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Heart There Will Be Bad Days (Alternatives to Self Harmful Behavior)
Posted by: LovelyElle - 07-07-2018, 09:54 PM - Forum: THE THRRREE R'S - No Replies

Hello everyone it's Mama Elle here  Heart As some of you may or may not know, I am a suicide attempt survivor and am addicted to self harm. Self harm is not always in the immediately thought of form of cutting. It can be a multitude of behaviors and habits such as skipping meals, pulling hair out, excessive exercise, branding, tattoo and/or piercing addiction, and so on. Self-harm can appear in many forms within people's lives and is far more prevalent than even those people may realize. Self-harm can vary in severity as well, but severity and prevalence aside, alternatives to these dangerous habits and behaviors can be hard to think of in times of emotional distress and temptation. This post is to give many MANY ways to get your stress, self hating thoughts, and strong emotions out in a healthy way without doing damage to yourself. I'll change the text color of my favorite alternatives. I hope this helps you  Big Grin

Also please please remember if you do fall short even with these suggestions, relapse is part of recovery and you are not less of a person because you had a moment of weakness.

Source: http://the-struggle-makes-youu-stronger....g-angry-or and 

Alternatives for when you’re feeling angry or restless:
  • Scribble on photos of people in magazines
  • Viciously stab an orange
  • Throw an apple/pair of socks against the wall
  • Have a pillow fight with the wall
  • Scream very loudly
  • Tear apart newspapers, photos, or magazines
  • Go to the gym, dance, exercise
  • Listen to music and sing along loudly
  • Draw a picture of what is making you angry
  • Beat up a stuffed bear
  • Pop bubble wrap
  • Pop balloons
  • Splatter paint
  • Scribble on a piece of paper until the whole page is black
  • Filling a piece of paper with drawing cross hatches
  • Throw darts at a dartboard
  • Go for a run
  • Write your feelings on paper then rip it up
  • Use stress relievers
  • Build a fort of pillows and then destroy it
  • Throw ice cubes at the bathtub wall, at a tree, etc
  • Get out a fine tooth comb and vigorously brush the fur of a stuffed animal (but use gentle vigor)
  • Slash an empty plastic soda bottle or a piece of heavy cardboard or an old shirt or sock
  • Make a soft cloth doll to represent the things you are angry at; cut and tear it instead of yourself
  • Flatten aluminium cans for recycling, seeing how fast you can go
  • On a sketch or photo of yourself, mark in red ink what you want to do. Cut and tear the picture
  • Break sticks
  • Cut up fruits
  • Make yourself as comfortable as possible
  • Stomp around in heavy shoes
  • Play handball or tennis
  • Yell at what you are breaking and tell it why you are angry, hurt, upset, etc.
  • Buy a cheap plate and decorate it with markers, stickers, cut outs from magazines, words, images, what ever that expresses your pain and sadness and when you’re done, smash it. (Please be careful when doing this)
Alternatives that will give you a sensation (other than pain) without harming yourself:
  • Hold ice in your hands, against your arm, or in your mouth
  • Run your hands under freezing cold water
  • Drink freezing cold water
  • Splash your face with cold water
  • Put PVA/Elmer’s glue on your hands then peel it off
  • Massage where you want to hurt yourself
  • Take a hot shower/bath
  • Jump up and down to get some sensation in your feet
  • Write or paint on yourself
  • Arm wrestle with a member of your family
  • Take a cold bath
  • Bite into a hot pepper or chew a piece of ginger root
  • Rub liniment under your nose
  • Put tiger balm on the places you want to cut. (Tiger balm is a muscle relaxant cream that induces a tingly sensation. You can find it in most health food stores and vitamin stores.)
    Alternatives that will distract you or take up time:
  • Say “I’ll self harm in fifteen minutes if I still want to” and keep going for periods of fifteen minutes until the urge fades
  • Color your hair
  • Count up to ten getting louder until you are screaming
  • Sing on the karaoke machine
  • Complete something you’ve been putting off
  • Take up a new hobby
  • Make a cup of tea
  • Tell and laugh at jokes
  • Play solitaire
  • Count up to 500 or 1000
  • Surf the net
  • Make as many words out of your full name as possible
  • Count ceiling tiles or lights
  • Search ridiculous things on the web
  • Colour coordinate your wardrobe
  • Play with toys, such as a slinky
  • Go to the park and play on the swings
  • Call up an old friend
  • Go “people watching”
  • Carry safe, rather than sharp, things in your pockets
  • Do school work
  • Play a musical instrument
  • Watch TV or a movie
  • Paint your nails
  • Alphabetize your CDs or books
  • Cook
  • Make origami to occupy your hands
  • Doodle on sheets of paper
  • Dress up or try on old clothes
  • Play computer games or painting programs, such as photoshop
  • Write out lyrics to your favorite song
  • Play a sport
  • Read a book/magazine
  • Do a crossword
  • Draw a comic strip
  • Make a chain link out of paper counting the hours or days you’ve been self harm free using pretty colored paper
  • Knit, sew, or make a necklace
  • Make ‘scoobies’ - braid pieces of plastic or lace, to keep your hands busy
  • Buy a plant and take care of it
  • Hunt for things on eBay or Amazon
  • Browse the forums
  • Go shopping
  • Memorize a poem with meaning
  • Learn to swear in another language
  • Look up words in a dictionary
  • Play hide-and-seek with your siblings
  • Go outside and watch the clouds roll by
  • Plan a party
  • Find out if any concerts will be in your area
  • Make your own dance routine
  • Trace your hand on a piece of paper; on your thumb, write something you like to look at; on your index finger, write something you like to touch; on your middle finger, write your favorite scent; on your ring finger, write something you like the taste of; on your pinky finger, write something you like to listen to; on your palm, write something you like about yourself
  • Plan regular activities for your most difficult time of day
  • Finish homework before it’s due
  • Take a break from mental processing
  • Notice black and white thinking
  • Get out on your own, get away from the stress
  • Go on YouTube
  • Make a scrapbook
  • Colour in a picture or colouring book.
  • Make a phone list of people you can call for support. Allow yourself to use it.
  • Pay attention to your breathing (breath slowly, in through your nose and out through your mouth)
  • Pay attention to the rhythmic motions of your body (walking, stretching, etc.)
  • Learn HALT signals (hungry, angry, lonely, tired)
  • Choose a random object, like a paper clip, and try to list 30 different uses for it
  • Pick a subject and research it on the web - alternatively, pick something to research and then keep clicking on links, trying to get as far away from the original topic as you can.
  • Take a small step towards a goal you have.
Alternatives that are completely bizarre. At the least, you’ll have a laugh:
  • Crawl on all fours and bark like a dog or another animal
  • Run around outside screaming
  • Laugh for no reason whatsoever
  • Make funny faces in a mirror
  • Without turning orange, self tan
  • Put faces on apples, oranges, or other sorts of food
  • Go to the zoo and name all of the animals
  • Color on the walls
  • Blow bubbles
  • Pull weeds in the garden
Alternatives for when you’re feeling guilty, sad, or lonely:
  • Congratulate yourself on each minute you go without self harming
  • Draw or paint
  • Look at the sky
  • Instead of punishing yourself by self harming, punish yourself by not self harming
  • Call a friend and ask for company
  • Buy a cuddly toy
  • Give someone a hug with a smile
  • Put a face mask on
  • Watch a favorite TV show or movie
  • Eat something ridiculously sweet
  • Remember a happy moment and relive it for a while in your head
  • Treat yourself to some chocolate
  • Try to imagine the future and plan things you want to do
  • Look at things that are special to you
  • Compliment someone else
  • Make sculptures
  • Watch fish
  • Let yourself cry
  • Play with a pet
  • Have or give a massage
  • Imagine yourself living in a perfect home and describe it in your mind
  • If you’re religious, read the bible or pray
  • Light a candle and watch the flame (but please be careful)
  • Go chat in the chat room
  • Allow yourself to cry; crying is a healthy release of emotion
  • Accept a gift from a friend
  • Carry tokens to remind you of peaceful comforting things/people
  • Take a hot bath with bath oil or bubbles
  • Curl up under a comforter with hot cocoa and a good book
  • Make affirmation tapes inside you that are good, kind, gentle (Sometimes you can do this by writing down the negative thoughts and then physically re-writing them into positive messages)
  • Make a tray of special treats and tuck yourself into bed with it and watch TV or read
Alternatives for when you’re feeling panicky or scared:
  • “See, hear and feel”-5 things, then 4, then 3 and countdown to one which will make you focus on your surroundings and will calm you down
  • Listen to soothing music; have a CD with motivational songs that you can listen to
  • Meditate or do yoga
  • Name all of your soft toys
  • Hug a pillow or soft toy
  • Hyper focus on something
  • Do a “reality check list” – write down all the things you can list about where you are now (e.g. It is the 9th November 2004, I’m a room and everything is going to be alright)
  • With permission, give someone a hug
  • Drink herbal tea
  • Crunch ice
  • Hug a tree
  • Go for a walk if it’s safe to do so
  • Feel your pulse to prove you’re alive
  • Go outside and attempt to catch butterflies or lizards
  • Put your feet firmly on the floor
  • Accept where you are in the process. Beating yourself up, only makes it worse
  • Touch something familiar/safeLeave the room
  • Lay on your back in bed comfortably (eyes closed), and breathe in for 4, hold for 2, out for 4, hold for 2. Make sure to fill your belly up with air, not your chest. If your shoulders are going up, keep working on it. When you’re comfortable breathing, put your hand on your belly and rub up and down in time with your breathing. If your mind wanders to other things, move it back to focusing ONLY on the synchronized movement of your hand and breathing.
  • Give yourself permission to…. (Keep it safe)

Alternatives that will hopefully make you think twice about harming yourself:
  • Think about how you don’t want scars
  • Treat yourself nicely
  • Remember that you don’t have to hurt yourself just because you’re thinking about self harm
  • Create a safe place to go
  • Acknowledge that self harm is harmful behavior: say “I want to hurt myself” rather than “I want to cut”
  • Repeat to yourself “I don’t deserve to be hurt” even if you don’t believe it
  • Remember that you always have the choice not to cut: it’s up to you what you do
  • Think about how you may feel guilty after self harming
  • Remind yourself that the urge to self harm is impulsive: you will only feel like cutting for short bursts of time
  • Avoid temptation
  • Get your friends to make you friendship bracelets: wear them around your wrists to remind you of them when you want to cut
  • Be with other people
  • Make your own list of things to do instead of self harm
  • Make a list of your positive character traits
  • Be nice to your family, who in return, will hopefully be nice to you
  • Put a band-aid on the area where you’d like to self harm
  • Recognize and acknowledge the choices you have NOW
  • Pay attention to the changes needed to make you feel safe
  • Notice “choices” versus “dilemmas”
  • Lose the “should-could-have to” words. Try… “What if”
  • Kiss the places you want to SH or kiss the places you have healing wounds. It can be a reminder that you care about myself and that you don’t want this
  • Choose your way of thinking, try to resist following old thinking patterns
  • The Butterfly project- draw a butterfly on the place(s) that you would self harm and if the butterfly fades without self-harming, it means it has lived and flown away, giving a sense of achievement. Whereas if you do self-harm with the butterfly there; you will have to wash it off. If that does happen, you can start again by drawing a new one on. You can name the butterfly after someone you love.
  • Write the name of a loved one [a friend, family member, or anyone else who cares about you] and write their name where you want to self harm. When you go to self harm remember how much they care and wouldn’t want you to harm yourself.
  • think about what you would say to a friend who was struggling with the same things you are and try to be a good friend to yourself.
  • Make a bracelet out duct tape, and put a line on it every day (Or any period of time) you go without self harm. When it’s full of lines, take it off and make a chain out of all the bracelets and hang it up somewhere where you can be reminded of your great progress.
Alternatives that give the illusion of seeing something similar to blood:
  • Draw on yourself with a red pen or body paint, or go to a site such as this, where you ‘cut’ the screen (be aware that some users may find this triggering, so view with caution)
  • Cover yourself with plasters where you want to cut
  • Give yourself a henna or fake tattoo
  • Make “wounds” with makeup, like lipstick
  • Take a small bottle of liquid red food coloring and warm it slightly by dropping it into a cup of hot water for a few minutes. Uncap the bottle and press its tip against the place you want to cut. Draw the bottle in a cutting motion while squeezing it slightly to let the food color trickle out.
  • Draw on the areas you want to cut using ice that you’ve made by dropping six or seven drops of red food color into each of the ice-cube tray wells.
  • Paint yourself with red tempera paint.
  • ‘Cut’ your skin with nail polish (it feels cold, but it’s hard to get off)
Alternatives to help you sort through your feelings:
  • Phone a friend and talk to them
  • Make a collage of how you feel
  • Negotiate with yourself
  • Identify what is hurting so bad that you need to express it in this way
  • Write your feelings in a diary
  • Free write (Write down whatever you’re thinking at that moment, even if it doesn’t make sense)
  • Make lists of everything such as blessings in your life
  • Make a notebook of song lyrics that you relate to
  • Call a hotline
  • Write a letter to someone telling them how you feel (but you don’t have to send it if you decide not to)
  • Start a grateful journal where everyday you write down three: good things that happened/ things that you accomplished/ are grateful for/ made you smile. Make sure the journal is strictly for positive things. Then when you feel down you can go back and look at it.

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  Horror Crawl- Survivor's Perspective
Posted by: SapphicSpaceAce - 07-03-2018, 05:41 PM - Forum: CRAWLS - No Replies

The google doc version of this crawl (based on the game Dead by Daylight) can be found here

Darkness falls and your only source of light out here in the woods is the bonfire you and your friends built and the dim light of the fog covered moon. Deep in your gut you get the feeling that camping out here in the middle of nowhere and so close to a supposedly haunted, abandoned old farm house wasn’t such a good idea. But you know there’s no bailing now, you’ll never live it down if you do. Of course, you might not live through the night anyway.

You feel eyes on you and search for the source, but don’t see anyone out there lurking in the dark. Still, you can’t shake the feeling in your stomach that something bad might happen. Write 100 words while you nervously sit listening to your friends tell ghost stories that most certainly aren’t helping your paranoid senses.

It’s your turn to tell a ghost story, as if you aren’t already shaken enough just being out here in the woods at night. Word war for 15 minutes while you try to outdo the stories that have already been told and try not to scare yourself even more in the process.

You and your friends hear a noise not too far off. It sounds like classical music and your friends want to investigate despite your objections. They offer to leave you behind to watch over the camp, but you think you better go with them and make sure they stay out of trouble. Do a three digit challenge as the four of you follow the music to the old farmhouse.

One member of your group suggests you go inside and investigate further, not satisfied simply knowing where the music was coming from. Another friend insists on staying outside, no longer nervous about admitting their own fear. You think maybe he has the right idea, but aren’t so sure it’s a good idea to split up and decide to follow the others into the house. Sprint for 10 minutes while you investigate and question your choice to “follow the crowd.”

You find an old record player and turn it off, putting an end to the eerie music that lured you and your friends here. Who could have turned it on? This place was supposed to be abandoned. A cry for help penetrates the night air and you know the friend you left behind outside must be in some sort of trouble. You feel a little guilty for leaving him alone, but at least it’s him and not you and for all you know he could just be messing with you, trying to scare you. Still, better safe than sorry from here on out. Write to the nearest 1,000 while you search for a hiding spot. If there is something or someone out there, you don’t want to be the next victim if it or they come inside.

You hear footsteps in the hall that leads to the front door, and some sort of metallic like sound combined with a grunt indicating some sort of struggle that you very much doubt came from one of your other friends. Someone else must be in the house. Your theory is confirmed when you hear one of your other friends lets out a pained cry for help a few minutes later. You can’t let another friend fall victim to whoever is after you. Do a 50 headed hydra as you work up the courage to go to her rescue.

You reluctantly sneak out of your hiding spot and follow the cries for help into a basement where you find your injured friend left like some sort of sacrifice. Write 500 words as you struggle to set her free so the two of you can escape to safety.

A loud, crashing, metallic snap indicating that some sort of trap has been triggered echoes through the house and you reach the hall to the front door just in time to see a tall, burly man pick up the last member of your group and carry him your direction. Attempt to write 200 words in 5 minutes as you and your friend slip into a nearby room to hide.

You contemplate leaving one friend to escape on their own while you return to the basement to rescue the other, but you’re quickly talked out of it after the friend with you warns you that the man will likely stay and keep an eye on your doomed friend after finding one of them missing. You reluctantly and sadly agree and lead the way toward the door, so close to freedom. Too bad you forgot about the bear trap that the man reset. Sprint to 300 words while you and your friend try to open the trap so you can limp to safety.

Footsteps sound and you know their headed your direction. You continue to struggle with the trap while your friend leads the killer away from you, probably unintentionally give that she’s running away screaming likely in hopes that he’ll attack his trapped victim first so she can return and escape on her own. You don’t feel so bad when he catches her. Write for 5 minutes to finally succeed in freeing yourself from the bear trap.

You did it! You escaped the bear trap, and you’re so close to freedom. You throw open the door just as footsteps once again sound behind you, the killer hot on trail. Running with your injured leg won’t be easy, but you take off anyone, determined to make it out of this alive. Write 1,000 words in an hour to escape the killer.

If you succeed, congratulations you managed to escape alive. If you did not succeed, you didn’t escape, but you’re not dead yet. Write 500 words in 30 minutes and you’ll manage to escape to freedom and safety.

If you still didn’t succeed, you put up a good fight but didn’t make it… you knew a night in the woods was a bad idea and that you should have stayed home. Perhaps you’ll have better luck in the afterlife.  

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  Horror Crawl- Killer's Perspective
Posted by: SapphicSpaceAce - 07-03-2018, 05:08 PM - Forum: CRAWLS - No Replies

The google doc version of this crawl (based on the video game Dead by Daylight) can be found here

Night has fallen and you can hear the entity calling out to you, beckoning to you. Your time has come, the entity demands a sacrifice, and it’s your job to satisfy its insatiable appetite. But before you slip out into the dark to hunt the rambunctious and unwise teenagers camping out in the woods near the old farm you now call home, you’ll need a weapon. Write for 10 minutes to figure out what you’ll be hunting with on this dark night.

If you wrote less than 200 words, you’re stuck hunting with your hands, so sharpen your claws and be on the lookout
If you wrote 200-500 words, you’ll be hunting with a knife; nothing fancy, but it’ll do the trick.
If you wrote more than 500 words, you’ll be hunting with a chainsaw with which you’ll strike a little more fear into the hearts of your unsuspecting prey.
You’ve got your weapon and you’re ready to being your hunt. You have nine hours to catch and sacrifice each member of the small group before the sun comes up, sending you back into hiding. Sprint to 200 words as you step out into the darkness.
You shuffle quietly into the woods, lured in by the smell and sight of a bonfire, and spot your prey. There are four of them, and though you’re eager to attack, you know it wouldn’t be wise to just go running into the middle of their late night party. Sprint for 5 minutes while you come up with a plan.
You know just the thing. You wander back to the farm house, deciding the best course of action is to lure them to you, split them up, and then pick them off one by one. Attempt a 50 headed hydra as you set up to carry out your devious plan.
There’s an old record player on a table in the farm house. You dust it off and test it to find that it still works, no doubt thanks to a little help from the entity. You drag the table to the window and turn the volume up as loud as it will go, hoping the classical music it plays will be enough to piqué the curiosity of the unwise teenagers and lure them in. Write 100 words while you wait in a carefully chosen hiding spot.
It takes a few minutes, but your plan works and soon the group is headed your way, eager to know why there’s music emanating from an old farm house that’s supposed to be abandoned. Take a 5 minute break while you listen to them argue amongst themselves about whether it’s a good idea to go inside and investigate.
Three of them finally agree to go inside. One insists on staying outside and waiting for the others, claiming he thinks it’s stupid and pointless in an attempt to cover up his obvious fear. You wait for the others to disappear inside before sneaking up on your prey. Write 50 words as you carefully tip toe toward your unsuspecting victim.
If you’re using your hands as your weapon, write 600 words to knock your first victim unconscious.
If you have a knife, write 400 words to attack him.
If you’re using a chainsaw, write 200 words to start it up and incapacitate your victim and alert the others that you’re coming.
You pick your victim up and carry him over your shoulder to a nearby sacrificial hook where you leave him behind so the entity can devour his soul. Sprint for 5 minutes as you hurry back to the farm house and slip inside.
You know you can’t leave the door completely unattended, or else the others might escape. Luckily, you found a couple rusted old bear traps while searching for tools earlier. Randomly generate a number between 1 and 5 and sprint to 100 times the number you get as you struggle with one of the old traps.
With the trap set up you head deeper into the house only to find one of the remaining victims headed your way, clearly spooked by something and eager to flee the house even it if means leaving her friends behind. You act quickly when she parts her lips to call to her friends.
If you’re using your hands, you take a couple long strides in her direction and block her scream from alerting the others. Write 300 words.
If you’re wielding a knife, you lunge at her and attack. Write 200 words.
If you’re weapon is a chainsaw, you rev it up and the sound drowns out her cry for help before injuring her. Write 100 words.
You carry the girl to another sacrificial hook in the basement of the old farm house and leave her behind for the entity to finish off. But she has just enough energy left to cry out to her friends and one of them goes to rescue her while the other heads for the door. Good thing you set that bear trap. Flip a coin, if you get heads write 500 words and attack the one trying to escape. If you get tails, write for 5 minutes to stop your last victim from being rescued.
If you went after the one trying to escape:
You find a young man in a college letter jacket attempting to free his injured leg from the bear trap. He isn’t who you expected to find attempting to escape, but it makes no difference. Write for 5 minutes to knock him unconscious and reset the trap before carrying him to the basement.
You’re more careful this time, not straying too far while you wait for the entity to take its next victim. Do another 50 headed hydra as you wander the rooms near the basement, waiting for the entity to accept your offering.
The sound of the bear trap triggering catches your attention and you rush toward the door to find your previous victim trying to make a break for it. Her friend struggles to set her free until they spot you.
If your only weapons is your hands, race toward your next victim and tackle her to the ground as she attempts to escape around the corner and down a nearby hallway. Sprint to 300 words.
If your weapon is a knife, it’s a quick and easy take down. Sprint to 100 words.
If you’re using a chainsaw, she makes a break for while you start it up, forcing you to chase her through the house. Sprint to 500 words.
One more victim and the entity will be pleased with your work and reward you with the gift of immortality as payment for your troubles. You return upstairs after leaving your third victim for the entity and find the bear trap empty and the door wide open. You can’t let her escape and time is running short. You’ll have to make case. Write 1,000 words in an hour to catch her and make the entity happy.
If you succeed, congratulations; you caught the last victim and the entity is pleased and rewards you with the gift of immortality. Reward yourself with an hour break.
If you did not succeed, the victim managed to escape and the sun is coming up. Return to the farm house and write another 500 words as you prepare to try again when night falls once more.

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  SMASH Original Crawl: Harry Potter Edition
Posted by: alternatingcurrent - 07-02-2018, 09:42 PM - Forum: CRAWLS - No Replies

This crawl was created by our very own Caspian (Lemon Lord), made especially for the SMASHthegenre community!

For July's camp, daily challenges are interconnected in the form of this crawl.  Complete each day within the given time limit to earn merit points!  You CANNOT start challenges early; they must be done on the day they are specified for.  

You can find more rules at the beginning of the crawl document, found here.

Happy writing, and may the best wizard win!

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  Prince Caspian
Posted by: Caspian_ - 04-30-2018, 11:05 AM - Forum: CRAWLS - No Replies

Here is the link for the crawl as a google doc. 

“Prince Caspian lived in a great castle with his uncle Miraz, the King of Narnia, and his Aunt Prunaprismia, who had red hair.”  Write 200 words, and introduce a character.

Miraz sends Caspian’s nurse away for telling him stories about Old Narnia, when beasts could talk and four kings and queens ruled. Write to the nearest 500 as she flees to safety.

Caspian’s new tutor has arrived, and begins to instruct him in every subject imaginable. Do a 300 word piece on the history of Narnia (or whatever world you’re writing about.)

After a few days, Dr Cornelius announces that there will be a conjunction of two great planets, and tells Prince Caspian that he will have to get up in the middle of the night to see it.  Roll a die, and write that number times 100 words while Caspian and his tutor climb the numerous steps the the very top of the great tower.

As the conjunction is taking place, Dr Cornelius tells Caspian about Old Narnia, and assures him that the stories are all true.  10 minute word sprint while Dr Cornelius tells Caspian all he can in their short time.  

After a few years, there is a commotion in the castle.  The Queen has had a son!  As the king’s nephew, Caspian is now disposable, and must flee for his life.  Race to the nearest 400 words as Caspian races to stay ahead of Miraz’s men who are out to, er, remove him from the line of succession.

As Caspian flees, he hits his head on a tree branch and falls off his horse.  When he wakes up, he is in the company of Old Narnians.  Write 200 words while Caspian convinces them that he’s not a spy for Miraz.  (Bonus: involve someone persuading someone else.)

After some persuading, the Old Narnians (with the possible  exception of Nikabrik) believe that Prince Caspian is himself, and that he wants to help them.  They take him to meet “the others.” Choose two:

  • Bulgy Bears: Write at your own pace for ten minutes while the bears wake up
  • Pattertwig, the squirrel: Trufflehunter gives him messages to many creatures, so roll a die and write 100 words for each message.
  • Seven Brothers of Shuddering Wood: Write 50 words for each dwarf
  • Glenstorm, the Centaur: He is the first to speak of real war.  Do a five minute word sprint as everyone realizes how serious this might actually be.
  • Reepicheep:  Nothing would suit Reepicheep the Mouse except a fifty-headed hyrda.
Everyone assembles on the Dancing Lawn for a Council of War.  Write cheerfully for 15 minutes while the fauns lead a dance, and then get down to the business to be discussed--war.  For that, write for...WAIT!  The hare interrupts you--he smells someone coming!  

Dr Cornelius has arrived with warning: Miraz knows that Caspian has fled to the Narnians, and they haven’t been careful about hiding.  Write 200 words as he scolds everyone for their carelessness.

The doctor suggests that the all go where the Telmarines won’t want to follow them: to Aslan’s How, inside the forest, and next to the river.  Do a half hour word war while you make the journey.

Miraz’s men find the How more quickly than would be hoped.  Everyone is trapped inside and around.  Write for twenty minutes as they try to figure out what to do.

Deep in the heart of the How, beside a cracked Stone that is said to be magic, Dr Cornelius advises Caspian to sound the horn that was Queen Susan’s, to see if it will bring help, and to send messengers to where that help might come.  Write to the nearest 500 words as you wait for the next sunrise to blow the horn.

Meanwhile, back at the ranch (er… England) , Peter, Susan, Edmund, and Lucy are at the train station, getting ready to go back to school.  The boys’ train arrives at half past, so write until half past the hour (if it’s right after that now, you may cheat and just write until the hour).

Suddenly, they are pulled away from the train station, into a thick forest.  They find their way through the forest to a beach, and begin to walk along it.  Write 400 words as they hike for hours, trying to find their way out of the woods, and to figure out where they are.

After a while of following the beach, they realize that they are on an island.  They find a stream to drink from, and have some sandwiches in their pockets to eat, but it’s not going to be enough forever.  Write at your own pace for 15 minutes while they rest for lunch.

After following the stream for a ways, they find apple trees!  They may not be too nutritious on their own, but they are certainly better than nothing.  Go get an apple (or some kind of snack, preferably fruit) and write all you can while you eat it!

Beside the trees, they find an old wall.  They make their way inside and realize they are standing inside the courtyard of an ancient castle.  Once you clean the apple juice off your keyboard, write 400 words while they explore the castle and make their camp for the night.

Susan finds a gold chess piece, just like the ones that they used to play with at Cair Paravel.  Write one page of memories of a character remembering something while everyone remembers their favorite thing about Narnia.

Peter comes to the realization, and points out to the others, that if this place isn’t Cair Paravel, it’s an exact replica, just hundreds of years in the future, which is why it’s so dilapidated.  5 minute word sprint while they rip all the ivy (and wood) out of the door to the treasure chamber.

Having found the treasure room, everyone goes down to see what’s left.  Since there are 16 steps to the treasure chamber, write 160 words as they climb down, guided by Edmund’s new electric torch.

Everyone’s gifts from Father Christmas are still in the treasure room, except for Susan’s horn, which has somehow gone missing.  But they don’t know when they’ll need Edmund’s torch again, so they need to save the battery.  So everyone goes back upstairs to sleep for the night.  Five gifts remain, so write 500 words while they sleep.  Quietly, so you don’t disturb them.

When the children wake up, they decide that they need to get off the island to get some real food and find out what’s been happening.  Write for 10 minutes while they walk down to the shore and try to decide if they can swim across to the mainland.

What’s this?  A boat is coming across the water.  The Telmarine soldiers in the boat don’t see the children, they’re too intent on finishing their task and getting out.  Five minute word sprint as the children realize they’re trying to drown a dwarf, and rush to stop them!

Susan shoots at the Telmarine soldiers to intimidate them.  It works, and they jump out of the boat and swim to the other shore.  Ten minute word war as Peter and Edmund swim out to the boat and bring it and the dwarf.

The dwarf turns out to be Trumpkin, sent to find the aid that might come to Cair Paravel.  Write for 30 minutes as he tells you about Caspian and how he came to be with the Old Narnians.

Trumpkin doesn’t believe the Pevensies are the Kings and Queens of old.  Choose your favorite Pevensie:
  • If you choose Peter, you plan a set of competitions.  Write for 10 minutes while you make the arrangements.
  • If you choose Edmund, you are sword fighting.  Five minute word war until you knock Trumpkin’s sword out of his hand.
  • If you choose Susan, you and Trumpkin have a shooting match.  Write 300 words while you choose a target and shoot it down.
  • If you choose Lucy, you realize that Trumpkin is injured.  A drop of your cordial is easily worth 250 words, so write that while you administer said cordial.  
You now have a boat, so you don’t have to worry about swimming to the mainland.  Write 300 words while they discuss the best route to Aslan’s How.  

After a long day of rowing, the four children and the dwarf make camp for the night, but Lucy is wide awake.  Write for 10 minutes as she wanders the woods near the camp, and talks to the trees, which have been in a deep sleep for centuries.

As they travel, a bear follows them and attacks Lucy.  Fight a 50-headed-hydra as they fight the bear!  If you fail, go sit down a ways away, with Susan and Lucy, and write 200 words while the others skin the bear.

In looking for the Rush River, the five come to an unexpected roadblock: a deep gorge.  Write 1000 words as they realize that this is the Rush, just after a thousand years of erosion.

Lucy has seen Aslan!  But the others (except Edmund) don’t believe her.  Write for five minutes while they decide to go another way.  

Going downstream instead of across the gorge led right to one of Miraz’s outposts!  5 minute word sprint as they run back out of range of Miraz’s sentries, then retrace your steps by deleting your last 200 words. Just kidding!  Write to the nearest 200 as they trudge back upriver.

They make camp again, and again Lucy can’t sleep.  Write at your own pace for 10 minutes as she goes for another walk.

The trees are still not fully conscious, but they are dancing.  Figure out how many dance styles you know, and write 100 words for each (max 1000, min 100).  If you don’t know any dances, write 300 words.

Aslan is here!  He chides Lucy for not coming, even though the others wouldn’t come with her.  Write 400 words as loudly as you can as Lucy tries to wake everyone up.

After a great deal of persuading, everyone follows Lucy, who is following Aslan.  Write to the nearest 500 words as she convinces everyone.

One by one, the others are able to see Aslan too.  At last they emerge from the gorge and all can see him.  Write 500 words (50 for Edmund, 100 for Susan, 150 for Peter, and 200 for Trumpkin, since they took longer to see him).

They are now very near to Aslan’s How, and Aslan sends Trumpkin, Peter, and Edmund inside to “deal with what you will find there.” Then he roars!  My engineer boyfriend says I should say “Sound travels slowly, even for Aslan, so write for 15 minutes and 38 seconds while his roar travels 200 miles, to the very edges of Narnia.”  If you’re rolling your eyes like I am, just write for 15 minutes.

The trees, now fully awakened, come rushing up to Aslan and the girls.  Five minute word sprint as they greet him.

Other creatures have awakened too: Bacchus and Silenus and the Maenads.  Get some really good grapes to eat, and write 400 wordswhile they party, rejoicing in the coming of Aslan.

Inside Aslan’s How, Peter, Edmund, and Trumpkin find that Caspian is in a meeting with Nikabrik and his “friends.”  Write silently for 5 minutes as they listen at the door and learn that Nikabrik wants to bring back the White Witch!

There are sounds of fighting from inside the meeting. Obviously, it’s time to suggest a coffee break.  Five minute word war while they fight with the hag, werewolf, and Nikabrik.

After the battle, Trumpkin introduces Caspian to Peter and Edmund.  Get that cup of coffee, and then write to the nearest 500 as they’re introduced.

Bringing back the White Witch is out of the question.  But what will they do, then?  Peter decides to challenge Miraz to a duel to buy time while they wait for Aslan to put his plan into action. Write 200 words of flowery language while Peter dictates the challenge to Dr Cornelius.  Bonus: use a speech-to-text program to dictate it (or else find some very nice person who is willing to be dictated to).

Choosing the messengers to send with the challenge is difficult.  Eventually Edmund, Wimbleweather the Giant, and Glenstorm the Centaur are chosen.  Write 100 words for each.

Lord Glozelle and Lord Sopespian see the messengers bring the challenge, and realize that if Miraz participates, he might well be killed.  They like this idea, and decide to convince him to fight by telling him not to.  Write for five minutes (it didn't take long) while they manipulate, er, advise him.

As planned, Miraz is egged into accepting Peter’s challenge, but not before calling Glozelle a coward.  That didn’t go over well.  Ten minute word sprint while they get everything organized as quickly as possible.  

Now that the duel has been arranged, they need to choose the referees (er, Marshals of the Lists.  That sounds much cooler!).  Reepicheep desperately wants to be chosen, but “some people are afraid of mice, and it would not do to have in sight anything that might abate the edge of Miraz’s courage.”  Write to the nearest 360 as everyone is proud of and annoyed with Peter for being so darned fair!  

Peter isn’t sure whether or not he can beat Miraz.  “That’s what I’m fighting him to find out.”  (Can the famous nursery tale defeat the usurper king?  Tune in at 2:00pm to find out!)  Write in suspenseful silence for ten minutes.

Caspian’s army assembles to watch the fight.  They also aren’t sure if Peter can beat Miraz.  But Trufflehunter notices something the Telmarines don’t seem to yet: the trees have shifted in readiness to attack!  Write 300 words as the trees move into place.  

The fight is fierce.  Both men are very experienced, and neither intend to give in.  The 50-headed hydra feels the same way about you.

After a rest (and an emergency ace wrap for Peter’s shoulder [Call the Narnia EMTs {EMT--Edmund, Master Doctor, Trufflehunter]), they are back at it again.  Peter is afraid he’s not going to beat Miraz.  Hurry to add 200 words, while they rush to bandage Peter's hurt arm.  

Miraz has tripped!  Peter intends to let him get up, but Glozelle and Sopespian have other ideas.  Thus endeth Miraz.  Meanwhile, Sopespian attacks Peter.  Five minute word sprint as the armies of Narnia and Telmar (which has given up claiming to be Narnia) charge toward one another!

It’s a rather short fight, because the trees decided to make sure the Telmarines noticed them.   Another five minute word sprint as the Telmarines, still believing that the forest is full of ghosts, flee in terror.

Meanwhile, Aslan, the girls, and the party have moved on from just partying and are now heading to Beruna.  They destroy the bridge to let the water flow freely.  Get a drink of water, then write 200 words as the ever-growing party splashes across the river!

The group comes to a school, where a little girl is staring out the window.  Write 200 words as the teacher and other students see Aslan and run for their lives, while the one girl comes with them.

Coming to another school, the teacher wants to join the party, but the boys she’s teaching are jerks and don’t want to let her.  They’re acting like animals--like pigs, specifically.  Pigs.  Hmm, thinks Aslan.  Students?  What do you mean your “students” are stopping you?  And where did this herd of pigs come from?  Roll a die, and write 100 words for each pig.

As they are leaving Beruna, they see a little girl crying.  She tells Aslan that her aunt is ill enough that she’s about to die.  Aslan knocks the house over to get to the woman.  (“I’m sorry, but “house knocked over by Lion” is not covered in your insurance policy.”)  Five minute word sprint as everyone gets out of the way of the falling house!

After Aslan breathes on her, the woman is healed.  They bring some water from the well for her to drink, but it’s wine!  Write to the nearest 200 while she climbs up to ride on Aslan’s back.

With the new additions, Aslan, the girls, and everyone else continue on, just in time to meet the Telmarine soldiers fleeing from the trees.  Ten minute word war as they race and fail to escape the trees.

The old woman runs to meet Prince Caspian.  Who would have thought it: she’s his old nurse!  Joyfully write for 5 minutes as they reunite!

Reepicheep is critically wounded.  Lucy uses her cordial to bring him back, but he’s still missing his tail!  Write a 500 word tale while Aslan restores Reepicheep’s tail.

A few days later, after dealing with all the complications that arise from a transfer of power, many Telmarines have assembled at the Ford of Beruna.  Aslan has promised that if anyone doesn’t want to stay and live with the Narnians, they can go back to where they came from: an island in the world of men.  Write 100 words at a firm pace as one brave Telmarine walks through Aslan’s doorway.

It’s time for Peter, Susan, Edmund, and Lucy to go home.  But they can’t very well go back to the train station in their Narnian clothes.  Fortunately, their school clothes have been brought from the castle.  Write to the nearest 500 while they change.

Peter and Susan break the news to the younger two: they won’t be coming back to Narnia, because they are getting too old to come.  Write 150 words as they explain.  

When the four Pevensies go through the doorway, they see three different scenes.  Roll a die to see which scene you notice first.  
  • If you roll a 1 or a 4, you most notice the blue of the sea of the island where the Telmarines are going.  Write 600 words, a hundred for each of the original Telmarines.
  • If you roll a 2 or a 5, you most notice everyone’s faces in Narnia.  Write for 10 minutes as you say goodbye to all of them.
  • If you roll a 3 or a 6, you most notice the emptiness of the train station the Pevensies are going to.  Write 400 words as you think back on your adventure.
Edmund realizes that he’s left his new torch in Narnia.  Turn off the lights, and write by flashlight torchlight for 30 minutes while Edmund waits for his and Peter’s train--trying to figure out how he’s going to explain the missing torch to his father.

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  Self Care Crawl
Posted by: Caspian_ - 04-29-2018, 12:35 PM - Forum: CRAWLS - No Replies

Over here the google doc for this crawl can be found.

Welcome to the Self Care Crawl

Good day to you, wonderful writer! It's time to take a self care journey, get some writing done, and earn one of the NaNoWriMo badges all at once.

It's the perfect time to take sometime to yourself or to get together with friends and write. You find that writing fills you with a sense of calm and purpose. Do a 10 minute word war then calm your mind by taking 10 deep, slow breaths.

Be Positive
The more you speak positive ideas to yourself, the more they seem to come true for you. Read today's daily affirmation from Louise Hay (https://www.louisehay.com/affirmations/). Think about how you can apply it to you life. Maybe it inspires one of your characters, too. Count the words in the affirmation and write 20x that amount.

Eat Right
Let's talk about some of the ways we can take care of ourselves during NaNoWriMo. What we put into our bodies fuels what we put out into the world. Do you feel like you've used your food as fuel and eaten healthily today?

  • Absolutely: Write 100 words
  • Mostly: Write 200 words
  • Somewhat: Write 300 words
  • Not Today: Write 400 words

Stay Hydrated
Grab yourself an 8oz glass of water for this next challenge. Complete an 8 minute word war and finish the glass of water before time runs out.

Rest Well
Sleep is one of the most important ways to stay healthy, alert, and creative. How many hours did you sleep last night?
  • 8 or more: Write 200 words
  • 7: Write 300 words
  • 6: Write 400 words
  • 5: Write 500 words
  • 4 or less: Write 600 words

Just the act of smiling does wonders for our mood and who says writing can't be fun? Jump to a scene where something happy or good happens, do 10 minute word war and write it with a smile. Feel silly smiling at nothing? Great! Laughter is even better!

Practice Good Posture
Slouching over a keyboard can really do a number to your back. Sit up straight and complete a three digit challenge with perfect posture.

Moving your body is essential to health and happiness. Time how long it takes you to write 300 words. Then, set a timer for the same amount of time and spend it doing gentle stretching.

Keep Going
Finally, remember to keep rewarding yourself for those milestones, no matter how big or small. Sprint to the nearest thousand and enjoy the feeling of seeing those growing digits.

Reward Yourself
Congratulations! You've completed the Self Care Crawl. Access your badges and award yourself the Writer Wellness Badge.

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  NaNoWriMo Academy Crawl
Posted by: Caspian_ - 04-29-2018, 12:02 PM - Forum: CRAWLS - No Replies

The link for the crawl as a google doc can be found here

Welcome to the Nanowrimo Academy Crawl.

Do a one minute word sprint as you double check your bags.

Do you have everything? Your computer? Your words? Your pen? Your notebook? You’re going to need it. You catch sight of the brochure as you stuff last minute items into your bag. Do a two minute word sprint as you read it.

“Welcome to the Nanowrimo academy,” It reads. “Here you’ll attend classes such as ‘My Plot Ran Away- What Do I DO?,’ ‘The Types of Plot Bunnies’, ‘Founding of Nanowrimo’, and more. During this, you’ll also work on your novel!
Do a five minute word sprint as you drive to the academy.

The academy isn’t that far away, so you’re able to get there pretty quick!
Do a ten minute sprint.

  • If you get under 200 words, you’ve just been admitted to the ranks of the November Academy, out of secondary school.
  • If you get under 400 words, you’re here for your second year.
  • If you get under 450 words, you’re here for your third year.
  • If you get under or over 500 words, you’re here for your fourth and final year.  

Write two hundred words.

You receive your schedule as you walk in the door.
First years: Your schedule looks as follows: Characterization V.1, Writing Techniques V.1, The Types of Plot Bunnies V.1, Founding of Nanowrimo V.1, Lunch, How to Ignore Your Inner Editor V.1, Reaching 50K V.1, Free-write/Study hall V.1
Second years: Your schedule looks as follows:Characterization V.2, Writing Techniques V.2, The Types of Plot Bunnies V.2, Founding of Nanowrimo V.2, Lunch, How to Ignore Your Inner Editor V.2, Reaching 50K V.2, Gym, Free-write/Study hall V.2
Third years, your schedule looks as follows: Characterization V.3, Writing Techniques V.3, The Types of Plot Bunnies V.3, Founding of Nanowrimo V.3, Lunch, How to Ignore Your Inner Editor V.13, Reaching 50K V.3, Gym, Art, Free-write/Study hall V.3
Fourth years, your schedule is as follows: Characterization V.4, Writing Techniques V.4, The Types of Plot Bunnies V.4, Founding of Nanowrimo V.4, Lunch, How to Ignore Your Inner Editor V.4, Reaching 50K V.4, Gym, Art, How to Over Achieve, Free-write/Study hall V.4

You check out the dorms, and receive your key.
  • If you’re a year one, your dorm is on the first floor, so you don’t have to go very far. Word war for five minutes with someone as you reach your dorm. It doesn’t matter if you win or lose.
  • If you’re in your second year, your dorm is on the second floor, so you have to climb up a flight of stairs. Word war for ten minutes with someone as you reach your dorm. It doesn’t matter if you win or lose.
  • If you’re onto your third year, you get stuck with a room on the third floor. You get stuck with three flights of stairs. Word war for ten minutes.
    • If you win, you get an awesome roommate who helps you carry your stuff up.
    • If you lose, you have to lug all of your stuff up. Write another 100 words.
  • If you’re on to your fourth year, you’re on the top floor. Word war for fifteen minutes.
    • If you lose you drop your stuff on the second floor and have to clean up broken glass. Write an extra 300 words.
    • If you win do nothing else.

You decide to take a nap before exploring the rest of campus, and accidentally sleep longer than you were supposed to. Roll a die.
  • If you’re at your first year, write 10 times that number.
  • If you’re in your second, write 20 times that number.
  • If you’re in your third, write 100 times that number.
  • If you’re in your fourth, write 1000 times that number.

You realize that you slept through the night, but thankfully your roommate wakes you up. As you hurriedly get ready, write:
  • One hundred words for year one
  • Two hundred words for year two
  • Three hundred words for year three
  • Five hundred words for year four

You rush into your respective classes.
  • Year one: Your professor smiles at you, and says “It’s okay, it’s the first day. Go ahead and take a seat.” You slip into your seat and he starts passing out the class materials. You get a book with a character on the front. The professor begins speaking, “Characters are one of the most important things in fiction. It’s important to know your characters past, even if you don’t explain it to the reader. I want you to write for five minutes about your character’s past.”
  • Year two: You manage to make it in on time, and your books are sitting on your desk. You shove them into your bag, and listen as the professor begins speaking. “It’s important to convey emotions and facts about your character without stating them. Show, don’t tell, is especially important here. Make a list of your character’s dominant traits. Use this list to write a six hundred word scene where your characters emotions come out, without you saying ‘s/he/they is mad/sad/etc.”
  • Year three: You stumble into class on time, and the professor glares, but says nothing as he deposits a paper on your desk. “We need to know about our characters,” He says “To make them seem real to the reader. Dialogue is an excellent way to get to know your character. Write for ten minutes while you or someone else has a revealing conversation with your character. This should show something about their emotions.”
  • Year four: You arrive ten minutes late, and the professor starts yelling at you. You cower and suddenly the professor stops “I want you to write one thousand words about how a character could grow from an experience like this.” He walks away, and starts lecturing the class.
    • Passing period is a busy time. Take ten minutes to do a word war.
      • If you lose write however many words you lost by.
      • If you win write the amount of words the loser wrote.

You duck into writing techniques on time, and find a seat.
  • Year one: Your teacher for this class is an old looking lady named Ms. Plum. She smiles at you as you sit down and immediately starts talking to the class. “Welcome to Writing Techniques!  Today we’ll be brainstorming what makes other people’s writing so lovely! Take out your pens and paper- no dastardly technology here!” Some of the students sneak onto their phones to type a list, but others pull out notebooks. “Write down a list of things that you like in others writing.”
  • Year two: You sit down in your seat, but thankfully don’t have Ms.Plum this year. Instead you have a young teacher who doesn’t say anything besides “Write for ten minutes in the style of your favorite author- I have to text my boyfriend.” She scowls and sits at her desk. You don’t really know why they hired her.
  • Year three: Your teacher is mumbling to the whiteboard, and you miss most of what he says besides “Some writing techniques can be found at http://thewritelife.com/5-powerful-writing-techniques/. Try to write using one of the tips here for ten minutes.
  • Year four: Your teacher is missing. You wait fifteen minutes while taking place in a word war before walking out of class. Someone notifies the office, but they don’t have anyone to spare. You wander out to the gardens, where someone smiles and invites you to write with them. You write 1,500 hundred more words.
    • Passing period is a busy time. Take ten minutes to do a word war.
      • If you lose write however many words you lost by.
      • If you win write the amount of words the loser wrote times two.

You wander into your plot bunny class, only to be stopped and directed into a line. The teacher has decided to take you down to the forums to get your own plot bunny! http://nanowrimo.org/forums/games-diversions-and-other-exciting-forms-of-procrastination/
If you can’t find one there, go ahead and write yourself up a plot bunny in 50 word or more.
  • Year one: Plot bunny in tow, your teacher leads you back to the classroom. “Now that you have new ideas,” he says, “write away with your plot bunny. Write for five minutes.”
  • Year two: Once you get back to your classroom, the teacher starts talking about the different types of plot bunnies. Halfway through, he starts ranting about The Lop Earred Sitting Around Talking Shorthair “It’s evil!” He proclaims, “Your character just sits down and does nothing! NOTHING! You write maybe five hundred words and he’s just TALKING!” In an attempt to tune him out, you write two hundred words.
  • Year three: When you get back, your plot bunny runs away. Write 500 words while you find it hiding behind a plant.
  • Year four: Your teacher has a love-stricken look in her eyes eyes as she starts talking about the Luuuuuv bunny. “He’s just so lovely!” She says, smiling “Invading your novel, and your life and oooh!” The person next to you tires of her rambling and asks “Want to write a thousand words with me?” You counter with “I’ll do that times three, and a ten minute word war.” (3,000 words and a 10 minute word war.) “Deal!” She smiles and you start writing.

Founding of Nanowrimo is canceled due to technical errors. You stare in wonder as pencils rain from the sky, and run outside to catch one. Only, the pencils have numbers on them. Depending on the pencil you catch, you have to write that amount of words. Generate a number between 1 and 10000. Write that many words.

You get to lunch, and a friend challenges you to write eighty words in a minute. Repeat until you can, then take a break. You deserve it!

You go from Lunch to Ignoring Your Inner Editor.  Your teacher seems insistent upon nonsense. He blathers gibberish, spews adverbs, and generally does a great job of ignoring his inner editor. He doesn’t tell you how to do it however, and you’re stuck writing and trying.
  • Year one: Write one hundred words without hitting the backspace key. Everytime you hit it, add another fifty words.
  • Year two: Write two hundred words without hitting the backspace key. Everytime you hit it, add another fifty words.
  • Year three: Write five hundred words without hitting the backspace key. Everytime you hit it, add another fifty words.
  • Year four: Write 1,500 hundred words without hitting the backspace key. Everytime you hit it, add another two hundred words.  

After Ignoring Your Inner Editor, you head to Reaching 50K. The teacher’s desperately trying to prepare for her next hour, so she just assigns you words prints to build your stamina.
  • Year one: Sprint to 1000 words!
  • Year two: Sprint to 2000 words!
  • Year three: Sprint to 3000 words!
  • Year four: Sprint to 10000 words!

If you’re in year one SKIP THIS.
If not, you rush to gym where the teacher orders you to flex your writing muscles and write 1000 words in twelve minutes. Repeat until you can.  After that, he scowls and orders you to write 5% of what you’ve written in this crawl.

Passing period is a busy time. Take ten minutes to do a word war.
  • If you lose write however many words you lost by.
  • If you win write the amount of words the loser wrote.
  • If you’re in years one or two SKIP THIS.

If not, you rush to Art. You take five minutes to look at the artisans thread, and then race 3% of your WHOLE word count because you’re so inspired.
  • If you’re in year one, two, or three, SKIP THIS.

You rush to the last real class of the day ‘How to be an overachiever’ and frown. This class is scary. The teacher immediately orders you to do a fifty-headed hydra, followed by a 1K in 10 minutes. After that, he declares that you’ve just warmed up and tells you to write 5K in an hour. As you pray for the test to get out, he delivers the final blow. Write 5% of your total for the crawl or write 10K. The choice is yours. Just as you think you're free, they scowl and order you to stay another ten minutes. They give you the 3% challenge. Then they give you a 10% of everything in the crawl. And finally, they smile slowly, and pair you up against a wrimo named HiddenStorys for a word war. Try to write more than 10,500 words in ten minutes to finally escape the class. If you don't, write 10K more before running.

Passing period is a busy time. Take ten minutes to do a word war.
  • If you lose write however many words you lost by.
  • If you win write the amount of words the loser wrote.

Exhausted from a busy day, you get to study hall and write one thousand more words followed by a ten minute word war.   You head back to your dorm room and sprint 200 words in the time it takes you to get there.

You fall exhausted into bed, and dream of writing 900 words.

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  Moana crawl
Posted by: Caspian_ - 04-23-2018, 04:56 AM - Forum: CRAWLS - No Replies

Over here you can find the google doc for this crawl

“In the beginning, there was only ocean…” It’s time to create some word “islands” in the “ocean” of your blank page! Start off with 3 minutes of writing, plain and simple.

Maui steals the Heart of Te Fiti, only for the Heart to be lost in the ocean when he is struck down by Te Ka. Sprint to 500 words as the search for the Heart of Te Fiti begins, as does your adventure as Moana.

Let’s fast-forward to Moana’s early childhood. You’re exploring the shore when you see a helpless baby turtle. Write for 5 minutes as you try to lead it to the water.

  • If you write fewer than 300 words, you have to fight of birds looking to make a snack of the turtle. Write for 3 more minutes as you protect the turtle.
  • If you write 300 words or more, things go smoothly and you’re done.
The ocean interacts with you, and gives you a strange gift that you wind up losing. You don’t get much time to look for it, because your father, the Chief of Motunui, soon shows up and takes you away. He teaches you the ways of life on Motunui. Write for the length of the song Where You Are. (If you don’t want to listen while you write, or can’t access the song, it is 3 and a half minutes long.)

By the time you’re sixteen, it seems you are on track to take over as Chief. Sprint to 600 words as you help the villagers with their various problems.

Everyone is proud of you… But it turns out the call of the ocean isn’t something you can forget. Write for the length of the song How Far I’ll Go. (Again, if you don’t want to or can’t listen, the song is 2 and a half minutes long.)

But you only started thinking about the ocean because of some of the problems plaguing Motuni! The biggest problem is that there are no fish to be found within the reef. Write for 5 minutes as you try to take a boat out beyond the reef.
  • If you write fewer than 300 words, your attempt is a disaster, and you must write 300 more words.
  • If you write 300 or more words… Well, you attempt is still a disaster, but it could have been a bigger one.
Grandma Tala catches you after you wash up on the shore, and reveals the secret history of Motunui. As you learn that your people were once voyagers, write for the length of the song We Know The Way. (Alternatively, write for 2 and a half minutes.)

You are given the Heart of Te Fiti, which Grandma Tala has kept since your encounter with the ocean as a toddler. You had thought that was a dream! If the Heart of Te Fiti is restored, you can save Motunui… If not, all the islands of the ocean will be destroyed. Sprint to 500 words as you try to convince your father and the rest of the village to help you restore the Heart.

No one is listening to you, but when Grandma Tala passes on, you know you must take this journey, even if it’s one you’ll take alone. Your first step? Finding Maui, who must help you restore the Heart. But it’s easier said than done. You know how to get there, but you don’t know how to sail. Write for 5 minutes or have a word war as you attempt to navigate the ocean.
  • If you write less than 300 words or lose the word war, you must write for 3 more minutes as you try to survive a terrible storm.
  • If you hit 300 words or more, or win the word war, you manage to stay out of the way of the storm, but are still lost.
One way or another, you eventually end up on the island where Maui is, and meet the egotistical demigod. Write for the length of the song You’re Welcome. (Alternatively, write for 3 minutes.)

Now you must convince him to help you. Sprint to 200 words until you realize Maui has taken off with your boat.

You manage to catch up with Maui – thanks, ocean! – but soon the Kakamora attack. Write for 5 minutes as you fight them off.
  • If you write 300 or fewer words, the battle takes a turn for the worse as their ship seems to multiply. Write an extra 100 words to finish things up.
  • If you write 300 or more words, you manage to scare those little coconut-armor-wearing pirates off quickly! Continue your voyage!
The next stop on this trip is Lalotai, the Realm of Monsters, where you and Maui must retrieve his hook from the crab monster Tamatoa. Write for 8 minutes during the very long fall.
  • If you write fewer than 500 words, you land far from Tamatoa’s lair, and must face some truly spooky monsters before reuniting with Maui. Write 200 more words as you do so.
  • If you write 500 or more words, you land outside Tamatoa’s lair. Good work!
Now you and Maui have to work together to get the Hook back from Tamatoa. Write for the length of the song Shiny. (Alternatively, write for 3 minutes.)

Maui is impressed with how you handle yourself in Lalotai, and even agrees to teach you wayfinding. Sprint to 500 words while he shows you the ropes.

You finally deliver Maui and the Heart of Te Fiti across the ocean, and have made it to Te Fiti. Time for Maui to restore that heart! However, Te Ka is there – and your reckless attempt to get past her gets Maui’s fishhook damaged. The trust between you two is broken. Sprint to 400 words as you reflect on your actions.

When all seems lost, the spirit of Grandma Tala helps you finally see who you are and why you were chosen for this quest. Write for the length of the song I Am Moana (Song of the Ancestors). (Alternatively, write for 3 minutes.)

You will restore the Heart of Te Fiti, even if you must do it alone… But you don’t have to. Maui comes through in the end, having forgiven you and realized that he is more than just the power of his fishhook. Write for 8 minutes or have a word war as the two of you try to get to Te Fiti.
  • If you write less than 500 words or lose the word war, the dangerous struggle nearly seems hopeless, and Maui’s fishhook is broken in the process. Write 200 more words.
  • If you write 500 words or more, or win the word war, you manage to get to Te Fiti with relative ease.
Either way, something shocks you when you get to the Mother Island: she’s not there. That’s when you realize that when Te Fiti’s Heart was stolen, she became the demon Te Ka. Write 500 words as you bravely let Te Ka come to you, and return her heart.

Te Ka becomes Te Fiti once more, and after saying a heartfelt goodbye to Maui, you set sail for Motunui, where your family greets you with joy and pride. Your people start to sail again, and you take your place as Chief in your own, unique way. Write for 5 minutes. You know the way.

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  Once Upon a Time crawl
Posted by: Caspian_ - 04-23-2018, 03:00 AM - Forum: CRAWLS - No Replies

Here is the google doc if you want to read it over there.

It’s 8:15 as you roll into Storybrooke. This town is like Hotel California, the orange painted townline tells you that you can enter, but you can’t leave. You park in Main Street behind a very familiar looking yellow bug.

While thinking through options for accommodation, you do a 15 minute word war.

  • If you write less than 400 words, then there’s no choice but to get comfortable in your car. That’s alright, some people only have a car.
  • If you write between 400 and 600 words, then you get a room at Granny’s. Beware her wolf-like hearing when typing late at night.
  • If you write more than 600 words, then congratulations you’re favorite character is at the window, offering you a bed in their spare room.
The next day, you start to investigate the town. There’s a new villain at work and you want to help the heroes defeat them. Unfortunately, heroics usually start with research so you head to the library to dig into the books. To get started, you take the Fifty Headed Hydra challenge.

All that reading gave you a raging thirst, you decide to take a break and sprint to the nearest 1000.

It’s back to the library, to finish off the research - finish your current scene.

Finally success! The books reveal that the villain might be susceptible to a certain spell. However, it needs ingredients, so you head to Regina’s vault. On your way you do a quick 500 word sprint.

The vault is a complete mess. How does anybody find anything down here? You open a crate and shut it quickly seeing what looked like a two headed snake. This is going to take a while, so time for a 30 minute word war.
  • If you are sleeping in your car, then you’ll find the ingredients if you write 800 words in the 30 minutes. If you don’t make it, then try again for 40 minutes. If you don’t make it again, then not to worry someone else finds the ingredients for you.
  • If you are staying at Granny’s, then you’ll find the ingredients if you write 1000 words in the 30 minutes. If you don’t make it, then try again for 40 minutes. If you don’t make it again, then not to worry someone else finds the ingredients for you.
  • If you are in the spare room, then you’ll find the ingredients if you write 1200 words in the 30 minutes. If you don’t make it, then try again for 40 minutes. If you don’t make it again, then not to worry someone else finds the ingredients for you.
The spell is all ready to go but the others aren’t here yet to cast it. Quick, roll a dice and write that many x100 words.

Finally the spell is cast and the villain is apprehended. So why aren’t things getting back to normal? This means only one thing - the bad guy wasn’t working alone. The spell on the townline is still as strong as ever. It’s going to take some serious thinking. Write 3% of your current wordcount while everyone is trying to puzzle it out.

You didn’t get much sleep last night, too busy thinking about who the second villain could be.
However, you did have an idea, what if the second villain is in the book? You ask Henry if you can borrow his book to check. He says you can, if you do the 1k1hr challenge (1000 words in 1 hour).

There are so many stories in this book and they are all so interesting! You look over your shoulder, but nobody is watching you, so you find your favorite characters story to read first. It won’t take long to read it and then you’ll get back to villain research. Do the three digit challenge.

You read the story of the villain you just defeated but there is no mention of any shadowy partners so it must be a new teamup! That means you have to go back to the beginning of the book, and read every single story. You decide to do a word sprint to keep your mind sharp when reading.
  • If you are sleeping in your car write 500 words.
  • If you are staying at Granny’s write 1000 words.
  • If you are in the spare room write 1500 words.
The book doesn’t reveal anything interesting, so there’s nothing for it. You have to head over to Gold’s pawnshop and ask Rumplestiltskin what he knows. However, it’s not just magic that comes with a price, information isn’t free either. For payment write until you’ve hit an amount equal to half your daily goal.

Rumplestiltskin didn’t know who you were looking for, but he gave you a tracking spell to find where they are hiding. You start to head there now, it’s almost most time for the big confrontation and you are a little nervous.
  • If you are sleeping in your car, write to the nearest 500 word milestone (500, 1000 etc.)
  • If you are staying at Granny’s, write to the nearest 1000 word milestone (1000, 2000 etc.)
  • If you are in the spare room, write to the nearest 2000 word milestone (2000, 4000 etc.)
The second villain is defeated and true loves kiss is about to break the curse on the townline. You know you have to leave before the townline gets cursed again. However, even though this town is kinda crazy, it feels like home and you are going to miss everyone. To drag out your last day, write the amount of your daily goal.

The Leaving Storybrooke sign fades into the distance. You pull out a coin and flip it.
  • Heads, you turn around and start the crawl again.
  • Tails, you return to your life and leave Storybrooke behind.

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  The Pirate Adventure Crawl
Posted by: Caspian_ - 04-21-2018, 04:06 AM - Forum: CRAWLS - No Replies

Over here is the place where the google doc is for the crawl.

The Pirate Adventure Crawl

Avast ye scurvy scalawag! Are ye hankerin’ for adventure on the high seas? Do ye dream of buried treasure and golden doubloons? Are ye in desperate need of a word count boost? Well, ye’ve made port at the right place, matey!  

Pirate lingo aside, I’ve really enjoyed crawls this year. I know we’re almost at the end of this year’s event, but I decided to try my hand at writing one anyway. This is my first try, so I hope it's helpful. It’s on the (really) long side, so feel free to do only some of it  or break it up into a few sessions, or try and finish in one sitting if you‘re really feeling brave. Enjoy!


1.) You can use a piece of eight to buy your way out of a challenge. You’ll find these along the way, along with other items that may or may not come in handy later on.
2.)  Dice used is a standard six sided one. If you don’t have any actual dice, you can use this digital one.
3.)  You can redo any challenge if you’re not happy with the results.
4.) Have fun!
5.) If you like, share your progress in the comments!

Part 1 - Casting Off

You find yourself sitting in an old, ramshackle tavern. The air is thick with the smoky stench of tobacco and the slightly sour smell of old rum. Music and drunken shanties mingle with the sounds of clinking dishes and rough voices. Through the window, a breeze rolling in off the ocean fills your senses with the smell of the endless blue and wakens your lust for adventure. You feel something folded in your pocket and you remember- you have a treasure map!  Where you got it and the events that got you here are a bit fuzzy in your memory, but what matters now is that you’re sitting at a table with three different pirate captains. All three of them have invited you to join their crew and lend your map to their pursuit of treasure. You need a ship and a crew if you’re going to get any of that gold at all. You know you must make a choice.

They’re all trying to convince you why you should join them. Do a 5 minute word war while you listen to their words.

To your left is a wizened old coat with a gray beard and an eye patch. He grins a near toothless grin. He is Captain Christopher “Cuttlefish” Anderson. He smells and looks as though he hasn’t bathed in a year.  His ship is called The Black Shark. He’ll pay you three pieces of eight to join him.

Across from you is a burly Jamaican fellow with a charming smile and intelligent eyes. He’s called simply Captain Tack. He’s dressed in bright colors and has a parrot on his shoulder that constantly repeats what he says. His ship is called The Blood Seeker. He’ll pay you two pieces of eight to join him.

To the right is the only woman in the bunch, Captain Annabelle MacFanning. She looks serious and cold, a true deadly beauty with her golden hair and the flintlock pistol in her hand pointed casually in your direction. There’s a curious gleam in her blue eyes you can‘t quite identify. She’ll pay you only one piece of eight to join her.

CHALLENGE: Do a 10 minute word war. Your word count determines your result.

More than 500 words: You join the pirate of your own choice. Pick a captain and accept their payment!

500 or less: The pirates get into a fight over you. You are kidnapped by one of them while the other two are busy brawling. Roll the dice to determine who takes you. (you get only one piece of eight with any result).
1 or 2 -  Christopher.
3 or 4 - Tack.
5 or 6 - Annabelle.

Your new captain hurries out of the tavern with you, hauling you into the crowded streets of the bustling port town before you can be stopped by the others. You’re pulled along, dodging carts loaded with smelly fish and drunken pirates weaving about, until you reach the docks. The sight of the many impressive ships rocking gently in the harbor fills you with a sense of excitement. Ah, the sea! You’re setting out on a true adventure!  

“Alright, move your feet,” your captain commands. “Onboard, sailor!”

“Aye!” you say, and hurry up the gangplank. You hear the sound of the sails rustling in the wind and the creak of the wooden planks beneath your feet. As you step onto the ship the captain commands you to stay on deck and heads to the  cabin. The busy pirate crew stops their work and looks at you curiously. Since you‘ve been left on your own with no explanation, it’s clear that it’s up to you to make nice with this group of bloodthirsty scalawags. After all, you’re going to be sailing with them on this adventure!

Write 200 words to charm the pirates with your sea shanties and your excellent jigging skills!

The quarter master, who was very impressed, walks up to you.  “Welcome to the crew,” he says, “You seem like you’ve got a good head on your shoulders, but where’s your weapon? You’ll need somethin’ to fight with on this ship, popinjay. I’ve got a few spare things I can loan you, but you’ve gotta prove you can use ‘em!”

CHALLENGE: Do a 10 minute word war to show the quartermaster your fighting skills. Your word count determines your weapon!  
300 words or less: You get a dagger. Small but sharp.
500 words or less: You get a pistol. Powerful but slow to reload.
More than 500 words: You get a sword - sharp and deadly

You put your new weapon in your belt and the crew cheers, welcoming you on board. You notice one man giving you a strange glare, but he slinks away without saying anything. The captain appears and gives the order to make sail, then calls you to come to the captain’s cabin. You do as you’re told. Once behind the closed door, the captain sits down and invites you to do so as well. You look around at the many riches and odd things decorating the cabin. Even a human skull is nailed to the wall. You gulp nervously. A glass of rum (the really expensive kind) is poured and pushed across the table to you by a bejeweled hand.

“Now,” says the captain, “Let’s have a look at that map, shall we, matey?”

You reach into your pocket and produce said map. Carefully you unfold the aged parchment and spread it out over the table. You’re nervous about sharing it, but the ship is already leaving the harbor. You don’t want to do anything to displease the captain and earn a keelhauling. The captain observes the tattered map closely, smiling a greedy smile as he/she traces a finger over it.

“Aye, this be a special map indeed. How did you find it?”

“Oh, you know captain,” you say, “I heard a rumor from the cousin of a friend who knows a man who romanced a woman who may or may not have had dealings with some sort of mystical sea witch. The usual sort of thing.”

The captain laughs and slaps you on the back. “Good! Now, drink! A toast! To treasure and adventure!”

You raise your glass. The rum is rich and heady and it burns in your belly. The captain pours you another, and another, too excited about the treasure to horde the costly spirits. Roll the dice to determine how many shots of rum you get. Multiply the number x 100 and write that many words.

This drink is extremely strong and you find yourself growing drowsy right away… and then the world fades away. As the ship rolls over the waves, you roll into darkness.

PART 2- Part of the Crew

CHALLENGE: Had a little more than you could handle, aye? Do a twenty minute word war while you sleep off that exotic old spice!

If you’re sailing with Christopher, you wake up cold in the brig, in only your skivvies, without your weapon or your map.  Punishment for drunkenness on duty, the captain claims. You must use all your pieces of eight to convince him to let you free. Sprint for 15 more minutes to get yourself back on deck, deal with the teasing of the crew and your horrible headache while you try to find your clothes and weapon.

If you’re sailing with Tack, you wake up right where you fell asleep- in a puddle of your own drool on the captain’s table. He’s  nowhere to be seen. Be grateful Cap’n Tack found it funny and let you keep your map and your dignity. Sprint for 10 minutes to clean up and leave.

If you’re sailing with Annabelle, you wake up warm and cozy in a gently-swinging hammock in the crew’s quarters. You’re fully dressed with your map and money. She must be a bit nicer than she looked. Sprint for 5 minutes to climb up to the deck and see what’s happening.  

When you get to the main deck you find utter chaos! An enemy ship is drawing near, and the cannons are firing! You jump out of the way just in time; a cannon rips through a stack of barrels, shattering them with a loud bang. As splinters fall over you and the crew scurries around in action, you know you must do something helpful! You see a pirate thrown back by a blast. The cannon he was firing is now unmanned. Take charge of it and fire!

CHALLENGE: Roll the dice to find out how many cannon balls you fire at the enemy ship! Multiply your result x 100 and write that many words to hit your mark! Go! Go! Go!

Despite your valiant efforts, the enemy ship draws up to the your ship‘s port side! Enemy pirates are swinging over onto the deck and into the rigging above your head! They brandish blades and guns and ugly scowls. You’re going to have to fight!

CHALLENGE: Time to do battle!

If you have a dagger you have a difficult time. Sprint for 20 minutes to take down a few rogue pirates but get several wounds in the process and lose a piece of eight.

If you have a pistol you’re able to hide behind some crates and take out several enemies from afar without getting hurt!  However, you have a limited number of shots and it takes time to reload. Sprint for 10 minutes!

If you have a sword you jump into battle and hack and slash like a mad creature! You’re covered in blood (mostly theirs) by the time you’ve finished defending your fellow crew! Sprint for 5 minutes and find a piece of eight!

The battle is over! Some of your crew mates fell in the fight, but you managed to help defeat the enemy pirates. Congratulations! You climb over with your mates to the defeated ship to see what you can plunder. Roll the dice to determine what you find!
1 or 2 - You find five pieces of eight!
3 or 4 - You find ten pieces of eight, plus a bottle of rum!
5 or 6 - You find five pieces of eight and a strange looking bauble.

When you return to your own ship, a young man wearing a faded scarf shakes your hand. “You’ve proven yourself, mate!” he says, “You saved my life! You’re a part of the crew now!”

You’re not sure how you feel about this, but there’s no time to ponder on it. The ship needs to be cleaned and repaired so you can continue your treasure hunt. The captain gives everyone a specific task.

CHALLENGE:  Roll the dice. Multiply the result x 100 and write that many words to get the vessel in ship shape.

The ship is cleaned and repaired for the rest of the journey. The dead are honored and sunken into the sea in a sailor’s burial. By this time night has fallen, and everyone on the ship is exhausted from the trying events of the day. The captain allows the crew to break out some rum and take some time to relax and rest. A few of the pirates have instruments and they begin to play music to lighten the mood. The young man from before smiles at you. “D’you know any shanties, mate?” he asks, “Sing us a song!”  

CHALLENGE: Roll the dice. Your result determines the song you sing (linked below). Open the song in another tab or window, let it play, and sprint for the duration of the song to show off your singing voice to your mates!

1 or 2 -  Mermaids from the POTC On Stranger Tides soundtrack
3 or 4 -  No Quarter by Alestorm
5 or 6 -  Epic Pirate Music Mix

The crew loves your performance and rum is passed around. The mood is lightened, thanks to you!
If you wrote 300 words your mates give you three pieces of eight and you head to your hammock to sleep.
If you write 500 or more words one of your mates gives you a shiny jewel as thanks for the song.
If you wrote less than 300 words, you get no pieces of eight and you have to keep the late night watch in the crow’s nest. Write another 100 words to keep from falling asleep while on duty.

PART 3 - Adventure on the Island

For several days the ship sails on without much happening. There is good weather, fine wind, and the pirates are treating you like a member of the piratical family! .

CHALLENGE: Sprint for 30 minutes to get through this long journey at sea (if you have a bottle of rum, only 15 minutes).

The bloke up in the crow’s nest suddenly shouts out. “Land ho!” Everyone runs to the railing to look. An island looms dead ahead, like a large turtle shell rising out of the sea. Although it looks like any other island from where you are, you can’t help the feeling of foreboding that descends on you. There is something strange about this island… something unnatural and dangerous. Suddenly you feel as though the treasure may not be worth the risk. Dread wraps around your heart, but there’s nothing you can do now. If you don’t do your part in the treasure hunt then you won’t be getting any of the treasure. It’s your map- you’re going for it!


Write 250 words as the ship is anchored to try and relieve your nervousness. The captain and a few select crewmen climb into the longboat. You join them. As you’re rowed to shore you grasp your weapon tightly in your hand and wonder what strange things await you on this island. Write another 100 words to get to shore.

As you step out of the boat onto the white sandy beach, you look around. The beach rolls on in either direction out of sight and leads up to what looks like thick, impassable jungle.  There are two visible paths leading off through the rich flora.

“Which way do we go, navigator?“ the Captain asks you, waiting impatiently. You produce the map and look closely at the aged parchment. Which path do you choose?

CHALLENGE: Do a 20 minute word war. Your word count determines your result!
Less than 600 words - You take the path on the left.
600 words or more - You take the path on the right.

“This way,” you say, and the small party heads in that direction. As you step into the jungle you instantly feel like many eyes are watching you. A shiver runs down your spine despite the hot, humid air, but you press on.  You walk for a good long while, stepping over roots and cutting through thick vegetation. Insects buzz around your ears and every once in a while you imagine you feel something grabbing at you out of the green shadows. The deeper into the jungle you go, the hotter and harder to breathe the air becomes  Suddenly the thick flora opens into a clearing. In the middle of it is a large pool of clear, blue water, fed by a sparkling waterfall. You see something swimming in the water. The air is lighter and you realize, with some alarm, that the path on the map leads straight into the pool.

Write 100 words as you carefully approach the edge of the water. When you get there, a beautiful mermaid appears. She smiles at you and rests her elbows on the ground at your feet.

“Do you have something for me?” she asks. “I can  help you if you do.”

If you have a strange bauble or a jewel, you give it to her. Write 250 words as she tells you the direction to take to reach the treasure.

If you have nothing to give her, write 500 words as you try and convince her to help you. In the end she refuses and tells you to leave before she kills you and the others.

You leave behind the refreshing clearing and head back into the jungle. You press on for what seems like hours through the unchanging, stifling, itchy scenery. You look for landmarks along the way. You pass a crumbling statue shaped like a monkey. You see two trees that grew together in a strange shape. All the while you think you hear footsteps behind your party, but you never see anything behind you. The feeling of being watched never ceases.

Finally, as the sun is setting, you reach your destination. The map has lead you to another clearing. It looks like there was once a village here. The foundations of ruined hut-like buildings are everywhere, overgrown with briars and weeds. In the center of the overgrown clearing there is what looks like a building made completely of human bones! You shudder at this sight, but you know that is where the treasure is hidden.

“Who’s gonna look inside, Cap‘n?” someone asks. The captain smirks and looks at you silently. It’s clear that you are the one who has to look in the strange bone building. As you approach it, you and the others are suddenly accosted by dozens of strange enemies! You draw your weapon and swallow your fear- you must fight your way through if you‘re going to come out of this adventure alive!

If you took the left path, you’re fighting living, cursed pirate skeletons! Although they are terrifying, they’re relativity easy to defeat. As soon as you give them a good whack, they’re done for. Sprint for 30 minutes to defeat the skeletons!

If you took the right path, you are fighting crazed zombie monkeys! They’re small, they’re undead, they’re fast, and they’re mean! No matter how fast you are, they seem to always get the better of you. The fiendish little beasts are almost impossible to beat. Sprint for 40 minutes to kill the wicked furry buggers!

Finally you defeat all your undead enemies! You’re exhausted as you stagger to the bone building and grab the door handle (which is fashioned from a skeleton hand). Your wounds are stinging and your chest is heaving. You yank open the door; it rattles and shakes and for a moment the whole building seems like it‘s about to collapse. You tense, but when it stops shaking you step inside. It’s dark and the air smells musty and old. You’re sure that no one has been inside this place for many, many years.

“What d’you see?” one of your mates calls out. You look around and slowly your vision adjusts. The sun is setting outside and so it is quite dark. You soon see that there are three large chests. Your old feeling of excitement and adventure returns. You have found the treasure! What gold and jewels await you? What pearls and diamonds, what items of unknown riches? Of course, you know it can’t be that easy. You take a step further inside. A skull sitting in the middle of the earthen floor suddenly starts glowing! You jump back in fright as a voice startles you, booming from within the illuminated skull.

“You have come to take my ancient treasure! You made it this far, so I will grant you a chance. One of these chests holds my treasure. The other two are cursed! Choose wisely, pirate!”

This is it! This is what everything boils down to! Which treasure do you choose? Roll the dice twice. Add your results together, then multiply x 100. Write the final result!

If you succeed in under 30 minutes, choose chest 1, 2 or 3.
If it takes you longer, roll the dice to choose your chest.
1 or 2- Chest One.   3 or 4 - Chest Two.  5 or 6 - Chest Three.

You’ve chosen your treasure. You carefully step over the talking skull and grab the chest. It takes all of your remaining strength to drag the heavy thing out of the bone hut and into the moonlight. You collapse on top of it, completely exhausted, your brown drenched in sweat and your clothing torn and stained with blood. The adventure is over… or is it? The pirates walk up silently, excited but nervous. You tiredly raise your head and look up at the captain, who is standing over you expectantly.

“Well,” the captain says, “Open it, and let’s see what we’ve found.”

“Aye aye,” you say, and you sit back. To your surprise, there is no lock on the chest. Slowly, with hands that shake from weariness- or is it fear? - you grasp the edges of the lid. You take a deep breath, knowing that this may be the best or worst thing to ever happen to you.

You open the chest.


If you chose Chest One - Congratulations! You chose the correct chest! You behold hundreds of shiny gold doubloons, countless jewels of every color, and exotic and strange items you know are worth a fortune. There are more treasure maps wedged in amongst the treasure, and right on top is a bound leather book. That is the first thing you grab. As the crew dances and sings you flip through it. There are stories, poems, songs, knowledge that is ancient and wonderful. With this you will be able to find a hundred treasures, and write a thousand novels. A thrill of accomplishment courses through you, revitalizing your tired body. You’ve done it - you’ve gone on a pirate adventure and found the treasure! You, captain and crew return to the ship, victorious. The celebration goes on long into the night and when it’s done you’ve decided to become a permanent member of the crew. You’re a pirate, and there is more adventure ahead for you! Write 100 words to end your epic pirate tale!

If you chose Chest Two - you chose a cursed chest. When you open it you are greeted by naught but a black smoke. It swirls and seems to grow, until it surrounds you in a dark mist. You can barely see or hear. Your heart  pounds, your thoughts race. All of your mates run away in fright, leaving you to your fate.  A ghostly face appears in the mist.
“You dared to disturb my ancient treasure…This is a curse of Time… You must return to your arrival to this island and relive your treasure hunt over again!”
Oh no! Will you go through it all again? If you any have pieces of eight you may use them to beg the greedy spirit for mercy… and then write a last 15 minute word war as you trudge back through the jungle to the ship, empty handed.

If you chose Chest Three - you chose a cursed chest.  When you open it, an invisible force reaches out and wraps around your throat. You feel a horrible coldness spreading throughout your being, grasping your very soul. You try to scream but no sound passes your lips. Your mates look on in horror, but when they come near to try and help they are forced back. You hear your captain telling them to retreat, and commanding them to leave you to die. Despair fills you as you succumb to the cold and darkness.
When you wake up you find yourself lying there in the clearing. You look down. Your wounds are healed and your clothing is mended. Strangely enough, you feel stronger than you ever have before. As you get to your feet you look up to see a ghostly figure standing before you. You realize this is the crew member who looked at you strangely on the ship.

“Ye be now cursed as I am,” the ghostly pirate says, “Never dying. Because you fought so hard, ye be stronger now than before.” The figure’s mouth curves into a dark and evil smile. “The ship and the captain who abandoned you are still on the shore. If we hurry, we can catch them.”

You smile a wicked grin. You may be cursed, but you will have revenge on the captain who left you to die. Do a 10 minute word war as you fly back to the ship in your new ghostly form, and take over as the new, undead captain of the ship. A joyful future of pillaging, plundering, and terrifying other ships lies ahead for you.

The End (bout dang time!)

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