Name Pending LMAO
Welcome to SummerClan's newest mini-plot! This is an experimental rp thought up in ~3 days by Gidget and Woof, based off of that cool thing Racer’s doing in SunClan but butchered beyond all hope and reason. Also influenced by DnD and old Point n’ Clicks.
SUMMARY: The Witch’s House is well-known for being haunted, and any cat that’s brave or stupid enough to go inside dissapears without a trace; at least, that’s how the old SummerClan story goes. Devotedcrow clearly doesn’t seem to believe it, when he calls a patrol to search for a rare herb he saw close to the house. Will they succeed in their endeavor? Or will they run away with their tails in-between their legs, screaming for mommy like Grasslizard? How about we let luck decide?
RULES:
1. This rp will feature six (6) players, and two (2) DMs rp’ing npc characters.
2. There are a total of five possible locations to explore. Each location has 2 - 3 possible solutions.
3. There is no clear turn order, but the players must wait until at least
two other players roll before they can roll again. You can have your character reply to things before your next turn, but they are not allowed to take an action until the next roll.
4. The game ends when either
A) The patrol finds the rare herb (all puzzles are solved)
B) Four people roll either 1’s or 12’s in a row (four people lose a turn in a row, resulting in the patrol getting scared and running away)
5. We’re going on the honor system here, folks. No fair cheating.
PLAYER’S TURN:
Every turn, the player will roll a D12 (either in real life or using an internet thing), the number the dice lands on will determine your character’s action for that turn, which the player is to act out in their roleplay.
The general description will be mostly based on the picture of the location, any special details will be provided by the DMs. Please message Gidget or Wof if you have any questions.
The rolls are as follows:
1 = Your character gets scared (lose a turn)
2 = Your character does something stupid
3 = Your character sees something stupid/spoopy
4 = Your character takes the area at face value/doesn't notice anything
5 = Your character gets a general description of the area.
6 = Your character gets a normal description, but they also notice prey. If they roll a 5 or higher on they next turn, they can catch it.
7 = Your character gets a more detailed description of the area.
8 = Your character gets a more detailed description of the area, as well as a vague hint for the action that'll unlock the next area
9 = Your character gets an obvious hint for the action that'll unlock the next area.
10 = Your character sees what they have to do to pass to the next area without a hint; however, the action cannot be performed until the next turn.
11 = Your character sees what they have to do to pass to the next area and is allowed to roll again to attempt it. If they roll a 9 or higher, everyone is allowed to move to the next area. If the roll fails, they must wait until their next turn to make another attempt.
12 = Your character notices something S P O O K Y. (lose a turn) ;3
Now, without further ado, time for the sign ups! This will be a first come, first serve situation and you may only choose one character (from apprentices and up) to be involved.
Username:
Patrol Cat:
What do you think about our gorgeous new layout?:
Patrol Members:
Devotedcrow - DM - Woof
Grasslizard - DM - GidgetGal
Orchiddrop - Red Guard - sunlight
Asher - Red Guard - pluto
Yarntangle - Warrior - lazy seeker ;3
Poppymask - Warrior - Jadie
Netherpaw - Apprentice - uniqcrim
Sunpaw - Apprentice - achromatic