TEXT: Cat and 
     Mouse
  Cat and 
     Mouse
  By Richard Pett with Greg Marks
  An Adventure for 1st-Level Characters
  
  1
  1
  Kobold Press, Midgard, the Midgard logo, Southlands, Open Design, and their associated logos are trademarks of Open Design. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, 
  Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities, 
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  reproduced in any form without permission. 
  ISBN: 978-1-936781-51-5
  ©2015 Open Design. All rights reserved.
  www.koboldpress.com
  Design: Richard Pett
  5th Edition Design: Greg Marks
  Cover Artist: Tim Albano
  Editors: Amanda Hamon Kunz with Wolfgang Baur
  Interior Artist: Borja Pindado
  Cartography: Anna B. Meyer, Alex Moore
  Art Direction and Graphic Design: Marc Radle
  Publisher: Wolfgang Baur
  CREDITS
  Cat and 
    Mouse
  
  22
  An adventure for four to six 1st-level characters, set in 
  the city of Per-Bastet in the Southlands portion of the 
  Midgard Campaign Setting.
  adventure BaCkground
  Through the glittering heart of the city of Per-Bastet 
  in Nuria Natal, the River of Sand flows in a cascade 
  of dry, undulating waves—until, between the District 
  of the Hyena and the Perfume District, it inexplicably 
  pours into a vast crater known as the Pit and disappears. 
  Occasionally, long-lost items, called “sand-touched” 
  and often considered lucky, find their way to the river’s 
  shores. Today, however, an object of much greater 
  significance has washed ashore: the Grimalkin Eye. Long 
  believed lost or stolen, this minor artifact allows the 
  wielder to befriend, fascinate, and dominate any cat. 
  In the city founded by Bastet, Goddess of Cats, which 
  serves as a refuge for and celebration of all feline-kind, it 
  is a powerful object indeed.
  It is also an artifact for which Mistress Henna Mjelidi 
  would give her catfolk front teeth. She is, in truth, a 
  petty thief who plies the District of the Cat for easy 
  money and tall tales. She also loves legends and is an 
  expert in them; for her, the lost Eye has always offered 
  the enticing prospect of power, an exponential increase 
  in notoriety, and the possession of a personal piece 
  of Per-Bastet’s mighty legacy. It should come as no 
  surprise that, when she heard that something sounding 
  very much like the Eye had turned up in the River of 
  Sand, she wanted it very badly. 
  Alas, by the time she heard of the Eye’s appearance, 
  it was long gone from the river. In fact, Henna’s agents 
  reported that it had been stolen. The culprit, they’ve 
  learned, is Raheed, an ugly, unlikeable wererat with 
  a handful of rodent friends in Per-Bastet. Henna’s 
  cats are running into the alleys and souks of the city 
  looking for him, but so far, it seems that he’s vanished.
  When Raheed happened upon the Eye, he thought 
  his fortunes might be changing. After all, such a fabled 
  item is likely to bring a high price. Unhappily for him, 
  though, things have gotten worse very quickly; he 
  soon realized that Henna’s agents sought the artifact, 
  and he has slithered into the Perfume District to hide 
  from them. Secondly—and far worse—he’s started 
  seeing things. 
  It started with visions; odd glimpses from high up 
  or far down. It took Raheed some time to realize that 
  he was actually looking through the eyes of cats. The 
  visions come unbidden, and only a few hours ago, as 
  he dizzily staggered through the Perfume District, he 
  collapsed at the foot of a caged lion. Its prison choking 
  its need for wild space, the beast roared hungrily at 
  him. Somehow, it broke free of its bonds and bounded 
  at him. The thief thought he was done for, but then 
  a strange thing happened: the lion turned from him. 
  Sick and giddy, Raheed is beginning to realize that 
  he has something of power in his hands—perhaps 
  something valuable. 
  There is a third character in this tale: Hakaan-al-
  Khareen Zmirr Nill Mo Chatooor, gnoll slaver, carpet 
  merchant, and camel dealer. Hakaan is vast, smiling, 
  and possessed of the most despicably annoying 
  chattering laugh. He also has his enemies, particularly 
  the smug Mistress Henna Mjelidi, and he has inserted 
  himself into her hunt for the Eye. With his vast 
  network of informants, he quickly knew that she was 
  looking for it. Naturally—and purely to annoy her—he 
  wants it too.
  adventure synopsis
  Mistress Henna Mjelidi approaches the PCs with an 
  offer. She needs extra eyes and ears to look in the city 
  for a wererat named Raheed, who she claims has stolen 
  an object from her. She knows he has slipped into the 
  Perfume District, a place in which she has enemies, and 
  she wishes to conduct the search for Raheed and the 
     wo little kittens, one stormy night,
      Began to quarrel, and then to fight;
  One had a mouse, the other had none,
  And that’s the way the quarrel begun.
  t
  Traditional nursery rhyme, unknown author
  
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  object discreetly. She offers the PCs a sizeable reward 
  for returning the object, but is intentionally vague about 
  what exactly it is. Mjelidi secretly has a trio of domestic 
  cats follow the PCs, as she is sure the cats will be able to 
  help guide the PCs toward their goal.
  The gnoll slaver Hakaan, however, soon has a 
  counter offer for the PCs, and offers them a higher 
  reward for the object. He seeks the item purely 
  to amuse himself; he hates the cats and Mjelidi in 
  particular. It amuses him to think that he would have 
  something she would want.
  Meanwhile, Raheed takes the Grimalkin Eye directly 
  to his home, on an old squat atop a high rooftop at the 
  edge of the Perfume District. He then heads to his fence 
  and supposed friend AS’haad Al Heth—better known 
  as Festering Heth, a gnoll apothecary who lives in the 
  district. The crafty apothecary promptly steals the Eye 
  from Raheed and throws him into his attic prison while 
  he ponders selling or keeping the curious item.  
  When the PCs go into the Perfume District and 
  start looking for Raheed, they face four potential 
  encounters, any of which has the opportunity to turn 
  sour very quickly. The encounters are totally open, 
  leaving the PCs with potential fights or intrigue before 
  locating Heth. 
  The PCs locate Festering Heth’s lair and meet the 
  alchemist himself. He lies to the PCs that Raheed met 
  with him and then returned to his home, and he kindly 
  furnishes the PCs with the address. Raheed himself 
  is still in the attic, and if freed tries to escape and/or 
  attack the PCs.
  If the PCs go off to Raheed’s squat, they encounter 
  Raheed’s ratfolk friends and rat followers, who believe 
  him a living god. They return to find that the alchemist 
  has hired a few toughs in the meantime, making an 
  attack harder. Complicating things is the fact that 
  Raheed has freed himself and now lurks above, waiting 
  for vengeance. 
  When the PCs finally have the Eye, they find that 
  Mistress Henna Mjelidi is waiting for them. To further 
  complicate matters, Hakaan-al-Khareen Zmirr Nill Mo 
  Chatooor is also present. A three-way standoff occurs, 
  and the PCs have the opportunity to manipulate events 
  using their wits and skills, or engage in a three-way 
  fight for possession of the Eye. 
  Creating pCs for  
  this adventure
  This adventure lends itself to players who are 
  newcomers to the Southlands, and it could serve as an 
  excellent introduction to the campaign and its locales. 
  If none of the PCs hail from Per-Bastet, as the GM you 
  might bring them there as visitors to the city.  Maybe 
  a peaCeful evening
  Cat and Mouse is an adventure about relationships, 
  and the PCs’ ability to manipulate allies, 
  friendships, and arrangements of convenience. 
  It is entirely feasible that the PCs could conclude 
  this adventure without personally spilling any 
  blood. It’s also—conversely—an adventure that 
  readily allows those who enjoy slaughter without 
  dialogue to enter the fray, wreak havoc, and take 
  the rewards. 
  As the GM, if you like to run more subtle 
  adventures, you might consider rewarding the PCs 
  for showing wit and pluck. Consider awarding 
  the PCs with an enhanced reputation if they use 
  predominantly cunning approaches; such a reward 
  could be advantage on all Charisma checks in Per-
  Bastet, for example. It could also be something less 
  mechanical: a song the city’s bards sing about them, 
  an admiring greeting from an NPC, or another 
  benefit. NPCs who admire the PCs’ methods might 
  even become friends or ally with them, providing a 
  basis for further adventures in the city.
  they are escaped slaves or rural characters come to seek 
  their fortune, or maybe they have some other reason to 
  arrive in Per-Bastet. If one or more of the PCs wish to 
  be Per-Bastet natives, more information about the city 
  and potential character backgrounds can be found on 
  pages 37-50 of the Southlands campaign setting from 
  Kobold Press.
  per-Bastet, everlasting  
  City of the Cat  
  In southern Nuria Natal, the great River Nuria narrows 
  into a gorge overlooked by 800-foot-tall statues of gods. 
  These towering figures loom over the river’s waters just 
  before it courses out into the open desert, broadening 
  and slowing at the foot of the gleaming city of Per-
  Bastet. It is in this mysterious, fabled city where this 
  adventure takes place. 
  Thriving, bewildering, and roiling with frenetic life, 
  the Everlasting City of the Cat has stood for unknown 
  thousands of years. It is a city of nine districts, nine 
  pyramids, and nine lives. Each time the city has fallen, 
  it has risen again to sing its praises to Bastet, the patron 
  goddess who walks among her chosen. 
  Per-Bastet is the city of cats and gnolls, of perfume 
  and temples, of abounding gold, mithral, and diamond 
  mines, of alchemy and prophesy, of imported spice and 
  
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  draconic slave markets, and of sumptuous brothels and 
  brutal fighting pits. With its mercurial patron goddess 
  and a populace of myriad carnivorous races and 
  predatory species, the city thrives on the energy of its 
  own lack of harmony. 
  The god-king of Nuria Natal has long said that his 
  brother, Haty-a Haakim, governs this great jewel of 
  the desert. Most who dwell here, though, know this 
  leader and his council do not wield true power in the 
  city. Many say the true ruler is the Reborn Queen-
  Goddess Meskhenit: Bastet’s pharaonic, undead 
  sorceress who shelters thousands of loyal undead 
  beneath the pyramids. Other say that only the iron will 
  and dazzling charisma of Nafrini, the high priestess 
  of the cat goddess, hold the city together. This mythic 
  black werepanther priestess inspires the adoration of 
  humans, gnolls, and cats beyond number, any one of 
  who, on any given day, might be Bastet herself. For 
  more information about Meskhenit and Nafrini, see 
  pages 45 -48 in the Southlands campaign setting book 
  from Kobold Press. 
  part one: new friends
  Read or paraphrase the following to get the adventure 
  underway:
  It is noon on a very hot day, and you are sipping 
  mint tea in a bustling marketplace outside of Per-
  Bastet’s Perfume District. All around you, the scent of 
  cinnamon, incense, and sweat lingers. Nearby, a camel 
  trader and his long train of animals shamble past, 
  the smell of musk trailing after them. You watch with 
  amusement as a crowd of henna-painted young women 
  follows a handsome man beating a darbuka. Behind 
  him rush three men bearing an enormous carpet and 
  screaming for people to get out of the way.
  At this point, the PCs are being watched. A successful 
  DC 10 Wisdom (Perception) check reveals that Mistress 
  Henna Mjelidi is peering at them from an opposite cafe. 
  She is smoking a long hookah pipe and, if seen, smiles 
  enigmatically and approaches. 
  Bastet, goddess of Cats 
  The worshippers of Bastet, goddess of cats and 
  hunters, are a motley crew: they include farmers, 
  low-ranking soldiers, woodsmen, alchemists, 
  perfumers, and jewelers. Perhaps the defining 
  characteristic of Bastet in Midgard, though, is the 
  fact that she calls a specific city in Nuria Natal home, 
  and in turn she is its namesake: Per-Bastet, the City 
  of Cats, where the Cat and Mouse adventure takes 
  place. Most in Per-Bastet believe that the mortal 
  Bastet was born in the city when it was a simple 
  riverside village, and that, after her apotheosis, the 
  settlement rose to greatness under her protection. 
  Another widespread belief—and a singular point 
  of pride among its citizens—is that Bastet regularly 
  walks the city’s streets in any form she wishes. 
  Much of the city’s ordinances and guidelines revolve 
  around the tenets of Bastet’s cult, and the key to 
  power here lies in finding the goddess’s favor. As such, 
  the highest-standing individuals in Per-Bastet are 
  the Reborn Queen-Goddess Meskhenit (NE female 
  lich wizard 18/ cleric 2 [Bastet]) and High Priestess 
  Nafrini (CN female werepanther cleric 13 [Bastet]). 
  The former is the risen great-grandmother of King 
  Thutmoses, ruler of all Nuria Natal, and the latter is 
  the leader of the Dome of the Divine Face of Bastet, 
  the seat of the goddess’s power in the city, and, some 
  say, in all the realms. 
  Bastet’s cult in her namesake city is a vibrant, 
  bustling organization centered in the Dome of the 
  Divine Face of Bastet. Under the high priestess, the 
  clergy’s hierarchy is ever-changing and quite complex. 
  Its ranks are divided into two loose categories: clergy 
  who organize evangelical outings outside the city and 
  clergy who serve Bastet’s interests within Per-Bastet 
  proper. Within these groups, titles—including Kitten’s 
  Purr, Friend of Cats, and Lioness’s Roar—are bestowed 
  as accolades for deeds that please the goddess. Each 
  title carries varied privileges and authority. Such 
  a scattered structure might seem like it promotes 
  infighting, but the reality is quite the opposite. Bastet’s 
  clergy in Per-Bastet and beyond are unified in their 
  love for their goddess and their common goal: to 
  promote Per-Bastet as a refuge for those who revere 
  their patroness. 
  For more information about Per-Bastet, see page 37 
  of the Southlands campaign setting book from Kobold 
  Press. For more information about the worship of 
  Bastet, including a new domain and subdomains, 
  spells, and magic items, see page 257 of Southlands.
  
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  Mistress henna Mjelidi (Cr 2)
  If the PCs do not notice her, she suddenly appears at the 
  shoulder of one PC and introduces herself. The PC she 
  stands next to can hear her purr as she talks quietly.
  Henna is a beauty with feline guile. She wears 
  long, flowing silk robes, and carries her blade in a 
  leather scabbard. She is covered in henna tattoos that 
  accentuate her litheness. Apart from the long gray 
  tail and amber eyes, this feline beauty could almost be 
  human—and a very lovely human at that, even though 
  her veil teases about the fact.
  Mistress Henna Mjelidi 
                   
  Medium humanoid (catfolk), neutral 
  Armor Class 16 (studded leather armor)
  Hit Points 33 (6d8 + 12)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  11 (+0) 18 (+4) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  14 (+2)
  Saving Throws Dex +5, Int +3
  Skills Acrobatics +7, Athletics +2, Deception +6, Insight +2, 
  Investigation +3, Perception +3, Stealth +5, Survival +2
  Senses darkvision 60 ft., passive Perception 13
  Languages Catfolk, Gnoll, Trade Tongue
  Challenge 2 (450 XP)
  Cat’s Luck (3/day). Three times per day when making a 
  Dexterity saving throw, Henna can choose to make the roll 
  with advantage. 
  Cunning Action. Henna can use a bonus action to Dash, 
  Disengage, or Hide.
  Sneak Attack (1/Turn). Henna deals an extra 7 (2d6) 
  damage when she hits a target with a weapon attack 
  and has advantage on the attack roll, or when the 
  target is within 5 feet of one of Henna’s allies that isn’t 
  incapacitated and Henna doesn’t have disadvantage on 
  the attack roll. 
  Sprinter. Henna gains a 10-foot bonus to its speed when 
  using Dash or Disengage actions. 
  aCtions
  Multiattack. Henna makes two attacks with her rapier or 
  longbow.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage.
  Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 
  ft., one target. Hit: 8 (1d8 + 8) piercing damage.
  Gear: rapier in camel hide scabbard, potion of healing, 
  thieves’ tools, studded leather armor, silk robes, violet 
  headscarf tied with gold thread worth 3 gp, open sandals 
  made of elephant hide tied with tiny obsidian buttons 
  worth 25 gp, scimitar, longbow, 20 arrows in a slipper 
  purse that also contains a carved wooden ball, small 
  leather purse containing 25 gp and 6 small carnelians 
  worth 50 gp each, 4 hooks, 15 ft. of climbing cord and a 
  nose flute carved with mites eating puppies worth 15 gp.
  Henna is strong-willed and resourceful, and she 
  admires spellcasters. In fact, she covets all magic, and 
  has a tendency to lick her lips when she sees it. Her 
  voice is quiet, and she speaks Trade Tongue poorly, 
  although her voice makes the ill-pronounced words 
  sound seductive. She can speak Gnoll passably but has 
  positively mastered the language’s swear words. 
  Henna purrs when she is intrigued, and spends much 
  of the adventure doing so, grinning winningly and 
  enigmatically, even during combat. She fights dirty and 
  aggressively, like an alley cat, using her acrobatics and 
  climbing skills to take the fight up into the crowded 
  rooftops of Per-Bastet.
  Henna explains to the PCs that a valuable gem with 
  magic qualities has been stolen from her. The thief, a 
  man called Raheed, snatched it only an hour ago and 
  dashed into the Perfume District, where she knows 
  he has friends. Henna confides that she is afraid of 
  the Perfume District, as many people there would not 
  hesitate to imprison her if they found her. 
  Henna is vague when it comes to describing the 
  object, having truthfully only heard a second-hand 
  description of it. She describes it as a large tiger’s eye 
  on a chain. If questioned about its magical powers, she 
  is evasive to the point of obstinacy. 
  Henna offers the PCs 500 gp to recover her property. 
  If the PCs press for more, she easily increases the offer 
  since she has no intention of paying. She simply wants 
  the PCs to set out immediately, before Raheed’s trail 
  goes cold. If the PCs ask her how they should meet 
  her in the future, she tells them that she will find them 
  when the time is right. She also furnishes the PCs with 
  a good description of the thief—an ugly, slight, rat-like 
  man with rotting teeth.
  In truth, although she does not tell the PCs this, Mjelidi 
  has ten local alley cats that act as her eyes and ears. They 
  don’t fight on her behalf, but they are her spies, efficiently 
  gossip CheCks: an 
  alternate soCial approaCh
  Usually, asking simple questions of folks on the 
  streets is a matter of making a Charisma check to 
  gather information. However, not every PC in this 
  adventure may have the ability to any degree, and 
  not every NPC reacts the same way to a particular 
  approach. Some need charming, some bullying and 
  some need impressing. 
  In this adventure, consider allowing the PCs to 
  use Charisma (Deception, Intimidate, Performance, 
  or Persuasion) check to learn useful tidbits of 
  information. These checks are simply referred to 
  as a gossip check, and each check takes the same 
  amount of time as gathering information would.
  
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  reporting back to her as though they were true animal 
  companions. The cats she dispatches after the PCs are 
  careful to keep their distance, but keep an eye on the PCs 
  using Stealth. Although all 10 are involved in the pursuit, 
  at any given time only three are within 60 ft. of the PCs. 
  A further two catfolk—part of Henna’s clowder—watch 
  from a distance. Unlike most of their kind, these catfolk 
  share Mjelidi’s Neutral alignment.
  If the PCs spot the cats or the clowder, the spies 
  duck out of sight for a round or two, but they always 
  continue following the PCs. If the PCs harm any of the 
  cats, Henna knows within 10 minutes and will confront 
  the PCs as soon as they leave the Perfume District. 
  Henna’s Catfolk (2)    
  Medium humanoid (catfolk), neutral good
  Armor Class 13 (leather armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  11 (+0) 15 (+2) 
  12 (+1) 
  10 (+0) 
  8 (-1) 
  12 (+1)
  Skills Acrobatics +4, Perception +1, Stealth +4, Survival +1
  Senses darkvision 60 ft., passive Perception 11
  Languages Catfolk, Trade Tongue
  Challenge 1/4 (50 XP)
  Cat’s Luck (3/day). Three times per day when making a 
  Dexterity saving throw, the catfolk can choose to make the 
  roll with advantage. 
  Sprinter. The catfolk gains a 10-foot bonus to its speed 
  when using Dash or Disengage actions. 
  aCtions
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  Cats (10)                    
  XP 10 each 
  Hit Points 2 each (Basic Rules)
  Challenge 0
  hakaan-al-khareen ZMirr  
  nill Mo Chatooor
  Someone else is watching the PCs, or rather Henna, 
  and his name is Hakaan-al-Khareen Zmirr Nill Mo 
  Chatooor. As the PCs talk with Henna, he stands not 
  far away with a trio of loyal kobold slaves. When the 
  meeting ends, he sends the kobolds to approach the PCs 
  with a specific message. 
  The kobolds are not as articulate as he’d like, but they 
  get across Hakaan’s point passably. Through the kobolds, 
  Hakaan warns the PCs that the person they are dealing 
  with is not all she seems; he says Henna is a dangerous 
  liar. He begs them to come to his humble home on the 
  Street of Ten Thousand Fools, a meek residency behind 
  the red door depicting camels leaping the sun. 
  Hakaan, aware of his exposure and possible danger, 
  does not go into too many details in the message. If 
  the PCs somehow corner him, his approach remains 
  friendly throughout, and he tries to move the 
  conversation back to his house, where he feels a good 
  deal safer. In truth, it is a more pleasant place for a 
  civilized chat.
  hakaan’s hoMe
  Hakaan’s house is a graceful place wreathed in silk, 
  wrapped in the scent of flowers and the sound of 
  tumbling water. Songbirds sing and butterflies flutter 
  throughout the home’s grounds. 
  If the PCs’ meet Hakaan as he wishes, he is in the 
  courtyard (area H2), lurking by the fountain behind a 
  mound of food heaped upon a groaning platter. 
  H1. HAKAAN’S DOORWAY
  Flaking red paint clings to a carved double door 
  depicting camels leaping the sun.
  When Hakaan is not in his residence his door is locked 
  with an average lock, and guarded by a trap he always 
  arms whenever he leaves his abode.
  Trap: The swinging axe trap here can be disarmed by 
  a simple lever immediately behind the door, which 
  lurks in a side cupboard.
  Swinging Axe Trap                                 
  Mechanical trap 
  This trap uses a trip wire that is 3 inches off the ground 
  that stretches across the doorway. The DC to spot the 
  wire is 15. A successful DC 15 Dexterity (Thieves’ 
  tools) cuts the wire harmlessly. A character without 
  proficiency in thieves’ tools may attempt this check with 
  disadvantage and cut the wire with a slashing weapon. 
  On a failed check, the trap triggers. When the trap 
  triggers, an axe swings down from the ceiling, making a 
  +7 melee attack on all targets in a 10-foot line.  A target 
  that is hit takes 5 (1d10) slashing damage
  DevelopmenT: There are lots of nosy kids in the area, 
  but a successful DC 10 Wisdom (Perception) check 
  check is required to notice the interest they take 
  in Hakaan’s abode. If the PCs change the children’s 
  attitude from indifferent to friendly by succeeding in 
  a DC 10 Charisma (Persuasion) check (a bribe of 5 cp 
  
  88
  gives the character advantage on the check) they tell 
  the PCs that Hakaan always does something on the 
  back side of the door before he leaves. This action is 
  actually the merchant arming his trap. 
  H2. THE COURTYARD
  The scent of honeysuckle and the sound of gentle 
  birdsong and dancing water cling to this oasis of beauty 
  and calm in the bustling city. A long, pillared balcony 
  overlooks the open courtyard, the centerpiece of which 
  is a burbling fountain and a lush, leafy tree.
  Here is where Hakaan muses, plots, and meets. Eight 
  feet above the left side of the courtyard hangs a fine 
  white silk, which covers a small group of finely carved 
  tables and platters surrounded by cushions. The tree 
  in the courtyard’s center is a juniper, and from its 
  branches it is easy to climb to the balconies 10 feet 
  above (DC 10 Strength (Athletics))”.
  CreaTures: If the PCs accept his meeting request, Hakaan 
  is here, eating an enormous meal under the courtyard’s 
  canopy. Among various unidentifiable cuts, the PCs 
  see bloodcake, sausages, the rarest-cooked steaks, 
  pigeon pie, fried chicken, grilled pork, burnt lamb 
  cutlets, battered fish, boiled crab, mutton, camel, 
  bacon, hams, deep-fried locusts, and spit-roasted 
  sheep. Hakaan does not stop eating while he talks. 
  Hakaan is a fat gnoll—that much is unmistakable—but as 
  the PCs approach, the extent of his obesity becomes clear. 
  He is swathed in a colorful thawb that covers him but 
  threatens to burst at the seams due to his girth. Hakaan 
  has a laugh like an angry hornet being shaken inside a tin 
  can, and he finds practically everything amusing. 
  He loves meat almost as much as he loves infuriating 
  those who have wronged him; he hates Mistress Henna 
  Mjelidi, for example, because she rebuffed his advances 
  and refused his offer of marriage. Now he wants to 
  make her pay—he doesn’t want to kill her; he just 
  wants to humiliate her. In his own way, he loves her, 
  but gnoll love is always a tricky thing to judge.
  Hakaan knows that Henna is scared of the Perfume 
  District. He also knows that she intends to send pawns 
  (the PCs) there, get the Eye, and then rob them. He 
  laughed when he deduced her plan, so loudly in fact 
  that the PCs may even have heard his distant cackling 
  as they left Henna. Hakaan has a counter offer—
  making it just to amuse himself. Whatever Henna 
  offered the PCs to retrieve the Eye, Hakaan offers them 
  50 percent as much. Of course, he doesn’t intend to pay 
  this full amount, but he does want the PCs working for 
  him instead of Henna.   
  In addition to Hakaan, his two loyal kobold slaves 
  lurk in the juniper tree in little hammocks slung from 
  branches. These kobolds delight in climbing, and due 
  to their feral nature have a climb speed of 10 ft. The 
  kobolds wear hooded black cloaks that cover their 
  whole bodies and speak in squeaky Trade Tongue laced 
  with profundities about dragons. The kobolds delight 
  in throwing paint about; see area H8 for further details.
  Hidden in the fountain here is a bound water 
  elemental that Hakaan received as a gift from a pleased 
  customer (DC 15 Wisdom (Perception) to notice). The 
  elemental does as Hakaan commands but cannot leave 
  the courtyard space.  
  Hakaan-al-Khareen Zmirr Nill Mo Chatooor
  Medium humanoid (gnoll), chaotic evil
  Armor Class 14 (hide armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+2) 12 (+1) 
  12 (+1) 
  6 (-2) 
  10 (+0) 
  7 (-2)
  Saving Throws Str +4, Con +3
  Skills Athletics +4, Intimidation +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Gnoll, Trade Tongue
  Challenge 1 (200 XP) 
  Rampage. When Hakaan reduces a creature to 0 hit points 
  with a melee attack on his turn, he can take a bonus action 
  to move up to half his speed and make a bite attack.  
  aCtions
  Multiattack. Hakaan makes two attacks with his spear.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 
  or 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, 
  or 6 (1d8 + 2) piercing damage if used with two hands to 
  make a melee attack.
  Gear: spears (5), hide armor, potion of healing, potion of 
  invisibility, colorful thawb, a clay model of a two-headed 
  elephant being ridden by a dwarf and playing a piano, 
  dog-skin money belt
  Kobolds (2)                                            
  hp 5 each (Basic Rules) 
  Special: Climb speed 10 ft.
  Challenge 1/8 (XP 25 each)
  Small Water Elemental 
                      
  Small elemental, neutral
  Armor Class 13 (natural armor)
  Hit Points 45 (7d10 + 7)
  Speed 30 ft., swim 90 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  15 (+2) 12 (+1) 
  13 (+1) 
  5 (-3) 
  10 (+0) 
  8 (-1)
  
  9
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  H4. THE RECEIVING ROOM
  In this formally arranged room there is a large bronze 
  table, cushioned seats, and a fine deep-orange carpet. 
  Ornaments cram the chamber and the subtle smell of 
  spices, incense, and lavender waits within.
  This is where Hakaan receives his more formal guests 
  and business partners.
  Treasure: The carpet is particularly fine and is worth 
  150 gp, but weighs 8 lbs. The other objects herein are 
  general bric-a-brac, but they are well made and may 
  dupe some.  
   Those who fail a DC 15 Intelligence check believe 
  their value 10 times the actual worth. There is an 
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Aquan
  Challenge 1/4 (50 XP)
  Water Form. The elemental can enter a hostile creature’s 
  space and stop there. It can move through a space as 
  narrow as 1 inch wide without squeezing.
  Freeze. If the elemental takes cold damage, it partially 
  freezes; its speed is reduced by 20 feet until the end of its 
  next turn.
  aCtions
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage
  Treasure: If undamaged, the silk overhanging the 
  courtyard is worth 50 gp. The twenty or so pieces of 
  china Hakaan is using for his feast are worth 100 gp 
  total. The kobolds’ hammocks 
  contain a few oddments: a bright 
  copper kettle worth 25 gp, a 
  portable brass sundial with the 
  sun shown as a hungry wolf 
  worth 50 gp, and a silver rattle 
  and whistle depicting a whale 
  swallowing a whale worth 25 gp.
  H3. THE MEAT LOCKERS
  Flies abound in this room, which 
  is crammed with several chests, 
  larders, and meat lockers. A dirty 
  but huge stove lurks greasily by 
  the far wall.
  Hakaan never likes to go hungry, 
  and has ample foodstuffs here to 
  stave off deprivation. In all, there 
  is enough food in here to feed a 
  family of 12 for a month.
  Treasure: Among the lockers, 
  noticed on a successful DC 15 
  Perception check, is a small 
  ornate spice box carved with a 
  figure of a man being eaten alive 
  by bookworms swarming from 
  a shelf of grimoires. The spices 
  within are worth 20 gp.
  
  10
  10
  enamel and clay tagine depicting angry swans, but 
  the item is very flimsy and worth only 5 gp; a rib-
  molded amethyst decanter with glass stopper, but 
  the amethyst is actually glass worth only 7 gp; and a 
  beaten brass lamp with gold inlay that is actually just 
  paint and is worth 8 gp.  
  H5. THE DISAPPOINTING SHIPMENT
  This room is crammed with crate after large crate, some 
  of which are open with straw spilling out.
  Treasure: Who would not want a half-life-size clay 
  crocodile figurine in their garden oasis? On 
  reflection, Hakaan admits that it was not one of 
  his best purchases. Even so, the 218 figures in here 
  might be worth about 50 gp in total if the right dupe 
  can be found.
  H6. HAKAAN’S BEDCHAMBER
  Here, superficially at least, is luxury: a huge, 
  magnificent bed in a beautifully carved wooden frame 
  boasts countless bright silks, cushions, and kneeling 
  poufs about it. Lurking somewhere in the room is an 
  unpleasant smell.
  Hakaan is a sloppy eater, and often hungry. He dismisses 
  staff members on a daily basis (they annoy him so much 
  with their questions), and it’s been a few days since he’s 
  had a maid clean this chamber. 
  The lurking smell is the aroma of rotting meat, which 
  is hidden under the bed and covered in flies. Hakaan 
  has gotten used to the smell, but anyone who enters 
  the chamber make a successful DC 10 Constitution 
  save or be poisoned while in the room. If the silks 
  hanging over the bed are removed, or if anyone 
  crawls under the bed, the rotting meat is disturbed 
  and requires all PCs in the room to make another 
  successful DC 10 Constitution save. Those who fail 
  this save are sickened for an hour (even if they were 
  previously sickened by the smell).
  Treasure: Hakaan is very cautious about his wealth—
  which admittedly isn’t much—and he’s hidden it 
  in a box strapped below the bed (DC 15 Wisdom 
  (Perception) to notice, unless someone actually gets 
  underneath the bed to look). Inside the sandalwood 
  box are several silk purses, 10 of which contain 10 
  gp each, and one that contains six small but well-cut 
  lapis lazuli worth 20 gp each. 
  H7. THE LADY’S QUARTERS
  Although clearly a boudoir for a lady, this room 
  appears to have been hastily abandoned.
  Mistress Salma Medersa shared Hakaan’s excessive 
  appetites for as long as she could bear—in truth, she 
  was quite a rotund lady herself—but last week it got too 
  much and she left him. The hastiness of the departure is 
  here for all to see.
  Treasure: In her haste, Salma left one of her earrings 
  behind, but it’s dropped in a corner and requires a 
  successful DC 15 Wisdom (Perception) to notice. 
  The earring is made of gold and silver and depicts a 
  crocodile with two heads. It is worth 100 gp. 
  H8. THE PROJECT
  It looks like an accident has happened here. There are 
  small ladders, floor coverings, and several pots of paint, 
  but it looks more like someone has had a fight with 
  them than done any renovation.
  Before she left, Salma thought that it was high time 
  Hakaan decorated and made a room for guests. 
  Unfortunately Hakaan was too cheap to hire real 
  decorators, and had the kobolds do it. They weren’t 
  very good at renovation, turns out.
  DevelopmenT: Some of the kobolds have become a bit 
  obsessed with throwing paint about. If any combat 
  perfuMe distriCt  
  Near the river at the northern edge of Per-Bastet, 
  safely downstream from all else, stands the 
  Perfume District, comprised of myriad small 
  islands connected by bridges. As one moves 
  downriver, the famous perfumeries and reputable 
  potion-makers of this district devolve into 
  increasingly unsavory alchemical shops, distilleries, 
  candle makers, and storage facilities. 
  Here, anyone with connections or money 
  can find necromantic unguents, poisons, and 
  abominable constructs. They are ostensibly 
  designed for use on criminals, purchased slaves, 
  and enemies of the city, or so it is always claimed 
  by their sellers.
  
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  11
  
  12
  12
  occurs in the house, two kobolds dash off, grab a 
  trio of paint pots each, and use them as improvised 
  missile weapons.  
   A thrown tin of paint (requiring a ranged touch 
  attack with a range increment of 10 feet) erupts as it 
  shatters, covering the target in magenta-, terracotta- 
  or magnolia-colored paint. A struck creature must 
  make a DC 11 Dexterity save or be blinded for 1 
  round. Two of these two naughty kobolds also take 
  paint with them to the final battle (see Part Three) 
  and use it there.
  part two: into the 
  perfuMe distriCt
  The Perfume District is where the city’s perfumeries and 
  reputable potion-makers toil; however, the southern 
  areas are too expensive. Raheed and his followers can’t 
  afford such luxury, and attempts to gather information 
  about him here turn up nothing useful. 
  However, as the PCs move further north along the 
  river, into increasingly unsavory alchemical shops, 
  distilleries, factories, and storage facilities, they begin 
  to hear about Raheed. It turns out that he isn’t very 
  popular among the people here, who describe him as 
  everything from an unsavory character to a scourge 
  upon the district. The smell here is almost unbearable 
  at times; the air is laced with chemicals and steam, and 
  the river is a seething mass of bright chemical colors.  
  The PC’s investigations are divided into a series of 
  four encounters, which can be encountered in any 
  order. The PCs should learn about the existences of the 
  moneylender, the blind man, and the laundry woman 
  (see below) through DC 10 Charisma checks to gather 
  information (this takes 1d4 hours). Or, they can make 
  DC 10 gossip checks; see the sidebar on page 6 for 
  more information. Each successful check informs the 
  PCs about one of the NPCs mentioned.
  the Moneylender
  Raheed owes money to a local hustler—a lot of money—
  and it’s no secret. So when Nassoor el-Rabat (LN male 
  human commoner, Basic Rules) saw him a few hours 
  ago heading north, the moneylender gave chase. A 
  successful DC 15 Charisma check to gather information 
  (or a DC 15 gossip check; see the sidebar on page 6) 
  reveals the extent of Raheed’s debt. 
  When the PCs meet Nassoor, he is in an alley that 
  is 10 feet wide, with squat, 15-foot-tall buildings on 
  both sides. The buildings are 30 feet wide, and on 
  top of each of the buildings that immediately flank 
  Nassoor are 1d8 workers who are renovating the 
  drooping structures.
  Nassoor begins the encounter indifferent to the PCs 
  unless they claim to be Raheed’s friends, in which 
  case he is immediately hostile. Unless the PCs quickly 
  succeed in returning Nassoor to Indifferent, he shouts 
  to the adjacent rooftops; the workers there are his 
  friends and family members, who hate Raheed as 
  much as he does. 
  The builders immediately snatch up stones, rocks, and 
  other improvised weapons and hurl them at the PCs 
  until the PCs retreat 15 feet or more from the buildings 
  that flank Nassoor. The improvised weapons have a 
  range of 20/60 feet, deal 1d4 points of bludgeoning 
  damage, and the builders throw them at a +0 to hit with 
  no bonus to damage.
  If the PCs retreat, the builders continue to verbally 
  abuse them, but they only attack if they return. If the 
  PCs retaliate, spill any blood, or use magic in any way, 
  the builders and Nassoor flee into the city screaming 
  about devils. (Note: As an optional encounter, 
  Nassoor and the builders might return later in the 
  adventure with a few members of the city guard who 
  are on the moneylender’s payroll. In this case, use the 
  statistics for the guard [LN male or female human] in 
  the Basic Rules.)
  A friendly Nassoor is a different proposition. He is 
  anxious for the 75 gp that Raheed owes him, and if the 
  PCs offer that amount to him, or if his attitude becomes 
  friendly, he invites the PCs to meet the builders. 
  The way upward involves a series of tricky 
  overhanging and loose ladders and requires a DC 
  10 Strength (Athletics) check. The fall is 15 feet. The 
  builders stop working and talk to the PCs who come 
  up, and during the conversation, one remembers that 
  Raheed is close to a laundry woman called Oumayma. 
  She gives the PCs directions and warns them to beware 
  of ropers; as a self-declared seer, she is convinced that 
  the PCs are going to have a hateful, possibly deadly 
  encounter with one in the future.
  the Blind Man
  The beggar Achraf (N male human commoner, Basic 
  Rules) knows Raheed, who frequently gives him 
  money.  A successful DC 15 Diplomacy check to gather 
  information (or gossip check) reveals that Raheed has 
  actually been giving him worthless buttons and stealing 
  real coins as he did so.
  Like before, the result of this encounter depends 
  upon the PCs’ approach. Achraf begins the encounter 
  indifferent to the PCs unless they claim to be Raheed’s 
  friends, in which case he is immediately hostile, 
  and gets up, waving his stick about. Unless the PCs 
  quickly succeed in making Achraf at least indifferent, 
  he attacks, using his stick as a club. He attacks with 
  
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  disadvantage. Anyone attacking him back quickly 
  draws the wrath of other locals for beating a beggar, 
  and they threaten to call the city guard. 
  If Achraf is made friendly, he tells the PCs the same 
  tale about the laundry woman that the builders might, 
  but this time he adds that the foul thief has rat-like 
  allies and real rats following him; he smells their stink 
  on the air about him. He wishes the PCs good fortune, 
  says he hopes a werecrocodile doesn’t menace them 
  today, and bids them adieu.  
  the laundry woMan
  If the PCs have failed in the encounters above to learn 
  about the laundry woman, then allow them to  make 
  a DC 10 Charisma or gossip check to learn about her 
  from a street waif, prostitute, or other informant.
  Oumayma and her fellow laundry women work by 
  the river. They form a large crowd, and anyone asking 
  for Oumayma is quickly sent to the woman who is 
  singing songs about dirty men and telling rude jokes.
  Oumayma (N female human bandit, Basic Rules) 
  has muscles like a fighter and a deep, rich voice. 
  She’s also very popular with the other workers here, 
  who number about 50. Oumayma also knows where 
  Raheed has been today, as one of her helpers—her 
  cousin Mounia—saw him enter Festering Heth’s earlier. 
  Oumayma does not approve of her cousin’s friendship 
  with Raheed, who she finds unpleasant for a reason she 
  can’t quite articulate. 
  As Oumayma gladly tells the PCs, Heth—an 
  apothecary who lives in one of the worst parts of the 
  Perfume District—never washes, either himself or 
  his clothes. The laundry women find him disgusting, 
  hence his unkind nickname. They often tease the foul 
  wererat for his stench or feign romantic interest in 
  him to amuse their friends. All of the laundry women 
  can give directions to Heth’s place and an outer 
  description of it. 
  Characters pretending to be enemies of Raheed 
  can make a successful DC 10 Charisma (Deception) 
  check to receive all this information immediately, 
  along with some rather profane message the women 
  want the PCs to pass on to the wererat. Those who fail 
  the check, pretend to be friends with the wererat, or 
  throw their weight about meet the same response—
  merciless verbal abuse. 
  The ladies are wicked; their tongues lash those they do 
  not like, belittling and pointing out every little fault—
  real or imagined. In fact, if the laundry women verbally 
  abuse the PCs, word about their supposed incompetence 
  and ridiculousness moves so quickly throughout the 
  Perfume District that they take a -1 penalty to all social 
  skill checks for the rest of the adventure. 
  As the PCs leave such a scene, Oumayma shouts 
  out, “go to your friend Raheed—you’ll find him at the 
  stinking cesspit of Festering Heth’s. You should enjoy 
  it there! It’s disgusting! Go! Go to your foul friend!” 
  Finding Heth’s should prove fairly straightforward but 
  interesting from this point and allows GMs to develop 
  other encounters as desired. 
  Drawing weapons or any threat of violence causes 
  the women to scatter, possibly leaving the PCs without 
  Raheed’s whereabouts. Perhaps the PCs finish the 
  adventure empty-handed, although whether their 
  sponsors believe that they have the Eye as they leave 
  the Perfume District is left to the GM. The laundry 
  women have extensive friends and family, and if the 
  PCs are aggressive or unwarranted in their approach, 
  consider having a few of these relatives turn up to 
  exact vengeance.
  THE DESPICABLE YET BELOVED CAT
  This encounter can occur at any time while the PCs are 
  in the Perfume District, but is recommended as the last 
  one before the PCs meet Festering Heth, as evidence 
  that Raheed and the Grimalkin Eye are not far away. 
  
  14
  14
  The PCs hear a commotion just ahead in a small 
  plaza. As they enter, read or paraphrase the following:
  Ahead, an excited group of people edges a small 
  circular plaza, above which is a stepped entrance to a 
  temple. Some wave mops and sticks; those who do not 
  have anything in their hands wave their arms about 
  excitedly. In the middle of this group prowls a small, 
  curiously marked cat. It snarls at the crowd and bears 
  its teeth, which are dripping with blood.
  The cat has just escaped from the temple and is a Bastet 
  temple cat, a creature sacred to the temple’s priestesses. 
  For some reason—actually the passing of the Grimalkin 
  Eye, which has temporarily unhinged the cat—it 
  has gone slightly berserk and now prowls the plaza, 
  attacking anyone who comes near it. The cat ordinarily 
  is a placid creature that watches the temple by night and 
  sleeps by day. It is not caged, nor has it ever been. 
  The priestesses who normally staff the temple are 
  presently across the city visiting a sister temple, leaving 
  only two very junior priestesses (N female human 
  acolyte, Basic Rules) here who are, in truth, little more 
  than caretakers. Clad in the junior ecclesiastical attire 
  of Bastet’s faith (something noted on a successful DC 
  10 Intelligence (Religion) check), the priestesses are 
  terrified that the cat is either going to escape or be 
  killed. They are slightly less concerned that it might kill 
  someone, but presently all options look bad, and the 
  arrival of armed strangers might cause the juniors to 
  cry out for help. 
  There are a dozen or so further locals (all male or female 
  human commoner, Basic Rules) at the edges of the plaza. 
  If the PCs threaten them (Charisma (Intimidate) DC 
  10) or politely calm them down (Charisma (Persuasion) 
  DC 10), they move back from the plaza, allowing the PCs 
  room to deal with the cat. 
  CreaTure: The Bastet temple cat attacks anyone who 
  comes within 10 feet of it, but it can in certain 
  situations (see Development) be driven back. If 
  attacked at range, it uses its fascinating lure ability on 
  such attackers. 
  Bastet Temple Cat                                    
  Small monstrosity, chaotic neutral 
  Armor Class 15 (natural armor)
  Hit Points 37 (5d10 + 10)
  Speed 40 ft., climb 20 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+2) 15 (+2) 
  14 (+2) 
  12 (+1) 
  12 (+1) 
  16 (+3)
  Skills Acrobatics +4, Perception +3, Stealth +6
  Senses darkvision 60 ft., passive Perception 13
  Languages Sylvan, Trade Tongue
  Challenge 3 (700 XP)
  Keen Smell. The Bastet temple cat has advantage on 
  Wisdom (Perception) checks that rely on smell.
  Pounce. If the Bastet temple cat moves at least 20 feet 
  straight toward a creature and then hits it with a claw 
  attack on the same turn, that target must succeed on a 
  DC 13 Strength saving throw or be knocked prone. If the 
  target is prone, the Bastet temple cat can make one bite 
  attack against it as a bonus action.
  Priestly Purr. Divine casters who worship Bastet and 
  spend a short rest preparing spells or regaining spell slots 
  within 5 feet of a Bastet temple cat gains advantage on 
  spellcasting ability checks (not attacks). In addition the 
  caster may imbue one spell of 2nd level or lower to the 
  Bastet temple cat. To do so, the caster must cast the spell 
  on the Bastet temple cat. The spell has no effect but is 
  stored within the Bastet temple cat. The Bastet temple cat 
  then may cast the spell with any parameters set by the 
  original caster, requiring no components. When the spell is 
  cast or a new spell is imbued, any previous spell is lost. 
  Innate Spellcasting. The Bastet temple cat’s innate 
  spellcasting ability is Charisma (spell save DC 13). It can 
  innately cast the following spells, requiring no material 
  components.
  At will: guidance
  3/day each: cure wound, charm person
  1/day: enhance ability
  aCtions
  Multiattack. The Bastet temple cat makes two attacks with 
  claws or one claw and one bite attack.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage.
  Claw. Ranged Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage.
  Fascinating Lure. The Bastet temple cat purrs loudly while 
  targeting a single humanoid within 30 feet that can see 
  and hear the Bastet temple cat. The target must succeed 
  on a DC 13 Wisdom saving throw or be charmed until 
  the effect ends. The Bastet temple cat must take a bonus 
  action on its subsequent turns to continue purring but 
  it can stop purring at any time and the effect ends if the 
  Bastet temple cat is incapacitated. While charmed by 
  the Bastet temple cat, the target is incapacitated and if 
  the charmed target is more than 5 feet away from the 
  Bastet temple cat the target can take the Dash action 
  on its turn to move toward the Bastet temple cat by the 
  most direct route. It doesn’t avoid opportunity attacks, 
  but before moving into damaging terrain and whenever 
  it takes damage from any source, the target can repeat 
  the saving throw.  Once within 5 feet of the Bastet temple 
  cat, the target is compelled to pick up or pet the Bastet 
  temple cat. A creature can also repeat the saving throw at 
  the end of each of its turns. If a creature’s saving throw is 
  successful, the effect ends on it. A target that successfully 
  saves is immune to the Bastet temple cat’s purr for the 
  next 24 hours. 
  DevelopmenT: At first glance, the Bastet temple cat is quite 
  the challenge for the PCs. However, PCs who look at the 
  
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  plaza closely (DC 10 Intelligence 
  (Investigation)) notice that there 
  is a pile of barrels at Point A on 
  the map, a covered wagon filled 
  with clucking birds at Point 
  B, and a covered well at Point 
  C. Each offers a brave PC a 
  chance to drive the cat toward a 
  potential trap. 
  Blustering at the cat (DC 
  15 Charisma (Intimidate)) or 
  coaxing it (DC 10 Wisdom 
  (Animal Handling)) gets it to 
  move in any direction the PCs 
  push it by 5 feet. A check that 
  succeeds by 5 or more moves it 
  10 feet. If a character fails the 
  checks, the cat lashes out with a 
  single claw attack. If a character 
  fails the check by 5 or more, or 
  fails 3 times in a row, the cat uses 
  charm person on her to draw 
  her forward, or just attacks with 
  claws and bites.
  The barrels are a new batch 
  just made by the local cooper 
  K’hallim-i-Nath (LN male 
  human commoner, Basic Rules). 
  The barrels are empty, and their 
  lids have not been hammered 
  shut. They could readily fit the 
  cat inside, but getting it into the 
  barrels beyond magical means 
  is not easy. If anyone tries to 
  remove the barrels, K’hallim 
  approaches, waving his hammer 
  aggressively. A successful DC 
  10 Charisma (Intimidate) check 
  (or simply drawing a weapon) 
  readily gets him to back down, 
  otherwise he might chance an attack using his hammer 
  as a club. The PCs could feasibly use the barrels to 
  cover the cat. Doing so requires backing the cat into a 
  barrel’s space and then succeeding on a DC 10 Dexterity 
  (Acrobatics) check.
  The wagon contains chickens in a large cage owned 
  by Rania V’thei (N female human commoner, Basic 
  Rules). The cage is made of wood and is 5 feet wide on 
  all sides. Rania tries to stop anyone from releasing her 
  chickens or—far worse—sending a cat in with them. 
  A successful DC 10 Charisma (Diplomacy, Bluff, or 
  Intimidate) check, or drawing any weapon, gets her 
  to back down. If not, she tries to distract anyone from 
  interfering with her property by throwing eggs at 
  them. This does no damage to PCs struck, but makes 
  for quite a spectacle in front of the crowd. 
  The well cover is made of metal, and requires a 
  successful DC 8 Strength check to lift. If the temple 
  priestesses see the well cover lifted and the PCs moving 
  toward the cat, they yell madly to try to stop them. 
  The priestesses know that the well is 50 feet deep and 
  could seriously injure the creature if it falls in. Unless 
  forced to back down in the same way as Rania above, 
  the priestesses try to distract the PCs by throwing 
  themselves in front of the cat, risking an attack while 
  trying to get the well cover back on. They also push 
  and shove at any would-be-attacker.
  If the cat is captured peacefully, a great cheer goes up 
  among the locals, who mob about the PCs while they 
  
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  congratulate them. The PCs learn that the temple cat 
  is not the only big cat that has been behaving oddly in 
  the city; locals have heard at least 127 similar separate 
  tales this day alone—in truth, there have been no more 
  than a handful of unusual cat-related events, but that’s 
  gossip for you. If the PCs follow up on any of these 
  leads they go down literal blind alleys, but learn that 
  wherever Raheed went, cats behaved oddly. 
  That evening, a more senior priestess, accompanied 
  by the two juniors, finds the PCs and rewards them in 
  a suitable way; GMs should choose a reward worth up 
  to 500 gp that is appropriate for the group.
  If the cat is killed, the crowd falls into a worried 
  silence and gathers about to inspect it, some crying 
  and wailing at the terrible fate they are sure is about 
  to befall the city. The death should have ongoing 
  consequences for the PCs, at the GM’s discretion; 
  perhaps the priestesses locate the PCs and berate them 
  while sobbing, or maybe they have some little task for 
  them to carry out as recompense for their heresy. Or, 
  maybe they try to impose a fine on the PCs.
  FESTERING HETH’S
  A vast ship’s mast lurches from a lower building. It rises 
  to an overhanging, two-story timber building, from 
  which balconies protrude, and beyond to a steeply 
  gabled roof.
  Heth’s lies atop a lower building, itself 20 feet tall, from 
  which rises the two-foot-thick ship’s beam. The beam 
  rises a further 10 feet to the lower floor of Heth’s home. 
  An iron ladder is nailed and riveted to the beam and 
  outer wall of the building below, and then lurches 
  outward to the main entrance, which overhangs the 
  beam by some 10 feet. 
  Sharp-eyed PCs (Wisdom (Perception) DC 15) notice 
  that, in the cobbled street below Heth’s, a merchant sells 
  creatures from her menagerie. If the PCs check, there 
  are no cats here, but the merchant, Ahri Khaleeni (CN 
  female human commoner, Basic Rules), is happy to 
  confirm that she sold her prize cat—a juvenile cheetah—
  to her neighbor Heth only an hour ago. Heth had the cat 
  immediately lifted to his home high above in a cage. 
  If the PCs press her, the merchant remarks that it 
  was an odd transaction, because Heth is usually much 
  more interested in chemicals than animals.  Ahri can 
  easily point out the building Heth lives in, as it took 
  two of her best slaves almost an hour to haul the cage 
  upward. If the PCs locate these slaves, they may learn 
  something of the interior of Heth’s laboratory (at the 
  GM’s discretion). 
  Raheed is held in the gable attic (area FH4), but 
  when the PCs first arrive, he is still bound and gagged. 
  If the PCs enter the place and search, they find him 
  before he has had chance to escape (see Return to 
  Festering Heth’s at the end of this description). Heth 
  has both Raheed and the Eye, and is slightly worried 
  that Raheed’s allies might come calling. 
  Clever Heth is a dirty, stinky creature; he wears a 
  long, stained white thawb and walks with the help 
  of a cane. He has one cloudy eye and an unsettling 
  twitchiness about his furtive actions. The arrival of the 
  PCs offers Heth a way of removing Raheed’s ratfolk 
  allies and quickly bringing in reinforcements.
  When the PCs enter his home, he quickly meets 
  them. If they attack or otherwise threaten him, 
  Heth tries to run into his laboratory (area FH2) to 
  lock himself in and avoid combat. Throughout the 
  encounter, he claims that Raheed has been here; he 
  says Raheed demanded too much for his object and 
  went back to his garret. He gives the PCs clear details 
  of how to get there. (He won’t tell the PCs this, but 
  he intends to send them on a wild goose chase so he 
  can hire help to protect himself in the meantime [see 
  Return to Festering Heth’s].)
  Heth hates physical pain, however, and if the PCs 
  begin combat with him before he has chance to get 
  reinforcements, he eventually offers up Raheed (while 
  secretly trying to retain the Eye on his person). If the 
  PCs forcefully demand the Eye (DC 10 Charisma 
  (Intimidate)), he hands it over. If faced with no other 
  choice, he fights, freeing his cheetah if possible to see if 
  it will truly fight for him. 
  Of course, if the PCs acquire the Eye and do not 
  determine its properties, whichever PC possesses it 
  becomes subject to the artifact’s powers, and all cats 
  within 50 feet act as if under a confusion spell (see the 
  end of the adventure). The PCs can determine the Eye’s 
  properties as normal (using identify or focusing on 
  it during a short rest), or through a successful DC 20 
  Intelligence (History or Religion) check. 
  AS’haad Al Heth                                        
  Medium humanoid (gnoll), neutral
  Armor Class 14 (studded leather)
  Hit Points 53 (7d8 + 21)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+2) 14 (+2) 
  16 (+3) 
  9 (-1) 
  10 (+0) 
  14 (+2)
  Saving Throws Con +5, Cha +4
  Skills Arcana +1, Survival +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Draconic, Gnoll, Trade Tongue
  Challenge 1 (200 XP)
  Rampage. When Heth reduces a creature to 0 hit points 
  
  17
  17
  with a melee attack on his turn, 
  he can take a bonus action to 
  move up to half his speed and 
  make a bite attack.  
  Spellcasting. Heth is a 2nd-level 
  spellcaster. His spellcasting 
  ability is Charisma (spell save DC 
  12, +4 to hit with spell attacks). 
  Heth has the following sorcerer 
  spells prepared:
  Cantrips (at will): acid splash, 
  fire bolt, light, prestidigitation, 
  true strike
  1st level (3 slots): burning 
  hands, disguise self, jump, shield
  aCtions
  Bite. Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one target. Hit: 4 
  (1d4 + 2) piercing damage.
  Mace. Melee Weapon Attack: 
  +4 to hit, reach 5 ft. or 20/60 
  ft., one target. Hit: 5 (1d6 + 2) 
  bludgeoning damage
  Light crossbow. Ranged Weapon 
  Attack: +4 to hit, range 80/320 
  ft., one target. Hit: 6 (1d8 + 2) 
  piercing damage.
  Gear: alchemist fire (3), mace, light 
  crossbow, 20 bolts, leather armor, 
  cloak of resistance +1, Grimalkin 
  Eye, the keys to the main door 
  and the padlock to the attic
  FH1. THE OVERHANG
  The iron ladder here looks 
  secure, but it overhangs a drop 
  of around thirty feet before 
  lurching over the outside of the 
  balcony above.
  A successful DC 5 Strength (Athletics) check is 
  required to reach the entrance by the ladder. Another 
  building rises nearby, and lies at one point within 20 
  feet horizontally and 2 feet vertically below the lower 
  balcony. This is depicted on the map and can, of course, 
  be jumped (DC 20 Strength (Athletics); GMs should 
  encourage PCs to come up with creative solutions, 
  including using a pole or grappling hooks and ropes 
  to make a makeshift bridge). Access to this rooftop is 
  a simple matter of surveying the street to spy an outer 
  ladder that rises to the rooftop. 
  FH2. HETH’S LABORATORY
  A narrow, exposed balcony surrounds the timber 
  building, which has a single hefty-looking iron and 
  wooden door.
  Heth’s door is locked with a poor lock (Dexterity (Thieves 
  Tools) DC 10; he has the key), and has a peephole 
  through which he normally greets visitors. The door is 
  old and has been battered by sandstorms and age (AC 
  15, 5 hp, break DC Strength (Athletics) 10). There are no 
  windows on this floor.
  Beyond is a cramped laboratory. The stench of 
  chemicals is almost overpowering. Within the 
  
  18
  18
  laboratory are a fine alchemist’s laboratory, books, 
  cages with small creatures, and a larger cage with a 
  panther inside. A ships’ ladder rises to hole in the 
  timber ceiling.
  CreaTures: After speaking to Raheed, Heth invested in a 
  panther from a nearby merchant and has been busy 
  using the Eye to try to control it. If attacked and not 
  persuaded to back down, he frees the panther and 
  tries to control it to attack intruders.
  Panther                                         
  Hit Points 13 (Basic Rules)
  Challenge 1/4 (50 XP)
  Treasure: The laboratory is a masterwork alchemist’s 
  laboratory. Among the jars and vials, a close look (DC 
  10 Intelligence Investigation)) reveals four vials of acid, 
  three vials of alchemist’s fire, a tanglefoot bag, and a 
  thunderstone. Heth uses all these in the event of attack. 
  The books are mostly alchemical, and are worth about 
  150 gp total.
  FH3. HETH’S BEDROOM
  This is an airy chamber, with lots of gaps in the walls 
  and a trio of kites hung up around a large hammock 
  that stretches across the whole room. Iron spikes that 
  have been nailed into the wall rise to a trapdoor that’s 
  padlocked from below.
  The padlock is poor (Dexterity (Thieves Tools) DC 10). 
  Heth has the key and has locked Raheed behind it.
  Treasure: One of the kites has a bronze, copper, and 
  wooden head worth 35 gp. Heth has hidden a few 
  valuable or useful items here, just in case. Each requires 
  a successful DC 10 Intelligence (Investigation) check 
  to spot. They are a pair of alchemist’s fire vials tied with 
  catgut, a sow’s ear made into a purse containing 3 tiger 
  eyes worth 25 gp each, and a small carved giraffe with 
  a mouth that holds a feather token (tree).   
  FH4. THE GABLE ATTIC
  The trapdoor gives access to a dirty chamber infested 
  with bats. Through gaps in the timber, you catch 
  tantalizing glimpses of the Great Sand Pyramid, the 
  vast Pyramid of the Mother of Destiny glowering at her 
  far shoulder. The sprawling city festers beyond in a hive 
  of people, commerce, and adventure.
  If the PCs’ entered Heth’s immediately on their first 
  visit, Raheed is herein, in a large sack hanging from a 
  butcher’s hook hanging from the ceiling some 10 feet 
  above the floor (as represented by point R on the map). 
  If they arrived later, Raheed has escaped, and lurks with 
  two of his kin, desiring vengeance and the Eye, awaiting 
  his chance to surprise his jailer—or his allies. As soon as 
  anyone enters, his rats rush into attack, swiftly followed 
  by Raheed himself. 
  Raheed Wa Moi Matiba 
  Challenge 2 (450 XP)
  Wererat (Monster Manual) 
  Giant Rats (2)                                              
  Challenge 1/8 (25 XP each)
  Hit Points 7 each (Basic Rules) 
  RETURN TO FESTERING HETH’S
  If the PCs fall for Heth’s ruse, he heads straight down 
  his ladder and into the streets nearby. Fifteen minutes 
  later, he has hired a duo of gnoll brothers and awaits 
  the PCs’ return, smiling at his own cunning. These 
  gnolls are by no means loyal, and if one is killed or all 
  three injured they offer to leave, claiming they meant 
  no trouble.
  The gnolls use the advantage of Heth’s building to 
  attack from the balconies, throwing spears at returning 
  PCs as they climb the ladder (they each have five 
  spears), and then using cover for as long as they can. 
  If the PCs cleverly wait outside in order to see what 
  happens, they catch Heth red-handed. If they manage 
  to corner him, he easily backs down without a fight, as 
  listed above. 
  Gnolls (2)                         
  Challenge 1/2 (100 XP each)
  Hit Points 22 each (Basic Rules)
  fee fie foe fuM!
  The ship’s beam makes an interesting option for 
  corner cutting—if the PCs aren’t too worried 
  about breakages. The ship’s beam is 2 feet thick 
  and weathered (hardness 5, hp 120, break DC 
  28). However, it is up to the GM to judge how 
  Heth and his neighbors might react to this 
  event. Certainly it could make an unusual and 
  memorable entrance to the PCs’ adventures in 
  Per-Bastet. What it might do to their reputation, 
  however, is another matter altogether.
  
  19
  19
  raheed’s squat
  The squat is lashed to the Perfume District’s rooftops 
  and lies right at its outer western isles. It is little more 
  than a raised timber platform, comprised of two-inch-
  wide planks lashed together, with wooden boards to 
  provide a stable surface and an outer wall made of dusty 
  cloth. Between, a small open section of exposed river 
  finds use as a sewer.
  TSC1. THE TEETERING SQUATCHAMBER
  This rooftop building is little more than a skeletal 
  plank frame with a dusty cloth skin that balances on 
  stilts between two buildings. A bamboo ladder grips 
  its way up an outer wall to the 
  rooftops’ sloping gables, where the 
  temporary building billows.
  The squat lurks on the rooftops 
  of one of the riverside slums and 
  hangs between two buildings. 
  It rests about 30 feet above the 
  ground and river. 
  The river here is a disgusting 
  flotsam and waste-throttled vent. 
  Although easy to swim in, it is 
  infested with a local breed of 
  python, and one lurks not far away. 
  The dirty stilts climbing from the 
  river are slimy and lie 10 feet below 
  the boardwalk the buildings sit 
  on, and require a successful DC 
  10 Strength (Athletics) check to 
  navigate. If a character falls into the 
  river, a python (constrictor snake, 
  Basic Rules) attacks. The snake 
  slithers away if injured in any way.  
  The ladder leading upward 
  requires no check, but the sloped 
  roofs are dusty, and require 
  a successful DC 5 Dexterity 
  (Acrobatics) check to move along. 
  Any PC who makes a successful 
  DC 10 Wisdom (Perception) check 
  notices a chimney sticking out of 
  the squat; this offers an alternative 
  entrance to Raheed’s lair and leads 
  directly into a gap in the cloth in 
  the middle of the lair. 
  The building below is presently 
  unoccupied, and a successful DC 
  10 Strength (Athletics) or Dexterity (Acrobatics) check 
  is required to use this entrance. Unless PCs use Stealth 
  as they climb up, the rats become aware of intruders, 
  but are otherwise caught by surprise. 
  When the PCs reach the rooftop, read or paraphrase 
  the following:
  The timber platform—for that is all this really is—sits 
  upon a dozen gleaned flotsam planks. Its extreme 
  edges lie some five feet above the dusty rooftops, and 
  a cold chimney sticks from the cloth roof. Here at the 
  riverside, the city curves in a graceful arc away to the 
  south, toward the Palace District. You can make out the 
  Wharf District to the west, the Hunt to the north, and 
  beyond those the Monument District and the District 
  
  20
  20
  of the Cat. Past the city’s gleaming walls, the desert 
  rolls and boils, answering the song of Per-Bastet with 
  her own susurrus hymn.
  CreaTures: Nervously awaiting the return of their 
  leader are several dire rats and a duo of ratfolk, who 
  worship Raheed as a living god come to liberate them 
  from filth and bring them endless cheese. The group 
  regularly watches from the squat, but concentrates 
  upon the ladder. They expected their leader back a 
  while ago and know he bears a mighty artifact. If 
  attacked in their own lair and caught flat-footed as 
  a group, they lay down their weapons, scurry away 
  over the rooftops or into the river below, and only 
  attack if attacked.
  Ratfolk (2)                                        
  Small humanoid (ratfolk), neutral
  Armor Class 14 (studded leather armor)
  Hit Points 7 (2d6)
  Speed 25 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  7 (-2) 
  15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0)
  Skills Animal Handling +2, Arcana +4, Perception +2
  Senses passive Perception 12, darkvision 60 ft.
  Languages Trade Tongue
  Challenge 1/4 (50 XP)
  Nimbleness. The ratfolk can move through the space of any 
  creature size Medium or larger.
  Pack Tactics. The ratfolk has advantage on an attack roll 
  against a creature if at least one of the ratfolk’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  aCtions
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  Light crossbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d8 + 2) piercing damage.
  Giant Rats (4)   
                                           
  Challenge 1/8 (25 each  XP)
  Hit Points 7 each (Basic Rules) 
  Constrictor Snake                               
  Challenge 1/4 (50 XP)
  Hit Points 13 (Basic Rules)
  Treasure: The group is very poor. They have a gourd 
  of poor local wine, a loaf of blackbread, and a few 
  onions and chilis, as well as a small chunk of very old 
  hard cheese with gnaw marks in it. Hidden under the 
  floorboards (noticed on a successful DC 20 Wisdom 
  (Perception) check, or a successful DC 10 Intelligence 
  (Investigation) if the PCs actively search below the 
  boards) is a small leather bag containing 23 cp, 3 sp 
  and a ceramic depiction of Anu-Akma worth 8 gp.
  part three: three 
  sides to every story
  The PCs have several loose ends to tie, and may even 
  try to sneak away from their escort of cats to take their 
  own reward for the Grimalkin Eye. How this develops—
  and it should develop into a wider story of pursuit and 
  intrigue—is left to the GM.
  If the PCs follow the offered course of action, as soon 
  as they leave the Perfume District they come to a square 
  where they immediately see Mistress Henna Mjelidi 
  standing beside a great lion statue. Opposite her, across 
  the cobbled square, squats Hakaan-al-Khareen Zmirr 
  Nill Mo Chatooor, chewing upon a great haunch of 
  roast camel cooked in sugar and saffron.
  Both step forward—their allies hidden close by—and 
  demand the Eye.
  THE SQUARE OF LIONS
  The high rear walls of minor temples surround 
  this 30-foot-wide square. The walls are 20 feet 
  tall, weathered, and full of holes (DC 10 Strength 
  (Athletics)). The southwest temple has a flat roof, while 
  the others are gabled at approximately 45 degrees. 
  The area is full of lion statues, which offer cover. 
  Those on the rooftops are heavy, but can be pushed 
  over with a successful DC 20 Strength check. Creatures 
  below a falling statue must make a successful DC 15 
  Dexterity save or take 4d10 points of damage; making 
  a second successful DC 15 Dexterity save halves the 
  damage. In each corner of the square, atop a dais 
  reached by three steps, is an open-mouthed roaring 
  lion statue. These are too big to move. 
  CreaTure: The square is noted for its caged lions, which 
  lurks in a shaded corner indicated on the map. Local 
  priestesses feed the lions, savage beasts that prove 
  impossible to tame, daily. Locals pray before the lions 
  as they pass, and often toss food to them.  
   The lions are presently hungry, however, and lash 
  out; they can attack anyone who comes within 5 feet 
  using a single claw attack (although it has a 50% 
  miss chance when it makes these attacks). If a lion is 
  fed—say by the piece of meat Hakaan munches on—it 
  turns its attention to the food and does not attack 
  anyone for the remainder of this encounter. 
   The padlock is average (D 15 Dexterity (Thieves 
  Tools)) but rusty (AC 17, 10 hp, break DC 18 
  Strength). Releasing the lions is a risky strategy, but 
  if the PCs can overpower them with the Eye, they 
  could drive the others away very quickly (see A Final 
  Standoff). If not controlled, the hungry lions simply 
  attack randomly until they have killed someone, who 
  they then eat, only attacking again if attacked.
  
  21
  21
  Lions  
                                                     
  Challenge 1 (200 each  XP)
  Hit Points 26 each (Basic Rules)  
  DevelopmenT: GMs might wish to consider how the local 
  temple masters might react to any acts of vandalism, 
  and what might happen to a free lion in the city streets.
  a final standoff
  Henna stands at point M on the map, and her followers 
  are on the flat-roofed temple behind her at point X. 
  Hakaan teases the lion from point H, his kobolds 
  lurking heroically behind him at point Y.
  
  22
  22
  The PCs can play this situation however they wish, 
  but bear in mind that both Henna and Hakaan want 
  the Eye and can’t afford the reward they promised. 
  The PCs can use their skills to ally with one side or 
  another. A successful DC 15 Charisma (Deception, 
  Intimidate, or Persuasion) check is enough to convince 
  would-be allies to work with the PCs in a fight, and if 
  the PCs are really clever they can keep to the edges of 
  combat and simply dodge. Both Henna and Hakaan 
  flee or surrender if more than half of their followers 
  are slain or if they have 6 or fewer hp remaining, 
  pledging not to go after the Eye. In this way, the PCs 
  may simply play at being in a fight, and watch as 
  everyone wears each other down to a point where only 
  the PCs can win.  
  Mistress Henna Mjelidi 
  Challenge 2 (450 XP) 
  Hit Points 33 (see page 7) 
  Henna’s Catfolk 
  Challenge 1/4 (50 XP)
  N catfolk 
  Hit Points 11 (see page 8)
  Hakaan-al-Khareen Zmirr Nill Mo Chatooor 
  Challenge 1 (200 XP) 
  Advanced gnoll 
  Hit Points 33 (see page 9)
  Kobolds (4) 
  Challenge 1/8 (XP 25 each) 
  Hit Points 5 each (Basic Rules) 
  Special: Climb speed 10 ft.
  ConCluding  
  the adventure
  The ending of this adventure is very open; the PCs 
  might side with one person and sell the Eye, forcing 
  the NPC to pay properly for the item. They may sell 
  the item themselves and betray both groups, or they 
  may try to slay everyone and keep the item. Whatever 
  happens, think of how this event might develop—do 
  betraying PCs get a reputation that attracts shady NPCs 
  to hire them? Do heroic and honest PCs have further 
  adventures with Hakaan or Henna? If possible, try not 
  to let adventures simply end without consequences; 
  ongoing stories are always so much more fun.
  the griMalkin eye
  Aura faint enchantment; CL 15th; Weight 1 lb.
  desCription 
  A black slit, making it appear like a real eye, bisects 
  this fist-sized, spherical tiger-eye gem. Hanging from 
  a weathered chain, the gem is said to be the magically 
  preserved eye of a lioness that served Bastet while the 
  goddess was mortal.
  The Grimalkin Eye affects feline beasts—domestic 
  cats, leopards, lynxes, lions, tigers, cheetahs, servals, 
  and any local variants thereof, including giant 
  versions of these animals. It does not affect any 
  feline creature without the beast type, including 
  creatures such as weretigers and rakshasas, which 
  aren’t true cats. 
  Once per day, the Eye can dominate cats as though 
  using a dominate beast spell. Three times per day 
  total, the wearer can use one of the following spells 
  on cats: animal friendship, animal messenger, and 
  speak with animals. If the wielder does not take 1 
  hour each day to attune with the Eye, though, the 
  artifact causes all cats within 50 feet to act as if under 
  a confusion spell, and the wielder randomly sees 
  through the eyes of a cat within range. The wielder 
  also cannot use any of the abilities mentioned above.
  destruCtion 
  If bathed in the blood of a high priestess of Bastet, 
  the Grimalkin Eye turns to dust.
  
  HEROES
  TM
  Raven’s 
   Call
  The
  WOLFGANG
  BAUR
  Kobold Press, Midgard, the Midgard logo, Southlands, Open Design, and their associated logos are trademarks of Open Design. 
  heroes
  TM
  BY DAN DILLON
  yxv
  yxv
  answer the  
  Call!
  Go on thrilling new adventures with  
  5th edition! Create your heroes and send 
  them on their first-ever mission: to save 
  a village in peril and push the vile 
  trollkin into the sea.
  koboldpress.com
  
  24
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  9. Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may use 
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  11. Use of Contributor Credits: You may not market or 
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  to some or all of the Open Game Content due to statute, 
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  not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically 
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  15. COPYRIGHT NOTICE 
  System Reference Document Copyright 2000. Wizards of 
  the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave 
  Arneson. 
  Cat and Mouse © 2015 Open Design; Authors: Richard 
  Pett with Greg Marks.
  
  n the cool streets and blazing bazaars, the word is out: a great treasure has gone 
  missing in the Everlasting City of the Cat, and some very ambitious people have 
  set their sights on it. Many paws and claws are out, and everyone is sniffing around 
  for something rich and strange. 
  It’s an odd time for a catfolk thief and a gnoll merchant to make very tempting 
  offers to strangers in town. Or, perhaps it’s not odd at all. Get caught up in the hunt 
  with Cat and Mouse by Richard Pett, the acclaimed Paizo adventure path author!
  This adventure for 1st-level characters is a perfect introduction to the Southlands 
  campaign setting, and it fits neatly into any desert city where cats are sacred and 
  rats are cautious and sly.
  I
  Who do You       
      trust?
  $14.99
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Cat & Mouse.pdf