Another choice is to try to push, claw, and squeeze his or her way out through the small gaps in the cage’s construction. This is unlikely to succeed, and very likely to cause the cat some injury. Try to explain this clearly to the player before he or she decides on this course of action. If the player cannot be dissuaded, have the cat attempt a Strength Check to try to muscle his or her way out of the cage.
If the Strength Check total is 7 or lower, nothing happens. If the total is between 8 and 14, the cat is wounded by the sharp metal of the cage. The cat loses 4 chips due to the injury and is still trapped in the cage. If the total is between 15 and 20, the cat manages to squeeze out of the cage and is free, but still loses 6 chips in the process due to cuts, scrapes, and bruises. If the Strength Check total is 21 or higher, the cat manages to get out of the cage while suffering only minor wounds—he or she loses only 3 chips due to injury.
A final choice that a trapped cat may make is to simply sit down and wait. In this case, the cat will probably encourage his or her friends to search out some kind of way to open the cage (perhaps to be found wherever the Twolegs are).
If the player seems to be considering this course of action, assure him or her that there is a chance that the other cats will be able to rescue his or her character if they go through the rest of the adventure successfully. He or she should stay in the game and help the others, if only by giving advice.
What Happens Next: If the trapped cat decides to eat the food, continue with 10.
The adventure may continue in several different ways, depending entirely on what the cats as a group decide to do. If the cat in the cage managed to escape, consult the choices below. Likewise, use those choices for the free cats if they want to search for a way to rescue their trapped companion. However, once the cats move along, the trapped cat will be collected by a Twoleg who comes by and carries the cage back to the Twoleg camp. As Narrator, you can tell the player this privately but be sure to also say that the adventure will provide the chance for the other cats to rescue his or her character later on.
If they want to explore some of the remaining cages, continue with 9.
If Burr is still around and they want to talk to him more, continue with 3.
If they want to investigate the sounds of Twoleg activity, this is the end of the chapter. Pass the adventure to the next Narrator and tell him or her to continue with 7.
14. Captured!
Read Aloud: “With a quick snap of a massive paw, the Twoleg grabs you and lifts you into the air!”
Narrator Tips: There are several ways the players’ cats may end up in this scene and it may come up several times over the course of the adventure. Your job as Narrator is to improvise ways to make each one fit the current context.
Once a cat has been captured, the Twoleg will carry him or her away, either to the Medical Tent (where the cat will get a sedative to calm him or her down) or to the Transport Van (where he or she will be placed in a cage to await medical treatment or the trip back to town). Again, the humans are not doing this to be mean. They believe they are doing what’s best for the cats.
As in previous scenes, any captured cat has the possibility of returning later on in the adventure if the remaining cats can figure out how to free him or her. Beyond that, the only question is where the remaining cats go next.
What Happens Next: Not all of these options will be available in each case. The details will depend on where the remaining cats are and what escape routes are possible.
If the cats escape to the outer camp area, continue with 11 but do not refresh the chips again. (That only happens the first time the cats go through scene 11.)
If the cats escape to the Medical Tent, continue with 15.
If the cats decide to explore the Supply Van, continue with 16.
If the cats decide to explore the Transport Van, continue with 17.
If all of the cats have been captured, continue with 23.
15. The Clean Den
Read Aloud: “By staying close to the edge of the soft-skinned den, you can sneak in close enough to stick your nose inside and see what’s going on.”
Narrator Tips: In this scene, the cats get to poke around in the Medical Tent. This is the busiest part of the Twoleg camp, so it is also the place where it is easiest for the cats to be seen and perhaps captured. Encourage the players to come up with clever ways for their cats to avoid detection and, if they seem reasonable, allow them to work.
Of course, you should still have the cats make a few Skill or Attribute Checks that seem appropriate for the situation—Sneak, Ponder, Focus, Listen, and Smell all could be useful depending on what the cats are trying to do.