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message 1: by Lyla, Death to all Scourge and Ashfur h8ers! (last edited Oct 11, 2009 03:44PM) (new)

Lyla Neko (scourgelyla) | 4244 comments Mod
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Chapter Eight:
Saving the Kits
“Saving the Kits” is a short sample adventure that will
help you to get a feel for how the Warriors Adventure
Game is played. Because this adventure is so brief, there
are two parts of game play that will be slightly different
than those described in the rules.
One Narrator
Despite what it says in Chapter Six about the Narrator
switching from time to time during the course of an
adventure, this does not happen during the course of
“Saving the Kits.” Because “Saving the Kits” is just a
sample adventure—not much longer than a single
“chapter” in a full-length adventure—switching Narrators
in the middle of it would be confusing.
As a result, your group should choose one player to be
the Narrator throughout this whole adventure. While
it’s unfortunate that one player will have to set aside
his or her cat for this adventure, it’s the best way for
everyone to experience the game. Don’t worry. The other
cats won’t gain any advantage over the one set aside,
and all the players will learn something together.
Find a fair way to determine which of the players will
be the Narrator for “Saving the Kits” (rock-paperscissors,
evens and odds, etc.). Once that’s set, let him or
her hold the adventure—no one but the Narrator should
read beyond the point that says “The Adventure Begins.”
No Reset
Another thing that won’t happen while playing
“Saving the Kits” is that the cats will not have an
opportunity to refresh their Ability chips. They will
have to play through this whole adventure with only
the chips they have at the start of it, so players will have
to be extra careful about when they spend their chips
—once they’re gone, there won’t be any more for the rest
of the adventure.
The Narrator’s first duty is to explain this to the other
players. Moreover, the Narrator might want to remind
the players of this fact during the game if they seem to
be spending their Ability chips too quickly. Then again,
sometimes the best way to learn a difficult lesson is to
get it wrong a few times.
When all is said and done, if the players figure out
about the right speed with which to spend chips in
“Saving the Kits,” they will have the right idea for future
adventures.
The Adventure Begins
Hello, Narrator! It’s time to begin playing “Saving
the Kits.” Make sure everyone has his or her character
sheet, the correct number of chips, a piece of paper, and
a pencil. Since this is the first time you’re playing, don’t
be afraid to stop, ask questions, or look things up.
When you’re ready, begin with 1 below.
1. On the Island
Special Note: This section is only needed if the cats
are from different Clans. It gives them a reason to work
together. If all the cats are from the same Clan, you can
skip this section and continue with 2.
Read Aloud: “The adventure begins on the Island—
where the Clans meet in peace for the monthly Gatherings.
In hopes of forging closer ties between the Clans, each of
the leaders has sent a group of young warriors here today.
Your leaders have told you to be on your best behavior
and to meet as many other young cats as you can.”
Narrator Tips: The purpose of this section is for the
players to introduce their cats to one another. Your job as
the Narrator is to encourage them each to say a little bit
about their cats and to begin to get into character.
If the players are doing this on their own, you can sit
back and let them talk. Just make sure that all the players
are participating.
If any of the players are left out or if the group doesn’t
feel comfortable jumping right into the game, try
helping them by asking different players some of the
following questions (or others that you think would be
interesting).
• What does your cat look like?
• Where does your cat sit or stand? Why?


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Lyla Neko (scourgelyla) | 4244 comments Mod
• What’s the best thing about being in your Clan?
• Now that you’re a warrior, what are you most
looking forward to?
• Why do you think the leaders organized this
meeting?
Let this go on for a few minutes until the players seem
comfortable speaking for and about their characters.
When that happens, or if the players seem anxious to
move on, continue below.
Read Aloud: “Your conversations are interrupted as
Firestar bounds across the fallen tree and addresses the
whole group.
“‘While you young warriors have been gathering,’
he meows, ‘a group of queens was introducing the
different Clans’ kits to one another. This may have been
a mistake, though. A group of kits has gone missing!’”
Continue with 2.
2. Lost Kits
Special Note: If your group of players all have cats
from the same Clan, then the next “Read Aloud” section
is spoken by that Clan’s leader. (You can find a list
of the current Clan leaders on www.warriorcats.com
in case you need it.) If they are from different Clans,
the section is spoken by Firestar.
Read Aloud: “A group of kits has snuck away from
the Queens that were watching them. Every available
warrior has been sent out to look for them, but we need
your help, too!”
Narrator Tips: Let the players’ cats ask as many questions
as they like about the disappearance, using the following
paragraph for general information. As the Narrator,
you can improvise anything that isn’t specified below.
The group of kits had been playing together
all morning. The queens had to yell at them several
times for wandering away from the rest of the
group while chasing butterflies. No one is sure
how long the kits have been missing because the
queens were busy with another group that
got tangled in a bramble of nettles. When it was
time to go back to the nursery for afternoon
naps, they noticed the kits were gone.
When the questioning is through, the Clan leader or
Firestar tells the cats that their assignment is to check
out two places in particular: a meadow next to the
horseplace and an outcropping of rocks just beyond it.
Have the cats each make a Ponder Check. Anyone
who gets a result of 4 or higher remembers one of the
following facts—the more cats who succeed at the
Check, the more information they’ll get.
• There are a lot of butterflies in that meadow this time
of year.
• There’s been a strong wind blowing from the meadow
toward the outcropping of rocks the past few days.
• It rained a lot yesterday, and that means the kits may
have left tracks in the mud that can be followed.
• Many forest animals and prey like to gather in the
meadow on sunny days like this.
• Last night’s patrol reported that the recent rain has
made the snakes that live in the outcropping of rocks
more active and dangerous than usual.
What Happens Next: The group must decide where they
are going to search first.
If the group wants to search the meadow first, continue
with 3.
If the group wants to search the rocks first, continue
with 5.
If the group wants to look for tracks, continue with 4.
3. A Lovely Meadow
Read Aloud: “A beautiful open meadow stretches
before you, dappled in sunlight and filled with long
grass, flowers, and ferns. Above it all fly more butterflies
than you can count, fluttering lazily in the breeze. It’s
all so peaceful you could almost forget the troubles that
brought you here. It would be so nice to laze about in
the sun.”
Narrator Tips: First thing, have every character make a
Focus Check with the following results.
• Focus Check = 4 or Higher: The cats whose checks
were 4 or higher can continue about their business.
When they notice the other cats are gone, they can
call them back whenever they like. If they don’t, the
other cats can’t participate in the adventure, so as the
Narrator, you should remind them that it’s important
to keep the group together.


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Lyla Neko (scourgelyla) | 4244 comments Mod
• Focus Check = 3 or Lower: The cats whose
scores were 3 or lower are distracted by the
warmth of the sun and the beauty of the
meadow, and all they can think about is
playing with the butterflies or lying in the
sun. They are too distracted to continue and will
stay here until someone reminds them of their
mission. If all of the cats scored lower than 3,
go immediately to the “What Happens Next”
section.
Ask the players whose cats want to investigate the field
how they plan to do so. Let them try to think of things
to do rather than give them hints right away. They can
use different Skills with the following results (plus any
others that make sense to you). You don’t have to do this
in a strict order; just make sure everyone has a chance
to try one thing before you let others try second or third
options.
Listen: If the Check is 4 or higher, the cat hears some
rustling in the grass on the far side of the meadow.
Ponder: If the Check is 3 or higher, the cat remembers
that poppy seeds grow in one corner of the meadow
—if the kits went there, they almost certainly have
fallen deeply asleep. If the Check is 4 or higher, the cat
also remembers that there’s a section that’s usually
muddy after a rain, and that would be a good place to look
for tracks.
See: If the Check is 3 or higher, the cat sees a set of
paw prints leading to the far side of the meadow. If the
Check is 4 or higher, the cat also sees a set of paw prints
leading away toward the rocky outcropping. If the
Check is 5 or higher, the cat realizes that the first set of
prints do not belong to a kit but rather to some other
woodland animal.
Smell: If the Check is 4 or higher, the cat smells
something unpleasant on the far side of the meadow. If
the Check is 5 or higher, the cat also smells a faint odor
of poppy seeds coming from another corner of the
meadow. If the Check is 6 or higher, the cat also catches
a brief scent of the kits on a breeze blowing from the
direction of the outcropping of rocks.
Let the players talk about what their cats discovered.
What Happens Next: What happens next depends on
many different factors.
If all of the cats fail the initial Focus Check, continue
with 6.
If the group heads to the far side of the meadow, continue
with 7.
If the group goes to where the poppy seeds are, continue
with 8.
If the group goes toward the outcropping of rocks,
continue with 5.
4. Tracks
Read Aloud: “Thanks to yesterday’s rain, the ground
here is still fairly muddy. After only a few minutes of
poking around, you are able to identify two distinct sets
of paw prints.”
Narrator Tips: One set of prints heads toward the
outcropping of rocks; the other heads into the meadow.
The first set belongs to one of the kits; the other belongs
to the skunk, though the cats may not know this right
away.
If the cats have already encountered the skunk
(or otherwise figured out that it’s there), they can
automatically tell the paw prints apart. If not, then they’ll
have to use their hunter’s instincts to tell them what
the tracks in the mud mean. They’ll do that by making
some Skill Checks. The following Skills and Knacks
will be most useful, but let the cats try anything their
players can think of, as long as it seems likely to help.
Animal Lore or Ponder: Knowledge about other
animals will help tell the difference between the tracks.
An Animal Lore Check that totals 4 or higher or a Ponder
Check that totals 5 or higher will let the cat know that the
tracks that lead into the meadow were made by a skunk.
See: Simple observation will tell the cats something
about the animals that made the two tracks. A Check that
totals 4 or higher will reveal that the tracks leading into
the meadow were made by something the size of a fullgrown
warrior, and even heavier. Plus the paws that made
those tracks clearly have very sharp claws. The tracks
heading toward the rocks were made by a smaller, lighter
creature—just about the right size for a kit.
Smell: Sniffing around the area will provide information
if the Check total is 5 or higher. In that case, the cat will
smell a foul, bitter, unpleasant odor lingering in the tracks
leading to the meadow. If the Smell Check is 6 or higher,
the cat also catches a faint whiff of the kits in the
tracks heading toward the rocks.


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Lyla Neko (scourgelyla) | 4244 comments Mod
Track: Hunting Skill is very much involved in this section,
so a cat with this Knack can choose to use it to help with
either the See or Smell Checks (or any other check the
Narrator thinks is appropriate).
What Happens Next:
If the group follows the tracks that lead toward the
meadow, continue with 7.
If the group follows the tracks that lead toward the
outcropping of rocks, continue with 5.
5. At the Rocks
Read Aloud: “As you come out from the woods you can
see a cliff that is so tall and rocky it almost looks like it
was built by some Twolegs. There are other hills around
the territories like this, and you know that they’re all
dangerous. Rocks sometimes fall from the tops; snakes
and biting insects live in the nooks and crannies. And
even without that, the rocks never get enough sun to
make them worth even taking a nap on.”
Narrator Tips: A quick look around will tell the cats that
the kits did wander this way—their paw prints are all over
the place wherever there’s mud or a puddle. But because
there are so many paw prints, it’s difficult to tell where
the kits went. The cats will have to use some of their
Skills to discover more.
Smell: It’s possible for a cat to get some information
from the scents in the air. If the Smell Check is 3 or
higher, they can definitely smell the kits. If the Check is 4
or higher, they also smell some snakes. In both cases, the
wind swirling around the cliff makes it impossible to tell
exactly where the kits or the snakes are.
Listen: If a cat just Listens, he or she may hear the kits
calling for help. If the Listen Check is 4 or higher, the cats
hear the call but can’t figure out why the cries sound so
faint and faraway. If the Check totals 5 or higher, they
realize that the kits must be in a cave somewhere
along the rock wall. But the blowing wind makes it
impossible to tell exactly which one.
See: Looking around, a cat might notice a few
things. If the See Check is 3 or higher, the cats
notice that along with the kits’ paw prints, there
are recent tracks made by snakes slithering over
the mud. They also notice a butterfly flying in the strong
breeze; it seems to be struggling against the wind, trying
to fly back toward the meadow. If the Check is 4 or higher,
the cats also notice a small cave entrance along the rock
wall. If the Check is 5 or higher, they also notice a larger
cave entrance a bit farther away and half hidden behind
a tall rock.
Ponder: If a cat just wants to puzzle this out with his or
her brain, a Ponder Check is in order. If the Check is 2 or
higher, the cats know that these rocks are pretty boring
and would not hold the kits’ interest for long. If the Check
is 3 or higher, the cats realize that the kits probably would
have left here quickly unless there was a reason they
couldn’t. If the Check is 4 or higher, the cats know that
if an animal attacked or some other danger arose, the kits
would probably try to hide. If the Check is 5 or higher,
the cats remember that there are usually caves in rock
walls such as this.
Also allow the cats to try other Skills or Knacks if the
players want (you can suggest some, if you think it will
be helpful) and improvise results that seem appropriate.
What Happens Next:
If the group wants to follow the butterfly back toward
the meadow, continue with 3.
If the group wants to keep poking around to find more
clues, continue with 14.
If the group wants to examine the small cave entrance,
continue with 9.
If the group wants to examine the large cave entrance,
continue with 14.
6. Goof Off
Special Note: If the cats get sleepy because they chewed
on poppy seed leaves, then adjust the “Read Aloud”
section to indicate that Firestar has found the group
sleeping rather than goofing off.
Read Aloud: “It’s a beautiful day! You can chase
butterflies or wrestle with each other or just lie in the sun.
It all seems so perfect until you hear a stern voice calling
out.
“‘What are you doing?!’
“It’s Firestar, and he doesn’t look happy!”
Narrator Tips: Lead the players through a brief
conversation with Firestar. He wants to know why
they’ve shirked their responsibilities. Let them try to


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Lyla Neko (scourgelyla) | 4244 comments Mod
explain, or simply apologize if they prefer. There
really is no good excuse for this, but sometimes this
happens to young cats. Hopefully they will learn from
the experience.
Firestar will be very disappointed in them and suggest
that maybe they were promoted to warriors too soon.
Thankfully, another group of warriors was able to save
the kits in time. He will remind them that if they can’t be
counted on to help their Clan in a time of need, they’re no
better than kittypets.
What Happens Next: The adventure is over for the cats.
They have failed in their assignment and will have to
make up for their mistakes by doing extra hunting and
patrolling for the next moon or more.
The cats do not get any Experience rewards for this
adventure.
7. Skunk
Read Aloud: “As you get near the other end of the
meadow, you see some rustling in the grass. Maybe that’s
the kits playing? But no—as you get closer, you can smell
a bitter scent that tells you it isn’t kits. It’s a skunk!
“Before you can turn around to leave, the skunk senses
your approach and charges forward through the grass
toward you.”
Narrator Tips: The next step in this section depends on
what the players want their cats to do. Let them discuss
it, but tell them that they have to make up their minds
quickly. The biggest difficulty is that the whole group
must decide on one course of action. The most likely
options are described below.
Run Away: Fleeing is easy, but the skunk will try to
spray the cats as they run. All the cats must make Jump
Checks to avoid the spray. In order to succeed, a cat
needs to get 3 or higher on the Check. If more than half
of the cats fail the Check, then the whole group gets
caught in the skunk’s spray.
Try to Scare It: The cats can try to use their Arch or
Hiss Skills to scare the skunk away. Have each cat make a
Skill Check, then add up all the results of those Checks.
If the total of all those numbers is 10 or higher, the skunk
is scared away. If the total is less than that, the skunk
tries to spray the cats. This works just as in the “Wait
Too Long” option below.
Fight: If the cats decide they want to fight the skunk,
the details go immediately to the “What Happens Next”
section below.
Wait Too Long: If you think the players are taking
too long making up their minds, give them a warning
such as, “Make up your mind soon or the skunk is just
going to attack.” If they continue to take too long, the
skunk just sprays at them. The cats must all make Jump
Checks. In order to succeed, each cat must make a
Check equal to 4 or higher. If half or more of the cats
fail the Check, then the whole group is caught in the
skunk’s spray. If the group succeeds, it’s the same as
in the “Running Away” option.
What Happens Next: The next step in the adventure
depends on the outcome of this section.
If the group gets caught in the skunk’s spray, continue
with 10.
If the cats successfully run away or scare the skunk
away, continue with 4.
If the cats decide to fight with the skunk, continue
with 11.
8. Poppy Seeds
Read Aloud: “In a corner of the meadow you find the
patch of poppy plants. The air is filled with their
intoxicating smell, and if the kits were here they wouldn’t
be able to resist chewing on the seeds until they fell
asleep. But there are no kits here. Still, those flowers
smell so good, it’s hard to resist.”
Narrator Tips: This section is just a simple test of the
cats’ willpower. Have each cat make a Focus Check. If
the Check is 2 or lower, that cat can’t resist the temptation
to chew on some poppy seeds. Doing so causes the cat
to lose 1 Spirit chip.
If losing that chip costs the cat his or her last Spirit
chip, then the cat falls asleep.
If a character is supposed to spend a Spirit chip but
has no more Spirit chips left in his or her pool, then the cat
has gotten sick from eating too many poppy seeds.
What Happens Next:
If any of the cats get sick, continue with 10.


message 6: by Lyla, Death to all Scourge and Ashfur h8ers! (new)

Lyla Neko (scourgelyla) | 4244 comments Mod
If half or more of the cats fall asleep, continue with 6.
If less than half of the cats fall asleep, the other cats
are able to wake them and the whole group can go on
searching for the kits. Continue with 4.
9. Kits
Read Aloud: “As you get near the small cave entrance,
you can hear the kits clearly. They seem to be half crying
and half whispering.
“When you get right up to the cave entrance, you can
see that it’s too small for you or the kits to fit through,
but inside you can see the kits all standing on a ledge
huddled together.”
Narrator Tips: The point of this segment is for the cats
to have a quick conversation with the kits, who will tell
them the details of what happened and about the snakes.
Remember that the scene will be more dramatic if you
act out what the kits are saying rather than just telling
the players the information blandly.
The details are that the kits snuck away from the group
to chase butterflies. They wound up near the meadow
when one of them, a frisky little tabby named Wanderkit
convinced the others that hunting snakes would be more
exciting than chasing butterflies.
It was exciting, but dangerous. The snakes chased
the kits into this cave and might have killed them, but
Wanderkit got everyone up onto a ledge where they could
better defend themselves.
The snakes backed off, but keep returning and trying
again, so the kits are trapped on the ledge. They look tired
and almost certainly won’t be able to defend themselves
the next time the snakes return.
The kits can tell the cats that the main entrance to the
cave is behind a tall rock. They can also tell them that the
snakes are probably still guarding the entrance.
What Happens Next: If the cats decide to attack
the snakes, continue with 14.
If the cats want to do anything else, remind
them that the next time the snakes come
into the cave they will almost certainly kill
the kits. If the cats do not attack the snakes,
the kits will die and the cats will be in big trouble
with the leaders of their Clans. If they still don’t want
to help right away, the adventure is over right now and
the cats do not get any Experience rewards for this
adventure. You can continue with a modified version of
Firestar’s lecture from 6.
10. Sick
Special Note: The details of this section will be slightly
different depending on whether the cats get here because
of eating too many poppy seeds or from being caught
in the skunk’s spray. Keep those details in mind as
you play through the details.
Read Aloud: “You open your eyes and find yourself
back in the Clan camp. Lifting your head is more difficult
than it usually is, and when you try, the whole world
seems to spin around you.
“‘Don’t move,’ you hear a familiar voice meow. ‘You’re
not ready to get up just yet.’”
Narrator Tips: The voice comes from the Clan’s medicine
cat. Although this may be in different camps if the
players’ cats are from separate Clans, the conversations
will be so similar that you can pretend they’re all taking
place together.
The medicine cat will tell the characters that other
warriors brought them home in very sick condition. But
with the quick application of some healing herbs, the
medicine cat has fixed it so that they will all be fine after
a little extra rest.
Depending on the details of how they got there, you
may have the cats get a visit from their Clan leader to
talk about the appropriate behavior for a warrior on
a mission. There’s no shame in retreating from or
falling to a stronger opponent, but eating yourself sick
is unacceptable. (This is based on whether you, as a
Narrator, think this would be helpful for the players—it’s
a way to give them advice from a character in the game.)
What Happens Next: The adventure is over for the
cats. Because of their illness, they were unable to
accomplish the goal of rescuing the kits. Thankfully,
other warriors did.
The cats do not get any Experience rewards for this
adventure.


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Lyla Neko (scourgelyla) | 4244 comments Mod
11. Fight
Read Aloud: “The skunk digs in its claws and growls
angrily at you. You can see how sharp its claws and teeth
are, and you realize that there’s a reason (other than just
the smell) that the Clans don’t hunt skunks as prey.”
Narrator Tips: A fight with the skunk works just like
any other fight, as described in Chapter Five.
The skunk has a Strength of 3. Every Round on its turn,
it makes two Swat Checks—one each against two
different cats (one Check for each of its front claws).
The skunk’s Swat Check always equals 5. If only one cat
remains to fight, the skunk only makes one attack.
Cats must use their Swat Skill when fighting a skunk.
It is not possible to Wrestle with or Bite a skunk because
of its spray. When trying to avoid the cats’ Swat attacks,
the skunk’s Jump Check always equals 4.
If the skunk takes 4 chips worth of damage, it will run
away. The cats have won the fight.
If a cat decides that the fight is too tough, he or she can
run away rather than make a Swat Check. Once a cat
runs away, he or she cannot come back to rejoin the fight.
If more than half of the cats choose to run away, then
the whole group must run away together.
What Happens Next: The outcome of a fight can be
brutal if it goes badly.
If any of the cats is Knocked Out, the whole group
must get that character to a medicine cat as quickly as
possible. Continue with 12.
If the cats win the fight, continue with 4.
If the cats want to run away, continue with the “Run
Away” section in 7.
12. Hurt
Special Note: The details of this section will change
based on how the cats got hurt. Use your imagination
and improvise based on what has happened in the
adventure so far.
Read Aloud: “When you open your eyes, you immediately
feel the lingering pain from your wounds.
“‘Don’t move too much,’ meows the familiar voice of
your medicine cat. ‘You’ve already shown how brave you
are; now show me how smart you are by lying still for a
few days while your body heals.’”
Narrator Tips: It’s certainly possible that not all of the
cats were injured. If only one character is Knocked Out,
the whole group had to work together to get him or her
back to camp, and so the whole group had to give up the
search for the kits. Thankfully, another group found and
rescued them.
Although the cats will all go back to their separate
Clans, the rest of this scene will be pretty much the
same in each case. For that reason, it’s okay to take a
shortcut and only play through it once, telling the players
about any individual differences separately.
There is no shame in losing a fight. In fact, standing
your ground and fighting to the end is the mark of true
bravery. The Clan’s leader and other members of the Clan
will certainly be proud of the cats for acting like real
warriors and will probably stop by to say so.
It will take a few days, or maybe even weeks, for the
characters to fully heal. When they are better, though,
they’ll be warmly welcomed back to their duties.
What Happens Next: The adventure is over for the cats.
They acted bravely but, in the end, did not have what it
took to overcome the dangers they faced.
Although they can be proud of the bravery they
showed, the cats do not get any Experience rewards for
this adventure.
13. Well Done
Read Aloud: “After you defeat the snakes, the kits come
bounding out of the cave. They’re tired, hungry, and
scared, but still safe and healthy.
“When you get back to the camp, the kits immediately
begin telling tales about how big and strong and brave
you all were. And it’s true; you were. You saved the kits!”
Narrator Tips: All stories need an ending. This is your
chance to have one of the Clan leaders tell the characters
what a good job they did.
It’s also a good opportunity for the players to have
their cats ask any questions they might have about
what happened or what could have happened. (If you
plan to play this adventure again, though, you probably
shouldn’t give them too many answers.)
When that’s done, so is the adventure.
What Happens Next: You have finished the adventure.
Well done!


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Lyla Neko (scourgelyla) | 4244 comments Mod
14. Snake Fight
Read Aloud: “Behind a tall rock you see a cave entrance.
Slithering back and forth in front is a pair of vipers.
They look angry and seem focused on something inside
the cave—until they notice you!”
Narrator Tips: The fight with the snakes works just like
any other fight, as described in Chapter Five. The only
difficulty for the Narrator is that there are two snakes, so
be sure to track each one separately (it’s best to use a piece
of scrap paper for this). Another complication is that
the snakebites are poisonous.
Each snake has a Strength of 2. Every Round on their
turn, the snakes will each attack one cat (if possible,
the cat who hit it most recently). The snakes don’t have
Swat attacks, just Bites. These bites only do 1 point of
damage if they hit (there is no extra damage as with cat
Bites, as described in Chapter Five). However, they are
poisonous.
A cat who has been bitten by a snake is poisoned and
will remain that way until he or she gets treatment
from a medicine cat. Every Round, the cat must make a
Spirit Check. If that Check equals 3 or higher, nothing
happens immediately. If the Check totals 2 or lower, the
cat loses 1 chip (player’s choice). Some cats have a high
enough Spirit to pass this test easily, but it gets more
difficult if the cat is bitten more than once. For every
time a snake bites a cat, the difficulty of the Spirit Check
goes up by 1. So if a cat is bitten twice, he or she loses a
chip if the Spirit Check is 3 or lower. If the cat is bitten
three times, he or she loses a chip if the Spirit Check is
4 or lower, and so on.
When the cats attack, the snakes have a Jump Check
equal to 5. They are fast and hard to hit, but not very
tough. Each snake can only take 3 points of damage
and then it dies.
Also, if the fight goes on too long, the snakes
will get discouraged and leave. After six Rounds
of fighting, instead of attacking on their turn,
the snakes turn around and run away. They
slither under some large rocks and will not come
out again until after the cats leave.
What Happens Next: Win or lose, this fight is the climax
of the adventure.
If the cats kill or chase away the snakes, continue with
13, even if one or two of the cats were Knocked Out
during the fight.
If all of the cats were Knocked Out during the fight,
continue with 12.
After the Adventure
After the last scene of the adventure has been played,
the game itself is not necessarily over. There are still a
few things you can do if the players want to keep at it.
Play It Again
One of the great things about storytelling games is that
you can always tell the story again. And, since so many
of the events depend on Skill Checks, it won’t always go
exactly the same way.
There may be parts of the adventure that the cats never
got around to exploring (especially if they went straight
to the outcropping of rocks). Playing again will let
everyone see all the parts of the story.
In particular, if the adventure ended badly, you and the
players may want to try a second time, maybe starting
back at the beginning or perhaps picking up somewhere
in the middle where it feels as if things went wrong.
If you do play a second time, it’s a good idea to let
someone else try being the Narrator. That way, more
people get that experience and the first Narrator gets to
try playing the role of a cat.
Experience
If the cats completed the adventure successfully, then
they all get Experience rewards (even the Narrator’s cat).
It is important to note, though, that each cat can only get
experience from this adventure once! If you play through
and successfully finish the adventure several times, your
cat only gains the rewards listed below the first time he
or she completes the adventure.
If you use different cats each time, though, each one can
get the Experience rewards. The rule is not that a player
can only get experience once; it’s that a cat can.
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Age: Although all the action in this adventure
clearly happens in a single day, the presumption is that
this is the most interesting and exciting thing that
happens to your cat during the whole of that moon.
Increase your cat’s age by 1 moon and make any
appropriate improvements described in Chapter Four.
Knack: On top of the improvements your cat gets from
aging, he or she also learns a Knack. This can be a new
Knack from the list in Chapter Three, or your cat can
choose one of the Knacks he or she already has to get
improved performance from it (if that’s allowed in the
Knack’s description).
Rethinking Your Cat
Now that you’ve played once, it’s time to think about
how your cat worked in the game and whether or not
it met your expectations. Look at the “Changing Your
Cat” section in Chapter Four and think about what
the best thing to do with your cat is. By the time you
play another adventure or two, you should be very well
acquainted with your cat, how he or she works under the
game rules, and what improvements you’ll want to make
as you play the Warriors Adventure Game more often.
Have Fun
That’s it! You’ve now finished your first adventure in the
Warriors Adventure Game. We hope you enjoyed it and
that you and your friends will want to play again.
More adventures can be found at the back of each
novel in the Warriors: Omen of the Stars series, and you
can find extra information at www.warriorcats.com.


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