The Fourth Apprentice

Home > Young Adult > The Fourth Apprentice > Page 25
The Fourth Apprentice Page 25

by Erin Hunter


  “They don’t need dead kits,” Lionblaze meowed. “They can visit the living, just like they visited me.” He hesitated. “I—I think they’re training Tigerheart already. In the battle against the beavers, I saw him use a battle move that Tigerstar taught me.”

  Jayfeather’s thoughts flew back to the Moonpool, and how Breezepelt hadn’t seemed at all surprised to be fighting alongside the shadowy warrior. “They’ve recruited Breezepelt, too,” he realized. “Feeding off his hatred of us, and his hunger for revenge. But how? Warrior ancestors have never been able to touch the living world before now.”

  “They have.” Lionblaze’s tone was grave. “When I trained in my dreams with Tigerstar, toward the end, I woke up with real injuries.” Jayfeather felt his brother’s tail-tip rest on his shoulder.

  “They’re breaking through,” Lionblaze growled. “And when the battle comes, it will be for real.”

  Acknowledgments

  Special thanks to Cherith Baldry

  Turn the page to play the first adventure in the

  Visit www.warriorcats.com to download game rules, character sheets, a practice mission, and more!

  Written by STAN! • Art by JAMES L. BARRY

  FEVER DREAMS

  Several moons have passed since the end of the “Saving the Kits“ mini-adventure, found at the end of the Warriors Adventure Game rules on warriorcats.com. If the players’ cats went through that adventure, they are all now 4 moons older. Before starting play, everyone (including the person who will take the first turn as Narrator) should use the information found in the “Improving Your Cat“ section of Chapter Four in the game rules to give their characters the benefits of that passage of time.

  Unless you are going to be the first Narrator in this adventure, 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 “Fever Dreams.“ 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 all of 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. A Dream of Death

  Special Note: This section presumes that the players’ cats come from different Clans. You should modify this section if all the players’ cats are from the same Clan. In that case, only one medicine cat needs to be present, and the fever only needs to affect that Clan.

  Read Aloud: “It’s a troubling time for the cats in every Clan. Despite the fact that it is the height of greenleaf, usually a time of good health and full bellies, a mysterious disease has swept through the territories. Cats in every Clan, from the smallest kit to the strongest warrior, have been coming down with a fever that, if not treated quickly, can be deadly. You’ve been called into a meeting with several Clan leaders and medicine cats.“

  Narrator Tips: Your job in this scene is to have these Clan leaders and medicine cats tell the characters about how big the fever problem is and to answer the players’ questions. Give the players an idea of what’s going to happen in this adventure—what the goal is, what the stakes are, and what is expected of their cats.

  In this meeting are the leaders of two Clans and the medicine cats from the other two. (You can find a list of the current Clan leaders and medicine cats on warriorcats.com.) If the characters ask where the other leaders are, tell them that they are absent because they have come down with the fever and are unable to leave their nests. (If all the cats are from one Clan then this detail is unimportant—everything will focus around that Clan. However, you can still make it so that the Clan leader is one of the cats who is sick.)

  The medicine cats are all baffled by the current fever. It is different than greencough—easier to cure, but more deadly if medicine is not given in time. Luckily feverfew, the herb usually used for fevers, works, but so many cats are sick that the Clans are running through their supplies quicker than they can be replenished from local sources.

  All of the medicine cats have had the same dream from StarClan—a dream that says if the medicine runs out, many cats will die. The dream also hints at the location of a new supply of feverfew, an untouched patch of the herb that could save the Clans. But the patch is far away, and the medicine cats have to stay with their Clans to treat the sick.

  The players’ cats have been chosen because they are young, strong, and haven’t contracted the fever—yet. Their vital mission is to find this new patch, gather as much feverfew as possible, and bring it back quickly. Unfortunately, as dreams from Star-Clan often are, this one was short on specifics. The medicine cats can only repeat StarClan’s words to the characters:

  To the north, the Hill That Cries holds what you need… Along a winding face, topped with dozens of eyes, you will find one special pool with a garden of the herb you seek.

  The medicine cats have no more information, but will teach the characters how to wrap feverfew in leaves to make it easier to carry back. They stress that this is one of the most important missions in the history of the Clans. If the characters cannot bring back a new supply of medicine within a week, many cats will die. Because of that timeline, the medicine cats are sure that the Hill That Cries must be within three days’ travel from the lake; otherwise, it would be impossible for the cats to go there and return in time.

  What Happens Next: When the players understand the situation and their assignment, continue with 2.

  2. A Long Journey

  Special Note: There is no Read Aloud section in this scene as it involves mostly the Narrator improvising the first part of the journey.

  Narrator Tips: At this point, you can either lead the characters through a journey to the Hill That Cries, or you can decide to skip that time and get right into the adventure. Some players will want to spend time on the journey, hunting and figuring out where to go, and other players will not. It’s up to you, as Narrator, to figure out what your players would enjoy most. If they want to take time to go through the journey, use the snippets of information below to build the scene.

  The trip takes them along the edge of some Twoleg nests, and the cats may meet up with rogue cats or kittypets on the way. Those cats don’t know of any Hill That Cries, but they can say that the nearby hills do have a lot of small lakes and ponds.

  If extra excitement is needed, the cats may be chased by a dog or have to cross a Thunderpath.

  The cats may want to do some hunting for fresh-kill along the way. Use the information in Chapter Five of the rules to lead the players through that activity.

  When the scene feels complete, the cats have arrived at the Hill That Cries—a thickly wooded hill that has a pair of thin, quickly rushing streams coming down it side by side, making it appear as though the hill is indeed crying.

  What Happens Next: There are three ways to head up the hill—follow the rocky shore of the streams, go directly into the woods, or go along a dirt path that was clearly made by Twolegs.

  If the cats walk beside the streams, continue with 6.

  If the cats go directly into the woods, continue with 7.

  If the cats follow the Twoleg path, continue with 8.

  This marks the end of the chapter. After the characters have made their decision about which way to go, hand the adventure to the next person who will take the role of Narrator, tell him or her what number to continue with, pick up your cat’s character sheet, and resume playing the game.

  3. The Crumbling Cliff

  Read Aloud: “The cliff is made of very soft rock. Although that means that your claws can grab tight, it also means that the rocks sometimes crumble when you grab them.“

  Narrator Tips: Climbing the cliff is practically impossible, but the cats may not figure that out right away, and finding out the hard way can be bad for their health. Make sure the players understand that fal
ling from the cliff may cause their cats to be seriously injured.

  Climbing the cliff requires a total of five successful Climb Checks. Each Check will be harder than the previous one. The first Check only requires a total of 4 or higher to succeed, but each Check after that increases in difficulty by +2. So the second Check requires a total of 6, the third Check requires a total of 8, the fourth a total of 10, and the final Check requires a total of 12 or higher to succeed.

  You, the Narrator, should stress to the players how difficult the Check will be before their cats decide whether or not to attempt it. They should know how difficult the task will be because failure has a severe penalty.

  If a cat fails a Climb Check, he or she has slipped or the rock has crumbled—the cat is falling off the cliff. That cat must immediately make a Jump Check. If the total is equal to or higher than the difficulty of the current Climb Check, the cat is okay. For example, if it was the third Climb Check (which would need a total of 8 to succeed), then the Jump Check must also be 8 or higher in order to succeed. If the Jump Check is too low, the cat will sustain injuries. He or she loses a number of chips equal to the difference between the Jump Check total and the target number. For example, if the cat needed an 8 to succeed but the Check total was only 5, he or she loses 3 chips! (The player may choose which type of chip to lose.)

  If a cat realizes that a Climb Check is too difficult and wants to go back down the cliff voluntarily, he or she may do so by making a Jump Check. If the total is 5 or higher, the cat gets down safely. If the total is 4 or lower, the cat is injured and loses 1 chip (player’s choice).

  What Happens Next: If any of the cats are Knocked Out, continue with 12.

  If the cats decide to take the route by the river instead, continue with 6.

  If the cats decide to take the Twoleg path instead, continue with 8.

  If all the cats manage to climb the cliff safely to the top, continue with 5.

  4. A Strange Thunderpath

  Read Aloud: “The thick forest of trees gives way to a large, open meadow. But this meadow is being patrolled by an angry group of Twoleg monsters!“

  Narrator Tips: This is the meadow where the humans are riding their ATVs. They are driving as fast as possible then skidding to a stop, using small hills to cause their vehicles to jump into the air, going into the woods along narrow paths, and then returning to the meadow at full speed.

  To the cats, this will be an almost inexplicably strange sight. Try to describe it in the weird and alien way it would seem to a cat—let the players make their own conclusions about what’s really going on.

  There is no more path to follow, but it is easy to tell which way the cats have to head in order to reach the top of the hill. If any cats try to use their senses to find clues as to where to go next, they may uncover the following. Any of the following Checks must have a total of 5 or higher in order for the cat to perceive anything over the ruckus the monsters are making. A Listen Check can reveal the faint sound of splashing water just a little farther up the hill—a sign that the pools of water they’re seeking may be nearby. A See Check can reveal a small stream running through the meadow—another sign that pools of water may be nearby. A Smell Check can reveal the scent of fresh herbs wafting down from the woods beyond the meadow—perhaps even the distinct scent of feverfew.

  Unfortunately, the only way to get to the woods is to cross this grassy meadow and, hopefully, avoid the monsters along the way. If the cats try to sneak around the outside of the meadow, they keep finding that monsters suddenly appear out of the woods and force them back the way they came. Their only real hope is to cut across the meadow or go back toward the dirt path. Of course, they can also head back down the hill and try a different route entirely.

  If the cats decide to try to cross the meadow, it’s just a matter of timing and luck. Each cat in turn must do the following.

  1. Make a Focus Check—This is to help them concentrate on this important task. If the total is 4 or higher, the cat gets a +1 bonus to the Checks in steps 2 and 3 below. If the total is 7 or higher, the bonus increases to +2.

  2. Make a See or Listen Check—This is to recognize the pattern the monsters are following and time a safe sprint across the open field. If the total is 3 or less, the cat gets a –1 penalty on the Pounce Check below. If the total is 6 or higher, the cat gets a +1 bonus to the Pounce Check below.

  3. Make a Pounce Check—This is to make the dash across the field. If the total is 7 or higher, the cat gets across safely. If the total is between 4 and 6, one of the monsters steps on the cat’s tail and the cat loses 2 chips (player’s choice) from the injury. If the total is 3 or less, one of the monsters swats the cat, doing damage that causes the cat to lose 4 chips (player’s choice) from the injury. As long as the cats aren’t Knocked Out by this damage, they make it safely to the far side of the meadow.

  What Happens Next: If the cats all make it across the meadow, continue with 5.

  If any of the cats are Knocked Out, continue with 12.

  If the cats decide to go back to the Twoleg path, continue with 10.

  If the cats decide to take the route by the river instead, continue with 6.

  If the cats decide to go directly into the deep part of the woods, continue with 7.

  5. You Give Me Fever

  Read Aloud: “Despite the fact that it’s a warm day in the middle of greenleaf, you feel cold. In fact, you find yourself beginning to shiver slightly.“

  Narrator Tips: Although the cats seemed completely fine at the start of the adventure, the truth is that they were already infected with the fever that is ravaging the Clans. But out here in the middle of a strange land, there is no medicine cat to take care of them, nor a comfortable nest to lie down in. The cats must press on. If they are successful in their mission, they will have feverfew to cool their brows. But until then, they must muddle through as best they can.

  This isn’t a dramatic scene so much as it is a time when the cats have to muster their willpower and press on despite the fact that their own bodies are working against them. Whenever the cats reach this point, each must make a Spirit Check.

  The first time a cat plays through this scene, if the total of the Spirit Check is 5 or higher, nothing happens. If the total is 4 or lower, though, he or she is feeling ill and must lose 1 chip of the player’s choice—as though the cat had taken damage in a fight (see Chapter Five of the game rules for details).

  Each time the cat plays through this scene, the difficulty of the Spirit Check increases by 1. So the second time it must total 6 or higher in order to succeed, and it must total 7 or higher to succeed on the third time. This continues until the cat is cured of the fever.

  What Happens Next: If the cats have just finished following the river or climbing the Twoleg path, this is the end of the chapter. Pass the adventure to the next Narrator and tell him or her to continue with 15.

  If the cats have just left one of the wrong ponds or successfully climbed the cliff, this is the end of the chapter. Pass the adventure to the next Narrator and tell him or her to continue with 16.

  If the cats have found the right pond, go back to 20 and follow the additional instructions.

  6. Down by the River Side

  Read Aloud: “As you go up the hill, the rocks grow bigger and the streams get wilder. So just as the climbing gets tougher, the rocks also become harder to navigate.“

  Narrator Tips: Your job in this scene is to give the characters some information, and then let them choose their path. There are three main paths the cats may take. They can walk along the slippery rocks, dangerous as it may be. They can move away from the stream to the forest’s edge, but since the rocks along the stream are growing bigger, it will be impossible to see the water and the cats won’t know if the streams point to anything important. Finally, the cats can decide that walking along the stream is not the way they want to go after all, and they can try one of the other ways up.

  You should give the players a chan
ce to discuss the matter. Each course of action has its own ramifications and possible dangers. Your job is to make sure they understand that all the choices have their own element of risk.

  What Happens Next: If the cats decide to walk along the slippery rocks, continue with 13.

  If the cats decide to move to the edge of the woods, continue with 11.

  If the cats decide to leave the stream and go into the deep woods, continue with 7.

  If the cats decide to leave the stream and go up the Twoleg path, continue with 8.

  7. Into the Woods

  Read Aloud: “The woods are unusually dense, with trees growing close together and the ground covered in a thick underbrush. Still, you’re able to make steady progress.“

  Narrator Tips: This scene is about the cats moving through the woods on the lower part of the hill. The going is tougher than they might hope because they have to push their way through underbrush and wind their way between trees. However, the cats still seem to be making good time, which seems odd. Have the characters each make a Ponder Check, and anyone whose total is 3 or higher realizes that the reason things are going quickly is that they don’t really seem to be going uphill very much—which is strange considering that they’re supposed to be climbing a very tall hill.

 

‹ Prev