see if they are dead or paralysis. If paralysis, then they retire to the elder's despite being young, and adapt to their life span. If died, bury them and pay respect for an hour in the graveyard.
25. You feel troubled and spend the day with your deputy, helping him.
26. You do some remodeling in your den. Tidy things up, fresh moss, organize...
27. You spend part of your day playing with some of the kits.
28. Your leader believes a Clan is trespassing on your territory. Visit that Clan and fight off their patrol. If you win, you can hunt in their territory for a day. If you loose, you cannot hunt tomorrow at all.
29. You decide to respect StarClan today, so you fast and don't eat at all expect for one frog. You may drink. (if needed you may hunt in ShadowClan to gain a frog)
30. A storm is coming. Stay in your den for four hours.
31. Your deputy believes you should visit Trainer Tune and gain another skill. Travel there with them, a mentor, and the mentor's apprentice.
32. You receive a sign of good-luck-- a four leaf clover appears in your den. The prey is extra well today. Hunt as much as you want, and reputation amounts are raised by 2.
33. You find a cat from ThunderClan who was exiled, and they were your friend. Flip a coin to see if the leader accepts them.
34. You strained your back. Spend the day in camp. Organize, remodel, etc.
35. One apprentice gets mad at you when you applied herbs to a wound of theirs. Your leader gets upset and forces you two to hunt together as a team.
36. You hunt at FourTrees due to a vision from StarClan. You go with the leader and an apprentice. Hunt at another place if it is the Gathering.
37. Use random.org and set min. to 1 and max to 4. If one, spend an hour or so at the Abandoned Badger Den with a few cats of your choice, basking in the sun. If two, spend time exploring Carrion Place OR hang out at the Pond in ShadowClan. If 3, spend a few hours basking at Sunning Rocks. If 4, spend time at the Twoleg Campgrounds, playing by the river. Do not fight off any intruders, it's a peace day. Just leave and come back when they're gone.
38. Stay on another tile of the territory for three days and just observe for any trespassers. Only return to camp to eat, drink, and/or sleep.
39. You're free to do as you wish today.
40. Clan meeting today! What happens? Use random org. Min. 1, Max. 5.
If 1- border patrol
If 2- hunting patrol
If 3- herb scavenging patrol
If 4- watch a battle (see last number on sacred day to see how battles work)
If 5- complete number 37 on this list (daily basic).
D A I L Y I N T E R E S T G E N E R A T O R :
Set the generator to minimum 1 and maximum
1. Out of interest, you decide to hunt in the marshes.
2. You go for a stroll at the Gorge. Watching out for RiverClan and WindClan's quarrels, you collect comfrey during your walk if you come across any.
3. You organize around the camp some more.
4. You get a sudden craving for squirrels, so you go hunting for them.
5. You look at your herbs, and agree that you need more horsetail. You go get some.
6. You go for a walk in the forest to collect some Goldenrod. Maybe some mice along the way.
7. You scavenger and explore through Carrion Place!
8. You take a quick walk past Sacred Place, muttering a quiet prayer as you pass. Then you hunt some prey on your way back.
9. Feeling nice, you settle down to play with the kits.
10. You saw a dog on the moor! You report it to your leader, and go hunt in the forests instead.
11. You are attracted to shiny things all of a sudden! You collect as much as you can.
12. You feel like you need more comfrey, so you go collect some near the gorge.
13. Craving thrushes, you go hunt on the moor and in the forest for them.
14. You give the kits objects of interest: Shiny things, feathers, stones, and apples.
15. Feeling generous, you give two pieces of prey to each Clan.
16. You go out to scavenger for feverfew on the moors.
17. You feel like trying something new, and learn a new skill. Visit Trainer Tune.
18. You put a piece of moss on each tile in your territory so you could drink no matter where you were.
19. You hunt any type of prey, hungry in general for anything.
20. You scavenger for any type of herb.
21. You watch ThunderClan and ShadowClan battle at the Burnt Sycamore, staying out of the trouble.
22. You take a walk by the river, collecting stones as you walk.
23. You're tired, you've had a busy day. You take a chill day and just relax in Camp.
24. ShadowClan needs comfrey. Collect three comfrey and place it in front of the guards, keeping a safe distance away though.
25. WindClan is having trouble fighting off ThunderClan. Flip a coin to see if you help them. If you help, bring a patrol to ThunderClan territory and wait for a patrol. Fight off at least five cats. When you're done, add 15 reputation.
26. RiverClan's fish have gotten poisoned. Catch them 6 frogs.
27. You feel like you're loosing a little faith. Visit Sacred Place.
28. A warrior was out hunting and got a scar on their left eye. Retire them to the elders or settle back their duties. (Use only once. If got multiple times, just have a free pass.)
29. ThunderClan can't find any feathers for their nests. Feeling a little nice, you bring them six feathers.
30. You are a little more laid-back today. You sun outside and hunt a bit of prey.
S A C R E D D A Y G E N E R A T O R :
Set the generator to minimum 1 and maximum 20
1. StarClan warns you of an attack. A warrior is dead when you return back. -3 reputation
2. StarClan awards you for your good progress! +10 reputation
3. StarClan orders you to hunt. Go hunt one piece of every prey.
4. Due to stress, StarClan orders you to do a border patrol when you return and a dusk border patrol at 7 pm.
5. StarClan is silent today, have a free day and move on with your tasks.
6. StarClan has ordered you to scavenge Carrion Place. If no prey is found, -3 reputation, and go hunt five pieces of prey. You may gain reputation from what you hunt, however. If you find something, bring it back to your camp and move on.
7. A warrior was crushed by a fallen tree while hunting. Get 10 comfrey by sunset or they die. If they live, they are permanently paralysis and must become and elder and have their life-span.
8. StarClan has led you to believe ShadowClan is going to attack you. Send a battle patrol to fight them in their territory.
9. StarClan warns you of an upcoming danger to your camp. Move your den for three days, or pay 30 reputation to stay in your location and not be harmed.
10. StarClan sends you three new cats-- An apprentice and two warriors.
11. StarClan leads you to the thunderpath. Collect three shiny things and put them by RiverClan's camp.
12. StarClan tells you WindClan is struggling with hunting. Put five pieces of prey on their territory. You may gain reputation from each catch.
13. StarClan allows you to use one more tile for hunting and collecting that's connected to your other tiles for this one season.
14. StarClan gives you a mysterious prophecy you don't understand. Patrol your borders more frequently today and tomorrow.
15. StarClan orders you to lead a midnight border patrol.
16. StarClan sends you to heal Greystorm of ThunderClan. A fox got him while he was sitting as a recruiter. Gift him six of your native herb that's in your territory. (If RiverClan = Comfrey, If WindClan = Feverfew, If ThunderClan = Goldenrod, If ShadowClan = Horsetail.)
17. Your clan is blessed with a new queen who comes with her two newborn kits.
18. StarClan orders you to lead an herb patrol in your territory. Patrol it three times and collect every herb you see. Let your companions fight off any intruders.
19. StarClan is angry and orders you to leave the Sacred Place. Better leave them alone. Do a hunting patrol when you get back, but only award your clan 1 reputation per catch.
20. ThunderClan attack when you return! Their patrol is the same number of warriors, queens, apprentices, deputy, and leader as you! For every of that rank you have, there is a ThunderClan cat with that same rank. Pair the same rank with the same rank. Every queen, warrior, and apprentice has a battle enemy. The leader and deputy fight their leader and deputy. Each battle pair preforms two moves each per cat (So four total). Flip a coin to see if the move was effective. If your cat wins both, they gain 5 reputation. If they loose both, you must give them 5 herbs by 11:00 pm. If they loose one, give them two herbs by 11:00 pm. (If this part is confusing don't be afraid to ask for clarification!)
G A T H E R I N G D A Y G E N E R A T O R :
Reminder: *Gatherings are on the first day of every season at Fourtrees.*
Set the minimum to 1 and the maximum to
1. Flip a coin to see if it's a peaceful gathering. If peaceful, you gain 10 reputation. If hostile, you subtract 5 reputation.
2. Your leader announces a shock to you! You get angry and confront him after the Gathering back at camp.
3. An apprentice misbehaved during the Gathering. Therefore, your leader ordered them to spend the day with you.
4. A Clan asks you to hunt with them! Use random.org to determine what Clan. Hunt in their territory for the next two days.
5. A Clan offers you to herb collect in their territory for the next two days. Flip a coin to see if you decline or accept.
6. You feel sick, and decide not to attend the gathering. -3 reputation.
7. You notice a lot of sick cats at the Gathering. Therefore, you give three herbs to each Clan as a gift. Put it on their territory as you leave/or later that day.
8. ShadowClan tries to stir up trouble. You break up a fight between two Clan warriors, and you end up getting scraped. Give yourself two goldenrod and 1 horsetail.
9. You get scolded by your leader for chatting with RiverClan's medicine cat. You end up spending the day in camp.
10. It was a good gathering. Nothing spectacular or nothing hostile occurred. Plus 10 reputation.
T R Y M Y O T H E R ( B A S I C ) C H A L L E N G E :
Hunt Hungry
You heard that story many times. That your rouge mother was in ShadowClan. And she was their Medicine Cat. She left after she found out she was pregnant, and therefore, you were born a rogue. Your friend repeated that story after your mother died. You were officially alone in the world. At that moment, tragedy struck you again. A twoleg came and took your friend away. Heart-broken, you were scared they'd come back for you.
So, you ran. Far away, and came to the Clans again. You wouldn't dare join them. You wanted to stay away from all Clan cats, predators, and two-legs. Then, you met two brave, wise cats. You thought to create a Clan with them, and so you did.
One was leader. One was deputy. And eager to follow your mother's paw-steps, you became the medicine cat. You made a Clan.
R U L E S / S E T - U P
1. Use random.org for all random choice parts.
2. Start out with a fully built roguecamp and with two cats (leader and deputy).
3. Your camp has to include: Leaders den, warriors den, medicine den with herbs, prey pile, elders den, nursery, and apprentices den.
4. By the end of the first season, you must have: 2 Guards, Prey-pile guard, 1 queen, at least 1 kit, three warriors, two apprentices, 1 elder, 3 of every prey, 6 of every herb, and a boundary set up.
5. Speaking of boundaries: You have a 3x3 territory. You have the land north, south, east, west, north-west, north-east, south-east, and south-west of your den tile/camp. Camp must not be on a edge/corner tile. It has to be at least 2 tiles away from any clan camp, must not be at fourtrees, and must not be on the same tiles as Carrion Place. Boundaries should be marked with stones or an object, either buried or placed.
6. Start out with a full name/clan medicine cat name. Ex: Leafpool or Spottedleaf.
7. You cannot get within a tile of any Clan camp.
8. If you trespass on days other than the Gathering or visits to your Sacred Place, you must minus 10 reputation off your Clan's score.
9. Keep track of your Clan's reputation score. See the guide below this rule vvv
PREY: +2 for small prey, +3 for medium sized, and +4 for large. When you catch prey, use random.org to determine size of the prey. 2 is the minimum, and 4 the maximum. If 2, it is small. If 3, it is medium. If 4, it is large. Carrion place prey does not count, as it is free, neither are gifts from mates.
BATTLES: If your Clan wins a battle (only if you are told to battle by random.org or if they were trespassing), you gain +5 rep.
CATS: You gain +3 for every cat you gain in your Clan.
HERBS: You gain +2 for every herb you collect.
SAVE A LIFE: You gain +5 from curing a Clanmate or cat
GATHERING: You gain +5 for every gathering attended.
TASKS/GENERATORS: You gain +1 for every generator task you obey.
TASKS/GENERATORS 2: You minus -1 from every task you pass on or disobey. You have 3 passes per season to pass a task.
9. Every rogue you attract starts out either as an apprentice or a kit. Use random.org to determine the rank. Min. 1, Max. 2. If 1, it is kit; if 2, it is apprentice.
10. TIME: Each season is three months. Kits become apprentices after their second season alive. EX: if born in green-leaf, they become apprenticed in leaf-bare. Days do apply. Ex: 5 Greenleaf (birth), 5 Leafbare (apprenticed). Apprentices become warriors when they are 6 seasons into their apprenticeship. EX: They were apprenticed in leaf-bare, they become warriors in two new-leaf's. Warriors/Queens become elders when they reach 12 seasons, and they die at season 20.
11. You choose mentors, mates, and names.
12. Do not cheat out the generator
13. You choose a "Sacred Place" for your Clan. NOT the Moonstone! Pick somewhere significant and far from your camp. Visit it on the third day of every season. Use random.org and see the Sacred Generator information below.
14. Only attend gatherings if your Clan has higher than 100 reputation points. (This may change once I test out the challenge)
15. You can only hunt 3 times in leaf-bare, so choose the days wisely. You can stock up beforehand.
16. Mates cannot have kits for one season after they became mates. Queens must be pregnant for at least 5 days until giving birth. Use random.org, set the min. to 1, and the max. to 100. If it is 25, 50, or 75; then no kit is born, they had a miscarriage. Queens can only have two kits per 2 seasons. After 12 seasons, the queen is retired from having kits. Use random.org to determine how many kits are born. If it's an odd number, the queen had one kit. If even, she had two.
17. Patrol your borders daily.
18. Keep track of your Clan's reputation and your cat's status. There is no individual reputation. I suggest you include in your Cat's stats:
Name, Date of Joining, Age in Seasons, Rank, Gender, Family (parents, siblings), Education (mentors/apprentices), and Love life (mates, kits)
19. You can only catch 18 pieces of prey daily.
2o. When a warrior/cat dies, you loose 3 reputation. Bury each dead warrior (represent them with a stone or something) in a tile of your territory, which will become the Clan's graveyard.
21. If you do not complete any of your daily tasks (includes interest, basic, and if that day gathering or sacred), they must transfer them to another day and complete them. No passing up tasks.
22. You have three lives, as thanks for starting the Clan, and to heal. You MUST attend Gatherings and Sacred Day no matter what as well.
23. Ideally, since you are a medicine cat, you do not participate in battles unless told to! You may watch to determine if reputation is gained if the battle is won. You may hunt, however, and not have a mate and/or kits!
B E G I N
Regular Days
1. Be sure you are set-up! Camp fully-built, a grave-yard, leader, deputy, and the other requirements.
2. Start with the DAILY BASIC generator.
3. Then do the DAILY INTEREST generator.
4. Then do the DAILY BASIC again.
For Gathering Day
1. Choose cats to attend Gathering. Feel free to use random.org. Leader and deputy must come.
2. Then GATHERING DAY generator when you arrive at the Gathering.
3. Then do DAILY INTEREST generator.
4. Do the DAILY BASIC generator.
For Sacred Day
Reminder, *Sacred Day is the third day of every season.*
1. Do the SACRED DAY generator when you reach Sacred Place.
2. Do the DAILY BASIC generator.
3. Do DAILY INTEREST generator.
D A I L Y B A S I C G E N E R A T O R :
Set the generator to minimum 1 and maximum 40
1. You catch green-cough, and you have to collect 10 herbs within a day to save yourself from death! At least two of each herb.
2. You're lucky! A warrior has thought of a new skill. Visit Trainer Tune and buy any one skill.
3. A rogue queen has appeared seeking shelter! You accept her, and you realize she is pregnant!
4. One of your apprentices is disloyal, and you realize they have been hanging out with another Clan-friend. You flip a coin to see if they stay or if you exile them.
5. You get a troubled dream and you must spend the night at the Sacred Place. You may hunt all you want during this time, but must stay on the tile. Take two warriors with you to defend off unwanted guests.
6. It seems as if prey is hiding. You may only catch 5 pieces of prey daily.
7. The current Clan leader looses a life. You must stay in camp tomorrow and today unless to get herbs to nurse them back to health.
8. A kit goes missing. You find them by the river, drowned. -3 reputation, and get rid of a kit.
9. You eat a poisoned piece of prey, and must eat two horsetail to force it out of your system. -2 horsetail and -1 prey.
10. You recall your lost Clanmates. Visit the graveyard and honor each one with a silent prayer to StarClan.
11. You decide to help out the apprentices today with a task! Help them hunt and feed the elders.
12. Apprentices come to the rescue and help you collect herbs. Go patrol with them and scavenger for herbs.
13. A warrior got in a fight with another warrior. Collect 4 goldenrod for each warrior to heal them.
14. An queen got a mild fever. Give them 4 feverfew to help it.
15. Some of your bedding (moss) was stolen. Collect some more moss with the apprentices to help repair it.
16. StarClan allows you to take three warriors on a hunting and herb patrol outside of your territory.
17. A kit sneaked out of camp to play outside the territory. It comes back with a few nasty scratches from a thorn bush and a stomach ache. Give them 1 goldenrod and 1 horsetail to cure them.
18. One of your elders die peacefully in their sleep. Respect their life for one hour after burying them in the graveyard.
19. You didn't sleep well, so you wake up recklessly and hunt in one tile outside of camp for an hour or so.
20. You notice a fraction of your herbs are rotten. Use random.org to determine how many to throw out. Minimum is 1, Maximum is 4. If 1, you throw out 1/4. If 2, throw out half. If 3, throw out 3/4 of the herbs, and if 4, throw out them all.
21. A warrior confesses a love to you. Flip a coin to see if you notify the leader. Then flip another coin to determine if they are punished. You choose the punishment if there is one.
22. An old cat who is very wise asks for shelter in your camp. You gain another clan elder.
23. A warrior leaves to join another Clan, due to a love interest. Remove 1 warrior.
24. An apprentice gets run over by a car. Flip a coin to see if they are dead or paralysis. If paralysis, then they retire to the elder's despite being young, and adapt to their life span. If died, bury them and pay respect for an hour in the graveyard.
25. You feel troubled and spend the day with your deputy, helping him.
26. You do some remodeling in your den. Tidy things up, fresh moss, organize...
27. You spend part of your day playing with some of the kits.
28. Your leader believes a Clan is trespassing on your territory. Visit that Clan and fight off their patrol. If you win, you can hunt in their territory for a day. If you loose, you cannot hunt tomorrow at all.
29. You decide to respect StarClan today, so you fast and don't eat at all expect for one frog. You may drink. (if needed you may hunt in ShadowClan to gain a frog)
30. A storm is coming. Stay in your den for four hours.
31. Your deputy believes you should visit Trainer Tune and gain another skill. Travel there with them, a mentor, and the mentor's apprentice.
32. You receive a sign of good-luck-- a four leaf clover appears in your den. The prey is extra well today. Hunt as much as you want, and reputation amounts are raised by 2.
33. You find a cat from ThunderClan who was exiled, and they were your friend. Flip a coin to see if the leader accepts them.
34. You strained your back. Spend the day in camp. Organize, remodel, etc.
35. One apprentice gets mad at you when you applied herbs to a wound of theirs. Your leader gets upset and forces you two to hunt together as a team.
36. You hunt at FourTrees due to a vision from StarClan. You go with the leader and an apprentice. Hunt at another place if it is the Gathering.
37. Use random.org and set min. to 1 and max to 4. If one, spend an hour or so at the Abandoned Badger Den with a few cats of your choice, basking in the sun. If two, spend time exploring Carrion Place OR hang out at the Pond in ShadowClan. If 3, spend a few hours basking at Sunning Rocks. If 4, spend time at the Twoleg Campgrounds, playing by the river. Do not fight off any intruders, it's a peace day. Just leave and come back when they're gone.
38. Stay on another tile of the territory for three days and just observe for any trespassers. Only return to camp to eat, drink, and/or sleep.
39. You're free to do as you wish today.
40. Clan meeting today! What happens? Use random org. Min. 1, Max. 5.
If 1- border patrol
If 2- hunting patrol
If 3- herb scavenging patrol
If 4- watch a battle (see last number on sacred day to see how battles work)
If 5- complete number 37 on this list (daily basic).
D A I L Y I N T E R E S T G E N E R A T O R :
Set the generator to minimum 1 and maximum
1. Out of interest, you decide to hunt in the marshes.
2. You go for a stroll at the Gorge. Watching out for RiverClan and WindClan's quarrels, you collect comfrey during your walk if you come across any.
3. You organize around the camp some more.
4. You get a sudden craving for squirrels, so you go hunting for them.
5. You look at your herbs, and agree that you need more horsetail. You go get some.
6. You go for a walk in the forest to collect some Goldenrod. Maybe some mice along the way.
7. You scavenger and explore through Carrion Place!
8. You take a quick walk past Sacred Place, muttering a quiet prayer as you pass. Then you hunt some prey on your way back.
9. Feeling nice, you settle down to play with the kits.
10. You saw a dog on the moor! You report it to your leader, and go hunt in the forests instead.
11. You are attracted to shiny things all of a sudden! You collect as much as you can.
12. You feel like you need more comfrey, so you go collect some near the gorge.
13. Craving thrushes, you go hunt on the moor and in the forest for them.
14. You give the kits objects of interest: Shiny things, feathers, stones, and apples.
15. Feeling generous, you give two pieces of prey to each Clan.
16. You go out to scavenger for feverfew on the moors.
17. You feel like trying something new, and learn a new skill. Visit Trainer Tune.
18. You put a piece of moss on each tile in your territory so you could drink no matter where you were.
19. You hunt any type of prey, hungry in general for anything.
20. You scavenger for any type of herb.
21. You watch ThunderClan and ShadowClan battle at the Burnt Sycamore, staying out of the trouble.
22. You take a walk by the river, collecting stones as you walk.
23. You're tired, you've had a busy day. You take a chill day and just relax in Camp.
24. ShadowClan needs comfrey. Collect three comfrey and place it in front of the guards, keeping a safe distance away though.
25. WindClan is having trouble fighting off ThunderClan. Flip a coin to see if you help them. If you help, bring a patrol to ThunderClan territory and wait for a patrol. Fight off at least five cats. When you're done, add 15 reputation.
26. RiverClan's fish have gotten poisoned. Catch them 6 frogs.
27. You feel like you're loosing a little faith. Visit Sacred Place.
28. A warrior was out hunting and got a scar on their left eye. Retire them to the elders or settle back their duties. (Use only once. If got multiple times, just have a free pass.)
29. ThunderClan can't find any feathers for their nests. Feeling a little nice, you bring them six feathers.
30. You are a little more laid-back today. You sun outside and hunt a bit of prey.
S A C R E D D A Y G E N E R A T O R :
Set the generator to minimum 1 and maximum 20
1. StarClan warns you of an attack. A warrior is dead when you return back. -3 reputation
2. StarClan awards you for your good progress! +10 reputation
3. StarClan orders you to hunt. Go hunt one piece of every prey.
4. Due to stress, StarClan orders you to do a border patrol when you return and a dusk border patrol at 7 pm.
5. StarClan is silent today, have a free day and move on with your tasks.
6. StarClan has ordered you to scavenge Carrion Place. If no prey is found, -3 reputation, and go hunt five pieces of prey. You may gain reputation from what you hunt, however. If you find something, bring it back to your camp and move on.
7. A warrior was crushed by a fallen tree while hunting. Get 10 comfrey by sunset or they die. If they live, they are permanently paralysis and must become and elder and have their life-span.
8. StarClan has led you to believe ShadowClan is going to attack you. Send a battle patrol to fight them in their territory.
9. StarClan warns you of an upcoming danger to your camp. Move your den for three days, or pay 30 reputation to stay in your location and not be harmed.
10. StarClan sends you three new cats-- An apprentice and two warriors.
11. StarClan leads you to the thunderpath. Collect three shiny things and put them by RiverClan's camp.
12. StarClan tells you WindClan is struggling with hunting. Put five pieces of prey on their territory. You may gain reputation from each catch.
13. StarClan allows you to use one more tile for hunting and collecting that's connected to your other tiles for this one season.
14. StarClan gives you a mysterious prophecy you don't understand. Patrol your borders more frequently today and tomorrow.
15. StarClan orders you to lead a midnight border patrol.
16. StarClan sends you to heal Greystorm of ThunderClan. A fox got him while he was sitting as a recruiter. Gift him six of your native herb that's in your territory. (If RiverClan = Comfrey, If WindClan = Feverfew, If ThunderClan = Goldenrod, If ShadowClan = Horsetail.)
17. Your clan is blessed with a new queen who comes with her two newborn kits.
18. StarClan orders you to lead an herb patrol in your territory. Patrol it three times and collect every herb you see. Let your companions fight off any intruders.
19. StarClan is angry and orders you to leave the Sacred Place. Better leave them alone. Do a hunting patrol when you get back, but only award your clan 1 reputation per catch.
20. ThunderClan attack when you return! Their patrol is the same number of warriors, queens, apprentices, deputy, and leader as you! For every of that rank you have, there is a ThunderClan cat with that same rank. Pair the same rank with the same rank. Every queen, warrior, and apprentice has a battle enemy. The leader and deputy fight their leader and deputy. Each battle pair preforms two moves each per cat (So four total). Flip a coin to see if the move was effective. If your cat wins both, they gain 5 reputation. If they loose both, you must give them 5 herbs by 11:00 pm. If they loose one, give them two herbs by 11:00 pm. (If this part is confusing don't be afraid to ask for clarification!)
G A T H E R I N G D A Y G E N E R A T O R :
Reminder: *Gatherings are on the first day of every season at Fourtrees.*
Set the minimum to 1 and the maximum to
1. Flip a coin to see if it's a peaceful gathering. If peaceful, you gain 10 reputation. If hostile, you subtract 5 reputation.
2. Your leader announces a shock to you! You get angry and confront him after the Gathering back at camp.
3. An apprentice misbehaved during the Gathering. Therefore, your leader ordered them to spend the day with you.
4. A Clan asks you to hunt with them! Use random.org to determine what Clan. Hunt in their territory for the next two days.
5. A Clan offers you to herb collect in their territory for the next two days. Flip a coin to see if you decline or accept.
6. You feel sick, and decide not to attend the gathering. -3 reputation.
7. You notice a lot of sick cats at the Gathering. Therefore, you give three herbs to each Clan as a gift. Put it on their territory as you leave/or later that day.
8. ShadowClan tries to stir up trouble. You break up a fight between two Clan warriors, and you end up getting scraped. Give yourself two goldenrod and 1 horsetail.
9. You get scolded by your leader for chatting with RiverClan's medicine cat. You end up spending the day in camp.
10. It was a good gathering. Nothing spectacular or nothing hostile occurred. Plus 10 reputation.
T R Y M Y O T H E R ( B A S I C ) C H A L L E N G E :
Hunt Hungry