Unless you are the first person who will act as Narrator in this adventure, you should stop reading here. The information beginning in the next paragraph is for the Narrator only.
The Adventure Begins
Hello, Narrator! It’s time to begin playing “Looking for Newleaf.” Make sure all the players have their character sheets, the correct number of chips, a piece of paper, and a pencil. Remember that the point of the game is to have fun, so don’t be afraid to go slow, keep the players involved, and refer to the rules if you aren’t sure exactly what should happen next.
When you’re ready, begin with 1 below.
1. Lean Times
Special Note: This adventure takes place at a very specific time of year—late in the season of leaf-bare. Snow has covered the Clan territories for many moons, and the Clan cats are anxiously awaiting the coming of newleaf. Help set the proper atmosphere before you begin playing by getting the players to think about how tough things are for the cats. The days are short and cold; the nights are long and even colder. If there is a bad time to be a Clan cat, this is it.
The players can role-play their cats however they see fit, but as Narrator you should make it clear that most of the cats are hungry, a little short-tempered, and very anxious for warmer weather to arrive.
Read Aloud: “No one can remember a leaf-bare that has lasted so long. It seems like snow has covered the Clan territories forever. Fresh-kill is scarce, the medicine cats are running low on herbs, and the elders are beginning to wonder if they’ll ever see greenleaf again.”
Narrator Tips: The situation for all the Clans is pretty desperate at the beginning of this adventure. After making do with dangerously little for more than a moon, the Clan leaders have gotten together and decided to send hunting parties beyond the Clan lands in search of food and any sign they can find that newleaf is coming.
The players’ cats make up one of those hunting parties. They are being sent to the woods beyond the Moonpool. Have one of the Clan leaders speak to the players’ cats to express how important this mission is. The cats aren’t starving yet, but the kits and the elders have grown thin and dangerously weak. It won’t be long before some of them join StarClan.
The plan is for the players’ cats to catch as much fresh-kill as they can, eating enough to keep themselves going, but storing most of it under the snow as they continue to hunt. (Burying the fresh-kill will help it stay fresh for a longer period of time.) When they’ve gathered all they can carry—or all there is to find—the players’ cats are to bring the rest of it back as quickly as possible.
As a secondary assignment, the Clan leader asks the players’ cats to keep an eye out for signs that newleaf is coming. If they can bring back proof that things will change soon, it will improve everyone’s spirit.
Let the players ask any questions they like, and answer from the Clan leader’s perspective. No cat knows much—sometimes leaf-bare lasts longer than usual, and StarClan has not sent dreams to any of the medicine cats to explain the situation or offer a solution.
When that’s done, briefly describe the first two days of the trip as the cats go through familiar territory that is almost unrecognizable because of all the snow. The scenes are beautiful, but desolate—there are no birds or squirrels or rabbits—and no tracks in the snow, other than those belonging to the players’ cats.
On the morning of the third day, the players’ cats must choose whether they are going to follow a path up to the highlands or one down to the valley. Both seem equally covered in snow and equally lacking in potential prey. If the players are having a difficult time making up their minds, ask them whether they think that it’s more likely that prey animals (squirrels, rabbits, voles, etc.) would live in the valley or on the hillside. (There isn’t a right answer, but that opinion is probably the best way for them to choose a course.)
What Happens Next: If the players’ cats want to begin by looking for prey in the valley, continue with 4.
If the players’ cats want to begin by looking for prey in the highlands, continue with 7.
2. Whiteout
Read Aloud: “The wind suddenly rises, sounding like a howling dog. The air around you is thick with snow. Before long, it’s impossible to see anything but a solid wall of white blowing snow.”
Narrator Tips: This is a whiteout. There’s so much wind and snow that you can’t see more than a few inches in front of your face. It’s a real weather condition, and it’s extremely dangerous—even more so for cats.
Describe the situation for the players and ask what their cats are going to do about it. Right now they cannot even see one another. If they want to move together and gather as a group, each cat must remember EXACTLY where the others were. To do that, each cat must make a Focus Check (it is possible to use the Alertness Knack with this Check) and get a total of 8 or higher. If any of the players’ cats fail the Check, that cat has lost its way.
If all of the cats manage to gather together, they have two options: Huddle where they are and wait for the storm to end, or try to move to the shelter of the trees in the highlands.
Huddling where they are is a sure way for the group to stay together, but it means they will spend the whole time in dangerously cold weather. All of the cats suffer 2 chips’ worth of damage from the experience. But when the whiteout ends, they have kept their bearings.
Trying to move to the trees (or any other location) is risky because the cats can no longer see anything through the blowing snow. If they want to move, they must pick one member of the group to lead the way. That cat must make a Ponder Check. If the total is 10 or higher, the group keeps their bearings and arrives at the place they were headed. If not, the group has lost its way.
What Happens Next: If any of the cats lost their way in the whiteout, continue with 5.
If the cats were on the hilltop and they kept their bearings, this is the end of the chapter. Hand the adventure to the next Narrator and tell him or her to continue with 8.
If the cats were in the valley and they kept their bearings, this is the end of the chapter. Hand the adventure to the next Narrator and tell him or her to continue with 13.
3. Fresh Tracks
Read Aloud: “The trail seems to go cold momentarily. You can’t see the tracks at all. But just when you’re about to give up hope, you come across another collection of tracks—and they’re still fresh!”
Narrator Tips: The players’ cats have found a collection of tracks that seem to have been made today. Improvise a scene that lets the cats investigate these tracks, using Skills like Ponder, See, and Smell (and Knacks like Track, Animal Lore, and Alertness) to figure out which tracks to follow.
Tell them that there are tracks from lots of different animals, but only the rabbits are prey—the others are foxes, raccoons, and maybe even a bear (if you want to give the players a bit of a scare as they worry that their cats might have to fight such a huge animal). The problem is that the rabbits seem to have been chased out of this location and run in several directions at once. There’s no easy way to tell where they might be now. It’s also unclear which of the other animals might have been chasing them.
Have the players’ cats all make Ponder or See Checks. (The Track Knack can be used with this attempt.) Then add their totals together to get a group total, which will determine the set of tracks they actually follow.