Camp Events

Events that happen at the end of the week at camp. 
===Campfire===
It's the end of the week and all is quiet. Camp Counselors sit with their respected cabins, going over what has happened the previous few days. Cabin by cabin, starting with the Zeus cabin, the Counselors stand and announce their news; what's happened, who has gotten in trouble, who got hurt, and who died. They go around the circle until, at last, the Counselor for the Hades cabin stands and announces their news. All is quiet for a few brief moments before Chiron breaks out the marshmallows and passes them around. Now it's time to mingle, talk, and have a jovial (and maybe hostile) time with each other. Putting cabin rivalries aside, it's the one night of the week where everyone can be friends. 
Every other week Campfire is the one day that all the demigods in camp gather around the fire to learn about news from other cabins, general camp news, and to talk with others. This is one of the chores that camp counselors have. And, while it's not a major chore, it's still important. 
By going to and participating in the campfire, you'll be earning brownie points toward being a counselor if you apply! 
Campfire is from Noon-ish PST on FRIDAY to MIDNIGHT PST on SUNDAY 
Campfire and other events alternate weeks.
===CAPTURE THE FLAG RULES ===
Contrary to the relaxed nature of Campfire, CTF brings the fire back into the camp. It's time for chaos, mayhem, bloodshed, and victory. The two opposing teams line up on either side of the forest and wait for the conch shell to be blown. The horn rings out across camp and signals the start of the game. Who will win? What team shall come out victorious in this game of strength and wits? 
Every other week CTF is the one day that all demigods in camp get to show off their powers and general prowess. Winners of the game get to gloat and will have the opportunity to force a member of the losing team to do one of their chores for them. 
For the game, names will be put into a hat and drawn to see which characters will be on which team. We aren't picking cabins for sides, since it can get pretty one-sided and we want to have some diversity for the teams. 
As well, 1-3 random campers will be selected to encounter a monster during CTF, that they'll have to fight. Be prepared. 
1. The creek is the boundary line.
2. The entire forest is fair game.
3. All magic items are allowed.
4. All non-maiming powers are allowed.
5. The flag must be visible and guarded by only 2 guards.
6. Guards must be no less than 10 yards from the flag.
7. No maiming or killing.
8. No binding or gagging prisoners.
9. If you encounter a monster, you'll have to fight it.
10. If you share tactical strategies with the other team, all of your characters will be removed from the event.
11. Only 1 person can guard the prisoners.
12. If your character is rescuing teammates from jail, they can only rescue 1 person at a time!
Rolling Rules: 
Since we don't want to say that anyone who traverses into enemy territory is immediately caught or not caught, you luckily get to roll 1d20 to see! For every new channel your character enters, you'll have to roll a new die. Once your character enters enemy territory, go to #bot-house and type
!roll 1d20
The numbers and their meanings are listed below! 
1-5: You are seen and caught by an enemy! You go to prison. 
6-10: You are seen by an enemy and engage in battle! If you two can't make up your mind on who wins, each person rolls another d20 and the higher number wins! 
11-15: You are seen but not caught! Quickly! Evade capture! You might be followed. 
16-20: You are not seen! Go on your merry way until someone crosses your path!
===CHARIOT RACES RULES ===
1. No maiming or killing other characters. 
2. If your chariot becomes inoperable, your team is out of the race. 
3. Each team can have 2 horses. 
4. 1 person is a driver and 1-2 people are fighters. All players must stay in their chariots for the duration of the race. 
5. Weapons are allowed. 
6. Powers are allowed. 
7. No messing with other team's chariots before the race. 
8. No cutting the track. 
9. You can decorate your chariot however you like, but the more weight you put on, the heavier it will be. (I'm looking at you, Hephaestus Cabin). 
10. The track of the race will loop completely around camp, going through a section of the forests, through the creek, around the cabins, and back to the Big House, which is the starting point. 
11. If you encounter a monster in the forest, you're on your own.
So here's a more laid out version of the rules: 
1) No maiming or killing - pretty self explanatory I hope. But if you want your character to be maimed, go for it. 
2) Rolling to enter a cabin or asking permission is no longer applicable for this event! Only this event though. A single person or even group is welcome to enter a cabin to prank them, but beware! If someone from that cabin is there, you might have to roll for sneakiness. If you're in a group, only 1 person needs to roll and it'll count for the group. If you're an individual, you'll roll for yourself. 
1-5: You're caught and you can't perform your prank. 
6-10: You step on a stick to alert them and need to take evasive action! 
11-15: You are able to set up the prank but you need to hurry, they are suspicious.
16-20: You're able to set up the prank and it'll go flawlessly!
3) If you're sneaking to other cabins to listen in and spy on their plans, you'll have to roll to make sure you aren't caught! If you're caught, you might be able to fight your way out of it or run like the wind! 
1-5: You're caught and maybe taken prisoner! 
6-10: You're seen and might have to run or fight your way out of it.
11-15: They see your face and know who you are, but you get away.
16-20: Clean escape. Nice 👌
===SNOWBALL FIGHTS===
During the winter months the possibility of snow is high, and so are the possibility of snowball fights! Chiron brings the campers out to the woods and lets them go wild.
We make sure to have a couple snowball fights between December and early March, so be prepared to have a Khione visit.
Rules
1. No putting hard objects in your snowballs (ex. rocks, sticks)
2. If any injuries occur see one of the healers.
3. No non-snow weapons.
4. Powers are allowed.
Rolling
1-10: Your snowball misses.
11-20: Your snowball hits!