Realistic Clan Challenge!
Jun 25, 2018 23:23:42 GMT -5
Post by Wolfsong of IceClan on Jun 25, 2018 23:23:42 GMT -5
REALISTIC CLAN CHALLENGE
RULES
RULE 1: You must follow the roll, even if it’s bad.
RULE 2: You must start out with a fully-built camp, a deputy, a medicine cat, and three other cats. Those cats can be any combination of warriors and apprentices.
RULE 3: (Optional) Make a bio for each of your cats including their sickness, disability, mate, kits, looks, gender, etc.
RULE 4: Every time you get a new cat, roll for disability.
RULE 5: No putting food on moss randomly. You get a new cat when the rolls say so.
RULE 6: When you die, or when your roll says that you lost a life, that is one life gone.
RULE 7: Roll 1-5 for how many kits a queen can have. Put down that many moss-with-food beds around the queen. Go to sleep and when you wake up, that is how many kits she has. No leaving and going back to sleep.
RULE 8: You must eat enough for every member of your Clan. Every morning, each cat gets their fair share of food (AKA you must eat that much extra prey). Kits and apprentices need 1 food point, everyone else needs 2.
RULE 9: Go to every Gathering. (1st of every season)
RULE 10: READ. THE. RULES.
HOW STUFF WORKS
NEW CATS
Every new cat you get, and yes, this includes every kit that is born to your Clan, must roll 1-8 for what disability they have, if any. The rolls and effects are below.
1: This cat has no disability!
2: This cat is deaf. They must train as an apprentice for an extra 6 moons.
3: This cat has no disability!
4: This cat has a facial deformity. It is harder to find mates because of their odd, often unattractive features; therefore, it can try for a mate every 2 seasons, not 1.
5: This cat has a stubby tail, therefore being unable to balance well. It will be harder to climb, fight, and hunt for this cat, and therefore can never train an apprentice unless it’s a medicine cat.
6: This cat has no disability!
7: This cat is blind. They must train as an apprentice for an extra 6 seasons.
8: This cat has paralyzed hind legs; therefore, it must train as a medicine cat apprentice/it must become a 2nd medicine cat apprentice.
KITS
For kits, there is always a chance one of the mated she-cats will become pregnant in one of the rolls. (This means that you or your mate can also become pregnant in one of these rolls.) The she-cat will be pregnant for 2 moons before having kits. You must roll 1-5 to see how many kits she could have/try for. However many appear are how many that queen has. However, if you get 0, you ARE allowed to re-try. For the whole litter, you have Kit Rolls, and for each individual kit, you refer to the Disability Rolls.
KIT ROLLS
1: The mother and her litter are all perfectly healthy!
2: The mother dies during kitting. If there are no other queens, the kits die.
3: The mother and her litter are all perfectly healthy!
4: The runt of the litter passes away.
5: The mother and her litter are all perfectly healthy!
6: The mother and her litter are all perfectly healthy!
7: The mother and her litter are all perfectly healthy!
8: The queen has trouble producing enough milk. She must have 2 comfrey or one of her kits will die.
9: The mother and her litter are all perfectly healthy!
10: The mother dies during kitting. If there are no other queens, the kits die.
SICKNESSES
COLDS
Colds are minor sicknesses that are contagious but not deadly. If a cat catches one, they must be given one feverfew and rest for the rest of the day. If they are not cured, it will pass on to another cat. The cure for both cats are just one feverfew. But, if not cured again, each cat’s sickness passes on to another cat, etc. Colds are not deadly, but cats cannot hunt, fight, or even leave their dens if they have them.
WHITECOUGH
Whitecough is the same as cold in terms of spreading (one cat passes it on to one other cat each day they are sick). The cure for whitecough is 1 catmint (moss). However, if not cured in one day, it turns to greencough, which spreads whitecough to 2 other cats and must be cured with 2 catmint. If greencough is not cured, it turns to blackcough, which spreads whitecough to 3 cats and can only be cured with 3 catmint. If not cured for another day, that cat dies.
MATES
Every 5th day of a season (or every 2nd 5th day of each season if that cat has a facial deformity), all the eligible toms and she-cats are given a number from 1-15. If there is a she-cat and a tom with the same number, they become mates. If there are, say, 1 she-cat and 2 toms with the same number, the tom who was 1st given his number gets the she-cat. If a cat has no cat with an opposite gender with the same gender, or they were like the 2nd tom in the previous example, then they must wait another season to retry for a mate. If the two cats are siblings, kit and parent, etc., they also must wait another season.
CATS CLIMBING UP IN RANKS
A kit will become an apprentice when it is 6 moons of age. If there is no medicine cat apprentice, then each kit who is becoming an apprentice will roll 1-3. If it rolls 2, it will become the medicine cat apprentice. If there is already a med. cat apprentice, however, this rule does not apply. When a cat is 12 moons of age (or 18 moons if they are blind or deaf), they become a warrior. After a cat has been the mentor of a graduated apprentice, that cat is eligible for deputy. If you, the player, loses all 9 of your lives, you will become the deputy and the next leader. When a warrior, deputy, or medicine cat reaches the age of 60 moons, they will retire to the elders’ den. If an elder lasts to 84 moons, then they will die of old age.
EVERYDAY ROLLS
NEWLEAF
1: Nothing peculiar happens today.
2: One of your mated she-cats becomes pregnant.
3: The newleaf rain causes flooding in the camp! You must leave the territory for 3 days. Roll 1-5.
1: Luckily, no cat is killed.
2: A kit and a queen are killed. If there is no other queen, then all of the queen’s kits die.
3: A warrior is killed, and you lose a life.
4: The deputy and medicine cat are killed.
5: An apprentice and a warrior are killed, and you lose a life.
4: One of the apprentices was practicing climbing and fell from one of the top branches of a tree! Roll 1-3.
1: The apprentice dies on impact.
2: The apprentice breaks his/her leg beyond repair and must retire to the elders’ den.
3: The apprentice must stay in the medicine den for 5 days, also holding his/her training back by 5 days.
5: The medicine cat wants you to collect herbs with them while the weather is nice. You must collect at least six herbs of any kind.
6: Nothing peculiar happens today.
7: You wake up and find… oh no! There are deathberries in the nursery, and one of the kits has eaten one! Roll 1-3.
1: The kit dies before the medicine cat can do anything.
2: The kit is saved if there is 1 feverfew in the stock. If not, it dies.
3: The kit is saved if there are 3 feverfew in the stock. If not, it dies.
8: One of your warriors has caught a cold.
9: One of your warriors has caught whitecough.
10: Nothing peculiar happens today.
11: A queen and her 2 kits wish to join.
12: Dogs are sighted near camp! You must patrol the borders 3 times a day for the next 3 days.
13: Nothing peculiar happens today.
14: A warrior-aged loner wishes to join.
15: A fox breaks into camp and steals one of your kits!
GREEN-LEAF
1: A rival Clan hunts on your territory! You must battle one patrol of theirs. If you win, you get to expand 1 tile into their territory. If you lose, you give up 1 tile of land to them.
2: Your medicine cat dreams of an uprising and warns you about it. You go to hunt and find out that your deputy has attempted to take your position as leader; two cats agree that he is the better leader. You must exile your deputy and those two other cats.
3: Nothing peculiar happens today.
4: Two apprentice-aged loners wish to join.
5: A fire ravages your camp! You must leave your territory for 3 days before you can come back; if it rains, then you can go back that day. Roll 1-5 as you return.
1: Two kits are killed, and you lose a life.
2: A warrior and an apprentice are killed.
3: Luckily, no one is killed.
4: The medicine cat is killed, and you lose a life.
5: A queen and the deputy are killed. If there are no other queen, all of her kits die.
6: A queen and her 2 kits wish to join.
7: One of your mated she-cats becomes pregnant.
8: Nothing peculiar happens today.
9: A hawk flies over your camp. Most of the kits get to safety, but one is carried away by the hawk! Roll 1-2.
1: The patrol is able to locate the hawk’s nest and takes the kit back to camp. It needs two horsetail or goldenrod to live.
2: The patrol is unable to find the hawk’s nest and the kit is presumed dead.
10: One of the Clans asks you to form an alliance with them against their rival Clan. If you agree, you can’t attack any of their patrols for the rest of the season, and you also must attack one patrol of the rival Clan’s a day for the rest of the season. After that season ended, if the percentage of battles you won are higher, you get to expand 1 tile into their territory. If the opposite is true, you must give up 1 tile of land. If you say no, you must attack at least one patrol of theirs for the rest of the season. If the percentage of battles you won is higher, you get to expand 1 tile into their territory. If the opposite is true, then you must give up 1 tile of land.
11: A warrior-aged rogue wishes to join.
12: Dogs are sighted near your camp! You must patrol your border 3 times a day for 3 days.
13: You find out that one of your warriors has been meeting with a cat from an enemy Clan! Roll 1-5.
1: Your warrior joins their forbidden mate’s Clan.
2: Their forbidden mate joins your Clan.
3: They ignore your warnings and have kits. Roll 1-3.
1: The mother gets all of them and they stop meeting each other.
2: Half of them are brought to your Clan, and the other half the forbidden mate’s Clan. They stop meeting each other.
3: A battle is started over who gets the kits. If you win, your Clan gets them and can expand 1 tile into their territory. If you lose, the other Clan gets them and you must give up 1 tile of land. They stop meeting each other after the fight.
4: They agree to only meet at Gatherings.
5: They stop meeting each other.
14: There is a bad drought. You must go outside of your territory for water or use only moss from now to the end of the season.
15: An elderly loner wishes to join.
16: Nothing peculiar happens today.
17: An apprentice-aged kittypet wishes to join.
18: The kits of your Clan are playing when they come across the fresh-kill pile. Seeing all the thrushes and their feathers, they start playing with them and ruin all of the thrushes beyond being able to eat them.
19: One of your mated she-cats becomes pregnant.
20: One of your cats catches a cold.
21: A hawk flies over camp. Most of the kits get into the safety of the nursery, but the hawk manages to steal one! Roll 1-2.
1: They cannot locate the hawk’s nest and the kit is presumed dead.
2: They find the hawk’s nest and the kit is taken back to camp; if you have a medicine cat and two goldenrod or horsetail, it is healed.
22: Nothing peculiar happens today.
23: One of your mated she-cats becomes pregnant.
24: One of your cats catches whitecough.
25: Nothing peculiar happens today.
LEAF-FALL
1: A warrior-aged kittypet wishes to join.
2: Nothing peculiar happens today.
3: Since leaf-bare is drawing close, you decide to spend the day hunting. You must catch at least 3 pieces of prey to add to your fresh-kill pile.
4: Dogs are spotted near camp! You must patrol your border 3 times a day for 3 days.
5: One of your mated she-cats becomes pregnant.
6: A fox sneaks into camp in the middle of the night and steals one of your kits!
7: One of your cats has caught a cold.
8: An apprentice-aged rogue wishes to join.
9: There is a bad storm that damages your camp. You must stay in camp for 3 days. Roll 0-20 to see how many thickets are torn apart by the winds, and then roll 1-5.
1: Luckily, no one is killed.
2: Two warriors are killed.
3: An apprentice and an elder are killed.
4: Luckily, no one is killed, but you lose a life.
5: A queen is killed. If there is no other queen, her kits die.
10: One of your mated she-cats becomes pregnant.
11: One of your cats has caught a cold.
12: An abandoned kit is found. If you have a queen, it lives, but if not, it passes away.
13: While hunting, one of your cats disappears! You send a patrol of 3 out to try and find them. Roll 1-5.
1: The patrol does not return.
2: The patrol returns empty-pawed.
3: Only one member of the patrol returns.
4: The patrol does not return, but the missing cat does.
5: The patrol returns with the missing cat.
14: One of your mated she-cats becomes pregnant.
15: 2 kits decide to go exploring out of camp! You send a patrol of 3 out to try and find them. Roll 1-5.
1: The patrol returns with both kits.
2: The patrol returns with their bodies.
3: The patrol returns with only 1 kit.
4: The patrol returns with both kits, but they are badly injured. If you have 2 horsetail or comfrey for each kit, they both live. If you only have enough for 1 kit, 1 dies. If you don’t have enough for either, they both die.
5: The patrol returns empty-pawed.
16: An elderly loner wishes to join.
17: One of your cats has caught a cold.
18: An abandoned kit is found. If you have a queen, it lives, but if not, it passes away.
19: One of your cats has caught whitecough.
20: As leaf-bare draws closer, you decide to gather feathers to warm the nests of your kits, queens, and elders. You must gather 2 feathers for each elder and queen in your Clan, and 1 for each kit. Lay them out in their nests.
21: Nothing peculiar happens today.
22: While on a patrol, a tree branch falls on you and you lose a life.
23: One of your mated she-cats becomes pregnant.
24: A warrior-aged exiled Clan cat wishes to join. If you accept, then you must fight one patrol of that cat’s former Clan. If you win, you get that warrior and can expand 1 tile into their territory. If you lose, you still get that cat but you must give 1 tile of territory to their former Clan.
25: One of your cats has caught whitecough.
LEAF-BARE
1: You find a sick abandoned kit. If you have one feverfew, it is cured of its sickness. If you do not, it dies. If cured, if you have a queen, it will live. However, if you do not, it will pass away.
2: One of your cats has caught whitecough.
3: A warrior-aged exiled Clan cat wishes to join. If you accept, then you must fight one patrol of that cat’s former Clan. If you win, you get that warrior and can expand 1 tile into their territory. If you lose, you still get that cat but you must give 1 tile of territory to their former Clan.
4: You are crushed by a falling tree branch while on patrol and lose a life.
5: One of your cats has caught a cold.
6: One of your cats has caught whitecough.
7: You pick up a rival Clan’s scent on your territory! After further investigation, you find out that they had stolen prey. You must battle one patrol. If you win, you get to expand one tile into their territory. If you lose, you lose a tile of territory.
8: A rogue queen and her 2 kits wish to join.
9: Dogs are sighted on your territory! You must patrol your borders 3 times a day for 3 days.
10: One of your cats has caught whitecough.
11: Nothing peculiar happens today.
12: One of your elders cannot handle the cold and passes away peacefully in their sleep.
13: One of your cats has caught whitecough.
14: An apprentice-aged rogue wishes to join.
15: You find a sick abandoned kit. If you have 2 feverfew, it goes to the nursery; if not, it dies. If it is taken to the nursery, if you have a queen, it lives. If not, it dies.
16: Nothing peculiar happens today.
17: Your medicine cat has a dream of battle and blood. Sure enough, a rival Clan attacks your camp (attack a patrol of theirs to determine results). If you win the battle, you get to expand 1 tile into their territory. If you lose, you have to give up 1 tile of land.
18: One of your cats has caught a cold.
19: An elderly loner wishes to join.
20: A warrior-aged exiled Clan cat wishes to join. If you accept, then you must fight one patrol of that cat’s former Clan. If you win, you get that warrior and can expand 1 tile into their territory. If you lose, you still get that cat but you must give 1 tile of territory to their former Clan.
21: One of your cats has caught whitecough.
22: One of your cats has caught a cold.
23: A bad snowstorm has picked up! You must stay in camp for 3 days. Roll 0-20 to see how many thickets were destroyed. Roll 1-5.
1: A warrior and two apprentices die, and you lose a life.
2: A queen and an elder died. If there is no other queen, that queen’s kits also die.
3: Luckily, no cat was killed.
4: Your medicine cat and a warrior die.
5: Your deputy dies and you lose a life.
24: One of your cats has caught a cold.
25: A warrior-aged rogue wishes to join.
I hope you have fun doing this challenge!!
RULES
RULE 1: You must follow the roll, even if it’s bad.
RULE 2: You must start out with a fully-built camp, a deputy, a medicine cat, and three other cats. Those cats can be any combination of warriors and apprentices.
RULE 3: (Optional) Make a bio for each of your cats including their sickness, disability, mate, kits, looks, gender, etc.
RULE 4: Every time you get a new cat, roll for disability.
RULE 5: No putting food on moss randomly. You get a new cat when the rolls say so.
RULE 6: When you die, or when your roll says that you lost a life, that is one life gone.
RULE 7: Roll 1-5 for how many kits a queen can have. Put down that many moss-with-food beds around the queen. Go to sleep and when you wake up, that is how many kits she has. No leaving and going back to sleep.
RULE 8: You must eat enough for every member of your Clan. Every morning, each cat gets their fair share of food (AKA you must eat that much extra prey). Kits and apprentices need 1 food point, everyone else needs 2.
RULE 9: Go to every Gathering. (1st of every season)
RULE 10: READ. THE. RULES.
HOW STUFF WORKS
NEW CATS
Every new cat you get, and yes, this includes every kit that is born to your Clan, must roll 1-8 for what disability they have, if any. The rolls and effects are below.
1: This cat has no disability!
2: This cat is deaf. They must train as an apprentice for an extra 6 moons.
3: This cat has no disability!
4: This cat has a facial deformity. It is harder to find mates because of their odd, often unattractive features; therefore, it can try for a mate every 2 seasons, not 1.
5: This cat has a stubby tail, therefore being unable to balance well. It will be harder to climb, fight, and hunt for this cat, and therefore can never train an apprentice unless it’s a medicine cat.
6: This cat has no disability!
7: This cat is blind. They must train as an apprentice for an extra 6 seasons.
8: This cat has paralyzed hind legs; therefore, it must train as a medicine cat apprentice/it must become a 2nd medicine cat apprentice.
KITS
For kits, there is always a chance one of the mated she-cats will become pregnant in one of the rolls. (This means that you or your mate can also become pregnant in one of these rolls.) The she-cat will be pregnant for 2 moons before having kits. You must roll 1-5 to see how many kits she could have/try for. However many appear are how many that queen has. However, if you get 0, you ARE allowed to re-try. For the whole litter, you have Kit Rolls, and for each individual kit, you refer to the Disability Rolls.
KIT ROLLS
1: The mother and her litter are all perfectly healthy!
2: The mother dies during kitting. If there are no other queens, the kits die.
3: The mother and her litter are all perfectly healthy!
4: The runt of the litter passes away.
5: The mother and her litter are all perfectly healthy!
6: The mother and her litter are all perfectly healthy!
7: The mother and her litter are all perfectly healthy!
8: The queen has trouble producing enough milk. She must have 2 comfrey or one of her kits will die.
9: The mother and her litter are all perfectly healthy!
10: The mother dies during kitting. If there are no other queens, the kits die.
SICKNESSES
COLDS
Colds are minor sicknesses that are contagious but not deadly. If a cat catches one, they must be given one feverfew and rest for the rest of the day. If they are not cured, it will pass on to another cat. The cure for both cats are just one feverfew. But, if not cured again, each cat’s sickness passes on to another cat, etc. Colds are not deadly, but cats cannot hunt, fight, or even leave their dens if they have them.
WHITECOUGH
Whitecough is the same as cold in terms of spreading (one cat passes it on to one other cat each day they are sick). The cure for whitecough is 1 catmint (moss). However, if not cured in one day, it turns to greencough, which spreads whitecough to 2 other cats and must be cured with 2 catmint. If greencough is not cured, it turns to blackcough, which spreads whitecough to 3 cats and can only be cured with 3 catmint. If not cured for another day, that cat dies.
MATES
Every 5th day of a season (or every 2nd 5th day of each season if that cat has a facial deformity), all the eligible toms and she-cats are given a number from 1-15. If there is a she-cat and a tom with the same number, they become mates. If there are, say, 1 she-cat and 2 toms with the same number, the tom who was 1st given his number gets the she-cat. If a cat has no cat with an opposite gender with the same gender, or they were like the 2nd tom in the previous example, then they must wait another season to retry for a mate. If the two cats are siblings, kit and parent, etc., they also must wait another season.
CATS CLIMBING UP IN RANKS
A kit will become an apprentice when it is 6 moons of age. If there is no medicine cat apprentice, then each kit who is becoming an apprentice will roll 1-3. If it rolls 2, it will become the medicine cat apprentice. If there is already a med. cat apprentice, however, this rule does not apply. When a cat is 12 moons of age (or 18 moons if they are blind or deaf), they become a warrior. After a cat has been the mentor of a graduated apprentice, that cat is eligible for deputy. If you, the player, loses all 9 of your lives, you will become the deputy and the next leader. When a warrior, deputy, or medicine cat reaches the age of 60 moons, they will retire to the elders’ den. If an elder lasts to 84 moons, then they will die of old age.
EVERYDAY ROLLS
NEWLEAF
1: Nothing peculiar happens today.
2: One of your mated she-cats becomes pregnant.
3: The newleaf rain causes flooding in the camp! You must leave the territory for 3 days. Roll 1-5.
1: Luckily, no cat is killed.
2: A kit and a queen are killed. If there is no other queen, then all of the queen’s kits die.
3: A warrior is killed, and you lose a life.
4: The deputy and medicine cat are killed.
5: An apprentice and a warrior are killed, and you lose a life.
4: One of the apprentices was practicing climbing and fell from one of the top branches of a tree! Roll 1-3.
1: The apprentice dies on impact.
2: The apprentice breaks his/her leg beyond repair and must retire to the elders’ den.
3: The apprentice must stay in the medicine den for 5 days, also holding his/her training back by 5 days.
5: The medicine cat wants you to collect herbs with them while the weather is nice. You must collect at least six herbs of any kind.
6: Nothing peculiar happens today.
7: You wake up and find… oh no! There are deathberries in the nursery, and one of the kits has eaten one! Roll 1-3.
1: The kit dies before the medicine cat can do anything.
2: The kit is saved if there is 1 feverfew in the stock. If not, it dies.
3: The kit is saved if there are 3 feverfew in the stock. If not, it dies.
8: One of your warriors has caught a cold.
9: One of your warriors has caught whitecough.
10: Nothing peculiar happens today.
11: A queen and her 2 kits wish to join.
12: Dogs are sighted near camp! You must patrol the borders 3 times a day for the next 3 days.
13: Nothing peculiar happens today.
14: A warrior-aged loner wishes to join.
15: A fox breaks into camp and steals one of your kits!
GREEN-LEAF
1: A rival Clan hunts on your territory! You must battle one patrol of theirs. If you win, you get to expand 1 tile into their territory. If you lose, you give up 1 tile of land to them.
2: Your medicine cat dreams of an uprising and warns you about it. You go to hunt and find out that your deputy has attempted to take your position as leader; two cats agree that he is the better leader. You must exile your deputy and those two other cats.
3: Nothing peculiar happens today.
4: Two apprentice-aged loners wish to join.
5: A fire ravages your camp! You must leave your territory for 3 days before you can come back; if it rains, then you can go back that day. Roll 1-5 as you return.
1: Two kits are killed, and you lose a life.
2: A warrior and an apprentice are killed.
3: Luckily, no one is killed.
4: The medicine cat is killed, and you lose a life.
5: A queen and the deputy are killed. If there are no other queen, all of her kits die.
6: A queen and her 2 kits wish to join.
7: One of your mated she-cats becomes pregnant.
8: Nothing peculiar happens today.
9: A hawk flies over your camp. Most of the kits get to safety, but one is carried away by the hawk! Roll 1-2.
1: The patrol is able to locate the hawk’s nest and takes the kit back to camp. It needs two horsetail or goldenrod to live.
2: The patrol is unable to find the hawk’s nest and the kit is presumed dead.
10: One of the Clans asks you to form an alliance with them against their rival Clan. If you agree, you can’t attack any of their patrols for the rest of the season, and you also must attack one patrol of the rival Clan’s a day for the rest of the season. After that season ended, if the percentage of battles you won are higher, you get to expand 1 tile into their territory. If the opposite is true, you must give up 1 tile of land. If you say no, you must attack at least one patrol of theirs for the rest of the season. If the percentage of battles you won is higher, you get to expand 1 tile into their territory. If the opposite is true, then you must give up 1 tile of land.
11: A warrior-aged rogue wishes to join.
12: Dogs are sighted near your camp! You must patrol your border 3 times a day for 3 days.
13: You find out that one of your warriors has been meeting with a cat from an enemy Clan! Roll 1-5.
1: Your warrior joins their forbidden mate’s Clan.
2: Their forbidden mate joins your Clan.
3: They ignore your warnings and have kits. Roll 1-3.
1: The mother gets all of them and they stop meeting each other.
2: Half of them are brought to your Clan, and the other half the forbidden mate’s Clan. They stop meeting each other.
3: A battle is started over who gets the kits. If you win, your Clan gets them and can expand 1 tile into their territory. If you lose, the other Clan gets them and you must give up 1 tile of land. They stop meeting each other after the fight.
4: They agree to only meet at Gatherings.
5: They stop meeting each other.
14: There is a bad drought. You must go outside of your territory for water or use only moss from now to the end of the season.
15: An elderly loner wishes to join.
16: Nothing peculiar happens today.
17: An apprentice-aged kittypet wishes to join.
18: The kits of your Clan are playing when they come across the fresh-kill pile. Seeing all the thrushes and their feathers, they start playing with them and ruin all of the thrushes beyond being able to eat them.
19: One of your mated she-cats becomes pregnant.
20: One of your cats catches a cold.
21: A hawk flies over camp. Most of the kits get into the safety of the nursery, but the hawk manages to steal one! Roll 1-2.
1: They cannot locate the hawk’s nest and the kit is presumed dead.
2: They find the hawk’s nest and the kit is taken back to camp; if you have a medicine cat and two goldenrod or horsetail, it is healed.
22: Nothing peculiar happens today.
23: One of your mated she-cats becomes pregnant.
24: One of your cats catches whitecough.
25: Nothing peculiar happens today.
LEAF-FALL
1: A warrior-aged kittypet wishes to join.
2: Nothing peculiar happens today.
3: Since leaf-bare is drawing close, you decide to spend the day hunting. You must catch at least 3 pieces of prey to add to your fresh-kill pile.
4: Dogs are spotted near camp! You must patrol your border 3 times a day for 3 days.
5: One of your mated she-cats becomes pregnant.
6: A fox sneaks into camp in the middle of the night and steals one of your kits!
7: One of your cats has caught a cold.
8: An apprentice-aged rogue wishes to join.
9: There is a bad storm that damages your camp. You must stay in camp for 3 days. Roll 0-20 to see how many thickets are torn apart by the winds, and then roll 1-5.
1: Luckily, no one is killed.
2: Two warriors are killed.
3: An apprentice and an elder are killed.
4: Luckily, no one is killed, but you lose a life.
5: A queen is killed. If there is no other queen, her kits die.
10: One of your mated she-cats becomes pregnant.
11: One of your cats has caught a cold.
12: An abandoned kit is found. If you have a queen, it lives, but if not, it passes away.
13: While hunting, one of your cats disappears! You send a patrol of 3 out to try and find them. Roll 1-5.
1: The patrol does not return.
2: The patrol returns empty-pawed.
3: Only one member of the patrol returns.
4: The patrol does not return, but the missing cat does.
5: The patrol returns with the missing cat.
14: One of your mated she-cats becomes pregnant.
15: 2 kits decide to go exploring out of camp! You send a patrol of 3 out to try and find them. Roll 1-5.
1: The patrol returns with both kits.
2: The patrol returns with their bodies.
3: The patrol returns with only 1 kit.
4: The patrol returns with both kits, but they are badly injured. If you have 2 horsetail or comfrey for each kit, they both live. If you only have enough for 1 kit, 1 dies. If you don’t have enough for either, they both die.
5: The patrol returns empty-pawed.
16: An elderly loner wishes to join.
17: One of your cats has caught a cold.
18: An abandoned kit is found. If you have a queen, it lives, but if not, it passes away.
19: One of your cats has caught whitecough.
20: As leaf-bare draws closer, you decide to gather feathers to warm the nests of your kits, queens, and elders. You must gather 2 feathers for each elder and queen in your Clan, and 1 for each kit. Lay them out in their nests.
21: Nothing peculiar happens today.
22: While on a patrol, a tree branch falls on you and you lose a life.
23: One of your mated she-cats becomes pregnant.
24: A warrior-aged exiled Clan cat wishes to join. If you accept, then you must fight one patrol of that cat’s former Clan. If you win, you get that warrior and can expand 1 tile into their territory. If you lose, you still get that cat but you must give 1 tile of territory to their former Clan.
25: One of your cats has caught whitecough.
LEAF-BARE
1: You find a sick abandoned kit. If you have one feverfew, it is cured of its sickness. If you do not, it dies. If cured, if you have a queen, it will live. However, if you do not, it will pass away.
2: One of your cats has caught whitecough.
3: A warrior-aged exiled Clan cat wishes to join. If you accept, then you must fight one patrol of that cat’s former Clan. If you win, you get that warrior and can expand 1 tile into their territory. If you lose, you still get that cat but you must give 1 tile of territory to their former Clan.
4: You are crushed by a falling tree branch while on patrol and lose a life.
5: One of your cats has caught a cold.
6: One of your cats has caught whitecough.
7: You pick up a rival Clan’s scent on your territory! After further investigation, you find out that they had stolen prey. You must battle one patrol. If you win, you get to expand one tile into their territory. If you lose, you lose a tile of territory.
8: A rogue queen and her 2 kits wish to join.
9: Dogs are sighted on your territory! You must patrol your borders 3 times a day for 3 days.
10: One of your cats has caught whitecough.
11: Nothing peculiar happens today.
12: One of your elders cannot handle the cold and passes away peacefully in their sleep.
13: One of your cats has caught whitecough.
14: An apprentice-aged rogue wishes to join.
15: You find a sick abandoned kit. If you have 2 feverfew, it goes to the nursery; if not, it dies. If it is taken to the nursery, if you have a queen, it lives. If not, it dies.
16: Nothing peculiar happens today.
17: Your medicine cat has a dream of battle and blood. Sure enough, a rival Clan attacks your camp (attack a patrol of theirs to determine results). If you win the battle, you get to expand 1 tile into their territory. If you lose, you have to give up 1 tile of land.
18: One of your cats has caught a cold.
19: An elderly loner wishes to join.
20: A warrior-aged exiled Clan cat wishes to join. If you accept, then you must fight one patrol of that cat’s former Clan. If you win, you get that warrior and can expand 1 tile into their territory. If you lose, you still get that cat but you must give 1 tile of territory to their former Clan.
21: One of your cats has caught whitecough.
22: One of your cats has caught a cold.
23: A bad snowstorm has picked up! You must stay in camp for 3 days. Roll 0-20 to see how many thickets were destroyed. Roll 1-5.
1: A warrior and two apprentices die, and you lose a life.
2: A queen and an elder died. If there is no other queen, that queen’s kits also die.
3: Luckily, no cat was killed.
4: Your medicine cat and a warrior die.
5: Your deputy dies and you lose a life.
24: One of your cats has caught a cold.
25: A warrior-aged rogue wishes to join.
I hope you have fun doing this challenge!!