The cats may try these Checks multiple times, but it doesn’t get any easier. If they spend too many of their chips in failed attempts, the cats will end up in a situation where they no longer have any chance of success.
What Happens Next: If the cats succeed at the necessary Skill Check, continue with 5.
If the cats are in a position where there is no chance for them to succeed at the necessary Skill Check, they remain lost and actually move deeper into the woods. They must rest for the night and try again in the morning. As the Narrator, you can play out this scene in as much detail as you like, but be sure to emphasize that this delay could be tragic if they don’t get the feverfew back to their Clans in time. In the morning, the cats get the healing benefits of a night’s sleep (as described in Chapter Five in the game rules). They also get to refresh their chips. They may now continue with 5.
Read Aloud: “You’re getting near the top of the hill and still you haven’t seen any of the ‘eyes’ that the medicine cats told you about. Then, as you push through the brush, you see not one but literally dozens of pools of water. Some are no more than large puddles, while others are whole ponds.“
Narrator Tips: Before they go any farther, tell the players that it is time to refresh their chips. Any chips they have spent can now be returned to their chip pool, though chips lost due to injury remain lost. (See Chapter Five of the rules for details on refreshing your chips.)
Now the cats must decide where to search for the feverfew. Let the players talk about it as much as they like. When they’re ready to make a decision, each cat must make a Ponder Check. Add up all their totals to get a group total. If that number is equal to or greater than the number of cats x5, they have gotten an insight into the problem. (Do not count the Narrator’s cat in this total, only the cats of the players who are actively participating in the scene.) For example: If there are three cats actively Pondering, the group total of all their Ponder Checks must be 15 or higher (3 x 5 = 15) in order for them to get an insight.
What Happens Next: If the cats have gotten an insight into the problem, continue with 16.
If the cats failed to get an insight, continue with 18.
Read Aloud: “Beneath the boughs of an elm tree, you see the most serene and beautiful pond yet. Perhaps this will turn out to be the right one.“
Narrator Tips: Something just feels right about this pool, but before the cats can check it out they will have to deal with one last challenge. A badger has dug its den in the ground near the pool and it doesn’t like to share the clean, clear water with outsiders. Before the cats approach the water, have them each make a Smell Check. Any cat whose total is 4 or higher catches the scent of an animal in the area. Those same cats (and only the ones who succeeded at the Smell Check) may then attempt a Ponder Check to determine what animal it is. If one of these cats has the Animal Lore Knack, this would be a perfect time to use it. If the Ponder Check total is 6 or higher, the cat recognizes the scent as that of a badger. If the total is 7 or higher, the cat remembers the following information about badgers.
Badgers—Badgers are smart, tough animals. They are very protective of their territory, especially their dens. They don’t like fighting, but once a fight is started a badger will not quit until it or its enemy is dead. If you happen upon a badger, do not act in an aggressive way. Stand your ground and try to show the badger that you are not an enemy, but you’re also not afraid of it. If it senses fear or danger from you, the badger will attack.
A cat with this insight knows that the best thing to do if a badger comes out is for a single cat to take the lead. That cat should stand facing the badger and perform an Arch Check, but, and this is very important, none of the cats should appear angry or Hiss at the badger. If the Arch Check conveys enough confidence and calmness, the badger will let the cats pass.
Read Aloud: “With a wuffling snort, a badger waddles out of the burrow. A squat beast with bristly fur, small eyes, and a large, sensitive nose, the most prominent feature on the badger are its long, deadly, sharp claws.“
Narrator Tips: Let the players discuss what to do—don’t rush them. Let any cat who does not have the Animal Lore Knack now attempt a Ponder Check. If the total is 7 or higher, the cat remembers the badger information listed above. The cat also knows that it’s possible for the rest of the cats to help the one taking the lead. All the remaining cats can make Focus Checks. For each cat whose total is 5 or higher, the lead cat will get a +1 bonus to his or her Arch Check.
If the Arch Check has a total of 8 or higher, the badger snorts again and waddles back into its burrow. Otherwise, it will charge in for a fight.
What Happens Next: If the cats succeed in the Arch Check, continue with 20.
If the Arch Check fails or if the cats try any other strategy, continue with 21.
Read Aloud: “Maybe it’s the fever, or just exhaustion setting in, but you’re finding it harder and harder to concentrate.“
Narrator Tips: Even though they know with absolute certainty that the feverfew is somewhere around this pool, the cats haven’t found it yet. By this point, several of them may be suffering the effects of the fever, and a few may even be Knocked Out. Time is running out and you, as the Narrator, should make them fully aware of that.
There really is no action that takes place in this scene. The cats must continue their search. You should use this scene as a reminder that the cats are starting to feel more and more worn down. As you describe the upcoming scenes, stress how tired they are and how ill they are feeling. Try to get the players to think about what it feels like to be running a high fever—the disorientation and confusion and exhaustion—and convey that their cats are feeling just that way.
What Happens Next: If more than half of the cats are still awake and active, continue with 20.
If more than half of the cats are Knocked Out, continue with 12.
Read Aloud: “You’ve found a beautiful pool—calm, clear water, tall grass growing around its banks. Surely this is where the feverfew will be found.“
Narrator Tips: Let the cats search around the pond briefly, allowing them to make See or Smell or Ponder Checks, if they like. Cats with the Herb Lore Knack may use that in these efforts. Pretty quickly, though, they should realize that there is no feverfew around this pool, so they must be in the wrong place.
Let the cats make another group Ponder Check to gain an insight. This is just as described in scene 15 except that it is a little easier (since they have gained some experience from this wrong turn). This time they gain insight if the group total is equal to or higher than the number of cats x4. And, if they wind up trying this again later in the adventure, the target for the Ponder Check multiplier drops by 1 each time (so it’s cats x3 on the third Check and cats x2 on the fourth).
What Happens Next: If the cats failed to get an insight, they must retry scene 18 again. Don’t tell them that they are doing the same scene a second time. Improvise a slightly different Read Aloud section and make them feel like they have certainly found the right pool this time.