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.
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.