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21 views84 pages

(Ebook) Cat & Mouse For 5th Edition by Pett, Richard, Marks, Greg ISBN 9781936781515, 1936781514 PDF Download

The document provides information about the ebook 'Cat & Mouse for 5th Edition' by Richard Pett and Greg Marks, available for instant PDF download. It includes details about the adventure's setting in the city of Per-Bastet, focusing on a quest involving a stolen artifact called the Grimalkin Eye, and features various characters and potential encounters. The adventure is designed for 1st-level characters and emphasizes relationships, manipulation, and the option for both combat and cunning approaches.

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Cat and
M ouse
By Richard Pett with Greg Marks
An Adventure for 1st-Level Characters
Cat and
M ouse
CREDITS

Design: Richard Pett


5th Edition Design: Greg Marks
Cover Artist: Tim Albano
Editors: Amanda Hamon Kunz with Wolfgang Baur
Interior Artist: Borja Pindado
Cartography: Anna B. Meyer, Alex Moore
Art Direction and Graphic Design: Marc Radle
Publisher: Wolfgang Baur

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

11
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

22
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

33
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.

Bastet, Goddess of Cats


The worshippers of Bastet, goddess of cats and the seat of the goddess’s power in the city, and, some
hunters, are a motley crew: they include farmers, say, in all the realms.
low-ranking soldiers, woodsmen, alchemists, Bastet’s cult in her namesake city is a vibrant,
perfumers, and jewelers. Perhaps the defining bustling organization centered in the Dome of the
characteristic of Bastet in Midgard, though, is the Divine Face of Bastet. Under the high priestess, the
fact that she calls a specific city in Nuria Natal home, clergy’s hierarchy is ever-changing and quite complex.
and in turn she is its namesake: Per-Bastet, the City Its ranks are divided into two loose categories: clergy
of Cats, where the Cat and Mouse adventure takes who organize evangelical outings outside the city and
place. Most in Per-Bastet believe that the mortal clergy who serve Bastet’s interests within Per-Bastet
Bastet was born in the city when it was a simple proper. Within these groups, titles—including Kitten’s
riverside village, and that, after her apotheosis, the Purr, Friend of Cats, and Lioness’s Roar—are bestowed
settlement rose to greatness under her protection. as accolades for deeds that please the goddess. Each
Another widespread belief—and a singular point title carries varied privileges and authority. Such
of pride among its citizens—is that Bastet regularly a scattered structure might seem like it promotes
walks the city’s streets in any form she wishes. infighting, but the reality is quite the opposite. Bastet’s
Much of the city’s ordinances and guidelines revolve clergy in Per-Bastet and beyond are unified in their
around the tenets of Bastet’s cult, and the key to love for their goddess and their common goal: to
power here lies in finding the goddess’s favor. As such, promote Per-Bastet as a refuge for those who revere
the highest-standing individuals in Per-Bastet are their patroness.
the Reborn Queen-Goddess Meskhenit (NE female For more information about Per-Bastet, see page 37
lich wizard 18/ cleric 2 [Bastet]) and High Priestess of the Southlands campaign setting book from Kobold
Nafrini (CN female werepanther cleric 13 [Bastet]). Press. For more information about the worship of
The former is the risen great-grandmother of King Bastet, including a new domain and subdomains,
Thutmoses, ruler of all Nuria Natal, and the latter is spells, and magic items, see page 257 of Southlands.
the leader of the Dome of the Divine Face of Bastet,

44
55
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

66
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

77
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.

Hakaan-al-Khareen Zmirr Nill Mo Chatooor


Here is where Hakaan muses, plots, and meets. Eight Medium humanoid (gnoll), chaotic evil
feet above the left side of the courtyard hangs a fine Armor Class 14 (hide armor)
white silk, which covers a small group of finely carved Hit Points 33 (6d8 + 6)
tables and platters surrounded by cushions. The tree Speed 30 ft.
in the courtyard’s center is a juniper, and from its
STR DEX CON INT WIS CHA
branches it is easy to climb to the balconies 10 feet
14 (+2) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 7 (-2)
above (DC 10 Strength (Athletics))”.
Saving Throws Str +4, Con +3
Creatures: If the PCs accept his meeting request, Hakaan
Skills Athletics +4, Intimidation +2
is here, eating an enormous meal under the courtyard’s Senses darkvision 60 ft., passive Perception 10
canopy. Among various unidentifiable cuts, the PCs Languages Gnoll, Trade Tongue
see bloodcake, sausages, the rarest-cooked steaks, Challenge 1 (200 XP)
pigeon pie, fried chicken, grilled pork, burnt lamb Rampage. When Hakaan reduces a creature to 0 hit points
cutlets, battered fish, boiled crab, mutton, camel, with a melee attack on his turn, he can take a bonus action
bacon, hams, deep-fried locusts, and spit-roasted to move up to half his speed and make a bite attack.
sheep. Hakaan does not stop eating while he talks.
Actions
Hakaan is a fat gnoll—that much is unmistakable—but as Multiattack. Hakaan makes two attacks with his spear.
the PCs approach, the extent of his obesity becomes clear. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
He is swathed in a colorful thawb that covers him but Hit: 4 (1d4 + 2) piercing damage.
threatens to burst at the seams due to his girth. Hakaan Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
has a laugh like an angry hornet being shaken inside a tin or 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage,
can, and he finds practically everything amusing. or 6 (1d8 + 2) piercing damage if used with two hands to
He loves meat almost as much as he loves infuriating make a melee attack.
those who have wronged him; he hates Mistress Henna Gear: spears (5), hide armor, potion of healing, potion of
invisibility, colorful thawb, a clay model of a two-headed
Mjelidi, for example, because she rebuffed his advances
elephant being ridden by a dwarf and playing a piano,
and refused his offer of marriage. Now he wants to dog-skin money belt
make her pay—he doesn’t want to kill her; he just
wants to humiliate her. In his own way, he loves her, Kobolds (2)
but gnoll love is always a tricky thing to judge. hp 5 each (Basic Rules)
Hakaan knows that Henna is scared of the Perfume Special: Climb speed 10 ft.
District. He also knows that she intends to send pawns Challenge 1/8 (XP 25 each)
(the PCs) there, get the Eye, and then rob them. He
laughed when he deduced her plan, so loudly in fact Small Water Elemental
that the PCs may even have heard his distant cackling Small elemental, neutral
as they left Henna. Hakaan has a counter offer— Armor Class 13 (natural armor)
making it just to amuse himself. Whatever Henna Hit Points 45 (7d10 + 7)
offered the PCs to retrieve the Eye, Hakaan offers them Speed 30 ft., swim 90 ft.
50 percent as much. Of course, he doesn’t intend to pay
STR DEX CON INT WIS CHA
this full amount, but he does want the PCs working for
15 (+2) 12 (+1) 13 (+1) 5 (-3) 10 (+0) 8 (-1)
him instead of Henna.

88
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.

H3. THE MEAT LOCKERS

Flies abound in this room, which


is crammed with several chests,
larders, and meat lockers. A dirty
but huge stove lurks greasily by
the far wall.

Hakaan never likes to go hungry,


and has ample foodstuffs here to
stave off deprivation. In all, there
is enough food in here to feed a
family of 12 for a month.
Treasure: Among the lockers,
noticed on a successful DC 15
Perception check, is a small
ornate spice box carved with a
figure of a man being eaten alive
by bookworms swarming from
a shelf of grimoires. The spices
within are worth 20 gp.

99
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.

H6. HAKAAN’S BEDCHAMBER H7. THE LADY’S QUARTERS

Although clearly a boudoir for a lady, this room


Here, superficially at least, is luxury: a huge,
appears to have been hastily abandoned.
magnificent bed in a beautifully carved wooden frame
boasts countless bright silks, cushions, and kneeling
poufs about it. Lurking somewhere in the room is an Mistress Salma Medersa shared Hakaan’s excessive
appetites for as long as she could bear—in truth, she
unpleasant smell.
was quite a rotund lady herself—but last week it got too
much and she left him. The hastiness of the departure is
Hakaan is a sloppy eater, and often hungry. He dismisses here for all to see.
staff members on a daily basis (they annoy him so much Treasure: In her haste, Salma left one of her earrings
with their questions), and it’s been a few days since he’s behind, but it’s dropped in a corner and requires a
had a maid clean this chamber. successful DC 15 Wisdom (Perception) to notice.
The earring is made of gold and silver and depicts a
crocodile with two heads. It is worth 100 gp.

Perfume District H8. THE PROJECT


Near the river at the northern edge of Per-Bastet,
safely downstream from all else, stands the
Perfume District, comprised of myriad small It looks like an accident has happened here. There are
islands connected by bridges. As one moves small ladders, floor coverings, and several pots of paint,
downriver, the famous perfumeries and reputable but it looks more like someone has had a fight with
potion-makers of this district devolve into them than done any renovation.
increasingly unsavory alchemical shops, distilleries,
candle makers, and storage facilities.
Here, anyone with connections or money Before she left, Salma thought that it was high time
can find necromantic unguents, poisons, and Hakaan decorated and made a room for guests.
abominable constructs. They are ostensibly Unfortunately Hakaan was too cheap to hire real
designed for use on criminals, purchased slaves, decorators, and had the kobolds do it. They weren’t
and enemies of the city, or so it is always claimed very good at renovation, turns out.
by their sellers. Development: Some of the kobolds have become a bit
obsessed with throwing paint about. If any combat

10
10
1111
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

12
12
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

1313
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

14
14
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

1515
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

16
16
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

FH1. THE OVERHANG

The iron ladder here looks


secure, but it overhangs a drop
of around thirty feet before
lurching over the outside of the
balcony above.
FH2. HETH’S LABORATORY
A successful DC 5 Strength (Athletics) check is
required to reach the entrance by the ladder. Another A narrow, exposed balcony surrounds the timber
building rises nearby, and lies at one point within 20 building, which has a single hefty-looking iron and
feet horizontally and 2 feet vertically below the lower wooden door.
balcony. This is depicted on the map and can, of course,
be jumped (DC 20 Strength (Athletics); GMs should
encourage PCs to come up with creative solutions, Heth’s door is locked with a poor lock (Dexterity (Thieves
including using a pole or grappling hooks and ropes Tools) DC 10; he has the key), and has a peephole
to make a makeshift bridge). Access to this rooftop is through which he normally greets visitors. The door is
a simple matter of surveying the street to spy an outer old and has been battered by sandstorms and age (AC
ladder that rises to the rooftop. 15, 5 hp, break DC Strength (Athletics) 10). There are no
windows on this floor.
Beyond is a cramped laboratory. The stench of
chemicals is almost overpowering. Within the

1717
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