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What Happens Next: If the cats want to keep examining the monster, this is the end of the chapter. Pass the adventure to the next Narrator and tell him or her to continue with 19.

If the cats return to the outer camp area, continue with 11 but do not refresh the chips again. (That only happens the first time the cats go through scene 11.)

If the cats decide to explore the Medical Tent, continue with 15.

If the cats decide to explore the Transport Van, continue with 17.

17. A Wall of Dens

Read Aloud: “Like the other monster, this one appears to be sleeping, but the Twolegs do not seem to be trying nearly as hard to wake it up.”

Narrator Tips: In this scene the cats can examine the Transport Van and watch as the humans occasionally carry over a sedated cat from the Medical Tent and put it into a cage inside the van. When the cats can see the inside of the van, they see a huge wall of metal dens (like those they saw in the early scenes in this adventure), many of which have cats inside them.

This may be the first time the cats have ever been this close to a Twoleg monster, but the fact that it is so soundly asleep should allow them to be bolder than they usually would be around such a beast. As the cats examine the situation, be creative in your descriptions. Try to describe the various shapes and parts of the van as they would appear to a cat and encourage an air of mystery and wonder.

As they poke around the van, the players’ cats can smell the fear from the cats inside the monster. Not only that, if they make a Smell Check with a total of 8 or higher, they can pick out all the individual scents of the cats inside (which include Burr and any of the players’ cats that have been captured).

This examination is interrupted occasionally as the Twolegs come back and place more cats inside the monster. Have the players’ cats make Ponder Checks as they watch this. If the Check total is 6 or higher, the cats realize that the Twolegs are performing some kind of specific action in order to get the monster to react in certain ways.

What Happens Next: If the cats want to stay and keep examining the monster, this is the end of the chapter. Pass the adventure to the next Narrator and tell him or her to continue with 19.

If the cats return to the outer camp area, continue with 11 but do not refresh the chips again. (That only happens the first time the cats go through scene 11.)

If the cats decide to explore the Medical Tent, continue with 15.

If the cats decide to explore the Supply Van, continue with 16.

18. A Desperate Fight

Read Aloud: “The Twolegs are big and they’re strong, but sometimes being a warrior means standing your ground and fighting, even when winning seems impossible.”

Narrator Tips: Clan cats fighting against humans is a lost cause, but that doesn’t mean that some of the players won’t want their cats to try it.

One thing that a cat can do effectively is intimidate a Twoleg opponent. Despite their smaller size, cats that show enough ferociousness can cause a Twoleg to hesitate and be more careful, shifting the odds considerably. A cat who performs a Hiss or Arch Check with a total of 15 or higher will get an automatic +3 bonus to all Bite, Swat, and Wrestle Checks for the rest of the fight. If the cat can get totals of 15 or higher in both Checks, he or she can double that bonus, getting a +6 in those Checks for the rest of the fight.

While it’s not possible for a cat to severely hurt a Twoleg opponent, he or she can get in some painful scratches. Twolegs do not Jump out of the way in combat; they pull their hands back out of reach. That movement functions the same way a Jump does for a cat. Treat attacking Twolegs as though their hands have Jump scores of 10.

Treat this the same as if two or more cats were Wrestling, though the Twolegs’ Checks always have a total of 13. In order to pick up a cat, the Twolegs must win a Wrestling Check. As long as the cat wins, he or she is writhing around too much for the Twolegs to pick up him or her.

Once a cat has been lifted into the air, the fight is over.

Any time before that happens, the cat may decide to end the fight by running away.

What Happens Next: If the cat is lifted into the air, the Twolegs will put him or her into a cage. The adventure is over for that cat, though he or she can still be rescued if the other cats manage to figure out how to release the trapped cats from the Transport Van.

If all the cats are captured, continue with 23.

If the cat decides to run away, or if the other cats run away after their friend is captured, the next step in the adventure depends on where they decide to go.

If the cats escape to the outer camp area, continue with 11 but do not refresh the chips again. (That only happens the first time the cats go through scene 11.)

If the cats escape to the Medical Tent, continue with 15.

If the cats escape to the Supply Van, continue with 16.

If the cats escape to the Transport Van, continue with 17.

19. The Monster’s Secret

Read Aloud: “As you watch the Twolegs walk up to the monster, briefly wake it up, then leave as it falls back to sleep, you notice that there’s some kind of pattern involved. Is this some kind of ritual that only partially wakens the monsters?”

Narrator Tips: The secret is that these are the kind of vans where you can set the side door to automatically open, and the people from the animal shelter have done just that to make their coming and going easier. This would be very easy for another person to figure out, but it wouldn’t be nearly so obvious to a cat.

This is another scene where your job, as Narrator, is to describe an ordinary action in a way that seems strange and exotic as seen through the eyes of the cats. There are several parts of what the Twolegs are doing that the cats are likely to focus on.

Some cats may think it has something to do with particular sounds the Twolegs are making—a song or phrase that makes the monster partially wake up.

Some cats may think that it is a ritual involving the Twolegs walking around the camp. They leave the monster, walk a specific pattern, then come back and the monster will wake up only for a few brief moments.

Some cats may think that it has to do with some special shiny stones a few of the Twolegs carry with them (the keys to the van). While that is partially true, the keys are not necessary to open the door at this time.

Finally, some cats may think correctly that it is the act of giving the monster’s side (the van’s sliding door) a solid hit.

Let the players talk about it for a while; then have the cats all make Ponder Checks. Add the totals of all the Checks together to get a group total. As long as that group total is 12 or higher, the cats have the right idea—that the key is hitting the side of the monster in a special way.

If the group total is less than 12, tell the cats that they are certain that the correct answer is one of the choices above other than the real one. This will result in some strange behavior by the cats—behavior that will not open the van door. Once they have tried and failed once or twice, let them make another round of Ponder Checks and use them to increase the group total. Repeat this as necessary until the group total is 12 or higher.