TEXT:  
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  Chapter One: Welcome Warrior
  Overview of the game ..........................................................................................................................................1
  Chapter Two: Creating Your Cat
  Pick your Clan. Distribute your Ability scores. Choose your Skills ...........................................................5
  Chapter Three: Grooming a Warrior
  Choose your Knacks ............................................................................................................................................3
  Chapter Four: Life Lessons
  How your cat can and will change over time .................................................................................................22
  Chapter Five: Playing the Game
  How to perform Skill Checks, use Knacks, Hunt, and Fight......................................................................26 
  Chapter Six: Advice for Narrators
  How to be the Narrator ......................................................................................................................................33
  Chapter Seven: Cats of the Clans
  Sample character sheets for some favorite Warriors Cats ...........................................................................38
  Dovepaw ...............................................................................................................................................................39
  Lionblaze ..............................................................................................................................................................40
  Jayfeather ..............................................................................................................................................................41
  Mistyfoot ..............................................................................................................................................................42
  Tigerstar ................................................................................................................................................................43
  Firestar ...................................................................................................................................................................44
  Chapter Eight: Saving the Kits
  A sample adventure ............................................................................................................................................45
  Table of Contents
  ADVENTURE GAME
  
  Chapter One:  
  Welcome, Warrior!
   Welcome to the Warriors Adventure Game!
   In this game, you and your friends will create cat 
  characters of your own and lead them through exciting 
  adventures. Along the way, your characters may bump 
  into familiar faces, and visit some of the same places as 
  the warrior cats. You’ll also meet new characters and 
  experience adventures no warrior cat has ever dreamed of. 
  What’s more, you won’t just read about these situations; 
  you will control what your characters do and how the 
  problems they face get resolved.
  What Is an Adventure Game?
   In an adventure game, you and your friends each will 
  create a character in a story—in this case, cats from the 
  warrior Clans. Your cats will find themselves involved  
  in adventures and mysteries, just like the characters in 
  the novels. 
   At its heart the Warriors Adventure Game is a kind 
  of group storytelling event. As a group, you and your 
  friends will create tales about your cats’ adventures. You 
  get to decide what your character thinks and says and 
  does based on what his or her individual goals are. While  
  you’ll keep track of different scores, the game itself 
  mostly involves talking about and imagining what your 
  cat characters would do in certain situations.
  Are There Rules?
   Like any game, this one has rules. Some of them are 
  rules about how to create your cat, while others are about 
  how to tell whether or not your cat is successful at the 
  things he or she tries to do. 
   At first glance it might seem as if there are an awful 
  lot of rules—so many that it may be a bit intimidating. 
  Don’t worry. First of all, you don’t have to learn every  
  rule to play. There are just a few basic rules that you’ll 
  need during most of the game. The rest of them will only 
  come up in certain situations.
   Secondly, and best of all, you can always look up the 
  rules when they do come into play. There is no need for 
  you to memorize anything. 
   The Warriors Adventure Game is a cooperative game. 
  You and your friends work together to tell your characters’ 
  tales. Storytelling is the most basic action in this game, 
  and the only thing you ever really need to know is the 
  answer to one simple question: What would your cat  
  do next?
  Who Wins?
   There are no winners and losers in the Warriors  
  Adventure Game. The goal is not to win or beat the other 
  players; the goal is to have a good time playing and to 
  successfully complete each adventure.
   In fact, you can consider Rule #1 to be: 
  Having fun is more important than following the 
  rules as written.
   That’s not to say that you should just throw out these 
  rules. They have been designed to help make the game 
  more fun for everyone involved. However, because  
  a storytelling game has almost limitless possibilities,  
  there may be times where following the rules leads to 
  confusion or even arguments. At those times remember 
  Rule #1. 
   As long as everyone playing the game is having fun, 
  then you’re definitely doing it right.
  What You’ll Need
   The best way to learn the Warriors Adventure Game is 
  to jump right in and make a cat character for yourself.  
  It will get you familiar with the rules and will teach you 
  a lot about what the game will be like. In order to do that 
  and begin playing, you’ll need the following things.
  These Rules: Since you’re reading this sentence, you’ve 
  already got your first need covered. 
  Paper and Pencil: Making your cat character is 
  really just a matter of making a few simple choices and 
  jotting down the results. But as you’re creating your cat 
  for the first time, you might also want to write down 
  questions as they occur to you. Most of them will be 
  answered as you go through the character creation 
  process; but if you write them down, you and your  
  friends can sort them out later. It’s also handy to keep 
  a paper and pencil around while you’re playing. As the  
  story unfolds, you may want to jot down important 
  information or make other notes to yourself.
  1
  ADVENTURE GAME
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  
  Character Sheet: A character sheet is a page designed to 
  hold all the information you’ll need about your character 
  during the course of play. Chapters Two and Three will 
  walk you through the process of making a character. 
  Download and print one out at www.warriorcats.com 
  or make a copy of someone else’s. When you’re finished 
  creating your cat, all the information you’ll need to play 
  will be on that one sheet. 
  Imagination: This really is the most important thing 
  every player must bring to the table. The whole premise of 
  the Warriors Adventure Game is that you and your friends 
  are able to imagine your cats, their personalities, and the 
  world around them.
  That’s It for Now: Eventually, you’ll need a few more 
  items—in particular, you’ll need three different kinds 
  of chips (colored stones, coins, etc.)—but not until you  
  start playing the game. During the game you may also 
  find it useful to keep a map of the Lake region handy 
  so you can track where your cats are going. A full-color  
  copy of the map has been specially made for the game 
  (you can find it on the reverse side of the jacket for  
  Omen of the Stars #1: The Fourth Apprentice, or as a 
  download on warriorcats.com). For now, though, as 
  long as you have the items listed above, you’re ready to  
  create a cat.
  What Makes a Warrior?
   Before you go to the next chapter and start 
  creating your cat, let’s take a quick look at what the 
  end result will be—an apprentice cat’s character sheet. 
  Below is the character sheet for a cat that we’ve created: 
  Muddypaw, a young apprentice from WindClan. You’ll 
  learn more about Muddypaw as we go along through 
  these rules, and we’ll watch him develop at the same  
  time your cat does.
  ADVENTURE GAME
  Knacks
  www.warriorcats.com
  Cat’s Name:________________________________
  Player’s Name:_________________________
  Clan:____________________________________________
  Cat’s Color:________________________________
  Cat’s Age:_____________________ _moons
  Spirit
  Spirit
  Strength
  Intelligence
  Skills
  Bite_(Strength)
  Listen_(Spirit)
  Sneak_(Spirit)
  Wrestle_(Strength)
  Hiss_(Spirit)
  See_(Intelligence)
  Focus_(Spirit)
  Swim_(Strength)
  Pounce_(Intelligence)
  Swat_(Intelligence)
  Ponder_(Intelligence)
  Climb_(Strength)
  Jump_(Spirit)
  Smell_(Intelligence)
  Arch_(Strength)
  Use_the_back_of_this_sheet_to_draw_a_picture_of_your_cat.
  Warriors Adventure Game created by Stan! • www.storytimewithstan.com • Art by James L. Barry • www.jlbarry.com
  Muddypaw
  1
  +1
  +2
  +1
  2
  2
  4
  WindClan
  Brown tabby
  2
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  Muddypaw
   Although Muddypaw wants to help his Clan, 
  fighting makes him nervous. He’s physically small, 
  but he’s very clever and makes friends easily.
  If you’d like,  
  you can draw a picture  
  of your cat as you imagine 
  him or her. Here’s a picture 
  of Muddypaw, the cat we’ll 
  be playing with as we go 
  through the rules. 
  
        
  How the Game Works
   While Muddypaw’s character sheet does not have an 
  overwhelming amount of information, it still can look a 
  little confusing. What do all those numbers mean? Before 
  we go any further, let’s take a quick look at how those 
  numbers will be used in play. This will give you a basic 
  idea of what playing the Warriors Adventure Game will  
  be like.
   In this example, Erica and Bill are playing a short  
  session of the Warriors Adventure Game. Bill is the 
  Narrator, and he has an adventure printed out and  
  sitting in front of him on the table. Erica is playing. Her 
  character is Muddypaw, so she has the character sheet  
  you just saw printed out and sitting in front of her. She 
  also has one red chip, two blue chips, and two green 
  chips. These chips are based on Muddypaw’s Ability 
  scores: the red chip is for the one Strength point, blue  
  for Intelligence, and green for Spirit. (When you play,  
  the chips can be any colors you like as long as they are 
  easy to tell apart.)
  Bill: 
   Muddypaw’s training assignment today is to go 
  out alone and catch some fresh-kill for the Clan. 
  So where do you go after you leave the WindClan 
  camp?
  Erica:   I’m not sure. Where would be a good place to 
  hunt?
  Bill:  
   To figure that out, you’ll have to make a Ponder 
  Check.
  Erica:   Ponder—that Skill is based on Intelligence, 
  right?
  Bill: 
  Right.
  Erica:   Okay. Muddypaw has a score of 2 in Intelligence.
  Bill:  
  And is he trained in the Ponder Skill?
  Erica:  Yeah. He has a +1 in Ponder. So 2 plus 1 is 3.
  Bill:  
  So you have a Ponder Check of 3. 
  Bill looks at the adventure to see what that result means.
  Bill:  
   Okay, you remember a spot where there are a lot 
  of vole burrows.
  Erica:   Voles? They’re easy to catch! Muddypaw is going 
  there!
  Bill:  
   Okay. You get there. Now make a See Check to 
  find out if you can see any voles running around.
  Erica:   That’s also based on Intelligence, but I don’t  
  have any training in the See Skill. So I just get a  
  2 from my Intelligence score.
  Bill:  
   With a See Check of 2, you don’t notice 
  anything.
  Erica:   How about if I try to hear the voles scurrying 
  around?
  Bill:  
   That’s a good idea. Make a Listen Check.
  Erica:   Listen is also based on Spirit, but I AM trained 
  in it. In fact, Muddypaw gets +2 to Listen 
  Checks because he’s from WindClan, so my 
  total is 4. But I really want to listen hard, so 
  I’m going to spend one of my green chips to  
  get a bonus point.
  Erica takes a green chip and sets it aside.
  Erica:  That gives me 1 bonus point, so my total is 5.
  Bill:  
   Great! With a 5 you definitely hear the voles. 
  They’re scurrying all around here, and you can 
  tell that one is right near you!
  Erica:  I want to get it!
  Bill:  
  How do you want to do that?
  Erica:  Well, I’m hunting, so I want to chomp on it.
  Bill:  
   Doing that requires a Bite Check. That’s based on 
  Strength.
  Erica:   Oh. Muddypaw’s Strength is only 1, and he’s not 
  trained in Bite.
  Bill:  
   Sorry, a 1 isn’t good enough. You miss and the 
  vole scurries away. But you hear another one 
  nearby.
  Erica:   This time I’m going to get it. I’m going to spend 
  my Strength chip.
  Erica takes the red chip and sets it aside.
  Erica:   That gives me 1 bonus point to my Strength 
  Check, so the total is now 2.
  Bill:  
   That’s still not very high, but it’s enough to get the 
  vole. Now figure out how much damage you do.
  Erica:   Okay, Muddypaw’s Strength is 1, so he’s only 
  going to do 1 point of damage . . . but I do get an 
  extra +1 because he’s biting. That’s a total of 2.
  Bill:  
  More than enough to kill a vole.
  Erica:   Great! I can’t wait to add my vole to the fresh-kill 
  pile!
  Bill:  
   But one vole won’t feed many cats. What are you 
  going to do now?
  Erica:  Hunt some more, of course!
   
  3
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  
   As the game continues, Bill will use the adventure to 
  describe more things that happen to Muddypaw, and 
  Erica will continue to tell him how her cat reacts. That’s 
  pretty much how every session of the Warriors Adventure 
  Game will go, except that you’ll be playing with a  
  group of friends who each have a cat character, and you’ll 
  all be making the decisions together. The adventures  
  your cats go on will be more detailed than just hunting  
  for voles, but the basics of the game will remain the 
  same. 
  Just the Beginning
   Now that you know what a character sheet in the 
  Warriors Adventure Game looks like and have a basic idea 
  of how the game mechanics work, it’s time for you to 
  begin creating your own cat character.
   In Chapter Two you will pull together the basic 
  information that defines your cat as he or she starts down 
  the road to being a warrior. You will create your cat as  
  an apprentice just entering training. When 
  you’re done with this first part of creating your 
  cat, you’ll have a character that is in the same 
  stage of life as Muddypaw.
   Chapter Three will allow you to give your cat  
  the full advantage of warrior training and you will begin 
  to decide what aspects of the warrior’s life are most 
  important to him or her—that will put the finishing 
  touches on your character sheet. 
   In Chapter Seven you will find character sheets for a 
  few of the important cats from the Warriors books, and 
  Chapter Eight has a mini-adventure so that you and  
  your friends can jump right in and begin playing the 
  game. If you are anxious to start playing right away,  
  you and your friends can each select a character from 
  Chapter Seven and use him or her to play the adventure 
  in Chapter Eight, then create your own cat characters 
  afterward. But we recommend taking the time to create 
  your own cat first. It’s a fun process, and it will help you 
  understand the game better.
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  4
  
  Chapter Two:  
  Creating Your Cat
   Every cat, from the strongest warrior to the most 
  spoiled kittypet, begins his or her Clan training as an 
  apprentice. The same is true for your character in the 
  Warriors Adventure Game, so your first step will be 
  to figure out what your cat is like at the beginning of  
  his or her training. 
   Part of this creation process is pure imagination. 
  You get to picture what kind of cat your character is at 
  heart: What things does he love? What does she hope 
  to achieve for herself and her Clan? What makes him  
  lose his temper? What’s her favorite thing to do on a 
  sunny summer afternoon?
   With those ideas in mind, you will make a few simple 
  choices and create the core of your game character. 
  In Chapter Three you will build on that core character  
  as your apprentice graduates to being a full-fledged 
  warrior. This is still just the beginning of his or her  
  life story, though. As you play through adventures,  
  your cat will continue to grow and improve.
  Character Sheet
   You can download blank character sheets from the 
  warriorcats.com website. If you can, print one out now 
  and keep it handy as you go through the next few 
  chapters. If not, don’t worry. You can write down all of 
  this information in a notebook or on a piece of scrap 
  paper, then transfer the results to a character sheet later.
  Who Are You?
   The apprentice you’re creating will be your alter ego  
  in the adventures you’re about to undertake, so it’s 
  important that you understand him or her inside and 
  out. Begin by thinking about the following questions. 
  You don’t need firm answers to them all, but having 
  general ideas about them will help you make some of 
  the decisions you’ll have to make during this character 
  creation process and during the course of play. They 
  will help you understand who your cat is, what he or  
  she thinks is important, and what he or she will do  
  in stressful situations.
   You don’t have to write down the answers. They are  
  not important to the game except that they will help  
  you to understand who your cat is. Just remember to  
  think about these questions from the apprentice’s 
  perspective, not your own real-world point of view. 
   •  Which is more important, being strong or smart?
   •  When out on patrol, would you rather be alone in  
  the front or part of the main group?
   •  Do you enjoy listening to the elders tell stories 
  about what happened many moons ago?
   •  Would you rather be the Clan’s deputy or its  
  medicine cat?
   •  Which is more important, to know how to do 
  something or to understand why it should be done?
   •  If you saw a rogue cat in your territory, would  
  you chase it off yourself or go tell the rest of the 
  Clan?
   
  5
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  Start by Talking
   There are many different types of cats in the 
  Warriors books, with a wide variety of personalities 
  and goals. Just imagine how boring the stories  
  would be if every cat had exactly the same skills, 
  abilities, problems, and dreams. It is the mix of 
  bravery, fear, hope, strength, weakness, ambition,  
  and a thousand other emotions, goals, and  
  motivations that make the Warriors world so 
  engaging. 
   The same will be true in the Warriors Adventure 
  Game. It may be a good idea to sit down with the 
  other people with whom you’ll be playing the  
  game and talk about what kinds of cats you all  
  hope to build. If everyone builds a nearly identical 
  character, the game will be a little boring and 
  probably too competitive. Players may feel the  
  need to prove that their cat is the best of the lot.  
  And if the cats come across a problem that none of 
  them is well suited to deal with, how will the group 
  succeed?
   On the other hand, if the characters have a fairly 
  wide array of Skills and Abilities, and a healthy mix 
  of outlooks on life, the group will be much better able 
  to handle a variety of different stories and situations.
  
   •  Is a sharp sense of smell more important for hunting 
  or for knowing when an enemy is near?
   •  Would you rather be a good climber or a good 
  swimmer?
   •  Which is worse, being hungry or being cold?
   •  Does StarClan ever send you dreams?
   •  If an enemy was attacking your camp, would you 
  rather be defending the main entrance or guarding 
  the weak sections of the walls?
   •  Which is scarier, a dog or a snake?
   At this point you should have a fairly strong idea of  
  who your cat is and what kind of warrior he or she hopes 
  to grow up to be. In just one or two sentences, write down 
  a basic description of your cat’s personality and goals. 
   For example: Muddypaw is quiet and a little shy, but  
  he’s fiercely loyal to his friends and his Clan. Fighting  
  makes him nervous, and he hopes to one day become a great  
  medicine cat. 
   Once you are satisfied with your description, it’s time  
  to choose a Clan and decide your cat’s Ability scores.
  Choosing a Clan
   As anyone who has read the Warriors novels knows, 
  cats don’t choose their Clans—they’re born into them. 
  But things are a little more forgiving in the Warriors 
  Adventure Game. You get to choose which Clan your 
  apprentice belongs to, and your decision will be one of 
  the first things other players look to when assessing your 
  cat and deciding how to approach him or her.
   Chances are, you already know a good deal about 
  the four Clans that live around the Lake, but a basic 
  description of each is provided below. First, though,  
  let’s talk about a few points you may want to consider 
  before selecting your cat’s Clan.
  Other Players
   The Warriors Adventure Game is a cooperative 
  experience. It might be a good idea to sit down and  
  talk to the other players about their expectations for  
  what the game will be like. If everyone else wants to  
  be members of a single Clan, then it might be difficult if  
  you decide to play a cat that is antagonistic toward  
  that Clan.
   Even if everyone wants to play cats from different Clans, 
  there may be some tension. What if half of the players 
  want their cats to be open and cooperative with  
  other Clans, but the other half want to be suspicious 
  and aggressive?
   
   None of these problems is insurmountable, but it is 
  important for the group to get together and talk about 
  them before the game begins, and preferably before 
  characters are created. 
  Other Characters
   Once you have an idea how the other players feel about 
  the different Clans, you may want to look at things from 
  those characters’ perspective. 
   If one of the other cats has a dark history with a  
  certain Clan—perhaps having had a relative killed in  
  a battle or having been bullied by members of the Clan  
  at some point—it will make relationships within the 
  group more difficult if your cat comes from that Clan.
   Of course, just as this sort of thing can make for good 
  stories, it can also make for good storytelling games. 
  However, you should be clear about that sort of thing 
  before starting play.
  Clan History
   Remember that all of the players will probably be just 
  as familiar with the world of the Warriors novels as you 
  are—perhaps even more so. They will enter the game 
  with ideas about what it means to come from each of  
  the Clans, and those ideas will probably be shared by 
  most of the people in the game. 
   Sometimes it’s fun to imagine a character that goes 
  “against type,” for example, a member of ThunderClan 
  who is greedy, covetous, and antagonistic toward the 
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  Remember, It’s Just a Game
   A lot is said in this chapter about the importance  
  of personalizing your character, understanding  
  who he or she is, and creating a strong mental  
  bond with him or her. This is to help you get into  
  the spirit of role-playing your character, but 
  remember: when all is said and done, this is only a 
  game and the apprentice you are creating is not real. 
  Just as in the Warriors novels, a lot of bad things can 
  happen to your character during the course of his  
  or her adventures. He or she can become wounded  
  or worse, but it’s all part of the game. 
   Nothing that happens in the Warriors Adventure 
  Game is any more real than your imagination. 
  6
  
  other Clans. However, you should remember 
  that the other players will probably expect your 
  character to fit the usual image of his or her Clan. And if 
  you intend to make your character something different, 
  you should let the other players know right away so there 
  is no confusion.
  Personal Storyline
   Even within the most close-knit Clan, individual cats 
  have a wide variety of goals and aspirations. However,  
  in the world of the Warriors novels, the Clan almost  
  always comes first. Bear that in mind, particularly if your  
  cat and any of the other characters are from the same  
  Clan. The other players will expect your cat to remain 
  true to the warrior code, and you should expect no less 
  from them.
   
  ThunderClan 
   While all the Clans enjoy times of peace and relative 
  calm, ThunderClan is probably the Clan that does the 
  most to promote quiet coexistence for all cats. These 
  cats are respectful of other Clans, their habits, and their 
  territories. ThunderClan has a long history of speaking 
  out against injustice and seeking to mediate differences 
  between individual cats and even whole Clans.
   While Thunderclan cats believe strongly in living up 
  to both the letter and the intent of the warrior code, they 
  also are not afraid to challenge traditions and laws that 
  seem unfair. ThunderClan is most interested in seeing 
  that all cats are treated with justice and respect.
   Some Clans interpret ThunderClan’s willingness to 
  compromise as a weakness. They believe that the Clan 
  spends so much time talking about “fairness” because they 
  lack the strength to protect themselves from aggressors. 
  But the members of ThunderClan are more than ready  
  to back up their beliefs with tooth and claw if necessary.
  ThunderClan Bonus
  Any cat that is a member of ThunderClan automatically 
  has 1 level of training in the Ponder Skill. (Skills will be 
  explained in detail later in this chapter.) When it is time to 
  pick Skills, you may make one of your choices to increase 
  the value of your Ponder Skill from 1 to 2.
   
  RiverClan
   Each Clan has many impressive qualities, but members 
  of RiverClan are especially proud of their Clan and its 
  history. Cats in this Clan tend to be sleek and have long, 
  glossy coats. 
   RiverClan cats are fiercely self-sufficient. Because of 
  their close ties to the water, RiverClan cats are usually 
  excellent swimmers who don’t mind being wet the way 
  other cats often do. 
   Some other Clans think that RiverClan is a little 
  too proud, and that makes it more difficult for them to 
  weather hard times. But the members of RiverClan say 
  that they only do what every other Clan does—use any 
  means necessary to keep themselves strong and healthy.
  RiverClan Bonus
   Any cat that is a member of RiverClan automatically 
  has 1 level of training in the Swim Skill. When it is time  
  to pick Skills, you may make one of your choices to 
  increase the value of your Swim Skill from 1 to 2.
   
  WindClan
   Every Clan suffers through difficult times occasionally, 
  but WindClan has a more troubled history than most. 
  These cats are the most susceptible to extremes of  
  weather and incursions by animals, Twolegs, and even 
  other cats. But in the end they always come back to 
  reclaim what is theirs. 
   Cats in WindClan must be quick and have extra-sharp 
  senses (particularly hearing) in order to successfully 
  hunt on the open moor. As a result, they are especially 
  difficult to take by surprise. 
   Some other Clans interpret WindClan’s history of 
  coming and going as indicating that these cats are 
  cowardly—running away from threats rather than  
  facing them. They think that living on a barren plain  
  has made them soft, weak, and unfit to be called  
  warriors. But the cats of WindClan will point out 
  that there is no honor to be gained from unnecessary  
  fighting. And no one has ever succeeded in permanently 
  taking territory away from their Clan.
  WindClan Bonus
  Any cat that is a member of WindClan automatically  
  has 1 level of training in the Listen Skill. When it is time  
  to pick Skills, you may make one of your choices to 
  increase the value of your Listen Skill from 1 to 2.
   
  ShadowClan
   All of the Clans value their privacy, but none more 
  so than ShadowClan. Members pride themselves on 
  being the most aggressive and battle-hardened Clan 
  cats, always ready for a fight and never needing to bow 
  their heads or give concessions to anyone. Living in the  
  wildest of territories, they believe that survival of the 
  fittest is a basic part of the warrior code. If a Clan 
  cannot defend its territory against invasion, then 
  that Clan doesn’t deserve that land after all.  
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  7
  
  If you’re strong, clever, or sneaky enough to get  
  something, then it rightfully belongs to you.
   Some Clans interpret ShadowClan’s aggression and 
  deception as proof that these cats are nothing more than 
  battle hungry, untrustworthy sneaks. But the cats of 
  ShadowClan believe they have the truest warriors of any 
  Clan, and if anyone wants to contest that claim they’ll 
  have to back it up with claws and fury.
  ShadowClan Bonus
   Any cat that is a member of ShadowClan automatically 
  has 1 level of training in the Sneak Skill. When it is time  
  to pick Skills, you may make one of your choices to 
  increase the value of your Sneak Skill from 1 to 2.
  Ability Scores
   Ability scores represent your cat’s most basic physical, 
  mental, and emotional abilities. Just about everything 
  your character does in the Warriors Adventure Game will 
  be based at least partially on his or her Ability scores. 
  And the best part is that over time these numbers will get 
  better as your cat gains experience through adventures. 
   The three Abilities are: Strength, Intelligence, and 
  Spirit. Each Ability is linked to a specific kind of activity, 
  and is represented by a number between 1 and 10. As an 
  apprentice, your character only has a total of 5 points to 
  spread among these abilities. 
   After reading the descriptions below, decide what your 
  kit’s starting Ability scores will be. He or she must have 
  at least 1 point in each Ability. With only 5 points to 
  spend, this limits your possibilities, so choose carefully.
   When you’ve decided just how you want your  
  apprentice’s Ability scores to be distributed, write them 
  down on your character sheet. 
          Strength
   Strength represents your apprentice’s physical power 
  and coordination. Cats with higher Strength scores are 
  better able to climb, pounce, wrestle, and do other bits 
  of roughhousing. When they fight, Strength makes their 
  blows hit harder (though not necessarily land more 
  accurately).
   Cats with the higher Strength scores are usually  
  larger, or at least more muscular, and more imposing  
  than cats with lower Strength scores. They tend to make 
  good warriors and hunters, and are generally admired  
  for providing protection for the Clan. 
   Choose a high Strength score if your cat wants to be 
  especially good at fighting, hunting, and other physical 
  activities. 
          Intelligence
   Intelligence represents your cat’s general knowledge 
  and ability to figure out solutions to difficult problems. 
  Cats with higher Intelligence scores are better able to 
  remember things they’ve heard or seen before, figure out 
  ways to successfully deal with new situations, and make 
  complex plans to reach a difficult goal. When they fight, 
  Intelligence lets them make very accurate strikes (though 
  not necessarily land them with any extra power).
   Cats with higher Intelligence scores are usually 
  considered to be the cleverest in the Clan and are looked  
  to for leadership in emergencies that require quick 
  reactions. They tend to make good sentries and  
  strategists, and are generally admired for having a keen 
  understanding of the ways of the world. This sort of cat 
  will often grow to be a good candidate for deputy—
  perhaps one day even a Clan leader.
  8
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  Muddypaw
   You already know what Muddypaw’s Ability  
  scores are, but it might be helpful to see why  
  they are that way. 
   With only 5 points to spend, Muddypaw had to 
  have at least one Ability with a score of 1. Since he 
  is a relatively small cat that doesn’t like fighting 
  or roughhousing, we chose to put only 1 point in 
  Strength. That left 4 points to spend on Intelligence 
  and Spirit. Should those points be split evenly— 
  2 apiece—or should one Ability be clearly better  
  than the others—splitting the points 3 and 1?
   This was a tough decision, because both  
  Intelligence 
  and 
  Spirit 
  are 
  important 
  to  
  Muddypaw. He likes to think things through 
  carefully before he acts, but once he’s made 
  up his mind about a course of action he is 
  quite determined. After thinking about it for 
  a while, we decided that the two abilities were  
  equally important, so each one got a score of 2.
  
  Choose a high Intelligence score if your apprentice 
  wants to be especially good at tracking, spotting 
  danger, and understanding mysterious events.
         Spirit
   Spirit represents your cat’s general willpower and 
  ability to understand how other cats feel about different 
  situations. Cats with higher Spirit scores are better at 
  resisting the temptations of curiosity, anticipating what 
  someone else will do in a given situation, and sensing 
  unseen changes in the world. When they fight, Spirit  
  lets them anticipate where their foes are likely to strike 
  next and get out of the way (though it doesn’t help much 
  when it comes to striking back).
   Cats with higher Spirit scores are usually considered 
  very insightful and are often asked for advice on personal  
  matters. They tend to make good leaders and medicine 
  cats, and are generally admired for being able to see 
  through to the heart of any problem. 
   Choose a high Spirit score if your apprentice wants to 
  be good at understanding the thoughts and problems 
  of other cats, or take on a role of responsibility such as  
  being a medicine cat or a cat who the leader depends on 
  for advice. 
  Skills
   Not everything a cat does depends solely on his or her 
  innate Strength, Intelligence, and Spirit. If that were 
  true, then the strongest cat would win every fight and the 
  smartest cat could never be misled or outmaneuvered. 
   In addition to Ability scores, characters in the Warriors 
  Adventure Game also have Skills. A Skill is represented  
  by a number between 0 and 5. The higher the number,  
  the more advanced the Skill. 
   Skills represent particular actions that every cat is 
  able to make but that can be improved by training or 
  practice rather than by relying just on raw natural ability. 
  Each Skill builds on one of the Ability scores (listed 
  in parentheses at the beginning of each of the Skill 
  descriptions). So while two cats might have 5 levels in  
  the Climb Skill, for example, the cat with the higher 
  Strength score would still be the better climber. 
  Choosing Skills
   Apprentices have three Skills at which they are 
  particularly good. Read the Skill descriptions below 
  and then, using the insights you’ve gained into your cat’s 
  personality and goals, select three Skills that he or she 
  would find most useful and mark a 1 next to those on your 
  character sheet.
   As your cat gets older and gains experience, you will 
  have the chance to choose new Skills for your cat, or to 
  raise the value of the Skills your cat already has. However, 
  a Skill can never be increased above a value of 5.
  9
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  How Do I Choose?
   Choosing your Ability scores may seem a little 
  daunting at first. With only 5 points to spend, how 
  can you choose where they belong?
   As with everything else in the Warrior Adventure 
  Game, the answer comes right from your  
  imagination. Just think about your cat and what 
  aspects of life are most important to him or her.
   You can choose to have one Ability be significantly 
  better than the other two, but making that choice 
  means your apprentice will be at a disadvantage 
  in the other areas. Alternatively, you can choose 
  to have the scores distributed more evenly, but 
  then your apprentice will not stand out as being  
  excellent in any area.
   The thing to remember is, there is no “right” 
  or “wrong” answer. Whatever choices match the 
  personality and goals of the kit you imagined in your 
  mind are the ones to make. 
   
  Just a Starting Point
   Remember, the Ability scores and Skills your cat  
  has as an apprentice are only the starting point.  
  None of us begins life being as strong, smart, or  
  wise as we want to be, and there are always 
  opportunities for us to learn and grow.
   As your cat gets older and gains experience, you 
  will be given the chance to select new Skills and 
  increase your Ability scores. If you let the questions 
  you answered at the beginning of this chapter guide 
  these decisions, you’ll soon find your character is 
  becoming just the cat he or she always dreamed  
  of being.
  
  Arch 
  (Strength)—This Skill represents a cat’s ability to arch its 
  back, strike an aggressive pose, or otherwise look mean 
  and intimidating. This can be used to frighten away an 
  enemy or, more commonly, as a way to show a Clanmate 
  just how serious you are about a subject. A contest of 
  arching is sometimes used by two or more cats who find 
  themselves in a confrontation but want to resolve the 
  matter without actually fighting.
  Bite
  (Strength)—This is a measure of how much damage 
  a cat can do when Biting an opponent. Because Bites 
  cause so much damage, they are generally only used 
  when hunting for fresh-kill or fighting against wild 
  animals. Even when Clans are in serious battles, 
  warriors usually only fight using Swats and Wrestling. 
  The warrior code makes it clear that Biting is reserved  
  for prey and attacking animals who are outside the 
  warrior code.
  Climb 
  (Strength)—The Climb Skill determines how quickly 
  and skillfully a cat can go up a tree, fence, or other 
  obstacle. It also represents how securely a cat can hang 
  on to a branch, tree trunk, or other perch when the wind 
  or an enemy is trying to shake him or her loose. In most 
  cases, cats do not Climb down objects (their claws are not 
  built for that sort of thing). Instead, they usually use the 
  Jump Skill to get down.
  Focus 
  (Spirit)—There are many distractions in the world,  
  be they strange noises, pain, other cats, Twolegs, or  
  simply boredom. Focus represents a cat’s ability 
  to concentrate on a certain task and ignore other  
   
   
   
  distractions. Often, a successful use of the  
  Focus Skill will be required before a cat can use 
  another particularly useful Skill under difficult 
  conditions.
  Hiss 
  (Spirit)—This represents a cat’s ability to hiss, yowl, 
  and otherwise give voice to his or her anger and other 
  aggressive feelings. It is often used in conjunction with 
  the Arch Skill but can also be used on its own. Hissing  
  is a way of warning nearby cats of approaching danger,  
  or of telling dogs or other animals that you have no 
  intention of running away and that they should only 
  come closer if they truly want a fight.
  Jump
  (Spirit)—Jumping has several uses, but all of them  
  are defensive in nature. When a cat is surprised by 
  something that presents some kind of danger, his or 
  her first reaction is to Jump. A cat will also Jump during  
  battle in an effort to avoid an enemy’s attacks. As  
  mentioned in the description of the Climb Skill, cats 
  generally use the Jump Skill to get down from high  
  places safely. And, finally, in cases where a cat is knocked 
  off or falls from a high place accidentally, the Jump  
  Skill allows him or her to land safely on all four feet  
  rather than uncontrollably crash to the ground and risk  
  a serious injury.
  Listen 
  (Spirit)—This skill represents two things. First, the 
  Listen Skill is used to tell if a cat notices a certain sound 
  or noise. This is a crucial part of hunting, not to mention 
  noticing the approach of any unexpected visitors (be 
  they other cats, animals, or Twolegs). Second, because 
  cats’ ears are so sharp, the Listen Skill can also be used to 
  tell them exactly where a sound is coming from and who  
  or what it is (if the sound is familiar).
  Ponder 
  (Intelligence)—Cats use this Skill to figure out things 
  they have never encountered or been taught before.  
  This can be as straightforward as trying to figure out a 
  way to get past a sleeping dog or over a fence or hedge. 
  It can also be as complex as trying to determine what  
  a new sound or smell means and whether or not it  
  presents a danger. Even when successful, the Ponder  
  Skill only provides a cat with an idea. Making the idea 
  work will often involve some other Skill entirely.
  10
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  
  Pounce
  (Intelligence)—Pouncing is similar to Jumping but, 
  rather than being defensive in nature, a Pounce is always 
  aggressive or offensive. This Skill is most often used in 
  hunting: to land on and quickly kill prey. However, in  
  a fight a cat may also use it to leap onto an opponent  
  and begin Wrestling. Pounce is also the Skill used when 
  a cat wants to go over or across a space and land on an 
  object without Climbing. A cat can Pounce on something 
  that is up to two body lengths away or above him or  
  her (there is no limit to how far a cat can Pounce 
  downward, but really that’s more like falling and may  
  be risky based on the situation).
  See 
  (Intelligence)—This is the Skill used to determine if a  
  cat can notice something using only his or her eyes. 
  Usually this is easier if the thing is moving. See is one 
  of the Skills used during hunting and while patrolling,  
  but because cats also have such sharp senses of hearing 
  and smell, it is not as crucial a Skill as it is for Twolegs. 
  Cats also use their See Skill to tell if anything has changed 
  about a place, thing, or other cat since the last time they 
  encountered it. 
  Smell 
  (Intelligence)—There are two common uses for the 
  Smell Skill. First, like the See and Listen Skills, a cat can 
  use the Smell Skill to tell if someone or something else 
  is nearby. Because cats’ noses are so sensitive, Smell can 
  identify exactly where the thing is, even if the cat can’t  
  see it. In addition, cats can use the Smell Skill to follow  
  the scent trails that all living creatures leave wherever  
  they go. In this way, the Skill can be used to follow 
  someone who passed by hours or possibly even days 
  ago. However, the older a scent trail is, the harder it is to 
  follow.
  Sneak 
  (Spirit)—Many situations call for a cat to move 
  undetected: hunting, moving through another Clan’s 
  territory, going past a dog or group of Twolegs. Sneak  
  is the Skill that governs such movements. More than just 
  being quiet or stealthy, the Sneak Skill is a combination 
  of those plus an element of timing and anticipating  
  where your quarry will be looking at any moment. 
  Swat
  (Intelligence)—This is the general-purpose Skill used 
  to see if a cat can hit something with his or her paw. In 
  training and roughhouse play, this is done with claws 
  retracted, but in a fight it is done with claws extended 
  in hopes of causing injury. The difference between an 
  ordinary blow and an especially effective one is not a 
  matter of having a higher Strength score, though; it’s 
  one of timing and placement (which is why Swat is an 
  Intelligence-based Skill).
  Swim 
  (Strength)—Although most cats are not fond of the 
  water (except those in RiverClan, of course), being able 
  to Swim long enough to safely reach dry land is definitely 
  a useful Skill. While Swimming is not something a cat 
  is likely to do often, when the need arises, it is handy to  
  have trained in this Skill. 
  Wrestle 
  (Strength)—Wrestling is a catch-all phrase for the kind 
  of fighting cats do once they are directly on top of each 
  other and too close to rear back and Swat. It is a good  
  way for a larger cat to immobilize a smaller opponent,  
  and also probably the best way for a smaller cat to hurt  
  a larger opponent (since it brings them close enough to 
  use sharp rear claws or, in extreme cases, even to Bite).
  11
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  
  Ready to Go
   You’ve now determined your cat’s basic 
  personality and goals, picked a Clan, assigned his or  
  her Ability scores, and chosen three beginning Skills. 
  Your apprentice is ready to begin training and grow  
  into a warrior that any Clan would be proud of. 
   Your cat is now at the same stage that Muddypaw  
  was in the example in Chapter One. If you want, you  
  can begin playing the game right now. But things  
  are much tougher for apprentices than they are for  
  warriors. This is a stage when a cat spends just about all  
  of his or her time training, not running around on 
  adventures. 
   In the next chapter, your cat will get that training, 
  improve his or her Abilities, and learn a few helpful  
  tricks that only experience can impart. And when it’s  
  all said and done, your cat will be a full-fledged  
  warrior!
  12
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  Muddypaw’s Skills
   You’ve seen Muddypaw’s Skill selections on his  
  character sheet, but let’s look at why he made those 
  choices.
   Muddypaw is a very deliberate cat. He likes to be 
  certain about his actions before he takes them, so 
  the first Skill he chose was Ponder. That Skill helps  
  when a cat is trying to remember something or 
  puzzle out a mystery.
   Next he chose Jump because Muddypaw does not 
  like fighting. Jump is the Skill that cats use to avoid 
  blows in a fight and to get away from dangerous 
  situations.
   Finally, Muddypaw chose Listen because he  
  thinks that’s the best way to keep track of what’s  
  going on around him. Clever enemies can hide 
  or mask their scents, but the whole world makes 
  sounds and if you pay close attention to them you 
  have an advantage over everyone else around 
  you. Of course, as a member of WindClan, 
  Muddypaw 
  automatically 
  gets 
  training 
  in 
  Listen, so rather than a +1 he begins play with  
  a +2 in the Listen Skill.
  ADVENTURE GAME
  Knacks
  www.warriorcats.com
  Cat’s Name:________________________________
  Player’s Name:_________________________
  Clan:____________________________________________
  Cat’s Color:________________________________
  Cat’s Age:_____________________ _moons
  Spirit
  Spirit
  Strength
  Intelligence
  Skills
  Bite_(Strength)
  Listen_(Spirit)
  Sneak_(Spirit)
  Wrestle_(Strength)
  Hiss_(Spirit)
  See_(Intelligence)
  Focus_(Spirit)
  Swim_(Strength)
  Pounce_(Intelligence)
  Swat_(Intelligence)
  Ponder_(Intelligence)
  Climb_(Strength)
  Jump_(Spirit)
  Smell_(Intelligence)
  Arch_(Strength)
  Use_the_back_of_this_sheet_to_draw_a_picture_of_your_cat.
  Warriors Adventure Game created by Stan! • www.storytimewithstan.com • Art by James L. Barry • www.jlbarry.com
  Muddypaw
  1
  +1
  +2
  +1
  2
  2
  4
  WindClan
  Brown tabby
  
  Chapter Three: 
  Grooming a Warrior
   Every apprentice looks forward to the day when, after 
  moons of training, he or she is promoted to the full status of 
  a warrior, and is able to participate in all the Clan activities 
  and be responsible for keeping the Clan safe and well fed. 
  During their apprenticeships, young cats take the basic 
  tools with which they were born and hone them, taking 
  the first steps along the paths they will travel as adult cats. 
  But in the dark of the night, as the newly promoted warrior 
  stands watch alone, it is only natural to look back on what 
  has been so as to take full advantage of what’s to come.
   Before you proceed with the next phases of developing 
  your Warriors Adventure Game character, take a few 
  seconds to look over what you’ve done so far. Get a firm 
  idea in your head of where your cat is, as well as where 
  he or she hopes to go. This will help you as you make the 
  decisions ahead.
   In this chapter you will make the first increases to 
  your cat’s Ability scores, improving on the raw gifts with 
  which he or she was born. You will also select a handful of  
  Knacks for your character—special tricks or maneuvers 
  he or she learned as an apprentice.
  Ability Score Increases
   In the Warriors Adventure Game, the changes that cats 
  go through as they age are represented by increases to  
  the cat’s Ability scores. This happens especially quickly 
  for apprentices.
   During the course of his or her apprenticeship, your  
  cat will have grown enough to merit two Ability  
  increases. First, add +1 to your cat’s Strength score on  
  your character sheet. This represents the fact that he or  
  she is now fully grown. There is certainly room to grow  
  bigger by adding muscle, but your character is now  
  large enough to be considered full grown.
   Second, add +1 to either your cat’s Intelligence or Spirit 
  score, whichever you prefer. This represents the lessons 
  learned during training as an apprentice. When you’ve 
  chosen which Ability your cat feels is more important, 
  add that +1 to that score on your character sheet.
   Remember, this is not the end of your cat’s development. 
  As he or she grows and has more adventures, there will  
  be regular opportunities to increase Ability scores. 
  Room to Grow
   By the time you finish this chapter, your character 
  will be ready to face any adventure in the Warriors 
  Adventure Game, but that doesn’t mean that he or she 
  is done. One of the great things about this game is 
  that your cat will continue to grow and learn and get 
  better at things as you continue to play.
   Advancement and growth are essential parts of 
  life, and they are just as essential in a role-playing 
  game. Remember that the choices you make here 
  will create further opportunities down the road.  
  At the end of this chapter, your character likely  
  will not yet have reached all the heights of which  
  he or she dreams, but that’s okay. There will be  
  plenty of opportunities for your cat to develop  
  more. And the tools you give him or her now will 
  determine how easy or difficult it is to achieve those 
  larger goals later.
  13
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  Muddyclaw
   Now that Muddypaw is ready to be promoted to a 
  warrior, he’s also ready to receive his warrior’s name. 
  Rather than Muddypaw, from here on we’ll call him 
  Muddyclaw. 
   Having grown a fair bit during his apprenticeship, 
  Muddyclaw raises his Strength score from 1 to 2. He’s 
  still not especially large or strong, but he’s definitely  
  more impressive than he was before. 
   One of the things Muddyclaw learned during his 
  training was exactly what it takes to be a medicine 
  cat (which is his dream). He knows that things he’ll 
  have to do mostly center around Intelligence, so he 
  decides to put his extra point into that, raising it 
  from 2 to 3. 
   Finally, Muddyclaw’s player marks all these  
  changes on the character sheet, and a warrior is 
  born.
  
  Knacks
   As cats mature, they learn tricks for dealing with 
  different situations, trying a variety of ways of doing  
  things and finding what works best for them. These 
  little tricks of behavior are represented in the Warriors 
  Adventure Game by Knacks. At first, Knacks might 
  seem the same as Skills, but there are a few important 
  differences.
   Skills represent things all cats can do. Having points 
  in a Skill simply means that your character does it better 
  than others. Knacks, however, are specialized actions  
  that must be learned before they can be used. In other 
  words, if you have not written the Knack on your  
  character sheet, then your cat cannot use that Knack.
   Another difference between Knacks and Skills lies in 
  how they are used in the game. This will be discussed 
  later (in Chapter Five), but in brief, Skills are something 
  your character can always use—they are automatically 
  included whenever they would be appropriate. Knacks, 
  on the other hand, are special maneuvers that your cat 
  will have to choose to employ. 
   Finally, while Skills are free to use, Knacks each have  
  a “cost” associated with using them. This cost, described 
  as a number of “chips,” is included in the write-ups  
  in this chapter, but it will be fully explained in  
  Chapter Five. As a general rule, though, the higher your  
  cat’s score in a certain Ability, the more “chips” he or  
  she will be able to spend on Knacks related to that 
  Ability.
  ADVENTURE GAME
  Knacks
  www.warriorcats.com
  Cat’s Name:________________________________
  Player’s Name:_________________________
  Clan:____________________________________________
  Cat’s Color:________________________________
  Cat’s Age:_____________________ _moons
  Spirit
  Spirit
  Strength
  Intelligence
  Skills
  Bite_(Strength)
  Listen_(Spirit)
  Sneak_(Spirit)
  Wrestle_(Strength)
  Hiss_(Spirit)
  See_(Intelligence)
  Focus_(Spirit)
  Swim_(Strength)
  Pounce_(Intelligence)
  Swat_(Intelligence)
  Ponder_(Intelligence)
  Climb_(Strength)
  Jump_(Spirit)
  Smell_(Intelligence)
  Arch_(Strength)
  Use_the_back_of_this_sheet_to_draw_a_picture_of_your_cat.
  Warriors Adventure Game created by Stan! • www.storytimewithstan.com • Art by James L. Barry • www.jlbarry.com
  Muddyclaw
  2
  +1
  +2
  +1
  3
  2
  10
  WindClan
  Brown tabby
  Herb Lore (1 INT chip = +1 to Ponder) 
  Medicine Lore (1 INT chip = +1 to Ponder)
  Alertness (1 SPT chip = +1 to Listen, See, Scent, Focus, or Ponder)
  14
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  Muddyclaw
   Since these are the things that really define a  
  cat, Muddyclaw wants to choose Knacks that will 
  help him in his goals and play up his best features.
   The most important thing to Muddyclaw is his desire  
  to become a medicine cat. He identifies two Knacks  
  that will help him in that goal—Medicine Lore and  
  Herb Lore—so he chooses them both.
   With his one remaining choice, Muddyclaw picks 
  Alertness because it is a way to even further advance  
  the effectiveness of his Listen Skill and, at the same 
  time, give a potential boost to several other Skills, 
  too.
   Once Muddyclaw is certain about these choices,  
  the player writes these Knacks onto the character  
  sheet. The player also makes brief notes about  
  how the Knacks work, based on the write-ups, so  
  that it will be easier to use them during the game.
  
  Choosing Knacks
   When an apprentice is promoted to a warrior, he or 
  she has learned three Knacks. At this stage you must 
  select three separate Knacks—you cannot choose a 
  single Knack more than once, even if its description says  
  that is allowed. As your character advances, you may  
  use the extra Knack choices you get to improve any 
  Knacks that are allowed to be chosen more than once.
   Since Knacks are things that a cat must learn before he 
  or she can use them, they are also an important way to 
  make your character different from others. The Knacks 
  you choose will not only define what your cat can do 
  during play, they will define how the other characters 
  perceive your cat.
   
   If it is important to your cat to be thought of as smart 
  or strong or charismatic, then you should choose Knacks 
  that emphasize these aspects of his or her character. Once 
  you choose a Knack, your cat has it forever—you do not 
  need to choose it a second time. However, some Knacks 
  provide your character with extra advantages if he or she 
  selects it more than once. The details are described in the 
  write-ups. These write-ups can seem a little complicated 
  when you read them one after another, so you may want to 
  refer to the “Knacks at a Glance” sidebar to get a general 
  idea of what your choices are.
   Just as with Skills and Ability scores, there are no 
  “wrong” decisions to be made here. As long as you select 
  Knacks that suit your cat’s personality and goals, you will 
  have made the “right” choice.
  15
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  Skills vs. Knacks
   The differences between Skills and Knacks can 
  be a little tricky to understand at first. They will be 
  explained fully in Chapter Five, but for now let’s 
  look at a basic example. Muddyclaw has training  
  in the Listen Skill, and he also has chosen the 
  Alertness Knack. Here’s how they work.
   Every time Muddyclaw is asked to make a Listen 
  Check, he adds together his Intelligence score 
  (because Listen is an Intelligence-based Skill) 
  and the bonus he gets from his Listen Skill. Right 
  now that’s a total of 5 (3 from Intelligence, 2 from 
  Listen).  No matter what, that is the least he can get 
  on a Listen Check. 
   Of course, Muddyclaw can add to that total by 
  spending Intelligence chips (because Listen is an 
  Intelligence-based Skill). For every Intelligence chip 
  he spends, he increases the Check by +1.
   In addition, because he has chosen the Alertness 
  Knack, Muddyclaw can also spend a Spirit chip 
  to activate that Knack, which will add +1 to the 
  Check. (Spending chips will be fully explained in 
  Chapter Five.) And, based on the description of  
  the Alertness Knack, he can do this as many  
  times as he has additional Spirit chips to pay for  
  it. If he doesn’t spend any Spirit chips, then  
  Alertness doesn’t affect the Check.
   So, for the sake of fun, let’s figure out just how  
  high a Listen Check Muddyclaw can generate if  
  he puts all his effort into it. First of all, he gets 3  
  from his Intelligence score plus 2 from his Listen 
  Skill. Then he spends all three of his Intelligence 
  chips, getting a +3 bonus. Then he spends both of his 
  Spirit chips to activate the Alertness Knack twice, 
  giving him an additional +2 bonus. So his total is  
  3 + 2 + 3 + 2 = 10. 
   The best result Muddyclaw can get on a Listen 
  Check is 10, which is a really big number. He 
  should be able to hear just about anything with  
  that sort of result. Of course, he’d also be out of  
  both Intelligence and Spirit chips, but that’s a 
  different problem.
  
  16
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  Knacks at a Glance 
   Knacks, by their nature, are a little complicated. 
  Each one is a trick that lets a character “break the 
  rules” of the game in a small way and gain some 
  kind of short-term advantage. So reading them can 
  be a bit confusing, especially the first time through. 
  The list below should help you get a better handle 
  on what the Knacks are and what they do, and make 
  it easier for you to decide which Knacks might  
  be best for your cat. After scanning these, though, 
  be sure to read the full entries to see exactly how the 
  Knacks you’re interested in work.
  Alertness: Allows your cat to be more attentive to 
  things going on near him or her.
  Animal Lore: Your cat has a great deal of knowledge 
  about other animals (but not Twolegs).
  Balance: Helps your cat to move safely along 
  branches, fences, and other precarious places. 
  Belly Rake: A fighting maneuver used when 
  Wrestling, it does extra damage to your opponent.
  Chomp: Powerful Bite attack that temporarily 
  immobilizes your victim.
  Clan Lore: Your cat has a great deal of knowledge 
  about the Clans and cats in general.
  Dash: Your cat can run faster and farther than 
  usual.
  Dodge: An improvement on the Jump Skill, useful to 
  avoid damage in fights.
  Feint: Use misdirection and quick movements to 
  improve accuracy with Swat attacks.
  Herb Lore: Your cat has a great deal of knowledge 
  about healing herbs and how to treat illnesses.
  Hide: Your cat is particularly clever at finding spots 
  to sit still and hide.
  Interpret Dreams: The ability to get accurate 
  meaning out of dreams and prophecies.
  Launch: A fighting maneuver used when Wrestling, 
  it flings your opponent away.
  Leap: Your cat can Pounce over a farther distance 
  than normal.
  Medicine Lore: Your cat has a great deal of  
  knowledge about illness and injuries.
  Mighty Swat: A fighting maneuver that lets your  
  cat do extra damage with Swat attacks.
  Orate: Your cat is good at giving speeches and 
  motivating others.
  Pathfinder: Your cat has a very good sense of 
  direction and almost never gets lost.
  Pin: A fighting maneuver used when Wrestling,  
  it immobilizes your opponent.
  Pummel: A fighting maneuver that relies on brute 
  force.
  Spring: Your cat can do a special kind of Pounce  
  that goes very high straight up in the air. 
  Stalk: Your cat is particularly clever when it  
  comes to sneaking up on others.
  Track: Your cat is particularly good at following 
  someone using his or her sight, hearing, and  
  sense of smell.
  Twoleg Lore: Your cat has a great deal of knowledge 
  about Twolegs, their nests, and their beasts.
  Yowl: Your cat can shout out messages over long 
  distances.
  
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  Alertness
   (1 Spirit chip)—Alertness allows your cat to be even 
  more attentive than usual to things that are happening  
  in the general area.
   By spending 1 Spirit chip, you may use Alertness to 
  add 1 bonus point to a single Check involving one of  
  the following Skill Checks: Focus, Listen, Ponder, See,  
  or Smell. 
   You may use Alertness more than once on a single 
  Check, provided you pay for each use separately.
   You may choose the Alertness Knack a second time.  
  If you do, you now gain 2 bonus points whenever you use 
  Alertness instead of just 1. You may not choose Alertness 
  more than twice.
  Animal Lore
   (1 Intelligence chip)—Having the Animal Lore Knack 
  means that your cat has a great deal of knowledge  
  about animals (not including Twolegs).
   By spending 1 Intelligence chip, you may add 1 bonus 
  point to a single Intelligence or Ponder Check involving 
  knowledge about or predicting the behavior of an 
  animal.
   You may choose Animal Lore more than once. For 
  each additional time you choose this Knack, the bonus 
  you receive for using it goes up by +1. So if you choose 
  Animal Lore twice you get 2 bonus points each time,  
  if you choose it three times you get 3 bonus points, etc. 
  Balance
   (1 Spirit chip)—The Balance Knack helps a cat to move 
  safely along branches, fence tops, and other precarious 
  spaces. 
   By spending 1 Spirit chip, you may add 1 bonus point 
  to a Climb or Strength Check made to keep from falling 
  off a perch or ledge.
   You may use Balance more than once on a single  
  Check, provided you pay for each use separately.
  Belly Rake
   (2 Strength chips)—Belly Rake is a Knack your cat 
  may use in a fight. It involves striking with your cat’s  
  back claws to injure an opponent’s underbelly.
   In order to use Belly Rake, your cat and the opponent 
  must already be Wrestling. (You cannot use Belly Rake, 
  however, if your opponent is currently successfully using 
  the Pin Knack on you—see the Pin Knack for details.) If 
  you are Wrestling, by spending 2 Strength chips your cat 
  lashes out with his or her rear paws into the opponent’s 
  belly with claws extended. This is treated like a Swat 
  attack but does 1 extra point of damage to the opponent. 
   You may choose the Belly Rake Knack a second time. 
  If you do, reduce the cost of using it to 1 Strength chip 
  rather than 2.
  Chomp
   (3 Strength chips)—A Chomp is a vicious type of  
  Bite attack. Using it temporarily disables the target and 
  lets your cat do extra damage.
   You must announce that you plan to use Chomp and 
  spend the Strength chips for it before you resolve the 
  Bite attack (so if your Bite fails, you will have spent 
  the Strength chips already). If you succeed in using a  
  Chomp, your Bite does damage normally but you also 
  have two additional effects. 
   First, your opponent is immobilized as though you  
  have him or her Pinned (as detailed in the Pin Knack). 
  This effect lasts until the start of your next turn. 
   Second, at the start of your next turn you have the 
  choice of either holding on or letting go. If you hold on, 
  your opponent remains Pinned until your next turn.  
  If you let go, you do damage to your opponent as  
  though you had landed a second successful Bite attack.
  Clan Lore
   (1 Intelligence chip)—Having the Clan Lore Knack 
  means that your cat has a great deal of knowledge about 
  the history of the Clans and cats in general.
   By spending 1 Intelligence chip, you may add 1 bonus 
  point to a single Intelligence or Ponder Check involving 
  knowledge of the history, habits, or beliefs of Clans and 
  Clan cat culture.
   You may choose Clan Lore more than once. For each 
  additional time you choose this Knack, the bonus 
  you receive for using it goes up by +1. So if you choose  
  Clan Lore twice you get 2 bonus points each time, if you 
  choose it three times you get 3 bonus points, etc.
  17
  
  Dash
   (1 Strength chip)—Using the Dash Knack lets your 
  cat move very quickly, dodging obstacles and springing 
  off nearby objects to cover more ground than running 
  normally allows.
   By spending 1 Strength chip, you may move up to  
  twice as far as you normally would in one turn. Some 
  obstacles prevent the use of Dash (examples include 
  thick mud, objects that must be Climbed, and other  
  items that cannot be easily leaped or avoided). If these 
  kinds of obstacles are present, the Narrator should tell 
  you so before you spend the Strength chip.
  Dodge
   (1 Spirit chip)—The Dodge Knack is an improvement 
  on the Jump Skill. It represents a cat being able to Leap 
  more quickly and surely out of harm’s way.
   You may use the Dodge Knack any time your cat makes 
  a Jump Check simply by spending the 1 Spirit chip cost. 
  Doing so adds 1 bonus point to the Jump Check.
   You may choose the Dodge Knack up to a maximum of 
  three times. Each time you choose this Knack, the bonus 
  you receive for using it goes up by +1. So if you choose 
  Dodge twice you get 2 bonus points each time, and 3 
  bonus points if you choose it three times. You may not 
  choose Dodge more than three times.
  Feint
   (1 Intelligence chip)—Using the Feint Knack, your cat 
  can use misdirection and quick movement to improve 
  the accuracy of his or her Swat attacks.
   By spending 1 Intelligence chip, you may add 1 bonus 
  point to a Swat attack, making it more likely to hit but 
  not adding any additional damage.
   You may choose the Feint Knack up to three times. 
  For each time that you choose it, increase the bonus this 
  Knack grants by +1. So if you choose Feint twice, you get 
  2 bonus points every time you use it, if you choose it a 
  third time the bonus becomes +3. You may not choose 
  Feint more than three times.
  Herb Lore
   (1 Intelligence chip)—Having the Herb Lore Knack 
  means that your cat has a great deal of knowledge about 
  healing herbs and other natural remedies. You know how 
  to treat various injuries and illnesses, even if you 
  can’t diagnose them.
   By spending 1 Intelligence chip, you may add 
  1 bonus point to a single Intelligence or Ponder 
  Check involving knowledge or use of herbs and 
  other healing substances. 
   You may choose Herb Lore more than once. For 
  each additional time you choose this Knack, the bonus 
  you receive for using it goes up by +1. So if you choose  
  Herb Lore twice you get 2 bonus points each time, if  
  you choose it three times you get 3 bonus points, etc.
  Hide
   (1 Spirit chip)—The Hide Knack represents a cat  
  being particularly clever at finding spots in which he or 
  she is difficult to see.
   By spending 1 Spirit chip, you may add 2 bonus  
  points to a Sneak Check if your cat is sitting still in a  
  single spot and not moving. As soon as the cat moves,  
  this bonus is lost entirely.
   You may use Hide more than once on a single Sneak 
  Check, provided you pay for each use separately.
  Interpret Dreams
   (2 Spirit chips)—The Interpret Dreams Knack 
  indicates that a cat has the ability to find accurate  
  meaning in dreams or prophecies sent by StarClan.
   By spending 2 Spirit chips, your character can find 
  some measure of sense in messages from StarClan or  
  in prophecies of old (that is, if the time is right and if  
  there is any sense to be found in them). These insights  
  may not make everything crystal clear, but they should 
  at least give some clues as to what StarClan expects  
  the cats to do or where further answers can be found.  
  This Knack may also tell you that a dream is just an 
  ordinary one or that a prophecy does not have any 
  immediate application.
   You may choose the Interpret Dreams Knack a second 
  time. If you do, reduce the cost of using it to 1 Spirit chip 
  rather than 2. You may not choose Interpret Dreams  
  more than twice.
  Launch
   (3 Strength chips)—The Launch Knack represents a 
  combat maneuver that allows a cat to fling an opponent 
  away, providing a momentary respite.
   In order to use the Launch Knack, your cat and the 
  opponent must already be Wrestling. (It is one of the few 
  offensive maneuvers that a cat can perform while being 
  Pinned.) If the combatants are Wrestling, by spending 
  3 Strength chips your cat may thrust out with the back 
  18
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  
  paws in an attempt to hurl the opponent away 
  through the air. If you win the Wrestling Check, 
  the opponent will land two body lengths away and be 
  disoriented enough that he or she cannot perform any 
  kind of attack on his or her next action.
   You may use Launch up to four times on a single 
  Wrestling Check, provided you pay for each use  
  separately. Each additional use of Launch increases the 
  distance your opponent flies by one body length. So if  
  your cat chooses this Knack twice, using it hurls the 
  opponent three body lengths away. Choosing it three  
  times allows your cat to hurl an opponent four body  
  lengths away, and so on. You may not use Launch more 
  than four times on a single Wrestling Check.
   You may choose the Launch Knack a second time. If 
  you do, reduce the cost of using it to 2 Spirit chips rather 
  than 3. You may not choose Launch more than twice.
  Leap
   (1 Strength chip)—The Leap Knack represents a 
  special kind of Pounce in which the cat tries to cover 
  more distance without worrying about being able to land 
  cleanly.
   By spending 1 Strength chip, your cat may increase the 
  distance covered by a Pounce by up to one body length. 
  However, the price of doing this is an uncontrolled 
  landing. Depending on the situation, the Narrator may 
  rule that your cat suffers damage or faces some other 
  appropriate difficulty.
   You may use Leap up to four times on a single  
  Pounce Check, provided you pay for each use separately. 
  Since the maximum number of times you may use  
  Leap on a single Pounce Check is four, the maximum 
  extra distance you may cover is four extra body lengths.
  Medicine Lore
   (1 Intelligence chip)—Having the Medicine Lore 
  Knack means that your cat has a great deal of  
  knowledge about injuries and illnesses. You can recognize 
  what is ailing a sick or hurt cat, even if you don’t know 
  how to treat the problem.
   By spending 1 Intelligence chip, you may add 1 bonus 
  point to a single Intelligence or Ponder Check involving 
  diagnosing what is wrong with a sick or injured cat. 
   You may choose Medicine Lore more than once. For 
  each additional time you choose this knack, the bonus 
  you receive for using it goes up by +1. So if you choose 
  Medicine Lore twice you get 2 bonus points each time,  
  if you choose it three times you get 3 bonus points, etc.
  Mighty Swat
   (2 Strength chips)— Mighty Swat is a Knack your cat 
  might use in a fight. It allows you to cause more damage 
  with your Swat attack.
   By spending 2 Strength chips, you may do 1 extra point 
  of damage with your Swat attack. However, you must 
  declare that you are using Mighty Swat at the start of  
  the attack, so the Strength chips must be spent whether 
  the blow hits or not.
   You may use Mighty Swat more than once on a single 
  Swat, provided you pay for each use separately (and 
  before the attack is resolved).
   You may choose the Mighty Swat Knack a second time. 
  If you do, reduce the cost of using it to 1 Strength chip 
  rather than 2. You may not choose Mighty Swat more 
  than twice.
  Orate
   (1 Spirit chip)—The Orate Knack represents being a 
  cat who is a skilled speaker, capable of motivating and 
  inspiring those who are listening. 
   By spending 1 Spirit chip, you may add 1 bonus point 
  to any Spirit, Focus, or Ponder Check made to figure out 
  what fellow cats are thinking, to make a plan that others 
  will find appealing, or to make a speech that will inspire 
  friends and allies to take a particular course of action.
   You may choose Orate more than once. For each 
  additional time you choose this Knack, the bonus you 
  receive for using it goes up by +1. So if you choose Orate 
  twice you get 2 bonus points each time, if you choose  
  it three times you get 3 bonus points, etc.
   It is important to note, though, that Orate does not 
  work on other players’ cats. It is up to you, as a player, 
  to motivate them. Orate only works on cats who are 
  controlled by the Narrator.
  Pathfinder
   (1 Intelligence chip)—The Pathfinder Knack represents 
  being a cat with a keen sense of direction. It allows  
  you to be aware of where you are in relation to other 
  known sites—how far from your Clan’s camp you are, 
  what direction a certain hollow tree is, etc. 
   By spending 1 Intelligence chip, you can get an  
  accurate feeling for one of the following: the distance 
  to a known place, the direction to a known place, what  
  places that you know are near your current location.
  19
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  
   You may choose the Pathfinder Knack a second time.  
  If you do, you can get two of the listed pieces  
  of information each time you use Pathfinder. You 
  may not choose Pathfinder more than twice.
  Pin
   (3 Strength chips)—Pin is a Knack your cat might  
  use in a fight, specifically when Wrestling. It allows  
  one cat to immobilize his or her opponent.
   In order to use Pin, your cat 
  and the opponent must already 
  be Wrestling. By spending 3 
  Strength chips, you can use 
  the weight of your cat’s body to 
  force the opponent to the ground, 
  where he or she cannot move. The Pin  
  lasts until the opponent wins a Wrestling 
  Check or the cat who started the Pin  
  gets up or is forced off the opponent.
   While Pinned, the only physical actions a cat may take 
  are: start a Wrestling Check to try to escape, use the 
  Launch Knack to try to escape, Swat at the Pinning cat, 
  Bite the Pinning cat (but remember that Biting other  
  cats is strictly forbidden by the warrior code).
   You may choose the Pin Knack a second time. If you  
  do, reduce the cost of using it to 2 Strength chips rather 
  than 3. You may not choose Pin more than twice.
  Pummel
   (3 Strength chips)—Pummel is a Knack your cat  
  might use in a fight. It allows you to make a Swat attack 
  that relies on brute force to hit rather than strategic 
  placement of the blow.
   By spending 3 Strength chips, you can make the 
  equivalent of a Swat attack based on a Strength Check 
  rather than an Intelligence Check. It is the equivalent 
  of your cat attempting to overpower his or her opponent 
  rather than land accurate blows. Damage is determined 
  normally.
   You may choose the Pummel Knack a second  
  time. If you do, reduce the cost of using it to 2 Strength 
  chips rather than 3. You may not choose Pummel more 
  than twice.
  Spring
   (3 Strength chips)—The Spring Knack 
  represents a special kind of Pounce in 
  which the cat tries to stretch his or her paws  
  as high as possible, often to bat at an object.
   By spending 3 Strength chip, your cat may  
  Spring at an object that normally would be too high  
  to reach. The maximum height that a cat can  
  Spring is twice the height that he or she can  
  normally Pounce.
   
  You may choose the Spring Knack up to three 
  times. The second time you choose it, reduce the cost 
  of using Spring to 2 Strength chips rather than 3. The 
  third time you choose it, reduce the cost to 1 Strength 
  chip. You may not choose Spring more than three times.
  Stalk
   (1 Spirit chip)—The Stalk Knack represents a cat  
  being particularly clever at remaining undetected while 
  he or she is moving.
   By spending 1 Spirit chip, you may add 2 bonus points 
  to a Sneak Check if your cat is trying to approach a  
  target unawares. While the cat can pause momentarily 
  to avoid detection, if he or she comes to a complete 
  and extended halt, this bonus is lost even if movement  
  begins again.
   You may use Stalk more than once on a single Sneak 
  Check, provided you pay for each use separately.
  Track
   (1 Intelligence chip)—Track is a Knack that cats use  
  to trace the movements of an animal or another cat. It  
  can be of great use when hunting prey or trying to find 
  what path another cat took when traveling nearby.
   By spending 1 Intelligence chip, you may use Track 
  to add 1 bonus point to a single attempt to follow the 
  movements of a living creature by using one of the 
  following Skill Checks: Listen, See, or Smell. 
   You may use Track more than once on a single Check, 
  provided you pay for each use separately.
   You may choose the Track Knack a second time. If  
  you do, you gain 2 bonus points whenever you use Track 
  instead of just 1. You may not choose Track more than 
  twice.
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  20
  
      Twoleg Lore
   (1 Intelligence chip)—Having the Twoleg Lore Knack 
  means that your cat has a great deal of knowledge about 
  the behavior of Twolegs and the dangers posed by them 
  and their monsters.
   By spending 1 Intelligence chip, you may add 1 bonus 
  point to a single Intelligence or Ponder Check involving 
  Twolegs, their nests, and their monsters. 
   You may choose Twoleg Lore more than once. For each 
  additional time you choose this Knack, the bonus you 
  receive for using it goes up by +1. So if you choose Twoleg 
  Lore twice you get 2 bonus points each time, if you  
  choose it three times you get 3 bonus points, etc. 
  Yowl
   (1 Intelligence chip)—The Yowl Knack represents a  
  cat using growls and other vocal warnings to inform 
  others nearby that he or she is particularly upset. 
   By spending 1 Intelligence chip, you may add 1 bonus 
  point to an Arch or a Hiss Check. 
   Alternatively, your cat can use Yowl to yell out to any 
  other cat within hearing range. This Yowl can carry  
    one very basic message such as “Danger,” “Help me,” 
  “Enemies are here,” or something similar.
   You may choose the Yowl Knack up to three times. 
  Each time you choose it, the bonus it grants increases 
  by +1 and the distance from which a message can be 
  heard increases. The maximum bonus is 3 points, and  
  the maximum distance a Yowl can be heard is as far as a 
  cat can travel in an hour.
  Ready to Play
   At this point, your character is a fully trained warrior 
  capable of taking his or her place in Clan life. That  
  does not mean that your character is “done,” though.
   All living things continue to learn and grow as they 
  go along, and your cat is no exception. As you play  
  the Warriors Adventure Game, your cat will master new 
  Skills, learn new Knacks, and continue to see changes 
  in his or her Ability scores. The methods by which these 
  changes take place are discussed in Chapter Four. 
   However, if you are anxious to get right into the 
  adventure, skip ahead to Chapter Five. There you will 
  find the details you’ll need to take information you’ve  
  just put on your character sheet and use it in the game.
  21
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  
  Chapter Four:  
  Life Lessons
   Your character sheet is filled out and your cat is ready 
  —now you can start playing the Warriors Adventure 
  Game. As time passes, though, your cat will continue 
  growing and learning, and this will mean adding to and 
  changing the information written on your character 
  sheet. From time to time, you’ll probably want to copy 
  the information onto a new character sheet, just to keep 
  things clean and clear. 
   The first thing you’ll want to be certain of is that  
  the information on your character sheet actually 
  matches the ideas you have of your cat in your mind.  
  If it doesn’t, you should make adjustments to bring  
  everything in line. You’ve done a lot of work so far, and 
  it wouldn’t be right for you to have less fun because you 
  made one or two small mistakes early on. 
   Once you’re sure that you have the character you  
  want, though, you’ll still be given the opportunity 
  occasionally to improve your cat’s abilities or add new 
  ones to his or her character sheet. This is sometimes 
  called “leveling up,” and it is one of the best parts of any 
  role-playing adventure game.
  Changing Your Cat
   As you play through one or two adventures, you’ll 
  learn more about the Warriors Adventure Game. You’ll 
  get to understand how the rules work in greater detail.  
  In addition, the more you play, the better you’ll  
  understand your character. 
   As you play the game, you may realize that you regret 
  a few of the choices you made while filling out your  
  cat’s character sheet. You might have misunderstood 
  which Skills would apply to certain situations, or thought 
  that a Knack would be more useful than it turned out  
  to be in practice. Whatever the details, there is no reason 
  you should be forced to play the game with an incorrect 
  version of your cat.
  Making Minor Adjustments
   If the mistakes are relatively small—an adjustment 
  to how you distributed your cat’s Ability scores, or  
  swapping one Skill or Knack for another—you can 
  just make those changes. Be certain to tell the other 
  players, though.
   In fact, after you play through your first  
  adventure (especially if it is “Saving the Kits,” 
  found in Chapter Eight), it might be a good  
  idea for all the players to talk a little bit about  
  the game and the experience of playing it. Together,  
  you may be able to help one another make small 
  adjustments to all your cats so that everyone is happier 
  with his or her results and future adventures are  
  more enjoyable.
   However, it’s possible that the frustrations are deeper 
  and will require more than a few minor adjustments to 
  fix. You may have to make more major adjustments or 
  even start a new character from scratch.
  Starting from Scratch
   It may just be that you don’t enjoy playing the cat 
  character you have created. Maybe what seemed like 
  a good idea at the start of this process turned out to be  
  less fun or more difficult than you first thought. Or 
  maybe you realized that it would be more fun to play a  
  different kind of cat.
   That’s okay.
   If you’re truly unhappy with your cat, you can always  
  put aside the character sheet you’ve been working on,  
  print out a clean one, and start over from the beginning. 
  Bear in mind the lessons that you learned and the 
  mistakes you made and create a character that’s more to 
  your liking. 
   Remember, though, that some things that seem like 
  imperfections may just be due to the fact that at this  
  stage your character is still rather young. If the vision in 
  your head is of a fully mature cat and one of the Clan’s 
  most important members, then the problem probably 
  isn’t one of character design—it’s one of time. Your cat 
  needs time to grow into the character you want him or 
  her to be.
   If everyone in the group would rather play more mature 
  cats, that’s a different problem. Rather than starting 
  from scratch, you’ll instead have to make more major 
  adjustments to the cats you already have.
  Making Major Adjustments
   If you are not going to simply start from scratch and 
  create a whole new cat, major adjustments to your 
  character will almost certainly entail making him or 
  her older and, thus, more experienced. It is best that you  
  wait until you’ve played a few adventures using the 
  Warriors Adventure Game before you attempt this. 
   
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  22
  
  Making these sorts of changes will require you to  
  pick a greater number of Skills and Knacks and  
  make repeated adjustments to your Ability scores, and it  
  can be a fairly involved process. Any mistakes you make 
  along the way will add up over time, making them more 
  difficult to find and fix later.
   When you finish the character creation process 
  described in Chapters Two and Three, your newly 
  promoted warrior will be about 10 moons old. Remember 
  that life is harder for Clan cats than it is for kittypets.  
  A warrior’s life is much more intense, and that generally 
  means it’s harder and often much shorter.
   A seasoned warrior who has had time to become  
  a mainstay of the Clan will usually be about 20 moons 
  old. A senior warrior, looked up to as a mainstay of the 
  Clan and a cat who might be considered for an important 
  role such as deputy, will usually be about 30 moons old. 
  By the time a cat reaches 50 moons old, he or she will 
  begin to slow down—although still sharp of mind, the 
  cat’s body will begin to show signs of age. After 70 moons 
  old, a cat will usually cease being an active warrior and 
  will take up the mantle of being an elder in the Clan.  
   Confused? Don’t worry. This is a lot of information to try 
  to digest all at once. If you want to get a better handle on it, 
  look at the “Changes Over Time” chart in the “Improving 
  Your Cat” section. Once you’ve decided how old you  
  want your characters to be, it’s a fairly straightforward 
  (though time-consuming) process to use the information 
  in that section to advance your cat’s character sheet to the 
  proper stage.
  23
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  Getting Older
   Your cat’s character sheet will be very different 
  at different times in his or her life. As stated in the 
  “Making Major Adjustments” section, at the end of 
  the character creation process it is assumed that your 
  cat is 10 moons old. From that point on, how do you 
  know for sure what age your cat is?
   In the Warriors novels, time doesn’t always pass 
  at the same rate. Sometimes as much as a whole 
  moon passes between the end of one chapter and 
  the beginning of the next. The speed of time passing 
  changes depending on the needs of the story. 
  Likewise, the passage of time can happen in several 
  ways for your characters. The choice, in many cases, 
  is up to you.
  Age by Real Time
   One of the easiest ways is to have your cat age 
  according to real time. That is, for every day that 
  passes for you, one passes for your cat. This may be 
  easy, but it’s probably not going to be very exciting; 
  since the effects of aging only happen on a monthly 
  basis, it will take a long time for you to see much 
  change at all.
   A similar idea is to use an adaptation of real time. 
  For instance, for every week that passes for you,  
  one moon passes for your cat. This is more likely 
  to be satisfying for you, let your characters grow  
  noticeably, and keep the game changing in  
  interesting ways.
  Age by Adventure
   Some of the adventures for the Warriors Adventure 
  Game will say specifically that a certain amount of 
  time passes. This might happen at the beginning or 
  end of the adventure or, on rare occasions, even in 
  the middle. When it does, it’s an automatic chance 
  for your cat to get better in one or more areas. 
  Age by Choice
   Finally, as a group, the players may want to decide 
  on a completely personal schedule for aging. There 
  are several ways to do this. For instance, the group 
  might decide that at the end of every adventure the 
  cats get a bit older (anywhere from 1 to 6 moons). 
   Alternatively, rather than making a regular and 
  scheduled thing, the group could ignore aging for a 
  while. They could go through an adventure or two 
  without any changes to the characters, then have the 
  cats age a significant amount all at once. (This should 
  probably be no fewer than 6 moons at a time so that 
  the effects are significant enough for everyone to 
  notice.)
  
  Improving Your Cat
   There are several ways your character will improve over 
  time. Some of them will happen automatically as your cat 
  gets older, while others will be tied to playing through and 
  completing adventures. But they all fall into three types 
  of improvements: Knacks, Skills, and Ability scores.
  Knacks
   As we discussed in Chapter Three, your cat has to learn 
  a particular Knack before he or she can use it. Every 
  chance you get to choose new Knacks for your character 
  is a chance to make your cat different from the others and 
  bring him or her closer to being as you imagined.
   At the end of every adventure they complete, each 
  cat will learn at least one new Knack. Also, many of  
  the adventures for the Warriors Adventure Game will 
  specify points in the middle, generally between chapters, 
  when the characters can gain specific new Knacks—
  things they had the opportunity to learn during the 
  previous scenes.
   Even if they aren’t having adventures, your cats will 
  naturally learn Knacks as they get older. Cats learn a  
  new Knack or get the chance to improve an existing  
  one once every few moons. You can see these as well  
  as other changes your cat will undergo in the “Changes 
  Over Time” chart.
  Skills
   Your cat’s Skills improve more slowly than his or 
  her Knacks; but, by their nature, when they do, it will 
  have a bigger impact on game play (since Skills work 
  automatically but you have to choose to use a Knack). 
   Some adventures in the Warriors Adventure Game will 
  offer opportunities for characters to gain or improve 
  specific Skills. Generally, this will happen after a scene 
  that features the use of those Skills or at the end of the 
  adventure.
   In addition to those gained through adventures, cats 
  naturally learn Skills over time, just as they do Knacks 
  —only slightly less quickly. You can see these as well 
  as other changes your cat will undergo in the “Changes 
  Over Time” chart.
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  24
  Age in 
  Moons
  Effect from Growth
  11
  Skill
  12
  +1 Any Ability
  13
  Knack
  14
  +1 Intelligence or Spirit
  15
  Skill
  16
  Knack
  17
  +1 Any Ability
  19
  Skill and Knack
  21
  +1 Any Ability
  22
  Knack
  23
  Skill
  25
  Knack
  26
  +1 Intelligence or Spirit
  27
  Skill
  28
  Knack
  31
  Skill and Knack
  32
  +1 Any Ability
  34
  Knack
  35
  Skill
  37
  Knack
  38
  +1 Intelligence
  39
  Skill
  40
  Knack
  43
  Knack and Skill
  45
  +1 Any Ability
  46
  Knack
  47
  Skill
  49
  Knack
  50
  +1 Spirit
  51
  Skill
  52
  Knack
  55
  Knack and Skill
  57
  –1 Strength
  58
  Knack
  59
  Skill
  61
  Knack
  62
  +1 Any Ability
  63
  Skill
  64
  Knack
  67
  Knack and Skill
  68
  –1 Strength
  69
  +1 Spirit
  70
  Knack
  
      Ability Scores
   The least predictable of the changes a cat goes through 
  are those to his or her Ability scores. They aren’t learned 
  actions that your character can practice—they are a  
  natural part of growth and maturation. Improvements 
  happen more frequently in a cat’s youth, occur less 
  frequently in the middle of life, and begin to reverse 
  themselves with Ability score losses as old age approaches. 
  The only certainty is that your character’s Ability scores 
  will be in flux throughout his or her entire life.
   
   The pattern for Ability score changes is less regular 
  than those for Skills or Knacks. To make tracking this 
  information easier, the “Changes Over Time” chart lists 
  when you should raise or lower an Ability score, as well as 
  when you can improve or choose new Knacks and Skills.
  Changes Over Time
   As time passes, your cat will continue to change in a 
  variety of ways. The following table tracks these changes 
  moon by moon. Every time another new moon passes, 
  check to see if your cat has matured in any way in the 
  “Changes Over Time” chart.
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  25
  
  Chapter Five:  
  Playing the Game
   You’ve created a cat character of your own, advanced 
  him or her up from an apprentice into a newly promoted 
  warrior, and now you’re ready to play. But as you’ve no 
  doubt realized by now, the Warriors Adventure Game is 
  different from most games you’ve played before. 
   Just looking at your character sheet, it’s easy to get 
  a little intimidated by all the terms and numbers. So 
  before you move on to your first adventure, let’s go over  
  what you need to play the game and what to expect from 
  the experience.
  What You Need
   In order to play the Warriors Adventure Game, you’ll 
  need a few basic supplies. Chief among these is a group of 
  friends to play with. 
   The game is best played in a small group of 3–6. You 
  can certainly proceed with only 2 people and there is no 
  maximum number; but once your group gets so big you 
  can’t all sit together and talk comfortably, it will become 
  more and more difficult to enjoy the game. Different  
  groups will find that they prefer different numbers 
  of players, and the only way to find out what works 
  best for you and your friends is to try a few different 
  arrangements.
   The Warriors Adventure Game is a storytelling game, 
  so it is important that you have a comfortable place to 
  sit while you play—preferably a place where you can sit 
  around in a loose circle or at a comfortable table. Also, 
  since all the players will be doing a fair bit of talking, it 
  would be a good idea if everyone had a drink of some 
  sort. 
   Once you’re all gathered and comfortable, there are 
  still a few basic items that you’ll find helpful during the 
  game.
  Character Sheets
   It is important that every player have a completed and 
  legible listing of all the details about his or her character. 
  You’ll be referencing it a lot during the game.
  Ability Chips
   Each player will also need three different types of  
  chips (small stones, coins, pips, beads, or other 
  markers) and a pouch or bag in which to hold them.
   The reason three different kinds of chips are 
  required is that they represent the Strength, 
  Intelligence, and Spirit chips that your character 
  has to spend during the course of the game. 
  Everyone in the group can use the same chips, or each 
  player can bring his or her own. All that matters is that 
  you can easily and quickly tell the difference between 
  them while you’re playing.
   Each player gets a number of chips equal to his or her 
  character’s score in the appropriate Ability. So a player 
  whose cat has Ability scores of Strength 3, Intelligence 2, 
  Spirit 1 would get three Strength chips, two Intelligence 
  chips, and one Spirit chip. 
   If there aren’t enough actual chips to go around, players 
  may use a piece of scrap paper to keep track of their 
  available Strength, Intelligence, and Spirit chips. But 
  since the number of chips you have will change frequently 
  throughout the game, tracking the values this way must 
  be done very carefully.
  Paper and Pencil
   Since this is a storytelling game, you may want to make 
  notes about important facts you learn during the course 
  of play—the names of cats you meet or locations you 
  can go, the details of what a cat tells you, etc. You may 
  also want to pass notes between each other so that you 
  don’t interrupt someone else while he or she is speaking. 
  There may also be times when you want to keep certain 
  thoughts secret from the Narrator or other players based 
  on what is going on in the story.
   Paper can also come in handy for the Narrator to sketch 
  out a rough map that shows where the cats are in relation 
  to some important character or object.
  An Adventure
   Finally, you’ll need an adventure to play. There is a  
  mini-adventure in Chapter Eight, which should be 
  enough to get you started and let you become familiar 
  with how the game is played. 
   One of the good things about the Warriors Adventure 
  Game is that there are different paths through every 
  story, and you will almost certainly not exhaust them 
  all your first time through. You can always play through 
  an adventure more than once and see how the outcome 
  changes if you make different decisions along the way.
   In addition, there will be full-length adventures in the 
  back of each novel in the Warriors: Omen of the Stars 
  series. And you can always check www.warriorcats.com 
  for more information. 
  26
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  
  How to Do Everything
   A good deal of the Warriors Adventure Game will consist 
  of you and your friends talking about the situations 
  described in the adventures and how your characters 
  want to react to them. 
   Most of the time, your cats will be able to do what 
  you describe—there isn’t a lot of fun in making rules  
  for every little thing that a cat does during the day. 
  However, when the result of an action is uncertain 
  and dramatically important to the story, you will use 
  the information on your character sheet to decide the 
  outcome.
   This is not just a matter of looking up numbers on  
  your character sheet. You will use your Abilities, Skills, 
  and Knacks in different kinds of Checks.
  Ability Checks
   The most common kind of action in the game is an 
  Ability Check. This is a test of a basic Ability, such as if 
  your cat is strong enough to push a fallen branch out of 
  the way or smart enough to figure out where a lost kit 
  might have wandered.
   The difficulty of the Ability Check will be written in 
  the adventure. If your cat’s Ability score is equal to or 
  higher than the difficulty for the Check, you succeed. If 
  it is lower, you fail. (The adventure will tell the Narrator 
  exactly what happens if an Ability Check succeeds or 
  fails.) So, for example, if Muddyclaw is in the middle of  
  an adventure that calls for a Strength Check, his 
  player would look at the character sheet and see that  
  Muddyclaw has a 2 in Strength. If the difficulty of this 
  Strength Check is 2 or less, Muddyclaw succeeds. If it’s  
  3 or higher, he fails. 
  Spending Ability Chips
   You can give a temporary boost to your Ability score, 
  allowing your cat to succeed at actions that at first may 
  seem too difficult, by spending Ability chips. When 
  you spend an Ability chip, take a chip from your pool 
  and set it aside. For each chip you spend, you get a +1 
  bonus added to this particular Check. The only catch 
  is that you must spend Ability chips that match the 
  Check being performed. In other words, you must  
  spend Strength chips on a Strength Check, Intelligence 
  chips on an Intelligence Check, and Spirit chips on a 
  Spirit Check. Unless the adventure says otherwise, you 
  can spend as many chips as you like on a single Check. 
  (See the “Converting Ability Chips” sidebar for an 
  advanced rule that gives you extra options.)
   Once you have spent a chip and set it aside, you cannot 
  use it again until the Narrator tells you it’s time to  
  refresh your Ability chips (this will happen at several 
  points during every adventure). At that time, all the chips  
  you’ve set aside come back into play and you can spend 
  them again. So you must be careful when and on what 
  you spend your Ability chips. Once you run out of a 
  particular kind of chip, you cannot spend chips on 
  that type of Check again until the Narrator tells you to  
  refresh your Ability chips. 
   In the example above, Muddyclaw would have two 
  Strength chips in his pool (because his Strength score 
  is 2). If the player didn’t think that the total provided  
  by just Muddyclaw’s Strength score was high enough  
  for that Check, he or she could spend one of those chips 
  to give  Muddyclaw a +1 bonus on this Check, increasing 
  his total to 3. The spent chip would be set aside, and  
  now the player would only have one Strength chip left 
  until the Narrator says it’s time to refresh the chips.
  Skill Checks
   Skill Checks are essentially the same as Ability Checks, 
  except that your cat automatically gets a bonus equal to 
  his or her level in that Skill. Remember that Skills can 
  be ranked anywhere from 0 to 5, so any check based 
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  Converting Ability Chips
   The rules say that you must spend Ability chips 
  that match the Check your cat is attempting. When 
  you run out of a particular type, you can no longer 
  spend chips on that kind of Ability Check. However, 
  if you really need to, you can use this advanced  
  rule to convert chips from one type into another.
   The cost for doing so is 2 to 1.
   That means you can convert 2 of the wrong type of 
  Ability chips into 1 of the right kind. So if you needed 
  an Intelligence chip but you only had Strength 
  and Spirit chips left, you could trade 2 chips (1 of 
  each or 2 of a single kind) and convert them into 1 
  Intelligence chip.
   This can be very helpful, especially to starting 
  warriors—who will only have 7 chips total when 
  they play their first adventure (and apprentices have 
  only 5 chips). As your cat gets older, the possibilities 
  will get even greater since every time his or her 
  Ability scores go up, so will the number of chips you 
  have to use.
  27
  
  on a Skill that you have not chosen during character 
  creation or during advancement will have a total equal to 
  the base Ability score only.
   For example, if the adventure requires Muddyclaw 
  to make a Ponder Check, his player would begin by  
  taking the Intelligence score from the character sheet 
  (since Ponder is a Skill based on Intelligence) then 
  adding the level listed next to the Ponder Skill. In this 
  case, Muddyclaw would have a 3 from Intelligence and 
  a 1 from Ponder for a total of 4. If 4 is equal to or higher 
  than the difficulty listed in the adventure, Muddyclaw 
  succeeds at the Ponder Check.
   But what if, instead, the adventure had called for a  
  Focus Check? Focus is linked to Spirit, so the player 
  would have to check Muddyclaw’s Spirit score and his 
  training in the Focus Skill. That would have been a 2  
  from Spirit and a 0 from Focus (since Muddyclaw isn’t 
  trained in that Skill at all, his level is 0) for a total of 2.
   As with Ability Checks, you can get a bonus to a Skill 
  Check by spending Ability chips that match the Ability 
  linked to the Skill being used. 
  Using Knacks
   Knacks work differently than Skills and Abilities. Your 
  cat will never be asked to make a “Knack Check.” Instead, 
  Knacks are special abilities that are triggered only when 
  you spend Ability chips. Some Knacks give bonus points 
  to specific kinds of Checks. Other Knacks allow your  
  cat to do things that he or she otherwise couldn’t do. 
   Knacks are never automatically added into a Check.  
  You must pay the Knack’s cost with the appropriate 
  Ability chips each time your cat wants to use it. If you  
  do not have enough of the required Ability chips to pay 
  for a Knack, you cannot use the Knack at that time.
   In addition, you should generally tell the Narrator 
  before you use a Knack. He or she can let you know  
  if the situation is appropriate to do so before you spend 
  Ability chips in the effort. Also, the details of an  
  adventure may list special effects, bonuses, or  
  (sometimes) even penalties for using certain Knacks at 
  certain times.
  Complicated Actions
   All Checks follow the methods described above. 
  However, not all actions can be resolved by a  
  single Check. Sometimes accomplishing a complicated  
  goal will require a series of Checks before it can be 
  completed. Examples of complicated actions include 
  hunting and fighting as well as things like following  
  an old scent trail, crossing a Thunderpath, or pushing 
  your way through a particularly tight opening.
   The adventure will list the necessary Checks, 
  sometimes specifying the order in which they must 
  be accomplished. If there are no specifications, 
  then the order doesn’t matter. 
   Sometimes all the parts of a complicated action must  
  be performed by the same character, but often this will 
  be something players can do as a team—with one player’s 
  cat performing the first Check, another player’s cat 
  performing the second, and so on. 
   Unless the adventure says differently, you do not have 
  to perform all the Checks successfully in a row. If your  
  cat succeeds at the first Check then fails at the second 
  one, you don’t have to go back and redo the first one. 
  Tooth and Claw
   As mentioned above, hunting and fighting are 
  complicated actions. And since they are so important 
  in the lives of Clan cats, they deserve special attention 
   here. While they may be slightly more complicated than 
  other actions, it is important to remember that at their 
  heart they follow all the same rules as other Ability and 
  Skill Checks.
   The reason that these activities are so different is that 
  they both involve more than a cat simply doing his or 
  her best at an action. Hunting and fighting both involve 
  someone else attempting to stop or evade the cat’s action. 
  In the case of hunting, it is a prey animal that would 
  rather not be caught and eaten. In the case of fighting, it 
  is another cat who is trying to avoid being hit while, at  
  the same time, probably trying to hit the attacking cat 
  with counterstrikes. 
  Hunting
   If hunting is important to an adventure, the details  
  will be presented in the text. But if cats are in the middle  
  of an adventure that takes them far away from the Clan,  
  or if players want to have a friendly bit of competition  
  between their cats, the Narrator may want to let them  
  do a little bit of hunting on the side.
   Hunting is complicated because there are a lot of  
  factors that go into it. The hunting cat must find prey, 
  then catch it, and finally kill it. Plus, different animals  
  have different abilities of their own, so a single set  
  of difficulty numbers will not cover all hunting  
  situations. See the section “Prey” for more details on 
  appropriate difficulty numbers.
   In any attempt to hunt there are four stages:
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  28
  
  Locate: The cat must first find an animal to hunt. 
  This is done by succeeding at one of the following  
  Checks: Listen, See, or Smell. 
  Approach: Once the cat has found an appropriate prey 
  animal, he or she must get close enough to attack it.  
  This is done by succeeding at a Sneak Check. (The Stalk 
  Knack will be especially helpful in this action.)
  Grab: When the cat is close enough to the prey, he or  
  she must get claws on it before it gets away. This is done 
  by succeeding at a Pounce Check.
  Kill: Finally, once the cat has the prey, he or she must 
  finish it off. This is done by succeeding at a Bite Check. 
  (The Chomp Knack will be especially helpful in this 
  action.)
  Prey
   Different prey animals present different challenges in 
  hunting. This is something that every cat has to learn 
  and practice during his or her apprenticeship. Hunting 
  a rabbit is different from hunting a mouse or a vole or  
  a sparrow. Some cats may be excellent at certain kinds  
  of hunting but only so-so at others. The key, though, lies 
  in a combination of the Skills of the cat and the senses  
  of the prey.
   If a cat is hunting because it is an important part of an 
  adventure, the text will tell the Narrator how difficult 
  each of the actions is. If, however, this is an impromptu 
  bit of hunting, the Narrator will have to set the difficulty 
  levels based on the information below.
  Mice: Locating a mouse is relatively difficult, but 
  approaching one is fairly easy. The difficulty in grabbing 
  a mouse varies greatly because mice tend to panic and 
  race away blindly, but that means that they sometimes 
  run right into the hunter’s claws. Once a mouse is caught, 
  it’s easy to kill.
  Rabbits: Locating a rabbit is easy but approaching it 
  can be very difficult—rabbits have good hearing and  
  are nervous creatures. Grabbing a rabbit can be very 
  difficult as they are very fast and clever. Also, they are 
  large enough so that killing them can be challenging.
  Voles: Locating a vole can be challenging or even  
  difficult. But once spotted, they are easy to approach and 
  grab, and very easy to kill. 
  Sparrows: Sparrows and other small birds are very easy 
  to spot, particularly when they are landing. However,  
  they are very sensitive to movement and so can be 
  challenging to approach. The most difficult thing is 
  grabbing them, because if you miss, they will fly away 
  —you won’t get a second chance. Still, they are fairly 
  fragile animals, so killing a sparrow is very easy.
  29
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  How Easy Is Easy?
   Usually when you’re playing the Warriors  
  Adventure Game, the target numbers for various 
  Checks and the repercussions of success and  
  failure will be clearly spelled out in the adventure. 
  However, if the characters want to do anything 
  unexpected, such as a bit of impromptu hunting,  
  the Narrator will have to make up such details. 
   But how do you figure out what number a Check 
  has to beat? How do you turn a story idea into a 
  numerical value?
   There is no exact answer, but the solution lies 
  in figuring out how difficult you think the action 
  is to perform. Is it something that should be 
  accomplished easily? Something that the average cat 
  can do successfully about half the time? Something 
  that only the most skilled cats will ever succeed at? 
  Once you figure out those questions, you can use  
  the answers to get an idea of what number is right  
  for the target.
   Of course, “easy” is something that changes based 
  on how experienced the cats are. What’s “easy” for 
  a Clan deputy might be “almost impossible” for a 
  newly promoted warrior. But the more you play, 
  the more you’ll get a feeling for how difficult it is 
  for your characters to reach certain target numbers. 
  In the meanwhile, you can use the table below. It 
  gives approximate numbers for different levels of 
  difficulty. These numbers are good for use with  
  new warriors, such as the cats you and your friends 
  have just made.
    
  Difficulty
  Range of Target #
  Very Easy
  1–2
  Easy
  2–4
  Average
  4–5
  Challenging
  5–6
  Difficult
  6 –8
  Very Difficult
  8–10
  Almost Impossible
  11+
  
  Fighting
   Most cats prefer to live peacefully: hunting, taking care 
  of their Clanmates, and lying in the sun. However, conflict 
  between the Clans happens more frequently than any cat 
  likes, and it is important that all Clan cats learn to fight 
  and keep those skills (and their claws) sharp.
   It’s fairly common for cats in the same Clan to practice 
  sparring with one another, with their claws sheathed.  
  This allows them to build on their strengths, try to 
  eliminate their weaknesses, and learn different strategies 
  that might come in handy during a real battle. 
   If there is a lull in the middle of an adventure, or the 
  players just want to have their cats roughhouse for a 
  while, the Narrator may wish to suggest that they spar. 
  That way, everyone will be more familiar with the process  
  if it happens to come up later. Treat sparring like any 
  other fight, except that it doesn’t do any real damage.
   When fighting in the Warriors Adventure Game, cats 
  take turns trying to Swat or Wrestle each other. The cat 
  with the highest Strength score goes first. If there is a 
  tie, the cat with the most Strength chips currently goes 
  first. If there is still a tie, then the players should use some  
  fair method to choose who goes first (flip a coin, do 
  rock-paper-scissors, etc.). When that cat is done, proceed 
  to the cat with the next highest Strength score and so on. 
  When all of the cats in the fight (including nearby cats 
  who want to join the fight) have had a chance to perform 
  an action, that marks the end of one Round of fighting. 
  If the cats still want to continue fighting, start a new 
  Round.
  Swatting
   Swatting is batting at an opponent using your cat’s 
  front paws. This is the most common strategy in fighting. 
  The attacking cat will make a Swat Check (sometimes 
  using Knacks such as Feint, Mighty Swat, or Pummel to 
  enhance their effectiveness). At the same time, the target 
  should make a Jump Check to try to avoid this blow 
  (perhaps using the Dodge Knack to enhance their Jump 
  Skill). 
   If the Swat Check of the attacking cat is equal to or 
  higher than the Jump Check of the defending cat, the 
  attack succeeds. If the result of the Swat Check is more 
  than double the result of the Jump Check, the attacking 
  cat gets +2 to his or her Strength Check for determining 
  damage. (See “Doing Damage” below.) If the Jump  
  Check is higher than the Swat Check, then the blow 
  missed. In either case, the attacking cat’s turn is over.
  Wrestling
   Wrestling is when two or more cats tumble 
  together, clawing and scratching at one another. It 
  is more dangerous than Swatting because there are  
  more opportunities for cats to get hurt while Wrestling.
   To start Wrestling, on his or her turn a cat must first 
  make a Pounce Check while his or her target must make 
  a Jump Check. If the Pounce Check is equal to or greater 
  than the Jump Check, then the two cats are Wrestling.  
  If the Jump Check is higher, then the target managed to 
  get out of the way. In either case, the Pouncing cat’s turn 
  is over.
   When two or more cats are already Wrestling, other 
  cats may join the fighting. To do so, on his or her turn 
  a cat must make a Pounce Check whose total is equal to 
  or higher than the total number of cats already involved 
  in the Wrestling. If the total is lower than that number, 
  the cat was unable to squeeze his or her way into the 
  battle. Either way, the Pouncing cat’s turn is over.
   When a cat’s turn in the Round comes up, if he or she 
  is currently Wrestling, immediately have all the cats 
  involved make either a Wrestling Check (if they want 
  to continue Wrestling) or a Jump Check (if they want 
  to escape the Wrestling). Whatever cat gets the highest 
  result for his or her Check has the momentary advantage. 
  If that cat made a Jump Check, he or she escapes the 
  Wrestling and can do something else on his or her turn 
  the next Round. If that cat made a Wrestling Check, then 
  he or she can do damage to any one opponent currently 
  involved in the Wrestling (see “Doing Damage” below). If 
  two or more of the Checks are tied for highest result, no 
  one has the advantage and the Wrestling continues.
   As long as there are at least two cats involved, the 
  Wrestling will continue from Round to Round.
  Doing Damage
   When one cat successfully hits another in a fight, the 
  attacking cat makes a Strength Check. Compare the total 
  of that Check to the opponent’s Strength score. In other 
  words, the attacker can spend Ability chips to increase  
  his or her total, but the defender cannot. Also, the 
  effects of the Mighty Swat and Belly Rake Knacks, if  
  applicable, are added into the attacker’s total.
   If the attacker’s total is less than or equal to the  
  defender’s Strength score, the defending cat loses 1 chip 
  (defender’s choice) from his or her current Ability chip 
  pool. If the attacker’s total is more than the defender’s 
  Strength score, the defending cat loses 2 chips (defender’s 
  choice). If the attacker’s total was more than double the 
  defender’s Strength score, the defending cat loses 3 chips 
  (defender’s choice).
  30
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  
        Chips lost in this manner are not regained when  
             the Narrator tells you to refresh your chips the way 
  chips that are spent on Knacks or Checks are. Instead, 
  take any chips lost because of damage and set them aside 
  in their storage pouch. These represent wounds the cat 
  has taken and do not come back when it is time to refresh 
  the Ability points. The only way to get these chips back  
  is through healing of some sort.
  Biting: Biting is much more serious and does more 
  damage. It is considered dishonorable to Bite another  
  cat in normal combat. Although the Clans fight, these  
  are fights for dominance or supremacy and almost 
  never to purposely try to kill one another. Biting is only 
  acceptable if a fight is a life-or-death struggle.
   Any time damage is caused by Biting, the victim loses  
  1 additional chip on top of the effects described above.
  Knocked Out
   If a cat has no Ability chips left, then he or she is  
  Knocked Out. This is another reason to be careful about 
  when and how often your cat spends chips.
   A Knocked Out cat cannot do anything at all until he  
  or she has at least one chip in his or her pool. If the cat  
  lost all of his or her chips during a fight, then only  
  healing will make him or her better (see Healing). 
  However, if some of the cat’s chips are missing because 
  they were spent rather than lost, then those chips come 
  back normally when the Narrator says it’s time to refresh 
  everyone’s chips.
  Healing
   Suffering wounds is a serious problem because it 
  greatly decreases the number of choices your character 
  has during the game. Unfortunately, there are only a few 
  ways to heal wounds.
   In all but the worst cases, cats heal naturally over time. 
  Every morning, a cat will heal 1 chip worth of wound 
  damage. Take all the chips lost because of damage and 
  randomly select one. Return that chip to your current 
  Ability chip pool. 
   Fortunately, every Clan has at least one medicine 
  cat with a collection of various remedies and herbs. If 
  a wounded cat is in a Clan’s camp or is somewhere that  
  he or she has access to the correct healing herbs, once 
  per day that cat may try to get extra healing from an 
  Herb Lore or Medicine Lore Check (made by that cat, 
  another player’s cat, or the Clan medicine cat, whichever 
  you prefer). If the result of this Check is lower than the 
  number of chips the cat currently has lost because of 
  wounds, no extra healing occurs. If the Check is equal 
  to or higher than the number of chips currently lost, the 
  cat heals 1 extra chip (as described above). If the Check 
  is more than double the number of chips currently lost,  
  the cat heals 2 extra chips.
  Who Is the Narrator?
   Over the last several chapters, these rules have 
  occasionally referred to the “Narrator” as a player who 
  is responsible for making various decisions during an 
  adventure. But who is the Narrator?
   You are—or, rather, sometimes you are.
   Since the Warriors Adventure Game is a storytelling 
  game, someone has to know the answers to the questions 
  that will pop up about any particular scene, such as: How 
  big is that tree? What can the cats see? What happens 
  next? 
   However, since the Narrator knows all the answers and 
  describes the situations that the cats must overcome, the 
  person doing that job can’t play a cat, too. And since the 
  real fun of the game is playing a cat, the rules make it so 
  that all the players take turns being the Narrator.
   Anyone who has ever told a story to his or her friends—
  any kind of story, from a fairy tale to details of what 
  happened at school last week—has the skills to be the 
  Narrator for a little while. And some people may even 
  find they like being the Narrator just as much as playing 
  their cat characters.
  31
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  Losing Chips vs. Spending Chips
   The number of chips you have will change 
  frequently during the course of an adventure. Some 
  you will spend on Ability and Skill Checks, others 
  you’ll spend to activate Knacks, and some you will 
  lose as the result of damage. Although these may all 
  seem alike, there is a very big difference between 
  chips you spend and those you lose.
   When you spend a chip, whether it’s on a Check or  
  a Knack, it gets set aside in one pile. This is the pile  
  of chips that you will regain when the Narrator says  
  it is time to refresh your chips. 
   When you lose a chip because your cat has taken 
  damage, it gets put aside in a separate pile—preferably 
  in a pouch or bag of some sort. This pile of chips  
  can only be regained when your cat’s wounds heal.
  
  Chapter by Chapter
   So far we’ve talked about an adventure as a single 
  story that the cats go through. But, just like a novel, an 
  adventure has chapters.
   You can think of being the Narrator as being the person 
  reading out loud to the group so everyone can enjoy a 
  story together. At the end of each chapter, you pass the 
  book to the next person, who reads for a while. That way 
  everyone gets chances to enjoy both telling the story and 
  being surprised by what happens next.
   The adventures for the Warriors Adventure Game are 
  split up with natural breaking points that tell you to 
  switch Narrators. So all the players get a chance to play 
  their cats most of the time but also occasionally 
  to tell the tale for a little while. 
   Details on what it means to be a Narrator can be 
  found in Chapter Six, but it’s really very straightforward.
  Adventure Awaits
   Once everyone is set, you can begin playing right  
  away using “Saving the Kits,” the mini-adventure in 
  Chapter Eight. 
   When you’re done with that, you can look for new, 
  full-length adventures at the back of each book in the 
  Warriors: Omen of the Stars series. You can also look for 
  additional material on www.warriorcats.com.
  32
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  
  Chapter Six:  
  Advice for Narrators
   One thing that makes the Warriors Adventure Game 
  different from most other games you’ve probably played 
  is the need for a Narrator. Stories, after all, must be told 
  by someone. And if your cats are the heroes of the story, 
  they can’t very well dictate their own adventures. There 
  would be no sense of surprise, mystery, or danger.
   Then again, the thing that will bring most players to the 
  Warriors Adventure Game is the chance to play their cats. 
  So it would be a shame to make it so that every group had 
  to choose one player who couldn’t do that very thing. 
   For that reason, the players take turns being the  
  Narrator throughout the course of an adventure. That 
  way, no one is forced to give up his or her cat for more 
  than a scene or two at a time, and everyone gets a chance 
  to try his or her hand at being the Narrator (which can  
  be an awful lot of fun, too).
  How It Works
   Every adventure in the Warriors Adventure Game is 
  broken down into chapters, like in a book, and each 
  chapter has a number of scenes in it. The adventure will 
  clearly say where each chapter begins and ends, and each 
  person only has to be the Narrator for one chapter at a 
  time.
   Before you start an adventure, your group must decide 
  who will be the Narrator first. Pick a name out of a hat 
  or do rock-paper-scissors or whatever method your group 
  prefers, so long as it is fair, and figure out an order for 
  people to be Narrator. The first person will set aside his or 
  her cat for the moment, pick up the adventure, and read 
  the first chapter.
  Scenes
   Each chapter in an adventure is made up of a series of 
  scenes that describe actions, questions, and decision 
  points. In each scene the Narrator reads a short passage 
  aloud to the other players, telling them where their cats 
  are and what is happening. 
   The scene will have further information for the Narrator,  
  telling him or her in detail what is happening and 
  giving other details, but what happens next is up to the  
  players. Based on what the Narrator has read, the players 
  decide what their cats want to do about it. 
   The Narrator’s job is to answer the player’s questions  
  to help them better understand the situation and know 
  what their cats’ options are. Then when the players 
  decide what their cats want to do, the Narrator uses 
  the information written in the scene to tell them what 
  happens next. 
   Sometimes what happens next will depend on the 
  results of an Ability or Skill Check and at other times  
  it will just be based on what the players have said, but  
  the details will always be written clearly in the adventure. 
  Each scene will end by telling the Narrator where to turn 
  next and what to do.
   When the scene brings an end to a chapter, the text  
  will say that it is time for someone else to be the Narrator 
  for a while. Pass the adventure to the next person and pick 
  up your character sheet again.
  Have Fun
   The title “Narrator” sounds like an important one and, 
  to be sure, the Narrator plays an important part in the 
  Warriors Adventure Game. But there is no reason to be 
  nervous about it. If you like telling stories or jokes or even 
  just describing interesting things that happen during 
  the day, then you’re going to be a natural as a Narrator.  
  The main thing you need to do is relax and have fun.
  33
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  What Happens to the Narrator’s Cat?
   The player acting as the Narrator sets aside his or 
  her cat. But where does that cat go?
   The cat doesn’t go anywhere. He or she is still with 
  the group, just not doing anything active. This sort of 
  thing happens all the time in books, movies, and TV 
  shows. Scenes often focus on one or two characters 
  while the others stay mostly in the background for a 
  few minutes. That’s what’s going on here. A Narrator’s 
  cat is simply standing in the background while the 
  other cats get to be the focus of the scene. When it’s 
  time to change Narrators, the focus will shift slightly 
  and that cat will again become an active part of the 
  adventure.
  
   It’s true that as the Narrator you will have to supervise 
  the action for a scene. And it’s also true that you may  
  have to use your judgment to decide what the results  
  of an Ability or Skill Check are. But if you follow the 
  directions written in the scene and remember that 
  everyone involved—from the players to the people who 
  wrote the adventure—just wants you all to have fun, 
  you’ll be all right.
  Be Fair
   The first few times you play the Warriors Adventure 
  Game, the toughest part about being the Narrator will 
  probably be the times when a scene depends upon using 
  the game rules in detail. This will be a new kind of game 
  for most of the players (possibly including you), and  
  the rules may sometimes seem a little overwhelming. If 
  that happens, just remember this key rule:
   Being fair and having fun is ALWAYS the right  
  thing to do.
   There is no rule in this booklet that is more important 
  than that. If you are ever confused about the details 
  of how a Knack or Skill works in a given situation,  
  always choose the answer that seems the most fair. 
  Storytelling
   The main job of the Narrator is to help move the story 
  along. That begins with reading the scene descriptions, 
  but it also includes other aspects. Let’s take a look at  
  the different things a Narrator is likely to have to do 
  during a given scene.
  Setting the Scene
   Every scene starts with a bit of text the Narrator is 
  supposed to read out loud to the players. In fact, there 
  may be several bits of text like this that pop up as the 
  scene progresses.
   These bits of text give the players important  
  information about what their cats see, smell, and feel. 
  They’re what the players use to try to figure out what to 
  do next. Keep that in mind as you read these passages  
  out loud.
   If you have some skill at acting or can make interesting 
  voices, by all means use that to enhance your reading.  
  But remember that the most important thing is to be clear 
  and informative. The most dramatic, emotional reading 
  in the world won’t be at all useful if it doesn’t give  
  the players the right idea of what’s going on in the 
  scene.
  Let the Players Play
   After reading the introductory text, the next thing the 
  Narrator has to do is sit back and let the players decide 
  what their cats want to do next. This sounds easy, but 
  sometimes it can be harder than it seems.
   It’s tempting to try to guide the players into making  
  the choices you want them to make. It can feel like the 
  right thing to do because, after all, this is a storytelling 
  game and you want to make sure the story turns out 
  “right.” But remember that there isn’t a right or wrong 
  way for the story to go. You have to allow the players 
  and their cats to make their own decisions and, at times,  
  make their own mistakes.
   As long as the players understand the scene correctly, 
  let them decide what to do on their own. Only jump in 
  if it is clear that they are misunderstanding some part  
  of what you’ve described to them.
  34
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  I Don’t Want to Be the Narrator!
   It is entirely possible that after trying it once or 
  twice, you may find that you really don’t like being 
  the Narrator. That’s okay. Some people just don’t 
  enjoy being the center of attention or having the 
  responsibilities associated with telling the story. 
   You should try it once or twice before you make 
  that decision, though. The Narrator’s job sounds 
  more complicated than it really is, and the adventure 
  does most of the work for you. 
   If, after trying it a few times, you find that being 
  the Narrator is something that you’re just not  
  suited for, talk about it with the other players. 
  Chances are that one or more of them actually  
  like that part of the game as much or more than 
  playing their cats. You can make arrangements to 
  trade responsibilities, or, if no one else wants to take  
  an extra turn, you can just “pass” when your turn to 
  be Narrator comes around.
   Remember, this is a game and it’s supposed to be 
  fun. If being the Narrator stops you from enjoying 
  yourself, then work with your friends and find a fair 
  way to keep the game fun for everyone.
  
       Of course, if the players ask you for a clarification  
  or your opinion or further description, then you should  
  by all means give it. In fact, this leads to the next important 
  job a Narrator has—making up stuff when the players  
  ask about things that aren’t written in the adventure.
  Improvising
   The adventures for the Warriors Adventure Game 
  are written with an eye toward covering all the likely 
  outcomes of any scene, and even to providing hints for 
  what to do in the less likely cases. However, just as cats 
  are forever curious and look in places they probably 
  shouldn’t, players will sometimes want to explore ideas 
  for which the adventure is unprepared. At these times, 
  it is the Narrator’s job to improvise—to make up what 
  happens and to help guide the players and the story back 
  to one of the possibilities covered by the adventure. 
   This is probably the trickiest thing you will be asked to 
  do as a Narrator, and while it takes a bit of quick thinking 
  and creativity, it’s not too difficult. The scenes will be 
  described in enough detail so that you should be able, in 
  your head, to answer the question “What would happen 
  next if they did that?”
   Getting the cats back on the right track might be a little 
  more difficult. Once they start down a train of thought, 
  players often like to stay on them until something  
  more interesting comes along. So your best bet is to think 
  of a way to make one of the options described in the scene 
  seem more attractive to your friends.
   If they just won’t take a hint, though, there is nothing 
  wrong with flat out telling them that the things they are 
  doing are “off track” and letting them take a few steps 
  back to try something else. Remember the main rule 
  again—this is supposed to be fun. An adventure that 
  meanders around with no rhyme or reason is frustrating 
  for everyone—especially the Narrator.
  Keep Everyone Involved
   Every group of friends has some people who are more 
  talkative than others, as well as individuals who tend to 
  take the lead more often. This will almost certainly be 
  true of the group of players in your game.
   It’s not really important that everyone gets equal time  
  in a Warriors Adventure Game adventure, but it is 
  important that no one feels left out. When it’s your turn as 
  the Narrator, you should try to make sure that everyone 
  who wants to participate gets a chance, and even go so 
  far as to encourage players who have been noticeably 
  quiet. Give them chances to have the spotlight—they 
  might like it.
   Even when you’re not the Narrator, you can keep an 
  eye out for this sort of thing, and you can subtly help 
  the Narrator by encouraging the quieter players to 
  participate.
  Avoid Splitting Up
   One of the biggest potential problems in the Warriors 
  Adventure Game is the possibility that some of the cats 
  in the group will want to follow one path through the 
  story while others will prefer a different route. In real  
  life, it might be a good idea for the group to split in  
  two and cover both possibilities, but this is not a good 
  solution in terms of the game.
   Splitting the group complicates matters by leading the 
  players into two separate scenes and making it difficult  
  (or sometimes impossible) for the Narrator to give 
  everyone the proper information and attention. It also 
  places an unfair burden on the Narrator, essentially 
  doubling the amount of work and number of chapters he 
  or she must oversee.
   Unless the adventure specifically states that it is all 
  right for the cats to split up into more than one group, 
  the players should come to a single decision as to what  
  the group will do at any juncture within a scene.  
  Although the decision may be a difficult one, the actual 
  choices at any juncture should always be clear. As 
  Narrator, you may be called on to help the other players 
  understand what their choices are, but you should not  
  feel pressured into telling them more than their cats  
  would reasonably be able to know—sometimes an 
  adventure requires the heroes to make a decision and 
  then live with the consequences. 
   As a player, you can help the Narrator by encouraging 
  the other players to come to a consensus about what the 
  cats should do next.
  Ending the Chapter
   When it’s time to move on to the next chapter, the 
  adventure will prompt you to pass the role of Narrator 
  on to the next person. Often this will be at either a point 
  of conclusion or a “cliffhanger.” In either case, before you 
  pass the adventure along to the next Narrator, you can 
  help everyone stay focused and get a sense of dramatic 
  completeness if you finish with some flair. 
   Describe the scene like the announcer at the end of a 
  TV show that finishes with a big “to be continued!”
   Use a tone of voice that invites the other players  
  to ask you, “What comes next?” Then you can reply,  
  “That’s something the next Narrator will tell us!”
  35
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  
   People often remember stories not because of what 
  was in them, but because of how they were told. And  
  it’s always good to have a powerful ending.
   Remember: it will eventually be your turn as Narrator 
  again. If the players remember your scenes as being the 
  most exciting, they will look forward to the next scene 
  that you narrate.
  Troubleshooting
   No matter how thoroughly you know the rules or 
  prepare for your turn as Narrator, there are still many  
  little unexpected things that can crop up, causing 
  confusion, stress, or worse for the players (including 
  you). This is not a reflection on your skills as Narrator; 
  these things are just sometimes part of any social activity 
  such as the Warriors Adventure Game.
   Below are tips for identifying and helping the group 
  solve some of the most common problems.
  Ask for Help
   There’s a lot to learn in these rules, and no one will 
  know them all by heart. As the Narrator, you will often 
  have information that the other players do not, making 
  it difficult to get answers to any details that confuse 
  you. Remember that you can always look through the 
  rules to try to find solutions and, if your questions aren’t 
  answered, the basic rule is always to do what seems  
  fair and fun.
   It’s possible that you’ll run into a situation that just 
  stumps you completely. Don’t be afraid to ask for help, 
  even if it spoils a little bit of the surprise for the other 
  players. It’s more important that everyone have a good 
  time playing the game than it is that every moment of 
  mystery or suspense be drawn out to its fullest. If you 
  don’t know a rule or can’t figure out how to apply the  
  ones you know to a certain situation, ask the other  
  players. Together you may be able to find the answer or, 
  if not, to arrive at a solution everyone agrees is fair and 
  well suited for the adventure your cats are on. 
  Beware of Frustration
   In just about every adventure, some scenes 
  involve difficult tasks that may frustrate the players.  
  Adventures are set up to be a little challenging, and  
  that means presenting situations in which the characters 
  can make bad decisions or have unpleasant things happen 
  to them. This isn’t the Narrator’s fault, but you will be the 
  one who has to deal with the consequences.
   If you see players getting frustrated with 
  the scene you are narrating, see if you can 
  figure out what exactly is causing it. Are 
  they confused about what is being asked of 
  them or what their choices are? Are they unhappy 
  because the choices they want to make are not given  
  as options? Are the required Skill or Ability Checks  
  too difficult (or too easy) for their cats?
   If you can figure out what the problems are, then 
  you can improvise steps to fix them. If the source of 
  the frustration remains a mystery, stop the adventure 
  and ask the players about it. Making sure everyone 
  understands and is satisfied with how things are going 
  will save time in the long run and make it more likely 
  that the group as a whole will have fun. 
  It’s Okay to Say “No”
   When you’re the Narrator, the players will be asking 
  you lots of questions. In many cases they will want to 
  do or try things that aren’t covered in the adventure. As  
  we said above, it’s part of the Narrator’s job to improvise 
  in situations like that. It’s also part of the Narrator’s job 
  to know when to say “no.”
   Sometimes players will suggest that their cats try truly 
  ridiculous things. Often this is to set up an especially 
  advantageous situation, but it just might be something 
  they said because it seems funny at the time. There’s 
  nothing wrong with this. The players should talk 
  about as many possible solutions as they want, even 
  the ridiculous ones. But when it comes time to choose  
  what the cats actually do, the players sometimes let 
  the humor of the moment get the better of them. 
  Inappropriate choices and behavior will only drag the 
  game away from the adventure.
   As the Narrator, you have the ability (and, in fact, 
  the responsibility) to tell the players when the choices 
  they’re making are not in the spirit of the game. You 
  shouldn’t be rude or dismissive when you do this. After 
  all, the players are probably just trying to have fun,  
  which is the point of the game. However, the chances 
  are that if only one or two players are making the 
  inappropriate comments, the others are waiting for 
  someone to take control; and when you’re the Narrator 
  that’s something you should do. 
   But if everyone in the group is in the mood to goof 
  around, then there are probably easier and more fun 
  ways to do it than with these rules. It may be time to 
  take a break from the game for a while.
      
  36
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  
      Take a Break
   Sometimes the problem will have less to do with 
  what’s going on in the story and more to do with what’s 
  happening at the table. If some of the players are tired or 
  distracted or unhappy about something, it may become 
  difficult for the group to focus on their cats and the 
  problems unfolding in the scene.  
   At those times, a good solution is to suggest that 
  the group take a break for a little while. Setting aside 
  the game and dealing with whatever is occupying or 
  bothering people is a much better idea than trying to  
  sort real-world problems through the filter of fictional 
  characters. The Narrator’s job is not to solve everyone’s 
  problems for them, but it is to make sure that the  
  game remains fun for the group as a whole.
  Try It Again
   Even if everyone tries his or her best, things can still 
  go wrong. Sometimes the characters just make a series 
  of poor choices that end up with an unpleasant result 
  or an unhappy group. If this happens, remember that 
  you can always try the scene over. In fact, if the group  
  prefers, you can jump back several scenes or even whole 
  chapters and explore an entirely different route through 
  the story.
   One of the best things about the Warriors Adventure 
  Game is that you can have an unlimited number of “do 
  overs.” Of course, using these unnecessarily or at the  
  first sign of any trouble will take away from the sense 
  of danger and suspense that goes along with a good 
  adventure; but if that’s the way your group prefers to  
  play the game, then you certainly can. As always, the 
  operative rule is that the players have fun. 
  37
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  
  Chapter Seven:  
  Cats of the Clans
   The world of the Warriors novels is a rich and vibrant 
  one, home to an ever-growing collection of cats your 
  characters might want to meet and interact with. 
  This chapter contains character sheets belonging to a 
  handful of the cats you know from the novels, using the 
  same Skills, Knacks, and other details that you have  
  used to create your cats. These sheets are also available  
  at www.warriorcats.com.
   Think of these as examples for your cats. If they are true 
  warriors and devote themselves to protecting their Clans 
  and promoting the warrior code, they might grow to 
  achieve these levels of experience—perhaps even more.
  38
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  A Snapshot of the Heroes
   The characters in the Warriors novels grow quickly. 
  You can see them learning new things and improving 
  on their abilities in every book, sometimes in almost 
  every chapter. That makes it impossible for the 
  character sheets in this chapter to stay 100 percent 
  accurate. But that’s really a chance for you to have 
  some fun.
   As new books come out and the characters learn 
  and grow, think about the action the way a Narrator 
  would in this game. Have the cats learned anything 
  important? Has another moon passed for them to  
  get improvements from? Is there something that  
  they are doing that should be reflected on their 
  character sheets? Then come back, look at these 
  write-ups, and make additions. It might even be fun 
  for you and your friends to do this together.
   But there’s more. These snapshots are of the cats  
  at a certain point in time. But maybe you like them 
  better the way they once were. Maybe you want a 
  chance for your apprentice to meet Firestar when he 
  was still just Firepaw. You can do that, too, though 
  it’s a little trickier. 
   The “Changes Over Time” chart in Chapter Four 
  can act like a time machine. If you know what 
  these characters are like here at a certain age, all 
  you have to do is age them backwards—take off 
  5 or 6 moons, maybe more—and see how many  
  Skills, Abilities, and Knacks they have to give up. 
  Then make your own decisions about which specific 
  ones they must lose. When you’re done, you’ll have a 
  younger version of the cat—a snapshot of him or her 
  from one of the earlier novels.
  ADVENTURE GAME
  Knacks
  www.warriorcats.com
  Cat’s Name:________________________________
  Player’s Name:_________________________
  Clan:____________________________________________
  Cat’s Color:________________________________
  Cat’s Age:_____________________ _moons
  Spirit
  Spirit
  Strength
  Intelligence
  Skills
  Bite_(Strength)
  Listen_(Spirit)
  Sneak_(Spirit)
  Wrestle_(Strength)
  Hiss_(Spirit)
  See_(Intelligence)
  Focus_(Spirit)
  Swim_(Strength)
  Pounce_(Intelligence)
  Swat_(Intelligence)
  Ponder_(Intelligence)
  Climb_(Strength)
  Jump_(Spirit)
  Smell_(Intelligence)
  Arch_(Strength)
  Use_the_back_of_this_sheet_to_draw_a_picture_of_your_cat.
  Warriors Adventure Game created by Stan! • www.storytimewithstan.com • Art by James L. Barry • www.jlbarry.com
  Lionblaze
  6
  +1
  +1
  +1
  +2
  +2
  +2
  3
  2
  24
  ThunderClan
  Golden Tabby
  Belly Rake
  Leap
  Mighty Swat (x2)
  Pin
  Pummel
  Stalk
  ADVENTURE GAME
  Knacks
  www.warriorcats.com
  Cat’s Name:________________________________
  Player’s Name:_________________________
  Clan:____________________________________________
  Cat’s Color:________________________________
  Cat’s Age:_____________________ _moons
  Spirit
  Spirit
  Strength
  Intelligence
  Skills
  Bite_(Strength)
  Listen_(Spirit)
  Sneak_(Spirit)
  Wrestle_(Strength)
  Hiss_(Spirit)
  See_(Intelligence)
  Focus_(Spirit)
  Swim_(Strength)
  Pounce_(Intelligence)
  Swat_(Intelligence)
  Ponder_(Intelligence)
  Climb_(Strength)
  Jump_(Spirit)
  Smell_(Intelligence)
  Arch_(Strength)
  Use_the_back_of_this_sheet_to_draw_a_picture_of_your_cat.
  Warriors Adventure Game created by Stan! • www.storytimewithstan.com • Art by James L. Barry • www.jlbarry.com
  Dovepaw
  2
  +1
  +1
  +1
  +1
  1
  2
  6
  ThunderClan
  Gray
  ADVENTURE GAME
  Knacks
  www.warriorcats.com
  Cat’s Name:________________________________
  Player’s Name:_________________________
  Clan:____________________________________________
  Cat’s Color:________________________________
  Cat’s Age:_____________________ _moons
  Spirit
  Spirit
  Strength
  Intelligence
  Skills
  Bite_(Strength)
  Listen_(Spirit)
  Sneak_(Spirit)
  Wrestle_(Strength)
  Hiss_(Spirit)
  See_(Intelligence)
  Focus_(Spirit)
  Swim_(Strength)
  Pounce_(Intelligence)
  Swat_(Intelligence)
  Ponder_(Intelligence)
  Climb_(Strength)
  Jump_(Spirit)
  Smell_(Intelligence)
  Arch_(Strength)
  Use_the_back_of_this_sheet_to_draw_a_picture_of_your_cat.
  Warriors Adventure Game created by Stan! • www.storytimewithstan.com • Art by James L. Barry • www.jlbarry.com
  Mistyfoot
  3
  +2
  +2
  +2
  +1
  +1
  +1
  +2
  4
  4
  36
  RiverClan
  Gray
  Alertness
  Balance
  Clan Lore (x2)
  Feint (x2)
  Orate (x2)
  Pathfinder
  Track
  Yowl
  ADVENTURE GAME
  Knacks
  www.warriorcats.com
  Cat’s Name:________________________________
  Player’s Name:_________________________
  Clan:____________________________________________
  Cat’s Color:________________________________
  Cat’s Age:_____________________ _moons
  Spirit
  Spirit
  Strength
  Intelligence
  Skills
  Bite_(Strength)
  Listen_(Spirit)
  Sneak_(Spirit)
  Wrestle_(Strength)
  Hiss_(Spirit)
  See_(Intelligence)
  Focus_(Spirit)
  Swim_(Strength)
  Pounce_(Intelligence)
  Swat_(Intelligence)
  Ponder_(Intelligence)
  Climb_(Strength)
  Jump_(Spirit)
  Smell_(Intelligence)
  Arch_(Strength)
  Use_the_back_of_this_sheet_to_draw_a_picture_of_your_cat.
  Warriors Adventure Game created by Stan! • www.storytimewithstan.com • Art by James L. Barry • www.jlbarry.com
  Jayfeather
  2
  +3
  +1
  +1
  +2
  +2
  5
  4
  24
  ThunderClan
  Gray Tabby
  Alertness (x3)
  Clan Lore
  Herb Lore
  Interpret Dreams
  Medicine Lore
  ADVENTURE GAME
  Knacks
  www.warriorcats.com
  Cat’s Name:________________________________
  Player’s Name:_________________________
  Clan:____________________________________________
  Cat’s Color:________________________________
  Cat’s Age:_____________________ _moons
  Spirit
  Spirit
  Strength
  Intelligence
  Skills
  Bite_(Strength)
  Listen_(Spirit)
  Sneak_(Spirit)
  Wrestle_(Strength)
  Hiss_(Spirit)
  See_(Intelligence)
  Focus_(Spirit)
  Swim_(Strength)
  Pounce_(Intelligence)
  Swat_(Intelligence)
  Ponder_(Intelligence)
  Climb_(Strength)
  Jump_(Spirit)
  Smell_(Intelligence)
  Arch_(Strength)
  Use_the_back_of_this_sheet_to_draw_a_picture_of_your_cat.
  Warriors Adventure Game created by Stan! • www.storytimewithstan.com • Art by James L. Barry • www.jlbarry.com
  Firestar
  5
  +1
  +1
  +2
  +1
  +1
  +3
  +2
  +1
  6
  4
  40
  ThunderClan
  Red
  Alertness
  Twoleg Lore
  Track
  Balance
  Clan Lore
  Dodge (x2)
  Feint
  Interpret Dreams
  Launch (x2)
  Pin (x2)
  ADVENTURE GAME
  Knacks
  www.warriorcats.com
  Cat’s Name:________________________________
  Player’s Name:_________________________
  Clan:____________________________________________
  Cat’s Color:________________________________
  Cat’s Age:_____________________ _moons
  Spirit
  Spirit
  Strength
  Intelligence
  Skills
  Bite_(Strength)
  Listen_(Spirit)
  Sneak_(Spirit)
  Wrestle_(Strength)
  Hiss_(Spirit)
  See_(Intelligence)
  Focus_(Spirit)
  Swim_(Strength)
  Pounce_(Intelligence)
  Swat_(Intelligence)
  Ponder_(Intelligence)
  Climb_(Strength)
  Jump_(Spirit)
  Smell_(Intelligence)
  Arch_(Strength)
  Use_the_back_of_this_sheet_to_draw_a_picture_of_your_cat.
  Warriors Adventure Game created by Stan! • www.storytimewithstan.com • Art by James L. Barry • www.jlbarry.com
  Tigerstar
  8
  +3
  +1
  +2
  4
  3
  48
  ShadowClan
  Tabby
  Alertness (x2)
  Stalk
  Track (x2)
  Chomp
  Clan Lore
  Leap
  Mighty Swat (x2)
  Orate
  Pin
  Pummel (x2)
  Spring
  +1
  +4
  +3
  
  39
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  ADVENTURE GAME
  Knacks
  www.warriorcats.com
  Cat’s Name:________________________________
  Player’s Name:_________________________
  Clan:____________________________________________
  Cat’s Color:________________________________
  Cat’s Age:_____________________ _moons
  Spirit
  Spirit
  Strength
  Intelligence
  Skills
  Bite_(Strength)
  Listen_(Spirit)
  Sneak_(Spirit)
  Wrestle_(Strength)
  Hiss_(Spirit)
  See_(Intelligence)
  Focus_(Spirit)
  Swim_(Strength)
  Pounce_(Intelligence)
  Swat_(Intelligence)
  Ponder_(Intelligence)
  Climb_(Strength)
  Jump_(Spirit)
  Smell_(Intelligence)
  Arch_(Strength)
  Use_the_back_of_this_sheet_to_draw_a_picture_of_your_cat.
  Warriors Adventure Game created by Stan! • www.storytimewithstan.com • Art by James L. Barry • www.jlbarry.com
  Dovepaw
  2
  +1
  +1
  +1
  +1
  1
  2
  6
  ThunderClan
  Gray
  
  40
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  ADVENTURE GAME
  Knacks
  www.warriorcats.com
  Cat’s Name:________________________________
  Player’s Name:_________________________
  Clan:____________________________________________
  Cat’s Color:________________________________
  Cat’s Age:_____________________ _moons
  Spirit
  Spirit
  Strength
  Intelligence
  Skills
  Bite_(Strength)
  Listen_(Spirit)
  Sneak_(Spirit)
  Wrestle_(Strength)
  Hiss_(Spirit)
  See_(Intelligence)
  Focus_(Spirit)
  Swim_(Strength)
  Pounce_(Intelligence)
  Swat_(Intelligence)
  Ponder_(Intelligence)
  Climb_(Strength)
  Jump_(Spirit)
  Smell_(Intelligence)
  Arch_(Strength)
  Use_the_back_of_this_sheet_to_draw_a_picture_of_your_cat.
  Warriors Adventure Game created by Stan! • www.storytimewithstan.com • Art by James L. Barry • www.jlbarry.com
  Lionblaze
  6
  +1
  +1
  +1
  +2
  +2
  +2
  3
  2
  24
  ThunderClan
  Golden Tabby
  Belly Rake
  Leap
  Mighty Swat (x2)
  Pin
  Pummel
  Stalk
  
  41
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  ADVENTURE GAME
  Knacks
  www.warriorcats.com
  Cat’s Name:________________________________
  Player’s Name:_________________________
  Clan:____________________________________________
  Cat’s Color:________________________________
  Cat’s Age:_____________________ _moons
  Spirit
  Spirit
  Strength
  Intelligence
  Skills
  Bite_(Strength)
  Listen_(Spirit)
  Sneak_(Spirit)
  Wrestle_(Strength)
  Hiss_(Spirit)
  See_(Intelligence)
  Focus_(Spirit)
  Swim_(Strength)
  Pounce_(Intelligence)
  Swat_(Intelligence)
  Ponder_(Intelligence)
  Climb_(Strength)
  Jump_(Spirit)
  Smell_(Intelligence)
  Arch_(Strength)
  Use_the_back_of_this_sheet_to_draw_a_picture_of_your_cat.
  Warriors Adventure Game created by Stan! • www.storytimewithstan.com • Art by James L. Barry • www.jlbarry.com
  Jayfeather
  2
  +3
  +1
  +1
  +2
  +2
  5
  4
  24
  ThunderClan
  Gray Tabby
  Alertness (x3)
  Clan Lore
  Herb Lore
  Interpret Dreams
  Medicine Lore
  
  42
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  ADVENTURE GAME
  Knacks
  www.warriorcats.com
  Cat’s Name:________________________________
  Player’s Name:_________________________
  Clan:____________________________________________
  Cat’s Color:________________________________
  Cat’s Age:_____________________ _moons
  Spirit
  Spirit
  Strength
  Intelligence
  Skills
  Bite_(Strength)
  Listen_(Spirit)
  Sneak_(Spirit)
  Wrestle_(Strength)
  Hiss_(Spirit)
  See_(Intelligence)
  Focus_(Spirit)
  Swim_(Strength)
  Pounce_(Intelligence)
  Swat_(Intelligence)
  Ponder_(Intelligence)
  Climb_(Strength)
  Jump_(Spirit)
  Smell_(Intelligence)
  Arch_(Strength)
  Use_the_back_of_this_sheet_to_draw_a_picture_of_your_cat.
  Warriors Adventure Game created by Stan! • www.storytimewithstan.com • Art by James L. Barry • www.jlbarry.com
  Mistyfoot
  3
  +2
  +2
  +2
  +1
  +1
  +1
  +2
  4
  4
  36
  RiverClan
  Gray
  Alertness
  Balance
  Clan Lore (x2)
  Feint (x2)
  Orate (x2)
  Pathfinder
  Track
  Yowl
  
  43
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  ADVENTURE GAME
  Knacks
  www.warriorcats.com
  Cat’s Name:________________________________
  Player’s Name:_________________________
  Clan:____________________________________________
  Cat’s Color:________________________________
  Cat’s Age:_____________________ _moons
  Spirit
  Spirit
  Strength
  Intelligence
  Skills
  Bite_(Strength)
  Listen_(Spirit)
  Sneak_(Spirit)
  Wrestle_(Strength)
  Hiss_(Spirit)
  See_(Intelligence)
  Focus_(Spirit)
  Swim_(Strength)
  Pounce_(Intelligence)
  Swat_(Intelligence)
  Ponder_(Intelligence)
  Climb_(Strength)
  Jump_(Spirit)
  Smell_(Intelligence)
  Arch_(Strength)
  Use_the_back_of_this_sheet_to_draw_a_picture_of_your_cat.
  Warriors Adventure Game created by Stan! • www.storytimewithstan.com • Art by James L. Barry • www.jlbarry.com
  Tigerstar
  8
  +3
  +1
  +2
  4
  3
  48
  ShadowClan
  Tabby
  Alertness (x2)
  Stalk
  Track (x2)
  Chomp
  Clan Lore
  Leap
  Mighty Swat (x2)
  Orate
  Pin
  Pummel (x2)
  Spring
  +1
  +4
  +3
  
  44
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  ADVENTURE GAME
  Knacks
  www.warriorcats.com
  Cat’s Name:________________________________
  Player’s Name:_________________________
  Clan:____________________________________________
  Cat’s Color:________________________________
  Cat’s Age:_____________________ _moons
  Spirit
  Spirit
  Strength
  Intelligence
  Skills
  Bite_(Strength)
  Listen_(Spirit)
  Sneak_(Spirit)
  Wrestle_(Strength)
  Hiss_(Spirit)
  See_(Intelligence)
  Focus_(Spirit)
  Swim_(Strength)
  Pounce_(Intelligence)
  Swat_(Intelligence)
  Ponder_(Intelligence)
  Climb_(Strength)
  Jump_(Spirit)
  Smell_(Intelligence)
  Arch_(Strength)
  Use_the_back_of_this_sheet_to_draw_a_picture_of_your_cat.
  Warriors Adventure Game created by Stan! • www.storytimewithstan.com • Art by James L. Barry • www.jlbarry.com
  Firestar
  5
  +1
  +1
  +2
  +1
  +1
  +3
  +2
  +1
  6
  4
  40
  ThunderClan
  Red
  Alertness
  Twoleg Lore
  Track
  Balance
  Clan Lore
  Dodge (x2)
  Feint
  Interpret Dreams
  Launch (x2)
  Pin (x2)
  
  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-paper- 
  scissors, 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?
  45
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  
   •  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.
  46
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  
  •  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 full-
  grown 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.
  47
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  
  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 
  48
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  
        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.
  49
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  
   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.
  50
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  
      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!
  51
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  
   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.
  52
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  www.warriorcats.com
  
      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.
  53
  www.warriorcats.com
  Permission to reproduce and distribute this page granted by the copyright holder, Working Partners. All rights reserved.
  Warriors Adventure Game created by Stan!  •  www.storytimewithstan.com  
  Art by James L. Barry  •  www.jlbarry.com
  ADVENTURE GAME
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 8-10 (Attention span of 2 hours +, Proficient in basic math, Starting to read or reading chapter books)/Warriors Adventure Game.pdf