- 238
- #1
Dice Rolled:
🎲d10
4
4
Sparrowfeather and Echosong are going out on patrol!
Their prompt is: Battle against the Eagle!
MountainClan, Opponent: Eagle
1. Battle
2. Battle
3. Scent Identification (all apprentices roll 1d10, if they land on an even number, they're able to correctly identify the scent as (insert prey type here, ex: a mouse). If they roll an odd number, they cannot identify any specific prey nearby.)
4. Battle
5. Oops! Encounter (While scouring the not-so-dry woods, thanks to the recent rainfall of the warmer months, your patrol stumbles upon a large mud pit! Your cats struggle a while before they manage to escape the heavy murk, but their pelts are too clotted and heavy to do any productive patrolling. Time to find a stream to rinse off in and head back to camp for the day.)
6. Battle
7. Battle
8. Stealth Training (all apprentices roll 1d10, if they land on an odd number, they're able to sneak up on their mentors successfully. If they land on an even number, they make too much noise and alert anything nearby to the patrol's location.
9. Hunting Training (apprentices roll 1d20 to determine if they are able to catch the prey or not, any numbers 13+ indicate a successful catch!)
10. Loner
Sparrowfeather
HP: 10
Damage: 5 per hit
To Hit: 10+
Echosong
HP: 10
Damage: 5 per hit
To Hit: 10+
Eagle
HP: 40
Damage: 3 per hit
To Hit: 10+
Their prompt is: Battle against the Eagle!
MountainClan, Opponent: Eagle
1. Battle
2. Battle
3. Scent Identification (all apprentices roll 1d10, if they land on an even number, they're able to correctly identify the scent as (insert prey type here, ex: a mouse). If they roll an odd number, they cannot identify any specific prey nearby.)
4. Battle
5. Oops! Encounter (While scouring the not-so-dry woods, thanks to the recent rainfall of the warmer months, your patrol stumbles upon a large mud pit! Your cats struggle a while before they manage to escape the heavy murk, but their pelts are too clotted and heavy to do any productive patrolling. Time to find a stream to rinse off in and head back to camp for the day.)
6. Battle
7. Battle
8. Stealth Training (all apprentices roll 1d10, if they land on an odd number, they're able to sneak up on their mentors successfully. If they land on an even number, they make too much noise and alert anything nearby to the patrol's location.
9. Hunting Training (apprentices roll 1d20 to determine if they are able to catch the prey or not, any numbers 13+ indicate a successful catch!)
10. Loner
Sparrowfeather
HP: 10
Damage: 5 per hit
To Hit: 10+
Echosong
HP: 10
Damage: 5 per hit
To Hit: 10+
Eagle
HP: 40
Damage: 3 per hit
To Hit: 10+