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Of course, if any of them get very good results (totals of 12 or higher), you should absolutely tell them the truth of the situation. (As Narrator, you sometimes get the fun of intentionally misleading the other players, but when the cats perform a task well, you should always reward them with useful results.)

In any case, the deception should be short lived. Tell the players that their cats see a group of rabbits—scrawny, skinny rabbits, but rabbits just the same. Half the rabbits scamper up a nearby hill; the other half run deeper into the valley. Almost immediately, the rabbits are out of sight. Perhaps they’ve gone over a rise or behind a snowdrift. Perhaps they’ve reached their burrows and gone underground. Perhaps they heard the cats approaching and have gone into hiding. There’s no way for the cats to know without investigating further. But which group of rabbits will they follow?

What Happens Next: If the players’ cats decide to follow the rabbits up the hillside, continue with 7.

If the players’ cats decide to follow the rabbits in the valley, continue with 21.

7. High on the Hill

Read Aloud: “In greenleaf this hill is shaded by tall trees. Now, even with the trees bare, the snow is clearly less deep than it was in the valley. But as you step away from the trees, the wind becomes quite strong and the snow gathers in drifts.”

Narrator Tips: Tell the players that there are no immediate signs of prey—no tracks in the snow or obvious locations for burrows. Then ask them what their cats want to do next. How will they go about hunting for their prey? Based on their answer, decide what Skill (and perhaps an associated Knack) would be most appropriate for that activity. (It’s likely that the See Skill and the Track Knack will be helpful, or perhaps Ponder and the Animal Lore skill.) Let them all make Checks for their appropriate skills.

Any cat whose Check total was 13 or higher is thoroughly absorbed in the hunt. Tell their players that the cats are certain that there are no tracks or clues to be found here.

If a cat’s total was 12 or less, tell that player the cat was distracted by the howling wind and drifting snow.

Then have all the cats make a Focus Check (with which the Alertness Knack can be used) and add all the cats’ individual results together to create a group total. As a bonus to this total, add +2 for every cat that wasn’t distracted by the winds on the earlier Check. If the group total (including the bonus) is equal to 20 or higher, they notice that the wind isn’t just stronger on the hilltop, it’s increasing because bad weather is about to blow in. It would be best for the cats if they found shelter somewhere.

There really are only three options open to the cats—try to press on despite the weather (which they automatically do if they failed to notice the coming storm), seek shelter under the tall trees, or try to outrun the storm and get down into the valley.

What Happens Next: If the cats press on or head toward the valley, continue with 2.

If the cats decide not to seek shelter, continue with 8.

8. Shelter from the Wind

Read Aloud: “The sound of the wind and the bite of the blowing snow only increase as night falls. Huddling together for warmth, hopefully you can dream of a beautiful, warm newleaf.”

Narrator Tips: Briefly describe what it is like for the cats, as they lay on top of one another, like they did when they were kits. When the weather turns this bad, it’s the only thing you can do. And despite the terrible conditions, the familiarity of the situation provides a feeling of safety as they drift off to sleep.

Their dreams, however, are not of carefree days when they were kits. Instead, they each receive a message from StarClan. The details of each dream should be tailored to the individual cats—featuring cats and situations from their past (both past games, and the background story each player has created for his or her cat). This will require you, as Narrator, to improvise extensively but, since this is a dream, it also gives you the freedom to take a stronger hand in crafting the scene.

In dreams, things don’t always happen in the logical way they do in real life—you can move the players’ cats from place to place, or even time to time. You can make the situation as strange as you like, even put the cats in extremely dangerous situations since, no matter what happens, they will awake safe and sound when the dream is over.

Before beginning the dream, ask each player how many chips they have of each color. Although they may have to spend chips on actions in the dream, when they awaken they will get those chips back, plus the normal Healing a cat gets every morning. (See Chapter Five of the game rules.)

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  Мир накрылся ядерным взрывом, и я вместе с ним. По идее я должен был погибнуть, но вдруг очнулся… Где? Темно перед глазами! Не видно ничего. Оп – видно! Я в собственном теле. Мне снова четырнадцать, на дворе начало девяностых. В холодильнике – маргарин «рама» и суп из сизых макарон, в телевизоре – «Санта-Барбара», сестра собирается ступить на скользкую дорожку, мать выгнали с работы за свой счет, а отец, который теперь младше меня-настоящего на восемь лет, завел другую семью. Казалось бы, тебе известны ключевые повороты истории – действуй! Развивайся! Ага, как бы не так! Попробуй что-то сделать, когда даже паспорта нет и никто не воспринимает тебя всерьез! А еще выяснилось, что в меняющейся реальности образуются пустоты, которые заполняются совсем не так, как мне хочется.

Денис Ратманов

Фантастика / Фантастика для детей / Самиздат, сетевая литература / Альтернативная история / Попаданцы