TEXT:  
   
  
   
   
   
  Border Kingdoms Lore: Ed Greenwood 
  Editing: Greg Marks 
  D&D Adventurers League Guildmaster: Chris Lindsay 
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  V 1.1 
   
   
  THE PECULIAR CASE OF THE 
  SELPTAN FELINES 
  Well that’s odd. There sure are a lot of cats in the hamlet of Selpt. In fact, it seems as if just about 
  everyone has one, and boy do they pamper those cats. Even if you’ve never been a cat person, it’s 
  hard to say no. In fact, you should probably be adopted by one straight away. Yes, that’s it. You belong 
  to that cat. Who’s a pretty human? 
   
  A Two-Hour to Four-Hour Adventure for Tier 1 Characters 
   
   
   
  GREG MARKS 
  Adventure Designer 
   
  Adventure Code: CCC-GHC-BK1-07 
  Optimized For: APL 3
  
   
   
   
   
  3 
  Additional Credits 
  Cover art Jason Braun 
  Border Kingdoms map Wizards of the Coast 
  Black Wyvern shield image Matthew Sargent 
  Bear image Jacob Blackmon 
  Cat images public domain from openclipart.org 
  Cat prints public domain from openclipart.org 
  Bandit images Matthew Richmond 
  Village image public domain from openclipart.org 
  Cartography Dyson Logos 
  Playtesters Todd Ammerman, Toni Brill, Brayden 
  Hildre, Melissa Holm, Paul Kulbitski, Will Robins, 
  Greg Simon, Aaron Slotness, Joel Vogt, Jeremy 
  Vosberg, BreeAnn Wilkes, Michael Wilkes 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A SPECIAL NOTE ABOUT ENCOUNTER SCALING 
  The Peculiar Case of the Selptan Felines is optimized for a 
  party of five characters. When running an adventure at a 
  large convention such as Gamehole, it is common to have 
  seven players at a table, which has the potential to affect 
  encounter balance. The “Adjusting the Encounter” sidebars 
  within the adventure are developed for an average party, but 
  just like real life, one size doesn’t necessarily fit all. 
   
  Players have a tendency to bring their best and brightest 
  to shows like Gamehole, and a group of seven optimized 
  characters can easily overpower the recommended party 
  strength you determine at the adventure’s start. As a DM, 
  you can—and should—adjust each encounter’s difficulty to 
  present a challenge for your players. 
   
  If the characters are overcoming combats too easily, 
  increase the recommended strength level of the encounters 
  by a step (from average to strong, for example). If needed, 
  you can also increase the number of monsters or maximize 
  their hit points to make things a little harder. In some cases, 
  you may even need to increase the difficulty by two steps, 
  just be careful not to make things unwinnable. 
   
  Remember, adjusting or improvising is encouraged, so long 
  as you maintain the adventure’s spirit! 
   
   
  
   
   
   
   
  4 
  Adventure Primer 
  Cats choose us; we don’t own them. 
  —Kristin Cast 
  Background 
  ELRREY “BELY” TARMIKOS has always 
  been a rambunctious youth. Together 
  with his tomcat SCRATCHES, they are 
  always getting into trouble and exploring 
  the countryside, often in the company of 
  several other cats from the Tarmikos farm.  
   Three days ago, while exploring Stonefist, one of 
  the two ruined castles near Selpt, Bely found a 
  magical tiara (helm of telepathy) and for a laugh put 
  it on Scratches.  
   Unfortunately, the theft disturbed the 
  PHANTOMORPH, a despicable psionic creature that 
  lain in the dungeons beneath. When the creature 
  went to crush the boy’s mind, it found that it was 
  repelled by the cats. The helm interacted 
  unexpectedly with the magic of the place and 
  created a feline hive mind strong enough to protect 
  nearby humanoids. Under the effects of a suggestion 
  spell cast by the cat mind, Bely when back to SELPT 
  and began making sure everyone had a cat to protect 
  them. 
   Now the Phantomorph prowls the outskirts of the 
  village, possessing and turning those who do not 
  have cats to protect them. While the felines of Selpt 
  seek to protect the town, they also enjoy a pampered 
  status with their new human servants. 
  Episodes 
  The adventure’s story is spread over three story 
  episodes that take approximately 2 hours to play. 
  These episodes are introduced by a Call to Action 
  Episode. The adventure also includes two 1-hour 
  bonus episodes that can be played if time permits, 
  that are introduced anywhere in the adventure 
  during or after Episode 2. 
   If you’re planning to play the entire adventure at 
  once, you only need to introduce the Call to Action 
  once. However, if you plan to play them over several 
  sessions, you’ll want to revisit the Call to Action 
  each time you play. 
   Episode 1: On the Run. The party is all that 
  remains of caravan out of Irl making for Gallard 
  before falling to bandits. In an effort to lose their 
  pursuers, the party has traveled south toward 
  Selpt, and is attacked by local wildlife behaving 
  oddly. The Phantomorph has noticed the approach 
  of the characters. This is the Call to Action. 
   Episode 2: Welcome to Selpt. The party arrives in 
  the truly strange village of Selpt where everyone 
  has a cat. Don’t they want one too? There is a 
  mystery to unravel that leads to the The Stonefist. 
  This is Story Objective A. 
   Episode 3: Dungeon of the Phantomorph. The 
  characters rally to the side of the fuzzy heroes of 
  Selpt and enter the Dungeon of the Phantomorph 
  to end the threat to the village. This is Story 
  Objective B. 
  Bonus Objectives 
  This adventure also includes two, 1-hour bonus 
  objectives that the characters can pursue if they 
  have additional time to do so—earning additional 
  advancement and treasure checkpoints in the 
  process. The bonus objectives are found in this 
  adventure’s appendices, as follows: 
   Bonus Objective A: The Missing Lords: Bely and 
  Scratches have gone to the Tarmikos farm to 
  rescue his ma and da, but they haven’t returned. 
  Someone needs to save the “Lords of Selpt.” This 
  bonus objective is found in Appendix 4. 
   Bonus Objective B: The Blackguards of 
  Blackturrets. A band of cutthroats in the service 
  of the BLACK WYVERN are hiding out in the 
  nearby ruins of Blackturrets, raiding the locals. 
  The characters have a chance to deny the 
  Phantomorph more hosts. This bonus objective is 
  found in Appendix 5. 
  Episode Sequence 
  Depending on your time constraints, play style, and 
  environment, this adventure will take approximately 
  two to four hours to play. 
  How Will You Play? 
  The duration of your session depends on how much 
  of this adventure you utilize. At the very least, your 
  session will last approximately 2 hours. However, if 
  you wish, you can provide a longer experience for 
  your players by pursuing the bonus objectives. 
   Main Objective Only. To complete the adventure’s 
  main objective, the characters participate in 
  Episodes 1 through 3 in order, however, you may 
  include the opportunity to pursue bonus objectives. 
   Bonus Objectives. You can extend this adventure 
  by one or two hours by including opportunities for 
  the characters to pursue the bonus objectives. 
   These objectives branch off Episode 2, but their 
  order is fluid—they set the scene for the final 
  episode and may even have an impact on the events 
  that transpire. 
   
   
   
  B 
  
   
   
   
   
  5 
  Episode 1: One the Run 
  (Call to Action) 
  Those who’ll play with cats must expect to be 
  scratched. 
  —Miguel de Cervantes 
  Estimated Duration: 20 minutes 
   
  The day is bright and warm, and the characters are 
  running for their lives. Their only hope is to lose 
  their pursuers and take refuge in the village of Selpt. 
  Scene A. Sole Survivors 
  Prerequisites 
  The characters are the remaining survivors of 
  caravan out of Irl that was heading for the town of 
  Gallard but was attacked by bandits flying the colors 
  of the Black Wyvern: a black wyvern on a field of 
  yellow. In an effort to lose their 
  pursuers, the party has 
  traveled south toward Selpt.  
   Having been running for 
  over a day, with only the 
  food and water they could 
  consume while moving, each 
  character must attempt DC 10 
  Constitution saving throw or 
  gain one level of exhaustion.  
  What the Characters Know 
  The characters know the following things: 
   They were members of a caravan from the town of 
  Irl, The Jeweler’s Paradise, heading for Gallard, a 
  town known for its skilled craftsmen. They are all 
  familiar with each other after a few days of travel.  
   The caravan was about a day from the ford at 
  Burntbridges when the caravan was set upon by 
  bandits. Heavily armored horsemen drove the 
  caravan into an ambush of archers and 
  spellcasters and many were killed. The party was 
  forced to flee. They believe they are the only 
  survivors.  
   Some of the bandits, more than the characters can 
  deal with, have been chasing the party for over a 
  day. The characters are tired and hungry.  
   Pinned against the River Selptar, the characters 
  have fled south hoping to lose the bandits in the 
  hamlet of Selpt, the ruins of Halark’s Stonefist or 
  Blackturrents (both of the later are ruined castles 
  in the area).  
   About an hour ago, the bandits turned back, 
  apparently giving up. The wise among the party 
  realized they could be trying to flank the 
  characters and there is no time to stop for rest 
  until they find cover. Smoke on the horizon 
  suggests they are very close to Selpt.  
   Characters that succeed in a DC 12 Intelligence 
  (History) check know the information about the 
  surrounding area provided in Player Handout 6. 
  After the players understand the situation, have each 
  of them describe and introduce their characters and 
  offer a reason why they were traveling with the 
  caravan.  
  Scene B. Fury of Nature 
  The characters are close to sanctuary, but as they 
  approach they may notice some oddities. Each 
  character that succeeds on a successful DC 10 
  Intelligence (Nature or Investigation) check notes 
  one of the following: 
   It’s very quiet. Any animals or insects in the area 
  have ceased making noise and have either fled or 
  gone to ground.  
   The lands around the Selpt seem healthy, but wild. 
  The fields look untended, though only recently.  
   The smoke coming from Selpt is the normal 
  amount expect for a small settlement.  
  Any character searching the area for a threat and has 
  a passive Perception of 13 or higher notices a pair of 
  eyes staring at them from some very large bushes.  
  Objectives 
  While surviving the encounter is important, realizing 
  that there something weird going on is the true 
  objective for the party.  
  Creatures/NPCs 
  The Phantomorph is possessing the local fowler 
  Branwyne (scout) and a brown bear; using them to 
  watch the town.  
   A passive Insight of 13 or higher notes that the 
  woman is acting stiffly and has a blank stare. A 
  similar passive Nature of 13 or higher notes the bear 
  is not behaving like a wild animal, even one that is ill 
  or afraid. It moves mechanically on its hind legs and 
  is not afraid of humans. Neither fights with any 
  concern for their own safety. 
   If either is targeted by any effect that would end a 
  charm such as protection from good and evil spell, 
  they stop attacking. Branwyne immediately looks 
  about confused and throws down her weapons. The 
  bear runs away.  
   Objectives/Goals. The Phantomorph wants to 
  keep the characters from getting to Selpt and also 
  potentially gather more minions that it can control. 
  Upon being spotted, or when the characters get close, 
  the bear stumbles out of the bushes while Branwyne 
  tries to harry lightly armored targets from range. If 
  they knock a character unconscious, they grab the 
  
   
   
   
   
  6 
  downed character and try to take them the ruins of 
  Stonefist. 
   What do they know? If Branwyne or the bear are 
  freed from the Phantomorph’s control, they can 
  share what they know.  
   Branwyne. Freed of the influence of the 
  Phantomorph, Branwyne can explains that the last 
  she remembers she was hunting for grouse near 
  Halark’s Stonefist and heard a noise like a falling 
  rock. When she turned to investigate, she felt an 
  overwhelming pressure in her head that became a 
  splitting headache. After that, she remembers 
  nothing more. If told the date, she realizes that she 
  blacked out three days ago.  
   Bear. If the bear can be calmed with a successful 
  DC 12 Wisdom (Animal Handling) check, it stops 
  running. A character capable of speaking with an 
  animal, such as by using a speak with animals spell, 
  can get the bear to share that it doesn’t know how 
  is got here. The last thing it remembers, it was 
  near a ruined man building and smelled rotted 
  meat, which it investigated. Then it felt a pain in 
  its head and then it doesn’t remember anything 
  else.  
  Area Information 
   Dimensions & Terrain. The road is lined with tall 
  bushes to the south and a wheat field to the north. 
  There is ample flat land with bushes larger than a 
  man dotting the area. 
   Lighting. It is bright and sunny. 
  ADJUSTING THE ENCOUNTER 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Very Weak or Weak: Replace the brown bear with a black 
  bear. 
   Strong or Very Strong: Add a second brown bear. 
   
   
   
   
   
  
   
   
   
   
  7 
  Episode 2:  
  Welcome to Selpt 
  In ancient times cats were worshipped as gods; they 
  have not forgotten this. 
  —Terry Pratchett 
  Estimated Duration: 40 minutes 
   
  The characters have made it safely to the hamlet of 
  Selpt, but what they find here might worry them. 
  Prerequisites 
  After Episode 1 is complete, Scene A occurs as the 
  characters arrive in Selpt, allowing them to explore 
  as time permits. Scene B should occur whenever un-
  adopted characters are in town. Scene C occurs only 
  if you are not using Bonus Objective A. 
  Objectives 
  The goal of this encounter is for the characters to 
  determine that Selpt is under attack, but the strange 
  behavior of the felines is not a symptom but part of 
  what is protecting the hamlet. 
  Development 
  If Branwyne is still possessed and brought to Selpt, 
  all of the cats hiss and spit towards the scout and 
  eventually several of the villagers rally to confront 
  the adventurers. They demand Branwyne be ejected 
  from the village because she is corrupted and 
  dangerous. They can’t explain why, only that they 
  know it and the cats demand her removal. For her 
  part, Branwyne remains quiet and watches 
  everything possible, transmitting all she sees back to 
  the Phantomorph. 
  Scene A. The Hamlet of Selpt 
  Selpt is a small hamlet that services the surrounding 
  farms and those few travelers that pass through the 
  otherwise empty lands of Suldamma. It is the only 
  settlement that remains since the rest were razed 
  after many years of fighting.  
   Complication. As the party travels through the 
  village, they come across the Svidne house. Tor and 
  Eaglla (human Commoners) have barricaded 
  themselves inside their home with their dog, 
  terrified of what has become of their daughter and 
  the rest of the hamlet. Tor has begun nailing planks 
  over the windows from the inside.  
   Outside the house sits the couples’ happy seven-
  year-old daughter Skora. She is playing in the dirt 
  with three cats. Skora has bound to a scruffy tom 
  named Mr. Bitey, and through that bond has the urge 
  to bond her parents. Her parents realize that 
  something is amiss with the cats and have locked 
  themselves inside. The entire scene should seem 
  disturbing, as the Svidnes beg the newcomers to 
  save their daughter, and sweet Skora asks the 
  characters why her parents no longer love her. 
  Won’t they help her go into her home? 
  Area Information 
   Dimensions & Terrain. Dirt roads pass through 
  the walled hamlet. Important sites are listed below. 
   Lighting. It is sunny and clear when the 
  characters arrive in Selpt.  
   Cats. Everywhere the characters look there are 
  cats. Cats lying in the sun. Cats having their chins 
  rubbed by wide-eyed children. Cats supping on 
  pieces of meat, handfed by loving admirers. In each 
  location below there is at least one cat. 
  Creatures/NPCs 
  There are forty-two residents (Commoners) in Selpt. 
  Unless otherwise noted below, each Selptan is 
  accompanied by a cat and has begun to take on the 
  personality of their bound cat. Some might lay in the 
  sun while others are scrubbing themselves clean. 
  Anyone bound to a cat seems to have a general 
  empathic sense of what makes their cat happy or 
  unhappy. All the residents of Selpt are a bit glassy 
  eyed and have wide, happy smiles.  
   The de facto leader is Thaddee (male human 
  Commoner), the hamlet’s speaker. Wearing a wide 
  smile, red hat and a gold chain of office, Thaddee 
  welcomes all to Seplt on behalf of himself and his cat 
  Nugget that rides on his shoulders. Thaddee should 
  really be working at his farm, but it’s such a nice day, 
  he just wants to explore the village and is happy to 
  take the new adventurers on his walk and see what 
  they see.  
   Objectives/Goals. Thaddee’s behavior is colored 
  by his bond with Nugget. He is curious to see what 
  everyone in town is doing and so the pair is 
  wandering from area to area to see what might be 
  going on. Before moving on, they rub their chin on 
  an object or person to leave their scent.  
   Nugget is indeed curious, but he is moving with a 
  purpose, patrolling the area for signs of the 
  Phantomorph infesting the hamlet. If he sees 
  unbound humans, he realizes that they are potential 
  danger to Selpt’s human and feline population and 
  he tries to direct the humans towards an unbound 
  cat who might protect them.  
   What do they know? Thaddee sees no problem 
  with all the cats now infesting Selpt. In fact, it seems 
  only right and proper. Being both protected by a 
  mind blank and being cat, it’s very hard to 
  communicate with Nugget who has no real concept 
  of language between nudging, purring, or the 
  occasional yowl.  
   If you are using Bonus Objective A: The Missing 
  Lords, Thaddee knows that Bely and Scratches have 
  
   
   
   
   
  8 
  gone to the Tarmikos farm to rescue his ma and da, 
  but they haven’t returned. He is worried that 
  something has happened to them and implores the 
  characters to see what has become of the missing 
  lords.  
   If you are using Bonus Objective B: The 
  Blackguards of Blackturrets, but not Bonus 
  Objective A, then Thaddee also knows that leaders of 
  the bandits sponsored by the Black Wyvern have 
  been seen at Blackturrets. If the characters want to 
  disrupt the bandit activity in Suldamma, this is their 
  chance. If you are using both Bonus Objectives, 
  Thaddee does not have this information, but rather 
  Bely does. 
  S1. Town Square 
  The town square is a center of lazy activity as 
  humans and cats lay in the sun, chase blowing leaves, 
  or gorge on food. As the characters enter town, they 
  likely encounter Thaddee and Nugget here.  
  S2. Tattercloaks Inn 
  Tattercloacks is a good quality inn offer cheap food 
  and lodging. Erst Evermug, wife Yalla, and daughter 
  Yesta, see to the needs of the patrons (all human and 
  half-elf Commoners). All of them are bound to a cat 
  and protected by the hive mind.  
   A half dozen patrons are eating while their feline 
  companions sit on the table next to them drinking 
  sweet cream or eating fresh fish. It is common to see 
  the cats and the humans eating from each other’s 
  bowls without complaint.  
  S3. The Bucket and Basilisk Tavern 
  A two-room public house, the Bucket and Basilisk is 
  of fair quality but with cheap prices that normally 
  attract a number of the local farmers. Now Berkle 
  Foambeard (male dwarf Commoner) the 
  tavernkeep and his cat Hammer are constructing an 
  elaborate cat tree in the tavern yard outside. He has 
  also cut several holes into the walls of the tavern 
  with ramps and tunnels so the cats can come and go 
  as they please. Berkle has become obsessed with 
  creating entertainment for the felines of Selpt to the 
  point of ignoring his duty to his business.  
  S4. Trauneth’s Conveyances 
  Trauneth’s conveyances is a busy wagonmakers and 
  wagon repair shop run by Mistolla Trauneth (female 
  half-elf Commoner) and her three employees. Each 
  of them, as well as her three horses in the pen 
  outside, are bound to a cat.  
   Mistolla’s cat companion Wiley is a conscientious 
  sort, so the wagon shop is still in operation. Outside 
  a small black furred cat named Timber, fascinated 
  with the horses, has made sure that all are bound. 
  Timber can be found sitting atop one of the horses, 
  riding around the pen.  
  S5. Brulhelm the Blacksmith 
  Maurdren Brulhelm (male dwarf Commoner) is a 
  blacksmith of crude skills but much energy, buoyed 
  by low prices, and jovial enthusiasm. Nugget has 
  instructed Maurdren’s cat Priceless to make sure 
  Maurdren keeps working, so the two proceed with 
  gusto. He and his chubby cat Priceless sing a 
  combination of off-key notes and yowling while 
  pounding away at the creation of another box of 
  nails that will be needed for the town’s defenses.  
  S6. Yuncharr’s Usefuls 
  Delvar Yuncharr (male halfling Commoner) runs 
  the many goods store and is a talkative tall-tale teller 
  who keeps a cluttered, labyrinthine shop with new 
  and used goods crammed together. His cat Cleo 
  prowls through the heaps, hunting mice and dust 
  bunnies.  
   Delvar is barely changed by his bonding, taking it 
  with a smile and little change to his routine. He was 
  always a bit scatterbrained and loved telling 
  rambling tells anyway. As such, Delvar is well suited 
  to calm worried characters or impart background 
  information about Selpt and the nearby ruins. 
  S7. Chapel to Chauntea 
  This small chapel to Chauntea is maintained by 
  Sister Ilice (female human acolyte) who is new to 
  town, having only arrived in the spring. Since 
  bonding with her cat Ray, Ilice has become focused 
  on Ray and Ray’s four newborn kittens. Ilice lays in 
  the sun with all five cats in her lap, dripping milk 
  into their mouths. A successful DC 10 Charisma 
  (Persuasion) check is needed to motivate Ilice to 
  move or aid the characters. Any appeal that focuses 
  on her mother instincts should gain advantage.  
  CHAUNTEA, GODDESS OF AGRICULTURE 
  Chauntea is called the Grain Goddess, the Great Mother, and 
  She Who Shapes All. The goddess of all life, she is most 
  frequently venerated by farmers in her role as the goddess of 
  agriculture, leaving care of wild things to the Oak Father, 
  Silvanus.  
  Scene B. Adoption 
  As the characters explore the hamlet they encounter 
  any number of felines who have not yet bonded with 
  a human. The cats take an interest in the newcomers 
  and move to investigate them: sniffing, rubbing on, 
  or otherwise investigating and demanding attention.  
   If a character is violent toward the cat, that cat and 
  the rest avoid the character, hissing and spitting at 
  their approach before running away. The only cat 
  that is willing to consider forgiveness is Mrs. Biggles, 
  who will give one character a second chance.  
  
   
   
   
   
  9 
  Creatures/NPCs 
  At the start of the adventure there are eight 
  unbound cats in Selpt. When one of the characters 
  shows an interest in a cat, or tries to avoid the 
  attentions of a cat, that cat targets the character with 
  a charm person (DC 13). If the character succeeds, 
  the cat wanders away. Other cats might try to charm 
  the PC in the future. Characters that fail the saving 
  throw become bound to the cat, with all that it 
  entails. Give the character the appropriate handout 
  from Appendix 7: The Felines of Selpt for the 
  chosen cat. They now role-play both their character 
  and the cat.  
   When choosing a cat, the DM may choose one 
  whose personality seems most likely to mesh with 
  the character, or roll randomly.  
   Objectives/Goals. The cats of Selpt seek to protect 
  the humanoids of their village, and any humanoid 
  not protected by the hive mind is a threat.  
   What do they know? The cats cannot speak or 
  write. They are also not a target for most forms of 
  magic that would allow communication due to the 
  ever-present mind blank.  
  FELINE TELEPATHY 
  The felines that are part of the hive mind are capable of 
  telepathy with any other feline. For purposes of player 
  characters this excludes tabaxi but does include tressyms.  
  Cats of Selpt 
  1d8 
  Cat’s Name 
  Personality 
  1 
  Cupcake 
  Aggressive bruiser 
  2 
  Cloud 
  Sleepy oracle 
  3 
  Squeak 
  Shy and sneaky compulsive eater 
  4 
  Avolea 
  Preening and preening dandy 
  5 
  Deathfang 
  Shadowy assassin 
  6 
  Violet 
  Supporting and helpful ally 
  7 
  Truffles 
  Curious scout 
  8 
  Mrs. Biggles 
  Bumbling but good-natured 
  grandmother 
  Scene C. Bely and Scratches 
  If you are using Bonus Objective A: The Missing 
  Lords, then this scene does not occur until after 
  completing that Episode. If you are not using Bonus 
  Objective A, then Bely’s parents are already safely in 
  town and bound to cats.  
   After the characters have had a chance to explore 
  the village (or complete Bonus Objective A), they 
  find Bely and Scratches at play.  
  Creatures/NPCs 
  Belrrey “Bely” Tarmikos (male human Commoner) 
  is strong looking human boy of ten summers with a 
  dirty shirt and torn short pants. He is frequently 
  swinging a stick back and forth as if it were a sword. 
  His cat Scratches is a large grey tom with several 
  scars in his fur from the fights he frequently gets into. 
  Scratches (male Cat) is the largest and meanest cat 
  in Selpt, just the way Bely likes him. Scratches wears 
  a jeweled tiara that is the focus allowing the feline 
  hive mind. As such, both Bely and Scratches, as well 
  as everyone else in Selpt, fight to keep it where it is 
  as long as the Phantomorph remains a danger.  
   Objectives/Goals. Bely doesn’t fully understand 
  what has happened, but he realizes that he and 
  Scratches are in charge. This has awakened a vague 
  sense of responsibility in his normally bullying 
  personality. Now he seeks to protect everyone, but 
  gets frustrated if anyone doesn’t listen to him.  
   What do they know? The mind blank makes 
  communication with Scratches impossible, but Bely 
  can impart the following: 
   Three days ago, Bely and Scratches were playing 
  in the ruins of the Stonefist. They found a winding 
  tunnel that went down and while inside the ruins, 
  they found shiny girl hat (tiara). Bely put it on 
  Scratches because it’s funny to see his big cat 
  wearing a girl hat. 
   Not long after that he saw the monster. It stared at 
  him really hard and his head hurt. Bely thought it 
  was gonna eat him, but Scratches hissed at the big 
  monster and it ran away. Scratches is a good boy. 
   The monster looked like gooey bubbles and ropes. 
  
   
   
   
   
  10 
   They decided they better leave then, in case the 
  monster had friends. All the way back to town, 
  Bely felt like someone was watching him and 
  Scratches was very protective, staying real close 
  and looking around a lot.  
   When they got back to town, the other cats in 
  town all came and looked at Scratches and nodded 
  and then ran off throughout the town.  
   Not long after that, animals started coming out of 
  the fields and woods. They would howl and stare 
  at people and the cats would hiss and spit back; 
  especially Scratches. Anytime any of the wild 
  animals tried to get into town the cats would run 
  over there and pounce on them, killing it. 
  Eventually all the other animals slunk into the 
  fields or woods.  
   Bely doesn’t really understand is going on, but he 
  knows that he and Scratches need to protect 
  everyone. Oh, and everyone needs a cat. Cats are 
  luminous! (a common Realms slang for awesome 
  or brilliant) 
   Bely encourages any character who hasn’t adopted 
  a cat to do so and pouts if they do not.  
   If the characters also plan to do Bonus Objective B, 
  Bely encourages them to do that first before going 
  to the Stonefist. If the characters fail, the men at 
  Blackturrets might help the monster attack the 
  village.  
  Development 
  If checked for, the tiara radiates abjuration and 
  divination magic and seems to be connected to every 
  cat and every bound humanoid with webs of magic 
  overlain upon them.  
   Everyone in the hive mind does everything within 
  their power to keep the tiara where it is, on 
  Scratches head. If it is removed, the hive mind ends 
  and all effects from it cease. In this case, the 
  Phantomorph enters the town in the form of a 
  sparrow and starts to take control of cats and 
  humanoids alike. The controlled hunt down and hold 
  down others until they succumb to its power. At this 
  point, the characters will soon have no choice by to 
  run. Only killing the Phantomorph in its lair can save 
  the citizens of Selpt. 
   
   
   
  
   
   
   
   
  11 
  Episode 3: Dungeon  
  of the Phantomorph 
  What greater gift than the love of a cat? 
  —Charles Dickens 
  Estimated Duration: 60 minutes 
   
  The party has travelled to the Stonefist to confront 
  the Phantomorph.  
  Prerequisites 
  To have arrived here, the characters should have 
  encountered Bely and Scratches who have filled 
  them in on where the Phantomorph lairs.  
  Objectives 
  To succeed, the characters must locate and defeat 
  the Phantomorph.  
  Halark’s Stonefist 
  Before its fall, Halark’s Stonefist was a castle worthy 
  of fairytales: white stone towers, red roofs, gold 
  accents, and central keep carved out a massive fist of 
  rock. In the many years since, many of the towers 
  and the upper floors of the fist have crumbled. Water 
  has gotten inside causing parts to collapse so rubble 
  is everywhere.  
  Area Information 
   Dimensions & Terrain. Weeds and tall grass cloak 
  frequent piles of rubble throughout the courtyard. 
  Inside, water seeps along the passageways, pooling 
  in low spots. Everything is old and neglected.  
   Lighting. Outside the sun shines brightly, but 
  inside the keep there is no light but which the 
  characters bring with them.  
  H1. Leaning Tower 
  The last one standing, the southeastern tower leans 
  at a precarious pitch. A successful DC 10 Dexterity 
  (Acrobatics) check is required to climb the steep 
  stairs and balance across the exposed beams where 
  the floor has collapsed in order to make it atop the 
  walls. Characters that fail suffer 3+APL (1d6+APL) 
  bludgeoning damage from falling.  
   Anyone who gets to the top can see for miles and 
  also gains access to the walls. A quick investigation 
  notes ruined timbers and rusted metal where siege 
  engines once defended the castle. In addition, it is 
  clear that the upper floors of the Stonefist have 
  collapsed in on themselves. It’s possible that some 
  might be excavated, but it would take significant 
  time, manpower, and equipment.  
  H2. Livery 
  This was once a barn for housing horses. There is 
  just enough of the stone walls and collapsed roof left 
  to discern its original purpose.  
  H3. Storage 
  In ages past, this would have been storage for fodder, 
  tack, and a resting place for the grooms. Now it is in 
  a similar dilapidated condition as the Livery.  
   A DC 15 Wisdom (Perception) check locates a 
  hidden sally port that leads outside the castle.  
  H4. Watch House 
  A watch house is carved into a small outcropping of 
  rock. Arrow slits overlook all sides of the courtyard 
  allowing defenders to rain death on anyone who 
  breaches the gate. A DC 10 Intelligence 
  (Investigation) check notes signs of previous 
  mendicants using this building as a waystation. In 
  particular, the cauldron once used to boil oil is now 
  filled with trash.  
  H5. Barracks 
  The door to this room remains intact and locked. A 
  successful DC 15 Dexterity check with proficiency in 
  thieves’ tools opens the lock or a successful DC 20 
  Strength (Athletics) check can batter it down. Inside 
  rotted beds, chests, and weapon racks make it clear 
  this was once a barracks.  
   A ring with a single iron key hangs on the wall 
  providing means to unlock the cell in the northwest 
  corner. In the cell there is candle stub and a poorly 
  written letter on brittle parchment covered in a 
  smeared rust colored ink, begging an unnamed 
  person for letting them down and getting caught. 
  The paper is very old and easy crumbles into smaller 
  pieces if disturbed.  
  H6. The Great Doors 
  Two large timbered doors could once be barred. 
  Now one door lies on the ground and the other 
  hangs from one rusty hinge. A successful DC 10 
  Intelligence (Investigation) check notes several 
  tracks in the dirt. A successful DC 10 Wisdom 
  (Survival) check suggests that Bely and Scratches 
  left some of the tracks, but others are made by 
  different animals and humanoids.  
  H7. Officers’ Quarters 
  A table and six wooden chairs sit in the center of the 
  larger room. A hearth in on the eastern wall and a 
  large piece of slate covered in old chalk dust is 
  affixed to the southern wall. The two adjoining 
  rooms each have a desk and a rotted bed.  
   A family of mice nest in the southern room. All are 
  possessed by the Phantomorph, and if they are 
  disturbed, the creature knows the party has entered 
  the Stonefist.  
  
   
   
   
   
  12 
  H8. Dining Hall 
  A large table with benches dominates the room. One 
  of the benches has rotten through and lies on the 
  floor. On the northern wall are several narrow arrow 
  slits, proving fresh air, light, and a way to defend this 
  side of the castle.  
   On the western wall, two hooks hold brass rings 
  and fragments of a tapestry with the rest of the 
  rotting remains settled to the floor.  
  Creatures/NPCs 
  Two possessed chokers are hiding here, one in the 
  rafters and one under the table. 
   Objectives/Goals. Possessed, the chockers are 
  extensions of the Phantomorph’s will. They note the 
  approach of potential enemies and try to eliminate 
  the threat.  
   What do they know? If the chokers are freed from 
  control, they know that they wandered up from a 
  tunnel to the Underdark and then remember nothing. 
  ADJUSTING THE ENCOUNTER 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Very Weak: Remove 1 choker.  
   Weak: No change. 
   Strong or Very Strong: Add 1 choker. 
  H9. Storage 
  This dusty room is locked (DC 12 Dexterity with 
  proficiency in thieves’ tools). Inside the walls are 
  covered with cubie holes and cabinets. The remains 
  of various sundries and supplies for the fortress 
  have rotted, long past salvaging.  
  H10. Kitchen 
  This room is a mess of rot and rust. What was once a 
  large kitchen has succumbed to the elements 
  assaulting from the arrow slits in the northern wall.  
   A dozen sparrows nest in this room. Most taking 
  flight and fleeing if the characters enter the room. 
  However, one little chick is possessed by the 
  Phantomorph and stares without fear, noting the 
  party’s arrival.  
  H11. Lair of the Phantomorph 
  This chamber was once a chapel to the Red Knight, 
  goddess of strategy and battle tactics. The floor is 
  covered in tiles alternating white and black like a 
  lanceboard. In each of the three alcoves is a statue of 
  a lanceboard piece the size of a man. In the center 
  room was once a pool, but part of it has fallen away 
  giving access to the Underdark. 
  Creatures/NPCs 
  Two chockers hide behind the statues, one in the 
  northern alcove and the other in the southern alcove. 
  A DC 16 passive Perception notices one of the 
  chockers, and a DC 21 spots both. The physical form 
  Phantomorph (use statistics for an adult oblex) 
  lives in the basin in the center using its sulfurous 
  impersonation to make a copy of Branwyne kneeling 
  in front of the pool. If the characters interact with 
  “her,” the cloaked figure stands up, offering a hand in 
  friendship as she exclaims how thankful she is that 
  the characters have come, as she is lost and needs 
  help. A successful DC 14 Wisdom (Perception) check 
  recognizes the impersonation as Branwyne, despite 
  her cloak. Whether the characters take her hand or 
  not, the Phantomorph attacks.  
   Tactics. Once the Phantomorph’s eat memories 
  fails due to the mind blank, it realizes that some or 
  all of the characters are protected by their feline 
  companions. Thereafter it is willing to attack any 
  cats that come within reach. This potentially allows 
  it to attack a character with its psychic abilities in 
  future rounds should a bound cat perish.  
  Area Information 
   Lighting. There is no light in the room except 
  which the characters bring with them.  
   Statues. The statues are large enough to provide 
  cover or hide behind.  
  ADJUSTING THE ENCOUNTER 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Very Weak: Remove 1 choker. Decrease the Oblex’s hit 
  points by 25, pseudopod to hit by 1 and it’s eat memories 
  damage by 4. 
   Weak: Decrease the Oblex’s hit points by 15, pseudopod 
  to hit by 1 and it’s eat memories damage by 4. 
   Strong: No change. 
   Very Strong: Add 1 choker. Increase the Oblex’s hit points 
  by 15. 
  Treasure 
  Amidst the rubble can be found two scroll tubes, one 
  with a spell scroll of beast bond and one with a spell 
  scroll of snare. 
  H12. Collapsed Tunnel 
  This tunnel rises up to the higher levels of the 
  Stonefist, but a pile of rubble blocks the path. Moving 
  beyond would require significant excavation beyond 
  the scope of this adventure.  
   
   
   
  
   
   
   
   
  13 
  Conclusion 
  When the Phantomorph is destroyed all of the 
  creatures controlled by it regain their senses and 
  normal behavior. Bely offers the characters the 
  Scratches’ tiara (see below) as a thank you.  
  Treasure & Rewards 
  Having saved the village, Bely says that a girl hat 
  isn’t really right for a boy cat like Scratches, and he 
  willingly gives the helm of telepathy to the party. 
  Doing so destroys the hive mind instantly. Two spell 
  scrolls can be recovered from the Phantomorph’s 
  lair (H11).  
   Magic Items. Helm of telepathy, spell scroll of beast 
  bond, and spell scroll of snare.  
   Special Rewards. Any character that was bound 
  to a cat receives the Feline Friend Forever story 
  award.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Playing the Pillars 
  Your players are bound to attempt to engage with an encounter in unexpected ways. This is a great place to describe 
  what happens if any of the three core pillars of the game are used as an approach by the characters. This is 
  particularly useful if the encounter in question is intended to engage one pillar (i.e. combat), but through clever 
  roleplay and discourse the players turn it into a social or exploration encounter.  
  COMBAT 
  Ways to use the felines in combat:  
   If the characters are having 
  trouble, the cats can always attack 
  themselves, or aid a character’s 
  attacks.  
   If a cat takes enough damage to 
  knock it unconscious, all benefits 
  of the bond cease until the cat is 
  conscious again.  
   Any cat that takes enough damage 
  to kill it outright, is instead 
  unconscious.  
   Cats make death saving throws 
  like characters do.  
  EXPLORATION 
  The floor of the basin is unstable. 
  Pushing a heavy object on to it, such 
  as one of the statues, or succeeding 
  at a DC 20 Strength check breaks 
  enough of the floor away that the 
  Phantomorph and anyone in the 
  basin could fall 50 feet down (5d6 
  bludgeoning damage). It takes the 
  Phantomorph five rounds to ooze its 
  way back up the rough walls of the 
  cavern below.  
  SOCIAL 
  The cats are highly social individuals 
  and if the players are not getting 
  into roleplaying their cats, feel free 
  to do so instead. What a cat wants 
  to do isn’t always in the best 
  interests of the character and the 
  feline can use suggestion to back up 
  their requests.  
   
  
   
   
   
   
  14 
  Adventure Rewards 
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments. 
  These rewards include advancement, treasure, and 
  faction recognition; and may include new downtime 
  activities and story rewards, as follows: 
  Advancement and Treasure 
  Checkpoints 
  The characters receive 1 advancement checkpoint 
  and 1 treasure checkpoint for each story objective 
  that they complete, as follows:  
   Story Objective A: Discover the felines of Selpt are 
  protecting the villagers.  
   Story Objective B: Defeat the Phantomorph. 
  The characters receive 1 advancement checkpoint 
  and 1 treasure checkpoint for each bonus objective 
  that they complete, as follows: 
   Bonus Objective A: Rescue Bely and Scratches. 
   Bonus Objective B: Defeat Karex and the bandits. 
  Player Rewards 
  The characters earn the following player rewards for 
  completing the adventure: 
  Magic Item Unlock 
  Characters completing the adventure unlock: 
   Helm of Telepathy. This helm of telepathy takes 
  the form of bejeweled tiara sporting a tiger’s eye 
  stone and the heraldry of the Dukes of Scelptar. 
  When worn, you feel an affection for house cats. 
   While wearing this helm, you can use an action to 
  cast the detect thoughts spell (save DC 13) from it. As 
  long as you maintain concentration on the spell, you 
  can use a bonus action to send a telepathic message 
  to a creature you are focused on. It can reply-using a 
  bonus action to do so-while your focus on it 
  continues. While focusing on a creature with detect 
  thoughts, you can use an action to cast the suggestion 
  spell (save DC 13) from the helm on that creature. 
  Once used, the suggestion property can't be used 
  again until the next dawn. 
   This item can be found in Appendix 8. 
  Consumables 
  During this adventure, the characters may find the 
  following consumable items: 
   Spell Scroll of Beast Bond. This item can be found 
  in Appendix 8. 
   Spell Scroll of Snare. This item can be found in 
  Appendix 8. 
  Story Awards 
  During this adventure, the characters may earn the 
  following story award: 
   Feline Friend Forever. While your cat no longer 
  has any magical bond to you and has lost all of their 
  abilities, they remain affectionate toward you and 
  have followed you from Selpt. As a final gift from the 
  hive mind, they have been granted long life. As long 
  as you care for your cat, they will never leave you; 
  growing old together with you. Your cat’s statistics 
  are as a normal cat from the Monster Manual. Your 
  cat is a suitable target for the find familiar spell, 
  should you be able to cast it. More information can 
  be found in Appendix 8. 
  Dungeon Master Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the adventure’s player rewards. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests. 
   
  
   
   
   
   
  15 
  Appendix 1: Locations & NPCs 
  The following NPCs and locations feature 
  prominently in this adventure.  
   Belrrey “Bely” Tarmikos (Bell-EE Tarm-E-kos). 
  Bely and his cat Scratches are rough and tumble 
  youngsters, but also the focus of the feline hive 
  mind. It was their encounter with the helm of 
  telepathy and the Phantomorph that first created 
  the hive mind and the means to defend the hamlet. 
  Bely and Scratches like being in charge, but are 
  devoted to protecting everyone.  
  Personality: I’m stronger and smarter, so 
  obviously I should be in charge.  
   Ideal: I am always in search of adventure.  
  Bond: I care most about my Ma and Da, and my 
  cats. It’s my job to keep everyone safe. 
   Flaw: I am a bully. 
   Blackturrets. Blackturrets is carved from the local 
  black stone it was quarried from. Inside 
  Blackturrets is a labyrinth of caverns and passages 
  that is always cold, damp, and spartan. The Black 
  Wyvern’s men are currently using it as their base 
  in the region.  
   Branwyne (Bran-wine). A loner who lives in the 
  woods outside Selpt, Branwyne is the local fowler, 
  and was one of the first victims of the 
  Phantomorph, three days ago while hunting 
  around Halark’s Stonefist.  
  Personality: I am quiet and ever watchful.  
   Ideal: Live free in nature.  
   Bond: I prefer the company of animals to people. 
   Flaw: I am uncomfortable around others.  
   Halark’s Stonefist. Named for Duth Halark, the 
  warcaptain and builder who oversaw its 
  construction, “the Stonefist” today is the deserted 
  shell of a “fairytale” castle: all soaring towers, 
  white stone, and so on. The whole place was 
  abandoned, except by shepherds grazing their 
  flocks in the yards, occasional lurking brigands, 
  and monster. The Stonefist has deep wells that 
  reach subterranean streams (the Underdark), and 
  various monsters over the years have made their 
  ways up the well-shafts and crevices (as parts of 
  the cellars collapse and crack open thanks to 
  seepage and winter ice) to inhabit the castle. It is 
  now the home of the Phantomorph.  
   Karex (Care-X). Karex is a brutal, ruthless former 
  soldier in the employ of the Black Wyvern. He 
  cares nothing for his men, and always puts himself 
  first.  
  Personality: A bright smile distracts from a dull 
  knife.  
   Ideal: Sufficient violence solves any problem. 
   Bond: You can buy my loyalty for a time.  
   Flaw: I am the most important person in the room.  
   The Phantomorph (Fan-TA-morph). The 
  Phantomorph is a creature of vicious psychic 
  energy that seeks to feed on the thoughts of others 
  until they are but husks for it to use to work its 
  will on the world. It takes the form of a blob of 
  psychic ooze, but can mentally inhabit any create 
  that it crosses paths with. 
  Personality: I will feed.  
   Ideal: I am all.  
  Bond: Spread my strength by inhibiting the minds 
  of others. 
   Flaw: Other life has no value.  
   Selpt. The only settlement left in the fallen realm 
  of Suldamma. Walled Selpt services wayfarers and 
  the surrounding farms of the former Suldamma. 
  Current home of the feline hive mind.  
   Thaddee (Thad-E). Thaddee is the speaker of 
  Selpt, and with his bound cat Nugget, he is 
  responsible for the village when Bely is not around. 
  He walks the perimeter regularly, watching over 
  his territory with a wide smile.  
  Personality: I am friendly and curious.  
   Ideal: Everyone is welcome in Selpt. 
  Bond: I must protect everyone in the village and I 
  can do that best while watching them.  
  Flaw: Nugget and I are very curious and easily 
  distracted by new things. 
   
   
   
  
   
   
   
   
  16 
  Appendix 2: Creature Statistics 
  ACOLYTE 
  Medium humanoid (any race), any alignment 
   
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) 
   
  Skills Medicine +4, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/4 (50 XP) 
   
  Spellcasting. The acolyte is a 1st-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). The acolyte has the following 
  cleric spells prepared: 
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (3 slots): bless, cure wounds, sanctuary 
  ACTIONS 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
   
  ADULT OBLEX 
  Medium ooze, lawful evil 
   
  Armor Class 14  
  Hit Points 75 (10d8 + 30) 
  Speed 20 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (-1) 
  19 (+4) 16 (+3) 19 (+4) 12 (+1) 15 (+2) 
   
  Saving Throws Int +7, Cha +5 
  Skills Deception +5, Perception +4 
  Condition Immunities Blinded, Charmed, Deafened, 
  Exhaustion, Prone 
  Senses Blindsight 60 ft. (blind beyond this distance), 
  passive Perception 14 
  Languages Common plus two more languages 
  Challenge 5 (1,800 XP) 
   
  Amorphous. The oblex can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Aversion to Fire. If the oblex takes fire damage, it has 
  disadvantage on attack rolls and ability checks until 
  the end of its next turn. 
  Innate Spellcasting. The oblex’s innate spellcasting 
  ability is Intelligence (spell save DC 15). It can innately 
  cast the following spells, requiring no components: 
  3/day each: charm person (as 5th-level spell), color 
  spray, detect thoughts, hold person (as 3rd-level spell) 
  Sulfurous Impersonation. As a bonus action, the oblex 
  can extrude a piece of itself that assumes the 
  appearance of one Medium or smaller creature whose 
  memories it has stolen. This simulacrum appears, feels, 
  and sounds exactly like the creature it impersonates, 
  though it smells faintly of sulfur. The oblex can 
  impersonate 1d4 + 1 different creatures, each one 
  tethered to its body by a strand of slime that can 
  extend up to 120 feet away. For all practical purposes, 
  the simulacrum is the oblex, meaning that the oblex 
  occupies its space and the simulacrum’s space 
  simultaneously. The slimy tether is immune to damage, 
  but it is severed if there is no opening at least 1 inch 
  wide between the oblex’s main body and the 
  simulacrum. The simulacrum disappears if the tether is 
  severed. 
  ACTIONS 
  Multiattack. The oblex makes one pseudopod attack 
  and uses Eat Memories. 
  Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 + 2) bludgeoning damage 
  plus 5 (2d4) psychic damage. 
  Eat Memories. The oblex targets one creature it can 
  see within 5 feet of it. The target must succeed on a 
  DC 15 Wisdom saving throw or take 18 (4d8) psychic 
  damage and become memory drained until it finishes 
  a short or long rest or until it benefits from the greater 
  restoration or heal spell. Constructs, oozes, plants, and 
  undead succeed on the save automatically. 
    While memory drained, the target must roll a d4 and 
  subtract the number rolled from any ability check or 
  attack roll it makes. Each time the target is memory 
  drained beyond the first, the die size increases by one: 
  the d4 becomes a d6, the d6 becomes a d8, and so on 
  until the die becomes a d20, at which point the target 
  becomes unconscious for 1 hour. The effect then ends. 
  When an oblex causes a target to become memory 
  drained, the oblex learns all the languages the target 
  knows and gains all its proficiencies, except for any 
  saving throw proficiencies. 
   
  
   
   
   
   
  17 
  BANDIT 
  Medium humanoid (any race), any non-lawful 
  alignment 
   
  Armor Class 12 (leather armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
   
  ACTIONS 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) 
  piercing damage. 
   
  BANDIT CAPTAIN 
  Medium humanoid (any race), any non-lawful 
  alignment 
   
  Armor Class 15 (studded leather) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2) 
   
  Saving Throws Str +4, Dex +5, Wis +2 
  Skills Athletics +4, Deception +4 
  Senses passive Perception 10 
  Languages any two languages 
  Challenge 2 (450 XP) 
   
  ACTIONS 
  Multiattack. The captain makes three melee attacks: 
  two with its scimitar and one with its dagger. Or the 
  captain makes two ranged attacks with its daggers. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage. 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 
  3) piercing damage. 
  REACTIONS 
  Parry. The captain adds 2 to its AC against one melee 
  attack that would hit it. To do so, the captain must see 
  the attacker and be wielding a melee weapon. 
   
  BLACK BEAR 
  Medium beast, unaligned 
   
  Armor Class 11 (natural armor) 
  Hit Points 19 (3d8 + 6) 
  Speed 40 ft., climb 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 10 (+0) 14 (+2) 
  2 (−4) 12 (+1) 
  7 (−2) 
   
  Skills Perception +3 
  Senses passive Perception 13 
  Languages — 
  Challenge 1/2 (100 XP) 
  Keen Smell. The bear has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  ACTIONS 
  Multiattack. The bear makes two attacks: one with its 
  bite and one with its claws. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage. 
   
  BROWN BEAR 
  Large beast, unaligned 
   
  Armor Class 11 (natural armor)  
  Hit Points 34 (4d10 + 12) 
  Speed 40 ft., climb 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 10 (+0) 16 (+3) 
  2 (-4) 
  13 (+1) 
  7 (-2) 
   
  Skills Perception +3 
  Senses passive Perception 13 
  Languages -- 
  Challenge 1 (200 XP) 
  Keen Smell. The bear has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  ACTIONS 
  Multiattack. The bear makes two attacks: one with its 
  bite and one with its claws. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. 
   
  
   
   
   
   
  18 
  CAT 
  Tiny beast, unaligned 
   
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 40 ft., climb 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (−4) 
  15 (+2) 10 (+0) 
  3 (−4) 12 (+1) 
  7 (−2) 
   
  Skills Perception +3, Stealth +4 
  Senses passive Perception 13 
  Languages — 
  Challenge 0 (10 XP) 
   
  Keen Smell. The cat has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  ACTIONS 
  Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one 
  target. Hit: 1 slashing damage. 
   
  CHOKER 
  Small aberration, chaotic evil 
   
  Armor Class 16 (Natural Armor) 
  Hit Points 13 (3d6 + 3) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 14 (+2) 13 (+1) 
  4 (-3) 
  12 (+1) 
  7 (-2) 
   
  Skills Stealth +6 
  Senses Darkvision 60 ft., passive Perception 11 
  Languages Deep Speech 
  Challenge 1 (200 XP) 
   
  Aberrant Quickness (Recharge after a Short or Long 
  Rest). The choker can take an extra action on its turn. 
  Boneless. The choker can move through and occupy a 
  space as narrow as 4 inches wide without squeezing. 
  Spider Climb. The choker can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  ACTIONS 
  Multiattack. The choker scout makes two tentacle 
  attacks. 
  Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 
  (1d6) piercing damage. If the target is a Large or 
  smaller creature, it is grappled (escape DC 15). Until 
  this grapple ends, the target is restrained, and the 
  choker can’t use this tentacle on another target. The 
  choker has two tentacles. If this attack is a critical hit, 
  the target also can’t breathe or speak until the grapple 
  ends.  
   
  COMMONER 
  Medium humanoid (any race), any alignment 
   
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 0 (10 XP) 
   
  ACTIONS 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
   
  GIANT BADGER 
  Medium beast, unaligned 
   
  Armor Class 10 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft., burrow 10 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 10 (+0) 15 (+2) 
  2 (−4) 12 (+1) 
  5 (−3) 
   
  Senses darkvision 30 ft., passive Perception 11 
  Languages — 
  Challenge 1/4 (50 XP) 
   
  Keen Smell. The badger has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  ACTIONS 
  Multiattack. The badger makes two attacks: one with 
  its bite and one with its claws. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 6 (2d4 + 1) slashing damage. 
   
  
   
   
   
   
  19 
  SCOUT 
  Medium humanoid (any race), any alignment 
   
  Armor Class 13 (leather armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) 
   
  Skills Nature +4, Perception +5, Stealth +6, Survival +5 
  Senses passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Keen Hearing and Sight. The scout has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  sight. 
  ACTIONS 
  Multiattack. The scout makes two melee attacks or 
  two ranged attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
   
  SWARM OF CRANIUM RATS 
  Medium beast, lawful evil 
   
  Armor Class 12 
  Hit Points 36 (8d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 10 (+0) 15 (+2) 11 (+0) 14 (+2) 
   
  Damage Resistances Bludgeoning, Piercing, Slashing 
  Condition Immunities Charmed, Frightened, Grappled, 
  Paralyzed, Petrified, Prone, Restrained, Stunned 
  Senses Darkvision 30 ft., Passive Perception 10 
  Languages Telepathy 30 ft. 
  Challenge 5 (1,800 XP) 
   
  Illumination. As a bonus action, the swarm can shed 
  dim light from its brains in a 5-foot radius, increase the 
  illumination to bright light in a 5- to 20-foot radius 
  (and dim light for an additional number of feet equal 
  to the chosen radius), or extinguish the light. 
  Innate Spellcasting (Psionics). The swarm’s innate 
  spellcasting ability is Intelligence (spell save DC 13). As 
  long as it has more than half of its hit points remaining, 
  the swarm can innately cast the following spells, 
  requiring no components: 
  At will: command, comprehend languages, detect 
  thoughts 
  1/day each: confusion, dominate monster 
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny rat. The 
  swarm can’t regain hit points or gain temporary hit 
  points. 
  Telepathic Shroud. The swarm is immune to any effect 
  that would sense its emotions or read its thoughts, as 
  well as to all divination spells. 
  ACTIONS 
  Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one 
  target in the swarm’s space. Hit: 14 (4d6) piercing 
  damage, or 7 (2d6) piercing damage if the swarm has 
  half of its hit points or fewer. 
   
  THUG 
  Medium humanoid (any race), any non-good alignment 
   
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Pack Tactics. The thug has advantage on an attack roll 
  against a creature if at least one of the thug’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  ACTIONS 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
  
   
   
   
   
  20 
  Appendix 3: Maps 
   
   
   
  
   
   
   
   
  21 
   
   
  
   
   
   
   
  22 
  
   
   
   
   
  23 
  Appendix 4- Bonus Objective A: The Missing Lords 
  The smallest feline is a masterpiece. 
  —Leonardo da Vinci 
  Estimated Duration: 60 minutes 
   
  The characters arrive at the farm just a few minutes 
  outside the hamlet and find all manner of wildlife 
  encircled around the barn. Bely, Scratches, and his 
  parents are trapped inside.  
  Prerequisites 
  To arrive at the Tarmikos farm, the characters must 
  have been directed here by Thaddee in Episode 2 or 
  go exploring the surrounding farms on their own.  
  Objectives 
  To succeed, the characters must rescue Bely, 
  Scratches, and his parents Jollan and Ella Tarmikos 
  from the swarm of possessed animals.  
  The Swarm 
  The Tarmikos’ have just run into the barn a few 
  minutes before the characters arrived. A swarm of 
  sparrows, squirrels, chipmunks, rabbits, mice, and 
  even a few raccoons surround the barn, covering the 
  trees and fences. Their heads turn as one at the 
  characters’ approach. Treat the Phantomorph 
  possessed swarm of animals as a swarm of cranium 
  rats. They attack until destroyed.  
  Area Information 
   Dimensions & Terrain. The farm is in good repair 
  with a large barn, corral, and two-story home. There 
  is a forty-foot square clearing between the house 
  and the barn.  
   Lighting. It is daylight when the characters arrive 
  unless they rest until night before arriving.  
  Creatures/NPCs 
  The Tarmikos family is huddled in the barn. If the 
  character’s need a refuge from the swarm during the 
  combat, they open the doors just enough for the 
  characters to get inside. Jollan and Ella are terrified 
  and do not aid in any combat, but if needed, Bely and 
  Scratches will aid attacks or drag unconscious 
  characters inside the barn to be stabilized.  
   Bely’s Objectives and Goals. Bely wants nothing 
  more than to rescue his parents and get back to the 
  hamlet in order to help the rest of the villagers.  
   What does Bely know? Once his family is safe, he 
  can share everything he knows listed under Episode 
  2, Scene C. 
   In addition, if you are using Bonus Objective B: 
  The Blackguards of Blackturrets, Bely knows that 
  leaders of the bandits sponsored by the Black 
  Wyvern have been seen at Blackturrets. If the 
  characters want to disrupt the bandit activity in 
  Suldamma, this is their chance. He strongly 
  encourages the characters to deal with them before 
  looking for the monster so the creature doesn’t get 
  the chance to possess more people.  
   What do Bely’s Parents know? Both of Bely’s 
  parents are frightened by the whole situation. The 
  wildlife has gotten viscous. Everyone they know has 
  a cat following them around and started acting 
  strangely. Bely has a cat but other than the tiara, he 
  hasn’t changed. A successful DC 15 Wisdom (Insight) 
  notes that they are secretly afraid that Bely is the 
  cause of all the strangeness, and it’s him they most 
  fear.  
  ADJUSTING THE ENCOUNTER 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Very Weak: The swarm has 21 hp. 
   Weak: The swarm has 29 hp. 
   Strong: The swarm has 43 hp, +6 to hit, and does 16 
  (4d6+2) damage. 
   Very Strong: The swarm has 50 hp, +6 to hit, and does 18 
  (4d6+4) damage. 
  Development 
  If the characters take the Tarmikos family to Selpt, 
  within five minutes, both of them are bound by a cat. 
  After the bonding, both are bemused by their 
  previous fear and expect that everything will be 
  okay. They defer to Bely and Scratches in all things, 
  referring to them as the Lords of Selpt. 
   
  
   
   
   
   
  24 
  Appendix 5 - Bonus Objective B:  
  The Blackguards of Blackturrets 
  Way down deep, we’re all motivated by the same 
  urges. Cats have the courage to live by them. 
  —Jim Davis 
  Estimated Duration: 60 minutes 
   
  Karex, the leader of the Black Wyvern’s men in 
  Suldamma has set up a camp in some of the tunnels 
  of Blackturrets. From this camp, Karex has been 
  directing mercenaries and thugs throughout the 
  region.  
  Prerequisites 
  The characters can find out the Black Wyvern’s men 
  are hiding out in Blackturrets from Thaddee or Bely 
  in Scene 2 or Bonus Objective A.  
  Objectives 
  In order to succeed, the characters need to defeat 
  the Black Wyverns men.  
  Tunnels of the Black Wyvern 
  The fortress of Blackturrets is a labyrinth of 
  passages carved into the black stone walls of a 
  quarry. Karex and his men have chosen a small side 
  area that doesn’t connect to the rest of the complex, 
  believing it to be easier to defend.  
  Area Information 
   Dimensions & Terrain. All of the rooms are 
  carved of black stone and are cold and wet. The 
  rooms are largely empty, and what furnishings that 
  are present are crude and stolen from elsewhere.  
   Lighting. Rooms B1-B7 have torches mounted on 
  the walls, providing light. B8 and the tunnel to B6 
  are not lit.  
  Creatures/NPCs 
  The Black Wyvern’s men are led by a ruthless man 
  (CE male human bandit captain) named Karex; a 
  former soldier turned hired thug. Karex and six 
  others hold up here, sending directions to their 
  mercenaries throughout the region.  
   Karex’s Objectives and Goals. Karex has been 
  sent to sow chaos in the region. He cannot allow 
  witnesses, so anyone that finds his camp needs to 
  die.  
   What does Karex know? Karex knows he has 
  been sent here by the Black Wyvern, and been given 
  command of several groups of mercenaries. So far, 
  he hasn’t noticed the actions of the Phantomorph.  
  B1. Guard Room 
  Stairs lead up ten feet to two different platforms that 
  have locked doors which can be opened with 
  successful DC 15 Dexterity checks using proficiency 
  in thieves’ tools. The thug in this room and Karex 
  both have keys to the doors.  
   Two bandits and a thug with a giant badger pet 
  are on guard duty when the characters arrive. If they 
  hear the party coming, they have stacked crates up 
  in front of the door leading further into the complex, 
  and are using them for cover.  
   If overwhelmed, they fall back towards room B3.  
  ADJUSTING THE ENCOUNTER 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Very Weak: Remove 1 thug and the giant badger. 
   Weak: Remove 1 thug. 
   Strong: Add 1 bandit. 
   Very Strong: Add 1 thug. 
  B2. Barracks 
  Karex’s men have set up a half dozen bedrolls here 
  and are using this slightly dryer room as a barracks. 
  A bandit and a thug are resting here. If they hear 
  combat, the join it after two rounds. 
  B3. Empty Room 
  The bandits haven’t found a use for this room. A few 
  sacks and crates containing goods from their raids 
  are piled in the northeastern corner. 
  B4. Karex’s Room 
  Karex (bandit captain) stays in this room with 
  Drujillia (LE female human), an acolyte of Bane. An 
  overly large bed and a table with two chairs 
  completes the decoration.  
  ADJUSTING THE ENCOUNTER 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Very Weak: Karex is thug instead of a bandit captain. 
   Weak: Remove 1 acolyte. 
   Strong: Add 1 bandit. 
   Very Strong: Add 1 thug. 
  B5. Library 
  Shelves carved into the walls of this room mark it as 
  a library, though any books are long since gone. 
  Karex has been using the room as a place to plan his 
  attacks. There is a map of Suldamma on the table, 
  
   
   
   
   
  25 
  noting trade routes and good places for his men to 
  hide. The map might be useful to those who seek to 
  thwart the Black Wyvern’s plans for the region.  
   Trap. The door to this room is locked (DC 15 
  Dexterity check with proficiency in thieves’ tools). In 
  addition, the door has been trapped with contact 
  poison. Anyone attempting to use the handle to open 
  the door suffers 7 (2d6) poison damage and is 
  Poisoned for an hour. A creature that succeeds on a 
  DC 10 Constitution saving throw halves the damage 
  and negates the Poisoned condition. 
  B6. Dining Hall 
  The brigands have been using this room as a dining 
  hall. While they know that there is a door in the 
  western wall, it is locked (DC 15 Dexterity with 
  proficiency using thieves’ tools) and they don’t have 
  the key. So far, they have ignored it. 
  B7. Kitchen 
  This simple kitchen is poorly stocked and poorly 
  cleaned. Some hunted game and dry goods stolen 
  from the residents of the area can be scavenged. 
  B8. Abandoned Lair 
  Up a ten-foot ledge is a musty smelling cave with 
  some old bones and bird droppings. It is clear that 
  wild animals have been lairing here. 
   Ledges. Each of the ledges in the natural caves 
  around B8 are ten feet high and require a successful 
  DC 10 Strength (Athletics) check to climb safely.  
   Secret Door. In the cave labeled B8, the original 
  builders installed a sally port disguised to look like it 
  is part of the natural cave wall. A successful DC 15 
  Wisdom (Perception) check locates the door and 
  another successful DC 15 Dexterity with proficiency 
  using proficiency with thieves’ tools opens it. 
  Beyond the door is a dark tunnel that leads to B6.  
   
  
   
   
   
   
  26 
  Appendix 6: Selpt and Environs 
  With Ed Greenwood 
  Blackturrets and Halark’s Stonefist 
  Ruins 
  Blackturrets was named for the local black stone it 
  was made from; it literally began as a quarry, and 
  when one side of the quarry was exposed as a 
  soaring black wall (the rest of the useful stone south 
  of it all having been cut and carried away), that wall 
  became the south face of the castle, with the rock 
  behind it being tunneled into rooms, and then laid 
  bare and cut away on west, east, and north to form 
  the other walls. So inside, Blackturrets was more 
  “labyrinth of caverns and passages” than it was a 
  constructed building. Always cold, damp, and 
  spartan, it worked as a defensive stronghold, but 
  was poor as living quarters and even as a storage 
  granary (too damp/moldy for either purpose) and 
  was soon abandoned, so it became home to roosting 
  birds, small wild beasts, and eventually, lurking 
  monsters. 
   That “soon” really means the moment Halark’s 
  Stonefist was far enough along it in its construction 
  to be habitable. Named for Duth Halark, the 
  warcaptain and builder who oversaw its 
  construction, “the Stonefist” today is the deserted 
  shell of a “fairytale” castle: all soaring towers, white 
  stone, and so on: a central (massive round, full of 
  living quarters with granaries and armories below) 
  keep opening onto a courtyard, surrounded by an 
  oval inner wall linking seven tall stone towers with 
  conical roofs, surrounded by a ring-shaped “outer 
  courtyard” with a much lower outer wall linking 
  sixteen flat-topped guardtowers that had ballistae 
  on their crenelated roofs, and quarters for the 
  garrison beneath, inside each tower. The Stonefist 
  was finished as a structure, but never fully 
  populated and furnished, and much of the outer wall 
  and towers were built badly after Halark’s death, 
  and soon started to collapse in places. Eventually the 
  whole place was abandoned, except by shepherds 
  grazing their flocks in the yards and occasional 
  lurking outlaws and brigands…and also became 
  monster-haunted. The Stonefist has deep wells that 
  reach subterranean streams (the Underdark), and 
  various monsters over the years have made their 
  ways up the well-shafts and crevices (as parts of the 
  cellars collapse and crack open thanks to seepage 
  and winter ice) to inhabit the castle. 
  Selpt 
  Hamlet 
  Selpt is now the only settlement left in the fallen 
  realm of Suldamma; the rest were razed and 
  abandoned during the years of fierce fighting. It 
  serves wayfarers and the surrounding farms of the 
  former Suldamma, offering an inn, Tattercloaks 
  (Good/Cheap); a tavern, The Bucket And Basilisk 
  (Fair/Cheap); a busy wagonmakers and wagon 
  repair shop (Trauneth’s Conveyances); a blacksmith 
  of crude skills but much energy, low prices, and 
  jovial enthusiasm (Maurdren Brulhelm); and a many 
  goods trader (Delvar Yuncharr, a stout, talkative and 
  tall-tale teller who keeps a cluttered, labyrinthine 
  shop of both new and used goods crammed together, 
  Yuncharr’s Usefuls). Much shrunken from its past 
  days as a small town, “Scelptar,” between by two 
  castles (both now toppled ruins robbed of almost all 
  their building stones). Scelptans firmly (and 
  correctly) believe the dungeons and cellars of these 
  castles are monster-infested, extensive, and open 
  into natural caverns and fissures of the Underdark. 
  There are local legends of successive High Dukes of 
  Scelptar fleeing with their riches down into these 
  underways, never to be seen again, when would-be 
  assassins among their household staff, or invading 
  usurpers, sought to murder them. So presumably, 
  unless the High Dukes survived the Underdark to 
  emerge elsewhere with their wealth, their treasures 
  still lie somewhere beneath Selpt. 
   
   
  
   
   
   
   
  27 
  Appendix 7: The Felines of Selpt 
  You are one of the felines of Selpt, a proud and wily 
  race who watches over the humanoids that know not 
  the full pleasures of the chin rub or the safety of the 
  high perch. May the sun shine ever on your silky coat, 
  mighty warrior, and may your claws find safe 
  purchase to protect your chosen humanoid. For they 
  are simple creatures who do not comprehend the 
  dangers of this world: such as the cold bath, the 
  barking dog, or the dreaded mail carrier.  
   Your leader is the brave Scratches, long may he 
  reign. From the shoulder of his young human Bely, 
  he has gifted you the mind voice by which the felines 
  of Selpt can communicate with each other and may 
  form the lifesong that bonds you to a humanoid so 
  that you may spread your protective paw over their 
  feeble mind. Be vigilant for your six waking hours a 
  day valiant cat, for the dreaded Phantomorph seeks 
  to corrupt their simple minds with its evil. Only you, 
  fuzzy hero, stand between your chosen humanoid 
  and its foul encroachment on our home.  
   While you are bound to your humanoid, you gain 
  the following: 
   You may communicate telepathically with any 
  other feline that you can see and is also a member 
  of the Selptan feline hive mind. You cannot 
  communicate with your humanoid. 
   Your Intelligence is 7.  
   You and your bonded humanoid are protected by 
  the mind blank spell. You and your humanoid are 
  immune to psychic damage, any effect that would 
  sense emotions or read thoughts, divination spells 
  and the charmed condition caused by any spell or 
  effect not cast by the Selptan feline hive mind. 
   Your bonded humanoid gains the charmed 
  condition towards you. This effect bypasses the 
  mind blank affect.  
   You may use an action to read your bonded 
  humanoid’s thoughts as if you had cast the detect 
  thoughts spell (no save). While focusing on your 
  humanoid with detect thoughts, you can use an 
  action to cast the suggestion spell (save DC 13) on 
  that creature. Once used, the suggestion property 
  can't be used again until you have had a long rest. 
  You (the player) now play both your character and 
  this cat. Of course, the cat is in charge, as it should be.  
  Cupcake (Female) 
  You are the largest feline in Selpt after Scratches and 
  prone to throwing your bright orange weight around. 
  All problems can be solved with naked aggression 
  and a strong paw. 
   Stat Modification (not included below): As a 
  particularly large cat, you have +1 to your Strength 
  and +2 hit points.  
  CAT 
  Tiny beast, unaligned 
   
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 40 ft., climb 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (−4) 
  15 (+2) 10 (+0) 
  3 (−4) 12 (+1) 
  7 (−2) 
   
  Skills Perception +3, Stealth +4 
  Senses passive Perception 13 
  Languages — 
  Challenge 0 (10 XP) 
   
  Keen Smell. The cat has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  ACTIONS 
  Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one 
  target. Hit: 1 slashing damage. 
   
   
   
   
  
   
   
   
   
  28 
  You are one of the felines of Selpt, a proud and wily 
  race who watches over the humanoids that know not 
  the full pleasures of the chin rub or the safety of the 
  high perch. May the sun shine ever on your silky coat, 
  mighty warrior, and may your claws find safe 
  purchase to protect your chosen humanoid. For they 
  are simple creatures who do not comprehend the 
  dangers of this world: such as the cold bath, the 
  barking dog, or the dreaded mail carrier.  
   Your leader is the brave Scratches, long may he 
  reign. From the shoulder of his young human Bely, 
  he has gifted you the mind voice by which the felines 
  of Selpt can communicate with each other and may 
  form the lifesong that bonds you to a humanoid so 
  that you may spread your protective paw over their 
  feeble mind. Be vigilant for your six waking hours a 
  day valiant cat, for the dreaded Phantomorph seeks 
  to corrupt their simple minds with its evil. Only you, 
  fuzzy hero, stand between your chosen humanoid 
  and its foul encroachment on our home.  
   While you are bound to your humanoid, you gain 
  the following: 
   You may communicate telepathically with any 
  other feline that you can see and is also a member 
  of the Selptan feline hive mind. You cannot 
  communicate with your humanoid. 
   Your Intelligence is 7.  
   You and your bonded humanoid are protected by 
  the mind blank spell. You and your humanoid are 
  immune to psychic damage, any effect that would 
  sense emotions or read thoughts, divination spells 
  and the charmed condition caused by any spell or 
  effect not cast by the Selptan feline hive mind. 
   Your bonded humanoid gains the charmed 
  condition towards you. This effect bypasses the 
  mind blank affect.  
   You may use an action to read your bonded 
  humanoid’s thoughts as if you had cast the detect 
  thoughts spell (no save). While focusing on your 
  humanoid with detect thoughts, you can use an 
  action to cast the suggestion spell (save DC 13) on 
  that creature. Once used, the suggestion property 
  can't be used again until you have had a long rest. 
  You (the player) now play both your character and 
  this cat. Of course, the cat is in charge, as it should be.  
  Cloud (Male) 
  You have seen seventeen winters and with each 
  passing season, it becomes harder to keep your eyes 
  open. But while you sleep, you see connections that 
  others miss. The other cats would do well to listen to 
  your wisdom. 
   Stat Modification (not included below): By 
  closing your eyes and taking a short ten-minute nap, 
  you can ruminate on a problem and cast augury. You 
  regain this ability after a long rest. 
  CAT 
  Tiny beast, unaligned 
   
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 40 ft., climb 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (−4) 
  15 (+2) 10 (+0) 
  3 (−4) 12 (+1) 
  7 (−2) 
   
  Skills Perception +3, Stealth +4 
  Senses passive Perception 13 
  Languages — 
  Challenge 0 (10 XP) 
   
  Keen Smell. The cat has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  ACTIONS 
  Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one 
  target. Hit: 1 slashing damage. 
   
   
   
   
  
   
   
   
   
  29 
  You are one of the felines of Selpt, a proud and wily 
  race who watches over the humanoids that know not 
  the full pleasures of the chin rub or the safety of the 
  high perch. May the sun shine ever on your silky coat, 
  mighty warrior, and may your claws find safe 
  purchase to protect your chosen humanoid. For they 
  are simple creatures who do not comprehend the 
  dangers of this world: such as the cold bath, the 
  barking dog, or the dreaded mail carrier.  
   Your leader is the brave Scratches, long may he 
  reign. From the shoulder of his young human Bely, 
  he has gifted you the mind voice by which the felines 
  of Selpt can communicate with each other and may 
  form the lifesong that bonds you to a humanoid so 
  that you may spread your protective paw over their 
  feeble mind. Be vigilant for your six waking hours a 
  day valiant cat, for the dreaded Phantomorph seeks 
  to corrupt their simple minds with its evil. Only you, 
  fuzzy hero, stand between your chosen humanoid 
  and its foul encroachment on our home.  
   While you are bound to your humanoid, you gain 
  the following: 
   You may communicate telepathically with any 
  other feline that you can see and is also a member 
  of the Selptan feline hive mind. You cannot 
  communicate with your humanoid. 
   Your Intelligence is 7.  
   You and your bonded humanoid are protected by 
  the mind blank spell. You and your humanoid are 
  immune to psychic damage, any effect that would 
  sense emotions or read thoughts, divination spells 
  and the charmed condition caused by any spell or 
  effect not cast by the Selptan feline hive mind. 
   Your bonded humanoid gains the charmed 
  condition towards you. This effect bypasses the 
  mind blank affect.  
   You may use an action to read your bonded 
  humanoid’s thoughts as if you had cast the detect 
  thoughts spell (no save). While focusing on your 
  humanoid with detect thoughts, you can use an 
  action to cast the suggestion spell (save DC 13) on 
  that creature. Once used, the suggestion property 
  can't be used again until you have had a long rest. 
  You (the player) now play both your character and 
  this cat. Of course, the cat is in charge, as it should be.  
  Squeak (Male) 
  You have an appetite far exceeding your small size, 
  but you are quiet and shy to the point of being 
  skittish. It’s okay, no one was likely to be eating that 
  food anyway so clearly it was meant for you. You 
  have brown fur with black strips. 
   Stat Modification (not included below): Your 
  small size makes you quick. You have +1 to your 
  Dexterity (increase your AC and Stealth by 1). 
  CAT 
  Tiny beast, unaligned 
   
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 40 ft., climb 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (−4) 
  15 (+2) 10 (+0) 
  3 (−4) 12 (+1) 
  7 (−2) 
   
  Skills Perception +3, Stealth +4 
  Senses passive Perception 13 
  Languages — 
  Challenge 0 (10 XP) 
   
  Keen Smell. The cat has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  ACTIONS 
  Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one 
  target. Hit: 1 slashing damage. 
   
   
   
   
  
   
   
   
   
  30 
  You are one of the felines of Selpt, a proud and wily 
  race who watches over the humanoids that know not 
  the full pleasures of the chin rub or the safety of the 
  high perch. May the sun shine ever on your silky coat, 
  mighty warrior, and may your claws find safe 
  purchase to protect your chosen humanoid. For they 
  are simple creatures who do not comprehend the 
  dangers of this world: such as the cold bath, the 
  barking dog, or the dreaded mail carrier.  
   Your leader is the brave Scratches, long may he 
  reign. From the shoulder of his young human Bely, 
  he has gifted you the mind voice by which the felines 
  of Selpt can communicate with each other and may 
  form the lifesong that bonds you to a humanoid so 
  that you may spread your protective paw over their 
  feeble mind. Be vigilant for your six waking hours a 
  day valiant cat, for the dreaded Phantomorph seeks 
  to corrupt their simple minds with its evil. Only you, 
  fuzzy hero, stand between your chosen humanoid 
  and its foul encroachment on our home.  
   While you are bound to your humanoid, you gain 
  the following: 
   You may communicate telepathically with any 
  other feline that you can see and is also a member 
  of the Selptan feline hive mind. You cannot 
  communicate with your humanoid. 
   Your Intelligence is 7.  
   You and your bonded humanoid are protected by 
  the mind blank spell. You and your humanoid are 
  immune to psychic damage, any effect that would 
  sense emotions or read thoughts, divination spells 
  and the charmed condition caused by any spell or 
  effect not cast by the Selptan feline hive mind. 
   Your bonded humanoid gains the charmed 
  condition towards you. This effect bypasses the 
  mind blank affect.  
   You may use an action to read your bonded 
  humanoid’s thoughts as if you had cast the detect 
  thoughts spell (no save). While focusing on your 
  humanoid with detect thoughts, you can use an 
  action to cast the suggestion spell (save DC 13) on 
  that creature. Once used, the suggestion property 
  can't be used again until you have had a long rest. 
  You (the player) now play both your character and 
  this cat. Of course, the cat is in charge, as it should be.  
  Avolea (Male) 
  You are the prettiest of all cats. All others should 
  look upon you with despair they will never approach 
  your fluffy, white glory! You need not worry about 
  plans, work, or effort for you deserve to be 
  worshipped and someone else will figure it out.  
   Stat Modification (not included below): You are 
  pretty and others can’t help but like you. You have 
  +1 to your Charisma and Persuasion +1. You gain 
  advantage on Persuasion checks made with 
  humanoids. 
  CAT 
  Tiny beast, unaligned 
   
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 40 ft., climb 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (−4) 
  15 (+2) 10 (+0) 
  3 (−4) 12 (+1) 
  7 (−2) 
   
  Skills Perception +3, Stealth +4 
  Senses passive Perception 13 
  Languages — 
  Challenge 0 (10 XP) 
   
  Keen Smell. The cat has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  ACTIONS 
  Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one 
  target. Hit: 1 slashing damage. 
   
   
   
   
  
   
   
   
   
  31 
  You are one of the felines of Selpt, a proud and wily 
  race who watches over the humanoids that know not 
  the full pleasures of the chin rub or the safety of the 
  high perch. May the sun shine ever on your silky coat, 
  mighty warrior, and may your claws find safe 
  purchase to protect your chosen humanoid. For they 
  are simple creatures who do not comprehend the 
  dangers of this world: such as the cold bath, the 
  barking dog, or the dreaded mail carrier.  
   Your leader is the brave Scratches, long may he 
  reign. From the shoulder of his young human Bely, 
  he has gifted you the mind voice by which the felines 
  of Selpt can communicate with each other and may 
  form the lifesong that bonds you to a humanoid so 
  that you may spread your protective paw over their 
  feeble mind. Be vigilant for your six waking hours a 
  day valiant cat, for the dreaded Phantomorph seeks 
  to corrupt their simple minds with its evil. Only you, 
  fuzzy hero, stand between your chosen humanoid 
  and its foul encroachment on our home.  
   While you are bound to your humanoid, you gain 
  the following: 
   You may communicate telepathically with any 
  other feline that you can see and is also a member 
  of the Selptan feline hive mind. You cannot 
  communicate with your humanoid. 
   Your Intelligence is 7.  
   You and your bonded humanoid are protected by 
  the mind blank spell. You and your humanoid are 
  immune to psychic damage, any effect that would 
  sense emotions or read thoughts, divination spells 
  and the charmed condition caused by any spell or 
  effect not cast by the Selptan feline hive mind. 
   Your bonded humanoid gains the charmed 
  condition towards you. This effect bypasses the 
  mind blank affect.  
   You may use an action to read your bonded 
  humanoid’s thoughts as if you had cast the detect 
  thoughts spell (no save). While focusing on your 
  humanoid with detect thoughts, you can use an 
  action to cast the suggestion spell (save DC 13) on 
  that creature. Once used, the suggestion property 
  can't be used again until you have had a long rest. 
  You (the player) now play both your character and 
  this cat. Of course, the cat is in charge, as it should be.  
  Deathfang (Female) 
  You thirst for the hunt, and with your mottled black 
  and grey coat, few see you coming when you choose 
  to stalk your prey. You show your love with bloody 
  gifts and especially enjoy torturing small animals 
  before snuffing out the light in their eyes. You have 
  midnight black fur and dark eyes. 
   Stat Modification (not included below): You are 
  agile and quick. You have +1 to your Dexterity 
  (increase your to hit and Stealth by 1). 
  CAT 
  Tiny beast, unaligned 
   
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 40 ft., climb 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (−4) 
  15 (+2) 10 (+0) 
  3 (−4) 12 (+1) 
  7 (−2) 
   
  Skills Perception +3, Stealth +4 
  Senses passive Perception 13 
  Languages — 
  Challenge 0 (10 XP) 
   
  Keen Smell. The cat has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  ACTIONS 
  Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one 
  target. Hit: 1 slashing damage. 
   
   
   
   
  
   
   
   
   
  32 
  You are one of the felines of Selpt, a proud and wily 
  race who watches over the humanoids that know not 
  the full pleasures of the chin rub or the safety of the 
  high perch. May the sun shine ever on your silky coat, 
  mighty warrior, and may your claws find safe 
  purchase to protect your chosen humanoid. For they 
  are simple creatures who do not comprehend the 
  dangers of this world: such as the cold bath, the 
  barking dog, or the dreaded mail carrier.  
   Your leader is the brave Scratches, long may he 
  reign. From the shoulder of his young human Bely, 
  he has gifted you the mind voice by which the felines 
  of Selpt can communicate with each other and may 
  form the lifesong that bonds you to a humanoid so 
  that you may spread your protective paw over their 
  feeble mind. Be vigilant for your six waking hours a 
  day valiant cat, for the dreaded Phantomorph seeks 
  to corrupt their simple minds with its evil. Only you, 
  fuzzy hero, stand between your chosen humanoid 
  and its foul encroachment on our home.  
   While you are bound to your humanoid, you gain 
  the following: 
   You may communicate telepathically with any 
  other feline that you can see and is also a member 
  of the Selptan feline hive mind. You cannot 
  communicate with your humanoid. 
   Your Intelligence is 7.  
   You and your bonded humanoid are protected by 
  the mind blank spell. You and your humanoid are 
  immune to psychic damage, any effect that would 
  sense emotions or read thoughts, divination spells 
  and the charmed condition caused by any spell or 
  effect not cast by the Selptan feline hive mind. 
   Your bonded humanoid gains the charmed 
  condition towards you. This effect bypasses the 
  mind blank affect.  
   You may use an action to read your bonded 
  humanoid’s thoughts as if you had cast the detect 
  thoughts spell (no save). While focusing on your 
  humanoid with detect thoughts, you can use an 
  action to cast the suggestion spell (save DC 13) on 
  that creature. Once used, the suggestion property 
  can't be used again until you have had a long rest. 
  You (the player) now play both your character and 
  this cat. Of course, the cat is in charge, as it should be.  
  Truffles (Male) 
  You are always wondering what is just around the 
  bend or over the next hill. While other cats laze in 
  the sun, you are always nosing your way into dark 
  places or climbing to the highest point in order to 
  see what is there. There can be no secrets from you. 
  You will see the world! Your fur is a mottled 
  tortoiseshell pattern. 
   Stat Modification (not included below): You are 
  especially good at tracking and avoiding being 
  surprised. You have +5 Perception and make all 
  Wisdom (Perception) checks with advantage.  
  CAT 
  Tiny beast, unaligned 
   
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 40 ft., climb 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (−4) 
  15 (+2) 10 (+0) 
  3 (−4) 12 (+1) 
  7 (−2) 
   
  Skills Perception +3, Stealth +4 
  Senses passive Perception 13 
  Languages — 
  Challenge 0 (10 XP) 
   
  Keen Smell. The cat has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  ACTIONS 
  Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one 
  target. Hit: 1 slashing damage. 
   
   
   
   
  
   
   
   
   
  33 
  You are one of the felines of Selpt, a proud and wily 
  race who watches over the humanoids that know not 
  the full pleasures of the chin rub or the safety of the 
  high perch. May the sun shine ever on your silky coat, 
  mighty warrior, and may your claws find safe 
  purchase to protect your chosen humanoid. For they 
  are simple creatures who do not comprehend the 
  dangers of this world: such as the cold bath, the 
  barking dog, or the dreaded mail carrier.  
   Your leader is the brave Scratches, long may he 
  reign. From the shoulder of his young human Bely, 
  he has gifted you the mind voice by which the felines 
  of Selpt can communicate with each other and may 
  form the lifesong that bonds you to a humanoid so 
  that you may spread your protective paw over their 
  feeble mind. Be vigilant for your six waking hours a 
  day valiant cat, for the dreaded Phantomorph seeks 
  to corrupt their simple minds with its evil. Only you, 
  fuzzy hero, stand between your chosen humanoid 
  and its foul encroachment on our home.  
   While you are bound to your humanoid, you gain 
  the following: 
   You may communicate telepathically with any 
  other feline that you can see and is also a member 
  of the Selptan feline hive mind. You cannot 
  communicate with your humanoid. 
   Your Intelligence is 7.  
   You and your bonded humanoid are protected by 
  the mind blank spell. You and your humanoid are 
  immune to psychic damage, any effect that would 
  sense emotions or read thoughts, divination spells 
  and the charmed condition caused by any spell or 
  effect not cast by the Selptan feline hive mind. 
   Your bonded humanoid gains the charmed 
  condition towards you. This effect bypasses the 
  mind blank affect.  
   You may use an action to read your bonded 
  humanoid’s thoughts as if you had cast the detect 
  thoughts spell (no save). While focusing on your 
  humanoid with detect thoughts, you can use an 
  action to cast the suggestion spell (save DC 13) on 
  that creature. Once used, the suggestion property 
  can't be used again until you have had a long rest. 
  You (the player) now play both your character and 
  this cat. Of course, the cat is in charge, as it should be.  
  Violet (Female) 
  You are a particularly sweet and friendly kitten with 
  black and white fur and striking lavender eyes. You 
  are especially fond of the pack. Everyone is part of 
  the team and you strive to motivate them to their 
  fullest. You don’t like to be left alone.  
   Stat Modification (not included below): As a 
  bonus action, you can utter a motivating yowl 
  directed toward creature within 30 feet that can see 
  and hear you. For 1 minute, whenever that creature 
  makes an attack roll or a saving throw, it can add a 
  d4 (called your leadership die) to its roll. A creature 
  can benefit from only one Leadership or Bardic 
  Inspiration die at a time. This effect ends if the you 
  are incapacitated. Once your leadership die is 
  expended, you cannot use this ability again until you 
  have completed a long rest.  
  CAT 
  Tiny beast, unaligned 
   
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 40 ft., climb 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (−4) 
  15 (+2) 10 (+0) 
  3 (−4) 12 (+1) 
  7 (−2) 
   
  Skills Perception +3, Stealth +4 
  Senses passive Perception 13 
  Languages — 
  Challenge 0 (10 XP) 
   
  Keen Smell. The cat has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  ACTIONS 
  Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one 
  target. Hit: 1 slashing damage. 
   
   
   
   
  
   
   
   
   
  34 
  You are one of the felines of Selpt, a proud and wily 
  race who watches over the humanoids that know not 
  the full pleasures of the chin rub or the safety of the 
  high perch. May the sun shine ever on your silky coat, 
  mighty warrior, and may your claws find safe 
  purchase to protect your chosen humanoid. For they 
  are simple creatures who do not comprehend the 
  dangers of this world: such as the cold bath, the 
  barking dog, or the dreaded mail carrier.  
   Your leader is the brave Scratches, long may he 
  reign. From the shoulder of his young human Bely, 
  he has gifted you the mind voice by which the felines 
  of Selpt can communicate with each other and may 
  form the lifesong that bonds you to a humanoid so 
  that you may spread your protective paw over their 
  feeble mind. Be vigilant for your six waking hours a 
  day valiant cat, for the dreaded Phantomorph seeks 
  to corrupt their simple minds with its evil. Only you, 
  fuzzy hero, stand between your chosen humanoid 
  and its foul encroachment on our home.  
   While you are bound to your humanoid, you gain 
  the following: 
   You may communicate telepathically with any 
  other feline that you can see and is also a member 
  of the Selptan feline hive mind. You cannot 
  communicate with your humanoid. 
   Your Intelligence is 7.  
   You and your bonded humanoid are protected by 
  the mind blank spell. You and your humanoid are 
  immune to psychic damage, any effect that would 
  sense emotions or read thoughts, divination spells 
  and the charmed condition caused by any spell or 
  effect not cast by the Selptan feline hive mind. 
   Your bonded humanoid gains the charmed 
  condition towards you. This effect bypasses the 
  mind blank affect.  
    
   You may use an action to read your bonded 
  humanoid’s thoughts as if you had cast the detect 
  thoughts spell (no save). While focusing on your 
  humanoid with detect thoughts, you can use an 
  action to cast the suggestion spell (save DC 13) on 
  that creature. Once used, the suggestion property 
  can't be used again until you have had a long rest. 
  You (the player) now play both your character and 
  this cat. Of course, the cat is in charge, as it should be.  
  Mrs. Biggles (Female) 
  You are a plump brown kitty who has seen many 
  seasons, and are the oldest cat in Selpt except for 
  Cloud. Your eyesight isn’t what it used to be and 
  your joints are wobbly so you are not as steady on 
  your feet as you used to be. You have seen your 
  humanoids grow and thrive and have come to love 
  them more than most cats, even willing to forgive 
  accidental kicks or forgetting to put out food. They 
  are not as perfect as cats after all, but they are warm 
  to sleep upon and as you have aged, the nights have 
  grown so much colder.  
   Stat Modification (not included below): You have 
  inexplicable luck that seems to kick in at just the 
  right moment. Whenever you make an attack roll, an 
  ability check, or a saving throw, you can roll an 
  additional d20. You can choose to use your reroll 
  after have made your initial roll but before the 
  outcome is determined. You choose which of the 
  d20s is used for the attack roll, ability check, or 
  saving throw. You can also choose to your reroll 
  when an attack roll is made against you or your 
  bound humanoid. Roll a d20, and then choose 
  whether the attack uses the attacker's roll or yours. 
   Once you have expended your luck, you may not 
  use it again until you finish a long rest. 
  CAT 
  Tiny beast, unaligned 
   
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 40 ft., climb 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (−4) 
  15 (+2) 10 (+0) 
  3 (−4) 12 (+1) 
  7 (−2) 
   
  Skills Perception +3, Stealth +4 
  Senses passive Perception 13 
  Languages — 
  Challenge 0 (10 XP) 
   
  Keen Smell. The cat has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  ACTIONS 
  Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one 
  target. Hit: 1 slashing damage. 
   
   
  
   
   
   
   
  35 
  Appendix 8: Adventure Rewards 
  Magic Item Unlock 
  Helm of Telepathy 
  Wondrous item, uncommon (requires attunement), 
  Table F 
  This helm of telepathy takes the form of bejeweled 
  tiara sporting a tiger’s eye stone and the heraldry of 
  the Dukes of Scelptar. When worn, you feel an 
  affection for house cats. 
   While wearing this helm, you can use an action to 
  cast the detect thoughts spell (save DC 13) from it. As 
  long as you maintain concentration on the spell, you 
  can use a bonus action to send a telepathic message 
  to a creature you are focused on. It can reply-using a 
  bonus action to do so-while your focus on it 
  continues. While focusing on a creature with detect 
  thoughts, you can use an action to cast the suggestion 
  spell (save DC 13) from the helm on that creature. 
  Once used, the suggestion property can't be used 
  again until the next dawn. 
   This item can be found in the Dungeon Master’s 
  Guide. 
  Consumables 
  Spell Scroll of Beast Bond 
  Scroll, uncommon, Table A 
  This spell can be found in Xanathar’s Guide to 
  Everything. This item can be found in the Dungeon 
  Master’s Guide.  
  Spell Scroll of Snare 
  Scroll, uncommon, Table A 
  This spell can be found in Xanathar’s Guide to 
  Everything. This item can be found in the Dungeon 
  Master’s Guide.  
  Story Awards 
  Feline Friend 
  While your cat no longer has any magical bond to 
  you and has lost all of their abilities, they remain 
  affectionate toward you and have followed you from 
  Selpt. As a final gift from the hive mind, they have 
  been granted long life. As long as you care for your 
  cat, they will never leave you; growing old together 
  with you. Your cat’s statistics are as a normal cat 
  from the Monster Manual. Your cat is a suitable 
  target for the find familiar spell, should you be able 
  to cast it.  
  
  36 
  Appendix 9: Adventure Flowchart 
  This section should provide you, the DM, with a basic understanding of not only the flow of the adventure, but also 
  the outline of the different paths that your players may take in reaching their stated objective.  
  Episode 1: One the Run 
  Blonus Objective A: The 
  Missing Lords 
  Episode 2: Welcome to 
  Selpt 
  Episode 3: Dungeon of 
  the Phantomorph 
  Bonus Objective B: The 
  Blackguards of 
  Blackturrets 
  
   
   
   
   
  37 
  Appendix 10: Dungeon Master Tips 
  This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure. 
  NEW TO D&D ADVENTURERS LEAGUE? 
  Welcome to the D&D Adventurers League! You can learn 
  more about this global organized play campaign on our 
  website. 
  NEW TO THE BORDER KINGDOMS STORYLINE? 
  Gamehole Con has been granted the ability to develop CCC 
  (Convention Created Content) adventures for the Border 
  Kingdoms. No other convention or organization outside of 
  Wizards of the Coast has been granted this ability. Their 
  region guide was written by Ed Greenwood and you can get 
  your copy on dmsguild.com. Border Kingdoms adventures 
  can be run just the same as any other Adventurers League-
  approved content. 
  NEW TO BEING THE DUNGEON MASTER? 
  A plethora of great Dungeon Master advice can be found all 
  across the internet. New DMs are urged to purchase a copy 
  of the Dungeon Master’s Guide and join our Facebook (player 
  group and DM group) and Twitter discussions. 
  Adjusting This Adventure 
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  to create an appropriate challenge. While you’re not 
  bound to these adjustments; they’re here for your 
  convenience and consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Determining Party Strength 
  Party Composition  
   
  Party Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  A NOTE ON PREREQUISITES AND OBJECTIVES 
  D&D Players love to do things that their DM’s can’t possibly 
  anticipate, and at the same time, Dungeon Masters are 
  encouraged to customize the content of our adventures, 
  mixing and matching bits here and there to make the final 
  story as-played, their own.  
   
  To help facilitate this kind of flexible play, please utilize a 
  rearrangeable approach for each adventure, part of which is 
  providing clearly stated PREREQUISITES, (things that must 
  take place prior to the beginning of an episode) and 
  OBJECTIVES (things that should be accomplished before the 
  end of an episode).  
   
  Objectives and prerequisites allow DMs to more easily 
  swap the position of episodes throughout play. The DM 
  might even add content to an episode or remove content 
  from an episode without losing track of what needs to 
  happen when by explicitly calling out the dependencies that 
  exist between the different parts of the adventure or 
  episode. 
  A WORD TO THE WISE 
  It is also possible, given a complex episode with multiple 
  locations, to make use of prerequisites and objectives to 
  make encounter order flexible inside the episode itself. 
  Consult with the admins in charge of content before doing 
  this however. 
   
   
  
  38 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Gamehole Con (GHC)/CCC-GHC-BK1-07 - The Peculiar Case of the Selptan Felines v1.1.pdf