Cat and Mouse 5E
Cat and Mouse 5E
M  ouse
     By Richard Pett with Greg Marks
     An Adventure for 1st-Level Characters
                Cat and
                 M ouse
                                                                      CREDITS
              Kobold Press, Midgard, the Midgard logo, Southlands, Open Design, and their associated logos are trademarks of Open Design.
            Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
            Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities,
             etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress. (Elements that have previously been
                                             designated as Open Game Content are not included in this declaration.)
                 Open Game Content: The Open content in this book includes the monster statistics. No other portion of this work may be
                                                  reproduced in any form without permission.
                                                                 ISBN: 978-1-936781-51-5
                                                         ©2015 Open Design. All rights reserved.
                                                                  www.koboldpress.com
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                                              T      wo little kittens, one stormy night,
                                                      Began to quarrel, and then to fight;
                                                   One had a mouse, the other had none,
                                                   And that’s the way the quarrel begun.
                                                                               Traditional nursery rhyme, unknown author
             An adventure for four to six 1st-level characters, set in       his fortunes might be changing. After all, such a fabled
             the city of Per-Bastet in the Southlands portion of the         item is likely to bring a high price. Unhappily for him,
             Midgard Campaign Setting.                                       though, things have gotten worse very quickly; he
                                                                             soon realized that Henna’s agents sought the artifact,
             Adventure Background                                            and he has slithered into the Perfume District to hide
                                                                             from them. Secondly—and far worse—he’s started
             Through the glittering heart of the city of Per-Bastet
                                                                             seeing things.
             in Nuria Natal, the River of Sand flows in a cascade
                                                                               It started with visions; odd glimpses from high up
             of dry, undulating waves—until, between the District
                                                                             or far down. It took Raheed some time to realize that
             of the Hyena and the Perfume District, it inexplicably
                                                                             he was actually looking through the eyes of cats. The
             pours into a vast crater known as the Pit and disappears.
                                                                             visions come unbidden, and only a few hours ago, as
             Occasionally, long-lost items, called “sand-touched”
                                                                             he dizzily staggered through the Perfume District, he
             and often considered lucky, find their way to the river’s
                                                                             collapsed at the foot of a caged lion. Its prison choking
             shores. Today, however, an object of much greater
                                                                             its need for wild space, the beast roared hungrily at
             significance has washed ashore: the Grimalkin Eye. Long
                                                                             him. Somehow, it broke free of its bonds and bounded
             believed lost or stolen, this minor artifact allows the
                                                                             at him. The thief thought he was done for, but then
             wielder to befriend, fascinate, and dominate any cat.
                                                                             a strange thing happened: the lion turned from him.
             In the city founded by Bastet, Goddess of Cats, which
                                                                             Sick and giddy, Raheed is beginning to realize that
             serves as a refuge for and celebration of all feline-kind, it
                                                                             he has something of power in his hands—perhaps
             is a powerful object indeed.
                                                                             something valuable.
               It is also an artifact for which Mistress Henna Mjelidi
                                                                               There is a third character in this tale: Hakaan-al-
             would give her catfolk front teeth. She is, in truth, a
                                                                             Khareen Zmirr Nill Mo Chatooor, gnoll slaver, carpet
             petty thief who plies the District of the Cat for easy
                                                                             merchant, and camel dealer. Hakaan is vast, smiling,
             money and tall tales. She also loves legends and is an
                                                                             and possessed of the most despicably annoying
             expert in them; for her, the lost Eye has always offered
                                                                             chattering laugh. He also has his enemies, particularly
             the enticing prospect of power, an exponential increase
                                                                             the smug Mistress Henna Mjelidi, and he has inserted
             in notoriety, and the possession of a personal piece
                                                                             himself into her hunt for the Eye. With his vast
             of Per-Bastet’s mighty legacy. It should come as no
                                                                             network of informants, he quickly knew that she was
             surprise that, when she heard that something sounding
                                                                             looking for it. Naturally—and purely to annoy her—he
             very much like the Eye had turned up in the River of
                                                                             wants it too.
             Sand, she wanted it very badly.
               Alas, by the time she heard of the Eye’s appearance,
             it was long gone from the river. In fact, Henna’s agents        Adventure Synopsis
             reported that it had been stolen. The culprit, they’ve          Mistress Henna Mjelidi approaches the PCs with an
             learned, is Raheed, an ugly, unlikeable wererat with            offer. She needs extra eyes and ears to look in the city
             a handful of rodent friends in Per-Bastet. Henna’s              for a wererat named Raheed, who she claims has stolen
             cats are running into the alleys and souks of the city          an object from her. She knows he has slipped into the
             looking for him, but so far, it seems that he’s vanished.       Perfume District, a place in which she has enemies, and
               When Raheed happened upon the Eye, he thought                 she wishes to conduct the search for Raheed and the
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      object discreetly. She offers the PCs a sizeable reward
      for returning the object, but is intentionally vague about
      what exactly it is. Mjelidi secretly has a trio of domestic      A Peaceful Evening
      cats follow the PCs, as she is sure the cats will be able to     Cat and Mouse is an adventure about relationships,
      help guide the PCs toward their goal.                            and the PCs’ ability to manipulate allies,
        The gnoll slaver Hakaan, however, soon has a                   friendships, and arrangements of convenience.
      counter offer for the PCs, and offers them a higher              It is entirely feasible that the PCs could conclude
      reward for the object. He seeks the item purely                  this adventure without personally spilling any
      to amuse himself; he hates the cats and Mjelidi in               blood. It’s also—conversely—an adventure that
      particular. It amuses him to think that he would have            readily allows those who enjoy slaughter without
      something she would want.                                        dialogue to enter the fray, wreak havoc, and take
        Meanwhile, Raheed takes the Grimalkin Eye directly             the rewards.
      to his home, on an old squat atop a high rooftop at the            As the GM, if you like to run more subtle
      edge of the Perfume District. He then heads to his fence         adventures, you might consider rewarding the PCs
      and supposed friend AS’haad Al Heth—better known                 for showing wit and pluck. Consider awarding
      as Festering Heth, a gnoll apothecary who lives in the           the PCs with an enhanced reputation if they use
      district. The crafty apothecary promptly steals the Eye          predominantly cunning approaches; such a reward
      from Raheed and throws him into his attic prison while           could be advantage on all Charisma checks in Per-
      he ponders selling or keeping the curious item.                  Bastet, for example. It could also be something less
        When the PCs go into the Perfume District and                  mechanical: a song the city’s bards sing about them,
      start looking for Raheed, they face four potential               an admiring greeting from an NPC, or another
      encounters, any of which has the opportunity to turn             benefit. NPCs who admire the PCs’ methods might
      sour very quickly. The encounters are totally open,              even become friends or ally with them, providing a
      leaving the PCs with potential fights or intrigue before         basis for further adventures in the city.
      locating Heth.
        The PCs locate Festering Heth’s lair and meet the
      alchemist himself. He lies to the PCs that Raheed met
      with him and then returned to his home, and he kindly          they are escaped slaves or rural characters come to seek
      furnishes the PCs with the address. Raheed himself             their fortune, or maybe they have some other reason to
      is still in the attic, and if freed tries to escape and/or     arrive in Per-Bastet. If one or more of the PCs wish to
      attack the PCs.                                                be Per-Bastet natives, more information about the city
        If the PCs go off to Raheed’s squat, they encounter          and potential character backgrounds can be found on
      Raheed’s ratfolk friends and rat followers, who believe        pages 37-50 of the Southlands campaign setting from
      him a living god. They return to find that the alchemist       Kobold Press.
      has hired a few toughs in the meantime, making an
      attack harder. Complicating things is the fact that
      Raheed has freed himself and now lurks above, waiting          Per-Bastet, Everlasting
      for vengeance.                                                 City of the Cat
        When the PCs finally have the Eye, they find that            In southern Nuria Natal, the great River Nuria narrows
      Mistress Henna Mjelidi is waiting for them. To further         into a gorge overlooked by 800-foot-tall statues of gods.
      complicate matters, Hakaan-al-Khareen Zmirr Nill Mo            These towering figures loom over the river’s waters just
      Chatooor is also present. A three-way standoff occurs,         before it courses out into the open desert, broadening
      and the PCs have the opportunity to manipulate events          and slowing at the foot of the gleaming city of Per-
      using their wits and skills, or engage in a three-way          Bastet. It is in this mysterious, fabled city where this
      fight for possession of the Eye.                               adventure takes place.
                                                                       Thriving, bewildering, and roiling with frenetic life,
      Creating PCs for                                               the Everlasting City of the Cat has stood for unknown
                                                                     thousands of years. It is a city of nine districts, nine
      this Adventure                                                 pyramids, and nine lives. Each time the city has fallen,
      This adventure lends itself to players who are                 it has risen again to sing its praises to Bastet, the patron
      newcomers to the Southlands, and it could serve as an          goddess who walks among her chosen.
      excellent introduction to the campaign and its locales.          Per-Bastet is the city of cats and gnolls, of perfume
      If none of the PCs hail from Per-Bastet, as the GM you         and temples, of abounding gold, mithral, and diamond
      might bring them there as visitors to the city. Maybe          mines, of alchemy and prophesy, of imported spice and
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             draconic slave markets, and of sumptuous brothels and
             brutal fighting pits. With its mercurial patron goddess         Part One: New Friends
             and a populace of myriad carnivorous races and                  Read or paraphrase the following to get the adventure
             predatory species, the city thrives on the energy of its        underway:
             own lack of harmony.
               The god-king of Nuria Natal has long said that his            It is noon on a very hot day, and you are sipping
             brother, Haty-a Haakim, governs this great jewel of             mint tea in a bustling marketplace outside of Per-
             the desert. Most who dwell here, though, know this
             leader and his council do not wield true power in the           Bastet’s Perfume District. All around you, the scent of
             city. Many say the true ruler is the Reborn Queen-              cinnamon, incense, and sweat lingers. Nearby, a camel
             Goddess Meskhenit: Bastet’s pharaonic, undead                   trader and his long train of animals shamble past,
             sorceress who shelters thousands of loyal undead                the smell of musk trailing after them. You watch with
             beneath the pyramids. Other say that only the iron will         amusement as a crowd of henna-painted young women
             and dazzling charisma of Nafrini, the high priestess
                                                                             follows a handsome man beating a darbuka. Behind
             of the cat goddess, hold the city together. This mythic
             black werepanther priestess inspires the adoration of           him rush three men bearing an enormous carpet and
             humans, gnolls, and cats beyond number, any one of              screaming for people to get out of the way.
             who, on any given day, might be Bastet herself. For
             more information about Meskhenit and Nafrini, see
                                                                             At this point, the PCs are being watched. A successful
             pages 45-48 in the Southlands campaign setting book
                                                                             DC 10 Wisdom (Perception) check reveals that Mistress
             from Kobold Press.
                                                                             Henna Mjelidi is peering at them from an opposite cafe.
                                                                             She is smoking a long hookah pipe and, if seen, smiles
                                                                             enigmatically and approaches.
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                                                                                   Sprinter. Henna gains a 10-foot bonus to its speed when
                 Gossip Checks: An                                                  using Dash or Disengage actions.
                                                                                   Actions
                 Alternate Social Approach                                         Multiattack. Henna makes two attacks with her rapier or
                 Usually, asking simple questions of folks on the                   longbow.
                 streets is a matter of making a Charisma check to                 Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one
                 gather information. However, not every PC in this                  target. Hit: 8 (1d8 + 4) piercing damage.
                 adventure may have the ability to any degree, and                 Longbow. Ranged Weapon Attack: +6 to hit, range 150/600
                 not every NPC reacts the same way to a particular                  ft., one target. Hit: 8 (1d8 + 8) piercing damage.
                 approach. Some need charming, some bullying and                   Gear: rapier in camel hide scabbard, potion of healing,
                 some need impressing.                                              thieves’ tools, studded leather armor, silk robes, violet
                   In this adventure, consider allowing the PCs to                  headscarf tied with gold thread worth 3 gp, open sandals
                                                                                    made of elephant hide tied with tiny obsidian buttons
                 use Charisma (Deception, Intimidate, Performance,
                                                                                    worth 25 gp, scimitar, longbow, 20 arrows in a slipper
                 or Persuasion) check to learn useful tidbits of                    purse that also contains a carved wooden ball, small
                 information. These checks are simply referred to                   leather purse containing 25 gp and 6 small carnelians
                 as a gossip check, and each check takes the same                   worth 50 gp each, 4 hooks, 15 ft. of climbing cord and a
                 amount of time as gathering information would.                     nose flute carved with mites eating puppies worth 15 gp.
                                                                                   Henna is strong-willed and resourceful, and she
                                                                                   admires spellcasters. In fact, she covets all magic, and
             Mistress Henna Mjelidi (CR 2)                                         has a tendency to lick her lips when she sees it. Her
             If the PCs do not notice her, she suddenly appears at the             voice is quiet, and she speaks Trade Tongue poorly,
             shoulder of one PC and introduces herself. The PC she                 although her voice makes the ill-pronounced words
             stands next to can hear her purr as she talks quietly.                sound seductive. She can speak Gnoll passably but has
               Henna is a beauty with feline guile. She wears                      positively mastered the language’s swear words.
             long, flowing silk robes, and carries her blade in a                    Henna purrs when she is intrigued, and spends much
             leather scabbard. She is covered in henna tattoos that                of the adventure doing so, grinning winningly and
             accentuate her litheness. Apart from the long gray                    enigmatically, even during combat. She fights dirty and
             tail and amber eyes, this feline beauty could almost be               aggressively, like an alley cat, using her acrobatics and
             human—and a very lovely human at that, even though                    climbing skills to take the fight up into the crowded
             her veil teases about the fact.                                       rooftops of Per-Bastet.
                                                                                     Henna explains to the PCs that a valuable gem with
              Mistress Henna Mjelidi	                                              magic qualities has been stolen from her. The thief, a
             Medium humanoid (catfolk), neutral                                    man called Raheed, snatched it only an hour ago and
             Armor Class 16 (studded leather armor)                                dashed into the Perfume District, where she knows
             Hit Points 33 (6d8 + 12)                                              he has friends. Henna confides that she is afraid of
             Speed 30 ft.                                                          the Perfume District, as many people there would not
             STR	     DEX	              CON	       INT	       WIS	       CHA       hesitate to imprison her if they found her.
             11 (+0)	 18 (+4)	          14 (+2)	   12 (+1)	   10 (+0)	   14 (+2)     Henna is vague when it comes to describing the
             Saving Throws Dex +5, Int +3
                                                                                   object, having truthfully only heard a second-hand
             Skills Acrobatics +7, Athletics +2, Deception +6, Insight +2,
                                                                                   description of it. She describes it as a large tiger’s eye
              Investigation +3, Perception +3, Stealth +5, Survival +2             on a chain. If questioned about its magical powers, she
             Senses darkvision 60 ft., passive Perception 13                       is evasive to the point of obstinacy.
             Languages Catfolk, Gnoll, Trade Tongue                                  Henna offers the PCs 500 gp to recover her property.
             Challenge 2 (450 XP)                                                  If the PCs press for more, she easily increases the offer
             Cat’s Luck (3/day). Three times per day when making a                 since she has no intention of paying. She simply wants
              Dexterity saving throw, Henna can choose to make the roll            the PCs to set out immediately, before Raheed’s trail
              with advantage.                                                      goes cold. If the PCs ask her how they should meet
             Cunning Action. Henna can use a bonus action to Dash,                 her in the future, she tells them that she will find them
              Disengage, or Hide.                                                  when the time is right. She also furnishes the PCs with
             Sneak Attack (1/Turn). Henna deals an extra 7 (2d6)                   a good description of the thief—an ugly, slight, rat-like
              damage when she hits a target with a weapon attack                   man with rotting teeth.
              and has advantage on the attack roll, or when the                      In truth, although she does not tell the PCs this, Mjelidi
              target is within 5 feet of one of Henna’s allies that isn’t
              incapacitated and Henna doesn’t have disadvantage on
                                                                                   has ten local alley cats that act as her eyes and ears. They
              the attack roll.                                                     don’t fight on her behalf, but they are her spies, efficiently
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      reporting back to her as though they were true animal                  with is not all she seems; he says Henna is a dangerous
      companions. The cats she dispatches after the PCs are                  liar. He begs them to come to his humble home on the
      careful to keep their distance, but keep an eye on the PCs             Street of Ten Thousand Fools, a meek residency behind
      using Stealth. Although all 10 are involved in the pursuit,            the red door depicting camels leaping the sun.
      at any given time only three are within 60 ft. of the PCs.               Hakaan, aware of his exposure and possible danger,
      A further two catfolk—part of Henna’s clowder—watch                    does not go into too many details in the message. If
      from a distance. Unlike most of their kind, these catfolk              the PCs somehow corner him, his approach remains
      share Mjelidi’s Neutral alignment.                                     friendly throughout, and he tries to move the
        If the PCs spot the cats or the clowder, the spies                   conversation back to his house, where he feels a good
      duck out of sight for a round or two, but they always                  deal safer. In truth, it is a more pleasant place for a
      continue following the PCs. If the PCs harm any of the                 civilized chat.
      cats, Henna knows within 10 minutes and will confront
      the PCs as soon as they leave the Perfume District.
                                                                             Hakaan’s Home
       Henna’s Catfolk (2)                                                   Hakaan’s house is a graceful place wreathed in silk,
      Medium humanoid (catfolk), neutral good                                wrapped in the scent of flowers and the sound of
      Armor Class 13 (leather armor)                                         tumbling water. Songbirds sing and butterflies flutter
      Hit Points 11 (2d8 + 2)                                                throughout the home’s grounds.
      Speed 30 ft.                                                             If the PCs’ meet Hakaan as he wishes, he is in the
      STR	     DEX	             CON	          INT	       WIS	      CHA
                                                                             courtyard (area H2), lurking by the fountain behind a
      11 (+0)	 15 (+2)	         12 (+1)	      10 (+0)	   8 (-1)	   12 (+1)
                                                                             mound of food heaped upon a groaning platter.
      Skills Acrobatics +4, Perception +1, Stealth +4, Survival +1
      Senses darkvision 60 ft., passive Perception 11                        H1. HAKAAN’S DOORWAY
      Languages Catfolk, Trade Tongue
      Challenge 1/4 (50 XP)                                                  Flaking red paint clings to a carved double door
      Cat’s Luck (3/day). Three times per day when making a                  depicting camels leaping the sun.
       Dexterity saving throw, the catfolk can choose to make the
       roll with advantage.
      Sprinter. The catfolk gains a 10-foot bonus to its speed               When Hakaan is not in his residence his door is locked
       when using Dash or Disengage actions.                                 with an average lock, and guarded by a trap he always
      Actions                                                                arms whenever he leaves his abode.
      Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one               Trap: The swinging axe trap here can be disarmed by
       target. Hit: 6 (1d8 + 2) piercing damage.                              a simple lever immediately behind the door, which
      Longbow. Ranged Weapon Attack: +4 to hit, range 150/600                 lurks in a side cupboard.
       ft., one target. Hit: 6 (1d8 + 2) piercing damage.
                                                                             Swinging Axe Trap
       Cats (10)	
                                                                             Mechanical trap
      XP 10 each
      Hit Points 2 each (Basic Rules)                                        This trap uses a trip wire that is 3 inches off the ground
      Challenge 0                                                            that stretches across the doorway. The DC to spot the
                                                                             wire is 15. A successful DC 15 Dexterity (Thieves’
                                                                             tools) cuts the wire harmlessly. A character without
      Hakaan-al-Khareen Zmirr                                                proficiency in thieves’ tools may attempt this check with
      Nill Mo Chatooor                                                       disadvantage and cut the wire with a slashing weapon.
                                                                             On a failed check, the trap triggers. When the trap
      Someone else is watching the PCs, or rather Henna,                     triggers, an axe swings down from the ceiling, making a
      and his name is Hakaan-al-Khareen Zmirr Nill Mo                        +7 melee attack on all targets in a 10-foot line. A target
      Chatooor. As the PCs talk with Henna, he stands not                    that is hit takes 5 (1d10) slashing damage
      far away with a trio of loyal kobold slaves. When the                  Development: There are lots of nosy kids in the area,
      meeting ends, he sends the kobolds to approach the PCs                   but a successful DC 10 Wisdom (Perception) check
      with a specific message.                                                 check is required to notice the interest they take
        The kobolds are not as articulate as he’d like, but they               in Hakaan’s abode. If the PCs change the children’s
      get across Hakaan’s point passably. Through the kobolds,                 attitude from indifferent to friendly by succeeding in
      Hakaan warns the PCs that the person they are dealing                    a DC 10 Charisma (Persuasion) check (a bribe of 5 cp
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               gives the character advantage on the check) they tell        In addition to Hakaan, his two loyal kobold slaves
               the PCs that Hakaan always does something on the           lurk in the juniper tree in little hammocks slung from
               back side of the door before he leaves. This action is     branches. These kobolds delight in climbing, and due
               actually the merchant arming his trap.                     to their feral nature have a climb speed of 10 ft. The
                                                                          kobolds wear hooded black cloaks that cover their
             H2. THE COURTYARD                                            whole bodies and speak in squeaky Trade Tongue laced
                                                                          with profundities about dragons. The kobolds delight
                                                                          in throwing paint about; see area H8 for further details.
             The scent of honeysuckle and the sound of gentle               Hidden in the fountain here is a bound water
             birdsong and dancing water cling to this oasis of beauty     elemental that Hakaan received as a gift from a pleased
             and calm in the bustling city. A long, pillared balcony      customer (DC 15 Wisdom (Perception) to notice). The
             overlooks the open courtyard, the centerpiece of which       elemental does as Hakaan commands but cannot leave
             is a burbling fountain and a lush, leafy tree.               the courtyard space.
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      Damage Immunities poison                                         H4. THE RECEIVING ROOM
      Condition Immunities exhaustion, grappled, paralyzed,
       petrified, poisoned, prone, restrained, unconscious
      Senses darkvision 60 ft., passive Perception 10                  In this formally arranged room there is a large bronze
      Languages Aquan                                                  table, cushioned seats, and a fine deep-orange carpet.
      Challenge 1/4 (50 XP)                                            Ornaments cram the chamber and the subtle smell of
      Water Form. The elemental can enter a hostile creature’s
                                                                       spices, incense, and lavender waits within.
       space and stop there. It can move through a space as
       narrow as 1 inch wide without squeezing.
      Freeze. If the elemental takes cold damage, it partially         This is where Hakaan receives his more formal guests
       freezes; its speed is reduced by 20 feet until the end of its
                                                                       and business partners.
       next turn.
                                                                       Treasure: The carpet is particularly fine and is worth
      Actions                                                           150 gp, but weighs 8 lbs. The other objects herein are
      Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
       target. Hit: 5 (1d6 + 2) bludgeoning damage
                                                                        general bric-a-brac, but they are well made and may
                                                                        dupe some.
      Treasure: If undamaged, the silk overhanging the
                                                                        	 Those who fail a DC 15 Intelligence check believe
        courtyard is worth 50 gp. The twenty or so pieces of
                                                                        their value 10 times the actual worth. There is an
        china Hakaan is using for his feast are worth 100 gp
        total. The kobolds’ hammocks
        contain a few oddments: a bright
        copper kettle worth 25 gp, a
        portable brass sundial with the
        sun shown as a hungry wolf
        worth 50 gp, and a silver rattle
        and whistle depicting a whale
        swallowing a whale worth 25 gp.
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               enamel and clay tagine depicting angry swans, but            The lurking smell is the aroma of rotting meat, which
               the item is very flimsy and worth only 5 gp; a rib-        is hidden under the bed and covered in flies. Hakaan
               molded amethyst decanter with glass stopper, but           has gotten used to the smell, but anyone who enters
               the amethyst is actually glass worth only 7 gp; and a      the chamber make a successful DC 10 Constitution
               beaten brass lamp with gold inlay that is actually just    save or be poisoned while in the room. If the silks
               paint and is worth 8 gp.                                   hanging over the bed are removed, or if anyone
                                                                          crawls under the bed, the rotting meat is disturbed
                                                                          and requires all PCs in the room to make another
             H5. THE DISAPPOINTING SHIPMENT                               successful DC 10 Constitution save. Those who fail
                                                                          this save are sickened for an hour (even if they were
             This room is crammed with crate after large crate, some      previously sickened by the smell).
             of which are open with straw spilling out.                   Treasure: Hakaan is very cautious about his wealth—
                                                                            which admittedly isn’t much—and he’s hidden it
                                                                            in a box strapped below the bed (DC 15 Wisdom
             Treasure: Who would not want a half-life-size clay
                                                                            (Perception) to notice, unless someone actually gets
               crocodile figurine in their garden oasis? On
                                                                            underneath the bed to look). Inside the sandalwood
               reflection, Hakaan admits that it was not one of
                                                                            box are several silk purses, 10 of which contain 10
               his best purchases. Even so, the 218 figures in here
                                                                            gp each, and one that contains six small but well-cut
               might be worth about 50 gp in total if the right dupe
                                                                            lapis lazuli worth 20 gp each.
               can be found.
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               occurs in the house, two kobolds dash off, grab a           drooping structures.
               trio of paint pots each, and use them as improvised           Nassoor begins the encounter indifferent to the PCs
               missile weapons.                                            unless they claim to be Raheed’s friends, in which
               	 A thrown tin of paint (requiring a ranged touch           case he is immediately hostile. Unless the PCs quickly
               attack with a range increment of 10 feet) erupts as it      succeed in returning Nassoor to Indifferent, he shouts
               shatters, covering the target in magenta-, terracotta-      to the adjacent rooftops; the workers there are his
               or magnolia-colored paint. A struck creature must           friends and family members, who hate Raheed as
               make a DC 11 Dexterity save or be blinded for 1             much as he does.
               round. Two of these two naughty kobolds also take             The builders immediately snatch up stones, rocks, and
               paint with them to the final battle (see Part Three)        other improvised weapons and hurl them at the PCs
               and use it there.                                           until the PCs retreat 15 feet or more from the buildings
                                                                           that flank Nassoor. The improvised weapons have a
                                                                           range of 20/60 feet, deal 1d4 points of bludgeoning
             Part Two: Into the                                            damage, and the builders throw them at a +0 to hit with
                                                                           no bonus to damage.
             Perfume District                                                If the PCs retreat, the builders continue to verbally
                                                                           abuse them, but they only attack if they return. If the
             The Perfume District is where the city’s perfumeries and      PCs retaliate, spill any blood, or use magic in any way,
             reputable potion-makers toil; however, the southern           the builders and Nassoor flee into the city screaming
             areas are too expensive. Raheed and his followers can’t       about devils. (Note: As an optional encounter,
             afford such luxury, and attempts to gather information        Nassoor and the builders might return later in the
             about him here turn up nothing useful.                        adventure with a few members of the city guard who
               However, as the PCs move further north along the            are on the moneylender’s payroll. In this case, use the
             river, into increasingly unsavory alchemical shops,           statistics for the guard [LN male or female human] in
             distilleries, factories, and storage facilities, they begin   the Basic Rules.)
             to hear about Raheed. It turns out that he isn’t very           A friendly Nassoor is a different proposition. He is
             popular among the people here, who describe him as            anxious for the 75 gp that Raheed owes him, and if the
             everything from an unsavory character to a scourge            PCs offer that amount to him, or if his attitude becomes
             upon the district. The smell here is almost unbearable        friendly, he invites the PCs to meet the builders.
             at times; the air is laced with chemicals and steam, and        The way upward involves a series of tricky
             the river is a seething mass of bright chemical colors.       overhanging and loose ladders and requires a DC
               The PC’s investigations are divided into a series of        10 Strength (Athletics) check. The fall is 15 feet. The
             four encounters, which can be encountered in any              builders stop working and talk to the PCs who come
             order. The PCs should learn about the existences of the       up, and during the conversation, one remembers that
             moneylender, the blind man, and the laundry woman             Raheed is close to a laundry woman called Oumayma.
             (see below) through DC 10 Charisma checks to gather           She gives the PCs directions and warns them to beware
             information (this takes 1d4 hours). Or, they can make         of ropers; as a self-declared seer, she is convinced that
             DC 10 gossip checks; see the sidebar on page 6 for            the PCs are going to have a hateful, possibly deadly
             more information. Each successful check informs the           encounter with one in the future.
             PCs about one of the NPCs mentioned.
                                                                           The Blind Man
             The Moneylender                                               The beggar Achraf (N male human commoner, Basic
             Raheed owes money to a local hustler—a lot of money—          Rules) knows Raheed, who frequently gives him
             and it’s no secret. So when Nassoor el-Rabat (LN male         money. A successful DC 15 Diplomacy check to gather
             human commoner, Basic Rules) saw him a few hours              information (or gossip check) reveals that Raheed has
             ago heading north, the moneylender gave chase. A              actually been giving him worthless buttons and stealing
             successful DC 15 Charisma check to gather information         real coins as he did so.
             (or a DC 15 gossip check; see the sidebar on page 6)            Like before, the result of this encounter depends
             reveals the extent of Raheed’s debt.                          upon the PCs’ approach. Achraf begins the encounter
               When the PCs meet Nassoor, he is in an alley that           indifferent to the PCs unless they claim to be Raheed’s
             is 10 feet wide, with squat, 15-foot-tall buildings on        friends, in which case he is immediately hostile,
             both sides. The buildings are 30 feet wide, and on            and gets up, waving his stick about. Unless the PCs
             top of each of the buildings that immediately flank           quickly succeed in making Achraf at least indifferent,
             Nassoor are 1d8 workers who are renovating the                he attacks, using his stick as a club. He attacks with
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      disadvantage. Anyone attacking him back quickly              out, “go to your friend Raheed—you’ll find him at the
      draws the wrath of other locals for beating a beggar,        stinking cesspit of Festering Heth’s. You should enjoy
      and they threaten to call the city guard.                    it there! It’s disgusting! Go! Go to your foul friend!”
        If Achraf is made friendly, he tells the PCs the same      Finding Heth’s should prove fairly straightforward but
      tale about the laundry woman that the builders might,        interesting from this point and allows GMs to develop
      but this time he adds that the foul thief has rat-like       other encounters as desired.
      allies and real rats following him; he smells their stink      Drawing weapons or any threat of violence causes
      on the air about him. He wishes the PCs good fortune,        the women to scatter, possibly leaving the PCs without
      says he hopes a werecrocodile doesn’t menace them            Raheed’s whereabouts. Perhaps the PCs finish the
      today, and bids them adieu.                                  adventure empty-handed, although whether their
                                                                   sponsors believe that they have the Eye as they leave
      The Laundry Woman                                            the Perfume District is left to the GM. The laundry
                                                                   women have extensive friends and family, and if the
      If the PCs have failed in the encounters above to learn
      about the laundry woman, then allow them to make             PCs are aggressive or unwarranted in their approach,
      a DC 10 Charisma or gossip check to learn about her          consider having a few of these relatives turn up to
      from a street waif, prostitute, or other informant.          exact vengeance.
        Oumayma and her fellow laundry women work by
      the river. They form a large crowd, and anyone asking        THE DESPICABLE YET BELOVED CAT
      for Oumayma is quickly sent to the woman who is
                                                                   This encounter can occur at any time while the PCs are
      singing songs about dirty men and telling rude jokes.
                                                                   in the Perfume District, but is recommended as the last
        Oumayma (N female human bandit, Basic Rules)
                                                                   one before the PCs meet Festering Heth, as evidence
      has muscles like a fighter and a deep, rich voice.
                                                                   that Raheed and the Grimalkin Eye are not far away.
      She’s also very popular with the other workers here,
      who number about 50. Oumayma also knows where
      Raheed has been today, as one of her helpers—her
      cousin Mounia—saw him enter Festering Heth’s earlier.
      Oumayma does not approve of her cousin’s friendship
      with Raheed, who she finds unpleasant for a reason she
      can’t quite articulate.
        As Oumayma gladly tells the PCs, Heth—an
      apothecary who lives in one of the worst parts of the
      Perfume District—never washes, either himself or
      his clothes. The laundry women find him disgusting,
      hence his unkind nickname. They often tease the foul
      wererat for his stench or feign romantic interest in
      him to amuse their friends. All of the laundry women
      can give directions to Heth’s place and an outer
      description of it.
        Characters pretending to be enemies of Raheed
      can make a successful DC 10 Charisma (Deception)
      check to receive all this information immediately,
      along with some rather profane message the women
      want the PCs to pass on to the wererat. Those who fail
      the check, pretend to be friends with the wererat, or
      throw their weight about meet the same response—
      merciless verbal abuse.
        The ladies are wicked; their tongues lash those they do
      not like, belittling and pointing out every little fault—
      real or imagined. In fact, if the laundry women verbally
      abuse the PCs, word about their supposed incompetence
      and ridiculousness moves so quickly throughout the
      Perfume District that they take a -1 penalty to all social
      skill checks for the rest of the adventure.
        As the PCs leave such a scene, Oumayma shouts
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              The PCs hear a commotion just ahead in a small                       Languages Sylvan, Trade Tongue
             plaza. As they enter, read or paraphrase the following:               Challenge 3 (700 XP)
                                                                                   Keen Smell. The Bastet temple cat has advantage on
             Ahead, an excited group of people edges a small                        Wisdom (Perception) checks that rely on smell.
                                                                                   Pounce. If the Bastet temple cat moves at least 20 feet
             circular plaza, above which is a stepped entrance to a
                                                                                    straight toward a creature and then hits it with a claw
             temple. Some wave mops and sticks; those who do not                    attack on the same turn, that target must succeed on a
             have anything in their hands wave their arms about                     DC 13 Strength saving throw or be knocked prone. If the
                                                                                    target is prone, the Bastet temple cat can make one bite
             excitedly. In the middle of this group prowls a small,                 attack against it as a bonus action.
             curiously marked cat. It snarls at the crowd and bears                Priestly Purr. Divine casters who worship Bastet and
             its teeth, which are dripping with blood.                              spend a short rest preparing spells or regaining spell slots
                                                                                    within 5 feet of a Bastet temple cat gains advantage on
                                                                                    spellcasting ability checks (not attacks). In addition the
             The cat has just escaped from the temple and is a Bastet               caster may imbue one spell of 2nd level or lower to the
             temple cat, a creature sacred to the temple’s priestesses.             Bastet temple cat. To do so, the caster must cast the spell
                                                                                    on the Bastet temple cat. The spell has no effect but is
             For some reason—actually the passing of the Grimalkin
                                                                                    stored within the Bastet temple cat. The Bastet temple cat
             Eye, which has temporarily unhinged the cat—it                         then may cast the spell with any parameters set by the
             has gone slightly berserk and now prowls the plaza,                    original caster, requiring no components. When the spell is
             attacking anyone who comes near it. The cat ordinarily                 cast or a new spell is imbued, any previous spell is lost.
             is a placid creature that watches the temple by night and             Innate Spellcasting. The Bastet temple cat’s innate
             sleeps by day. It is not caged, nor has it ever been.                  spellcasting ability is Charisma (spell save DC 13). It can
               The priestesses who normally staff the temple are                    innately cast the following spells, requiring no material
             presently across the city visiting a sister temple, leaving            components.
             only two very junior priestesses (N female human                       At will: guidance
             acolyte, Basic Rules) here who are, in truth, little more              3/day each: cure wound, charm person
             than caretakers. Clad in the junior ecclesiastical attire              1/day: enhance ability
             of Bastet’s faith (something noted on a successful DC                 Actions
             10 Intelligence (Religion) check), the priestesses are                Multiattack. The Bastet temple cat makes two attacks with
             terrified that the cat is either going to escape or be                 claws or one claw and one bite attack.
             killed. They are slightly less concerned that it might kill           Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
             someone, but presently all options look bad, and the                   Hit: 6 (1d8 + 2) piercing damage.
             arrival of armed strangers might cause the juniors to                 Claw. Ranged Weapon Attack: +4 to hit, reach 5 ft., one
             cry out for help.                                                      target. Hit: 5 (1d6 + 2) slashing damage.
               There are a dozen or so further locals (all male or female          Fascinating Lure. The Bastet temple cat purrs loudly while
             human commoner, Basic Rules) at the edges of the plaza.                targeting a single humanoid within 30 feet that can see
                                                                                    and hear the Bastet temple cat. The target must succeed
             If the PCs threaten them (Charisma (Intimidate) DC                     on a DC 13 Wisdom saving throw or be charmed until
             10) or politely calm them down (Charisma (Persuasion)                  the effect ends. The Bastet temple cat must take a bonus
             DC 10), they move back from the plaza, allowing the PCs                action on its subsequent turns to continue purring but
             room to deal with the cat.                                             it can stop purring at any time and the effect ends if the
                                                                                    Bastet temple cat is incapacitated. While charmed by
             Creature: The Bastet temple cat attacks anyone who
                                                                                    the Bastet temple cat, the target is incapacitated and if
               comes within 10 feet of it, but it can in certain                    the charmed target is more than 5 feet away from the
               situations (see Development) be driven back. If                      Bastet temple cat the target can take the Dash action
               attacked at range, it uses its fascinating lure ability on           on its turn to move toward the Bastet temple cat by the
               such attackers.                                                      most direct route. It doesn’t avoid opportunity attacks,
                                                                                    but before moving into damaging terrain and whenever
              Bastet Temple Cat                                                     it takes damage from any source, the target can repeat
             Small monstrosity, chaotic neutral                                     the saving throw. Once within 5 feet of the Bastet temple
                                                                                    cat, the target is compelled to pick up or pet the Bastet
             Armor Class 15 (natural armor)
                                                                                    temple cat. A creature can also repeat the saving throw at
             Hit Points 37 (5d10 + 10)
                                                                                    the end of each of its turns. If a creature’s saving throw is
             Speed 40 ft., climb 20 ft.                                             successful, the effect ends on it. A target that successfully
             STR	     DEX	              CON	       INT	       WIS	       CHA        saves is immune to the Bastet temple cat’s purr for the
             14 (+2)	 15 (+2)	          14 (+2)	   12 (+1)	   12 (+1)	   16 (+3)    next 24 hours.
             Skills Acrobatics +4, Perception +3, Stealth +6                       Development: At first glance, the Bastet temple cat is quite
             Senses darkvision 60 ft., passive Perception 13                       the challenge for the PCs. However, PCs who look at the
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      plaza closely (DC 10 Intelligence
      (Investigation)) notice that there
      is a pile of barrels at Point A on
      the map, a covered wagon filled
      with clucking birds at Point
      B, and a covered well at Point
      C. Each offers a brave PC a
      chance to drive the cat toward a
      potential trap.
        Blustering at the cat (DC
      15 Charisma (Intimidate)) or
      coaxing it (DC 10 Wisdom
      (Animal Handling)) gets it to
      move in any direction the PCs
      push it by 5 feet. A check that
      succeeds by 5 or more moves it
      10 feet. If a character fails the
      checks, the cat lashes out with a
      single claw attack. If a character
      fails the check by 5 or more, or
      fails 3 times in a row, the cat uses
      charm person on her to draw
      her forward, or just attacks with
      claws and bites.
        The barrels are a new batch
      just made by the local cooper
      K’hallim-i-Nath (LN male
      human commoner, Basic Rules).
      The barrels are empty, and their
      lids have not been hammered
      shut. They could readily fit the
      cat inside, but getting it into the
      barrels beyond magical means
      is not easy. If anyone tries to
      remove the barrels, K’hallim
      approaches, waving his hammer
      aggressively. A successful DC
      10 Charisma (Intimidate) check
      (or simply drawing a weapon)
      readily gets him to back down,                             them. This does no damage to PCs struck, but makes
      otherwise he might chance an attack using his hammer       for quite a spectacle in front of the crowd.
      as a club. The PCs could feasibly use the barrels to         The well cover is made of metal, and requires a
      cover the cat. Doing so requires backing the cat into a    successful DC 8 Strength check to lift. If the temple
      barrel’s space and then succeeding on a DC 10 Dexterity    priestesses see the well cover lifted and the PCs moving
      (Acrobatics) check.                                        toward the cat, they yell madly to try to stop them.
        The wagon contains chickens in a large cage owned        The priestesses know that the well is 50 feet deep and
      by Rania V’thei (N female human commoner, Basic            could seriously injure the creature if it falls in. Unless
      Rules). The cage is made of wood and is 5 feet wide on     forced to back down in the same way as Rania above,
      all sides. Rania tries to stop anyone from releasing her   the priestesses try to distract the PCs by throwing
      chickens or—far worse—sending a cat in with them.          themselves in front of the cat, risking an attack while
      A successful DC 10 Charisma (Diplomacy, Bluff, or          trying to get the well cover back on. They also push
      Intimidate) check, or drawing any weapon, gets her         and shove at any would-be-attacker.
      to back down. If not, she tries to distract anyone from      If the cat is captured peacefully, a great cheer goes up
      interfering with her property by throwing eggs at          among the locals, who mob about the PCs while they
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             congratulate them. The PCs learn that the temple cat             Raheed is held in the gable attic (area FH4), but
             is not the only big cat that has been behaving oddly in        when the PCs first arrive, he is still bound and gagged.
             the city; locals have heard at least 127 similar separate      If the PCs enter the place and search, they find him
             tales this day alone—in truth, there have been no more         before he has had chance to escape (see Return to
             than a handful of unusual cat-related events, but that’s       Festering Heth’s at the end of this description). Heth
             gossip for you. If the PCs follow up on any of these           has both Raheed and the Eye, and is slightly worried
             leads they go down literal blind alleys, but learn that        that Raheed’s allies might come calling.
             wherever Raheed went, cats behaved oddly.                        Clever Heth is a dirty, stinky creature; he wears a
               That evening, a more senior priestess, accompanied           long, stained white thawb and walks with the help
             by the two juniors, finds the PCs and rewards them in          of a cane. He has one cloudy eye and an unsettling
             a suitable way; GMs should choose a reward worth up            twitchiness about his furtive actions. The arrival of the
             to 500 gp that is appropriate for the group.                   PCs offers Heth a way of removing Raheed’s ratfolk
               If the cat is killed, the crowd falls into a worried         allies and quickly bringing in reinforcements.
             silence and gathers about to inspect it, some crying             When the PCs enter his home, he quickly meets
             and wailing at the terrible fate they are sure is about        them. If they attack or otherwise threaten him,
             to befall the city. The death should have ongoing              Heth tries to run into his laboratory (area FH2) to
             consequences for the PCs, at the GM’s discretion;              lock himself in and avoid combat. Throughout the
             perhaps the priestesses locate the PCs and berate them         encounter, he claims that Raheed has been here; he
             while sobbing, or maybe they have some little task for         says Raheed demanded too much for his object and
             them to carry out as recompense for their heresy. Or,          went back to his garret. He gives the PCs clear details
             maybe they try to impose a fine on the PCs.                    of how to get there. (He won’t tell the PCs this, but
                                                                            he intends to send them on a wild goose chase so he
             FESTERING HETH’S                                               can hire help to protect himself in the meantime [see
                                                                            Return to Festering Heth’s].)
                                                                              Heth hates physical pain, however, and if the PCs
             A vast ship’s mast lurches from a lower building. It rises     begin combat with him before he has chance to get
             to an overhanging, two-story timber building, from             reinforcements, he eventually offers up Raheed (while
             which balconies protrude, and beyond to a steeply              secretly trying to retain the Eye on his person). If the
             gabled roof.                                                   PCs forcefully demand the Eye (DC 10 Charisma
                                                                            (Intimidate)), he hands it over. If faced with no other
                                                                            choice, he fights, freeing his cheetah if possible to see if
             Heth’s lies atop a lower building, itself 20 feet tall, from   it will truly fight for him.
             which rises the two-foot-thick ship’s beam. The beam             Of course, if the PCs acquire the Eye and do not
             rises a further 10 feet to the lower floor of Heth’s home.     determine its properties, whichever PC possesses it
             An iron ladder is nailed and riveted to the beam and           becomes subject to the artifact’s powers, and all cats
             outer wall of the building below, and then lurches             within 50 feet act as if under a confusion spell (see the
             outward to the main entrance, which overhangs the              end of the adventure). The PCs can determine the Eye’s
             beam by some 10 feet.                                          properties as normal (using identify or focusing on
               Sharp-eyed PCs (Wisdom (Perception) DC 15) notice            it during a short rest), or through a successful DC 20
             that, in the cobbled street below Heth’s, a merchant sells     Intelligence (History or Religion) check.
             creatures from her menagerie. If the PCs check, there
             are no cats here, but the merchant, Ahri Khaleeni (CN          AS’haad Al Heth
             female human commoner, Basic Rules), is happy to               Medium humanoid (gnoll), neutral
             confirm that she sold her prize cat—a juvenile cheetah—        Armor Class 14 (studded leather)
             to her neighbor Heth only an hour ago. Heth had the cat        Hit Points 53 (7d8 + 21)
             immediately lifted to his home high above in a cage.           Speed 30 ft.
               If the PCs press her, the merchant remarks that it           STR	     DEX	       CON	       INT	      WIS	       CHA
             was an odd transaction, because Heth is usually much           14 (+2)	 14 (+2)	   16 (+3)	   9 (-1)	   10 (+0)	   14 (+2)
             more interested in chemicals than animals. Ahri can
                                                                            Saving Throws Con +5, Cha +4
             easily point out the building Heth lives in, as it took
                                                                            Skills Arcana +1, Survival +2
             two of her best slaves almost an hour to haul the cage
                                                                            Senses darkvision 60 ft., passive Perception 10
             upward. If the PCs locate these slaves, they may learn
                                                                            Languages Draconic, Gnoll, Trade Tongue
             something of the interior of Heth’s laboratory (at the
                                                                            Challenge 1 (200 XP)
             GM’s discretion).
                                                                            Rampage. When Heth reduces a creature to 0 hit points
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       with a melee attack on his turn,
       he can take a bonus action to
       move up to half his speed and
       make a bite attack.
      Spellcasting. Heth is a 2nd-level
       spellcaster. His spellcasting
       ability is Charisma (spell save DC
       12, +4 to hit with spell attacks).
       Heth has the following sorcerer
       spells prepared:
        Cantrips (at will): acid splash,
         fire bolt, light, prestidigitation,
         true strike
        1st level (3 slots): burning
         hands, disguise self, jump, shield
      Actions
      Bite. Melee Weapon Attack: +4 to
       hit, reach 5 ft., one target. Hit: 4
       (1d4 + 2) piercing damage.
      Mace. Melee Weapon Attack:
       +4 to hit, reach 5 ft. or 20/60
       ft., one target. Hit: 5 (1d6 + 2)
       bludgeoning damage
      Light crossbow. Ranged Weapon
       Attack: +4 to hit, range 80/320
       ft., one target. Hit: 6 (1d8 + 2)
       piercing damage.
      Gear: alchemist fire (3), mace, light
       crossbow, 20 bolts, leather armor,
       cloak of resistance +1, Grimalkin
       Eye, the keys to the main door
       and the padlock to the attic
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                                                                               catgut, a sow’s ear made into a purse containing 3 tiger
                 Fee Fie Foe Fum!                                              eyes worth 25 gp each, and a small carved giraffe with
                                                                               a mouth that holds a feather token (tree).
                 The ship’s beam makes an interesting option for
                 corner cutting—if the PCs aren’t too worried
                 about breakages. The ship’s beam is 2 feet thick             FH4. THE GABLE ATTIC
                 and weathered (hardness 5, hp 120, break DC
                 28). However, it is up to the GM to judge how                The trapdoor gives access to a dirty chamber infested
                 Heth and his neighbors might react to this
                                                                              with bats. Through gaps in the timber, you catch
                 event. Certainly it could make an unusual and
                 memorable entrance to the PCs’ adventures in                 tantalizing glimpses of the Great Sand Pyramid, the
                 Per-Bastet. What it might do to their reputation,            vast Pyramid of the Mother of Destiny glowering at her
                 however, is another matter altogether.                       far shoulder. The sprawling city festers beyond in a hive
                                                                              of people, commerce, and adventure.
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      Raheed’s Squat                                                 10 Strength (Athletics) or Dexterity (Acrobatics) check
                                                                     is required to use this entrance. Unless PCs use Stealth
      The squat is lashed to the Perfume District’s rooftops         as they climb up, the rats become aware of intruders,
      and lies right at its outer western isles. It is little more   but are otherwise caught by surprise.
      than a raised timber platform, comprised of two-inch-            When the PCs reach the rooftop, read or paraphrase
      wide planks lashed together, with wooden boards to             the following:
      provide a stable surface and an outer wall made of dusty
      cloth. Between, a small open section of exposed river
      finds use as a sewer.                                          The timber platform—for that is all this really is—sits
                                                                     upon a dozen gleaned flotsam planks. Its extreme
      TSC1. THE TEETERING SQUATCHAMBER                               edges lie some five feet above the dusty rooftops, and
                                                                     a cold chimney sticks from the cloth roof. Here at the
                                                                     riverside, the city curves in a graceful arc away to the
      This rooftop building is little more than a skeletal
                                                                     south, toward the Palace District. You can make out the
      plank frame with a dusty cloth skin that balances on
                                                                     Wharf District to the west, the Hunt to the north, and
      stilts between two buildings. A bamboo ladder grips
                                                                     beyond those the Monument District and the District
      its way up an outer wall to the
      rooftops’ sloping gables, where the
      temporary building billows.
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             of the Cat. Past the city’s gleaming walls, the desert
             rolls and boils, answering the song of Per-Bastet with                Part Three: Three
             her own susurrus hymn.                                                Sides to Every Story
                                                                                   The PCs have several loose ends to tie, and may even
             Creatures: Nervously awaiting the return of their
                                                                                   try to sneak away from their escort of cats to take their
               leader are several dire rats and a duo of ratfolk, who
                                                                                   own reward for the Grimalkin Eye. How this develops—
               worship Raheed as a living god come to liberate them
                                                                                   and it should develop into a wider story of pursuit and
               from filth and bring them endless cheese. The group
                                                                                   intrigue—is left to the GM.
               regularly watches from the squat, but concentrates
                                                                                     If the PCs follow the offered course of action, as soon
               upon the ladder. They expected their leader back a
                                                                                   as they leave the Perfume District they come to a square
               while ago and know he bears a mighty artifact. If                   where they immediately see Mistress Henna Mjelidi
               attacked in their own lair and caught flat-footed as                standing beside a great lion statue. Opposite her, across
               a group, they lay down their weapons, scurry away                   the cobbled square, squats Hakaan-al-Khareen Zmirr
               over the rooftops or into the river below, and only                 Nill Mo Chatooor, chewing upon a great haunch of
               attack if attacked.                                                 roast camel cooked in sugar and saffron.
                                                                                     Both step forward—their allies hidden close by—and
              Ratfolk (2)                                                          demand the Eye.
             Small humanoid (ratfolk), neutral
             Armor Class 14 (studded leather armor)                                THE SQUARE OF LIONS
             Hit Points 7 (2d6)
             Speed 25 ft.                                                          The high rear walls of minor temples surround
                                                                                   this 30-foot-wide square. The walls are 20 feet
             STR	        DEX	           CON	       INT	       WIS	       CHA
                                                                                   tall, weathered, and full of holes (DC 10 Strength
             7 (-2)	     15 (+2)	       11 (+0)	   14 (+2)	   10 (+0)	   10 (+0)
                                                                                   (Athletics)). The southwest temple has a flat roof, while
             Skills Animal Handling +2, Arcana +4, Perception +2                   the others are gabled at approximately 45 degrees.
             Senses passive Perception 12, darkvision 60 ft.                         The area is full of lion statues, which offer cover.
             Languages Trade Tongue                                                Those on the rooftops are heavy, but can be pushed
             Challenge 1/4 (50 XP)                                                 over with a successful DC 20 Strength check. Creatures
             Nimbleness. The ratfolk can move through the space of any             below a falling statue must make a successful DC 15
              creature size Medium or larger.
                                                                                   Dexterity save or take 4d10 points of damage; making
             Pack Tactics. The ratfolk has advantage on an attack roll
                                                                                   a second successful DC 15 Dexterity save halves the
              against a creature if at least one of the ratfolk’s allies is
              within 5 feet of the creature and the ally isn’t incapacitated.
                                                                                   damage. In each corner of the square, atop a dais
                                                                                   reached by three steps, is an open-mouthed roaring
             Actions                                                               lion statue. These are too big to move.
             Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
                                                                                   Creature: The square is noted for its caged lions, which
              target. Hit: 4 (1d4 + 2) piercing damage.
                                                                                     lurks in a shaded corner indicated on the map. Local
             Light crossbow. Ranged Weapon Attack: +4 to hit, range
              80/320 ft., one target. Hit: 5 (1d8 + 2) piercing damage.
                                                                                     priestesses feed the lions, savage beasts that prove
                                                                                     impossible to tame, daily. Locals pray before the lions
              Giant Rats (4) 	                                                       as they pass, and often toss food to them.
             Challenge 1/8 (25 each XP)                                              	 The lions are presently hungry, however, and lash
             Hit Points 7 each (Basic Rules)                                         out; they can attack anyone who comes within 5 feet
                                                                                     using a single claw attack (although it has a 50%
              Constrictor Snake                                                      miss chance when it makes these attacks). If a lion is
             Challenge 1/4 (50 XP)                                                   fed—say by the piece of meat Hakaan munches on—it
             Hit Points 13 (Basic Rules)                                             turns its attention to the food and does not attack
             Treasure: The group is very poor. They have a gourd                     anyone for the remainder of this encounter.
               of poor local wine, a loaf of blackbread, and a few                   	 The padlock is average (D 15 Dexterity (Thieves
               onions and chilis, as well as a small chunk of very old               Tools)) but rusty (AC 17, 10 hp, break DC 18
               hard cheese with gnaw marks in it. Hidden under the                   Strength). Releasing the lions is a risky strategy, but
               floorboards (noticed on a successful DC 20 Wisdom                     if the PCs can overpower them with the Eye, they
               (Perception) check, or a successful DC 10 Intelligence                could drive the others away very quickly (see A Final
               (Investigation) if the PCs actively search below the                  Standoff). If not controlled, the hungry lions simply
               boards) is a small leather bag containing 23 cp, 3 sp                 attack randomly until they have killed someone, who
               and a ceramic depiction of Anu-Akma worth 8 gp.                       they then eat, only attacking again if attacked.
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       Lions		
      Challenge 1 (200 each XP)                                     A Final Standoff
      Hit Points 26 each (Basic Rules)                              Henna stands at point M on the map, and her followers
      Development: GMs might wish to consider how the local         are on the flat-roofed temple behind her at point X.
        temple masters might react to any acts of vandalism,        Hakaan teases the lion from point H, his kobolds
        and what might happen to a free lion in the city streets.   lurking heroically behind him at point Y.
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               The PCs can play this situation however they wish,              Hakaan-al-Khareen Zmirr Nill Mo Chatooor
             but bear in mind that both Henna and Hakaan want                  Challenge 1 (200 XP)
             the Eye and can’t afford the reward they promised.                Advanced gnoll
               The PCs can use their skills to ally with one side or           Hit Points 33 (see page 9)
             another. A successful DC 15 Charisma (Deception,
             Intimidate, or Persuasion) check is enough to convince            Kobolds (4)
             would-be allies to work with the PCs in a fight, and if           Challenge 1/8 (XP 25 each)
             the PCs are really clever they can keep to the edges of           Hit Points 5 each (Basic Rules)
             combat and simply dodge. Both Henna and Hakaan                    Special: Climb speed 10 ft.
             flee or surrender if more than half of their followers
             are slain or if they have 6 or fewer hp remaining,
             pledging not to go after the Eye. In this way, the PCs
                                                                               Concluding
             may simply play at being in a fight, and watch as
             everyone wears each other down to a point where only
                                                                               the A dventure
             the PCs can win.                                                  The ending of this adventure is very open; the PCs
                                                                               might side with one person and sell the Eye, forcing
                                                                               the NPC to pay properly for the item. They may sell
              Mistress Henna Mjelidi                                           the item themselves and betray both groups, or they
             Challenge 2 (450 XP)                                              may try to slay everyone and keep the item. Whatever
             Hit Points 33 (see page 7)                                        happens, think of how this event might develop—do
                                                                               betraying PCs get a reputation that attracts shady NPCs
              Henna’s Catfolk
                                                                               to hire them? Do heroic and honest PCs have further
             Challenge 1/4 (50 XP)
                                                                               adventures with Hakaan or Henna? If possible, try not
             N catfolk
                                                                               to let adventures simply end without consequences;
             Hit Points 11 (see page 8)
                                                                               ongoing stories are always so much more fun.
                  The Grimalkin Eye                                            through the eyes of a cat within range. The wielder
                  Aura faint enchantment; CL 15th; Weight 1 lb.
                                                                               also cannot use any of the abilities mentioned above.
                  Description
                                                                               Destruction
                  A black slit, making it appear like a real eye, bisects
                  this fist-sized, spherical tiger-eye gem. Hanging from       If bathed in the blood of a high priestess of Bastet,
                  a weathered chain, the gem is said to be the magically       the Grimalkin Eye turns to dust.
                  preserved eye of a lioness that served Bastet while the
                  goddess was mortal.
                    The Grimalkin Eye affects feline beasts—domestic
                  cats, leopards, lynxes, lions, tigers, cheetahs, servals,
                  and any local variants thereof, including giant
                  versions of these animals. It does not affect any
                  feline creature without the beast type, including
                  creatures such as weretigers and rakshasas, which
                  aren’t true cats.
                    Once per day, the Eye can dominate cats as though
                  using a dominate beast spell. Three times per day
                  total, the wearer can use one of the following spells
                  on cats: animal friendship, animal messenger, and
                  speak with animals. If the wielder does not take 1
                  hour each day to attune with the Eye, though, the
                  artifact causes all cats within 50 feet to act as if under
                  a confusion spell, and the wielder randomly sees
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      Answer the
      C all!                                                                    Go on thrilling new adventures with
                                                                                5th edition! Create your heroes and send
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                                                                                     a village in peril and push the vile
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  Who Do You
   Trust?
         I   n the cool streets and blazing bazaars, the word is out: a great treasure has gone
             missing in the Everlasting City of the Cat, and some very ambitious people have
          set their sights on it. Many paws and claws are out, and everyone is sniffing around
          for something rich and strange.
          It’s an odd time for a catfolk thief and a gnoll merchant to make very tempting
          offers to strangers in town. Or, perhaps it’s not odd at all. Get caught up in the hunt
          with Cat and Mouse by Richard Pett, the acclaimed Paizo adventure path author!
          This adventure for 1st-level characters is a perfect introduction to the Southlands
          campaign setting, and it fits neatly into any desert city where cats are sacred and
          rats are cautious and sly.
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