Choices:
1. Try to discuss things
2. Offer medical treatment
3. Offer medical treatment
4. Offer a cat to eat
5. Offer medical treatment
6. Offer a cat to eat
7. Offer a cat to eat
Roll says... 5: Offer medical treatment.
"Do you guys need medicine?" you say. "I can treat any of you if you're sick."
This gives the strangers pause; they glance at each other and murmur among themselves before the leader finally says, "You heel?"
"Yes - if you have herbs, I can see sick cats for anything."
Heatherheart gives you a sidelong look before saying to the main cat, "We can pay you back in prey while she works."
"If so, do it now." The cat flicks their ratlike tail around. "Ve 'ave little 'uns to feed."
They only let about five cats out to hunt - Rainwhisker, Mudstream, Flyfang, Dipperpaw and Sorrelstripe - and force the rest of you to sit in the middle of the clearing to be watched, with you a little to the side as cats line up to be inspected. They make sure you can't escape by slinking around just outside of the clearing, staring at your group with wide, glowing eyes. Sometimes one darts up to sniff someone over before jigging away with that weird walk enunciating their likeness to snakes. The apparent leader has trotted off to show the hunters places they can go, leaving a tiny black cat in their place that looks small enough for even you to beat in a fight.
They also send out a runner to bring you the plants you request, and though you can't understand a single word he's saying, he's quick about orders and always brings you the right one. You manage to decipher that his name is Leap, and given that he springs away into the grass when you ask for an herb, you can see why.
These cats aren't just starving and ragged, they're mangy and flea-bitten, with several having swollen ticks clinging to their ears and faces. Some have wounds that were haphazardly groomed over, and not a few have coughs, but thankfully there aren't any that will die of their sickness, so the line keeps moving at a good pace. Patchclaw helps out by sitting where the next cat is lined up and giving them a quick once-over before announcing to you their problems and then sending them your way. She's happy to leave the herbal stuff to you.
You can't help but feel a little boost in your ego with the awing looks some of them give you when you announce the treatment as simple and give them a quick herb and prescription. Their tattered tails lift up high and they trot off looking very pleased. One of them sticks around (a little grey molly you believe is called Thought) and watches you carefully, clearly memorizing what you're doing. You help her along by giving names to the plants and what they're used for.
"And chickweed will help with coughs," you're saying by the time the warriors come back.
Thought tilts her angular head. "You say zat 'bout ze, ah... coltsfoot, too."
"A lot of herbs are used for the same thing. That way, you don't overuse one plant and kill it off."
She twitches a tattered ear, but says nothing.
The leader has returned with your hunters, and they're practically bounding in excitement. They're talking too fast for you to understand, but Heatherheart listens carefully and responds slowly.
"Ooh!" Thought turns and watches the cat. "You kats hhood huntas. Neva see him zat happy."
"Right on time," you say, as the final cat approaches you. "We should be leaving after this. Do you think you can remember all those names and treatments?"
Thought gives you a rather odd expression you suppose is trying to be a smile - her teeth are all bared (even the back ones!) and her eyes squeeze shut, ears flicking back. "I am smahtest kat heah. I vill rememba."
You give the last cat some tansy before being called back to your group. The leader is being rather pleasant, requesting that Rainwhisker stay so he can help out. Rainwhisker politely declines, but wishes them luck. You're escorted back to the road and sent on your way.
The clouds are still heavy, so it's hard to tell, but you have a feeling that it's morning. You feel thoroughly exhausted.
"Well, that's over with," says Mudstream. "But where are we going now?"
"We don't know anything about these lands," says Hazelnose. "We might just have to keep going straight."
"We can't stay by the road forever," objects Sorrelstripe. "That's just asking for trouble."
You take a look at your surroundings. Currently, your party is next to the road, but in the far-off north you can see high slopes and patches of trees. The road continues east in a pretty straightforward line, but you can't tell where it's going. A little ahead, the road splits into two, and one way curves off into the south, right into a grove of trees.
Go north.
Go south.
Keep going east.









