TEXT: ������� Andrew Engelbrite
  ����� ��� Claudio Pozas
  ���� Mik Holmes
  ������� Mike Myler
  ������ Eric Life-Putnam
  Y
  ou  realize  that  someone 
  both clever and patient has 
  your  scent—you’ve  become  prey. 
  Paranoia  sets  in  as  days  or  even 
  weeks pass without incident only 
  for  you  to  turn  an  unfortunate 
  corner  and  walk  into  impending 
  death. You must ﬁgure out why this 
  is happening before it’s too late and 
  you  see  those  eyes  once  again, 
  glinting  in  the  night  with  a 
  murderous promise.
  Tiger Eyes
  A supplemental 5E­compatible adventure for 4–5 PCs of 5th–7th level
  EN World EN�����
  
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  “EN  World,” “EN�����,” EN  Publishing 
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  Identity.
  B���������
  The valuable tiger eyes necklace was stolen in the dead 
  of night from the Bank of Svod by a notorious thief 
  known only as “The Zephyr,” a criminal that’s gone 
  unpunished for swindling countless institu tions and 
  nobles across the countryside. This time however they 
  were spotted in the act. The Bank of Svod has placed a 
  ��,���  gp  bounty  for  The  Zephyr’s  head  and  the 
  enchanted jewelry’s return though sadly the artist’s 
  rendition of the burglar is spot on for one of the PCs! 
  The notorious catfolk bounty hunter Nebiri is hot on 
  the thief’s trail and though innocent, the adventurers 
  will have a diﬃcult time explaining that while caught 
  within one of the huntress’ insidious traps.
  S����������� A��������
  This adventure is best played throughout a campaign 
  with Nebiri setting deadly traps for the party while they 
  go about questing. Ideally the huntress uses her devices 
  over a long period (springing the ﬁrst while the PCs 
  are �th level) with the confrontation between Nebiri 
  and the adventurers taking place before they reach �th 
  level—where they learn of the mistaken identity and 
  join forces to catch the real Zephyr. 
  Note.  To  use  this  as  a  contained  adventure  have 
  Nebiri spring all her traps within the same few days 
  while the PCs are �th or �th level. 
  T�� T��� I� S��
  For this adventure the GM selects one of the PCs to be 
  Nebiri’s “quarry,” an adventurer with a spot‐on resem ‐
  blance for The Zephyr. The thief’s physical description 
  Nebiri, Catfolk Bounty Hunter
  Nebiri isn’t evil but she’s good at what she does, 
  ruthlessly determined to catch her quarry and collect 
  the bounty—the catfolk values her freedom and bounty 
  hunting funds her far-traveling lifestyle.
  Nebiri
  Medium humanoid (catfolk), chaotic neutral
  Armor Class �� (studded leather)
  Hit Points �� (��d� + ��)
  Speed �� �., climb �� �.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  �� (+�)
  �� (+�)
  �� (+�)
  �� (+�)
  �� (+�)
  �� (+�)
  Saving Throws ��� +�, ��� +�
  Skills Acrobatics +�, Deception +�, Perception +�, 
  Stealth +��
  Damage Resistances poison
  Senses darkvision �� �., passive Perception ��, 
  passive Stealth ��
  Languages Cat’s Tongue, Thieves’ Cant
  Challenge � (�,��� XP)
  Assassinate. During her first turn, Nebiri has
  advantage on attack rolls against any creature that 
  hasn’t taken a turn. Any hit Nebiri scores against a 
  surprised creature is a critical hit.
  Boots of Elvenkind. Nebiri’s steps make no sound, 
  regardless of the surface she is moving across. In 
  addition, she has advantage on Dexterity (Stealth) 
  checks that rely on moving silently.
  Cat-Like Swi�ness. On her turn in combat when she 
  uses her movement, until the end of her turn Nebiri’s 
  speed is doubled. She cannot use this trait again 
  until she has spent an entire turn without using any 
  of her movement.
  Evasion. If Nebiri is subjected to an eﬀect that allows 
  her to make a Dexterity saving throw for half dam -
  age, she instead takes no damage if she succeeds on 
  the saving throw, and only half damage if she fails.
  Sneak Attack. Once per turn, Nebiri deals an extra �� 
  (�d�) damage when she hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within � feet of an ally of hers that isn’t 
  incapacitated and Nebiri doesn’t have disadvantage 
  on the attack roll.
  continued on next page
  Supplemental Adventure: Tiger Eyes  |  EN World EN�����
  
  is  intentionally  le�  vague  so  that  any  humanoid 
  member of the party can look like the true culprit. The 
  adventure  starts  when  PCs  ﬁrst  encounter  one  of 
  Nebiri’s traps, each of which is placed where her quarry 
  is likely to be. This can be at any nearby dungeons or 
  quest locales that the PCs are involved with or simply 
  places within town that the quarry frequents. 
  The catfolk’s traps can be sprung in any order though 
  the degree to which Nebiri is spotted incrementally 
  increases (see Game of Cat and Mouse). Of the traps 
  presented here and in the core rules, choose � to use 
  before moving onto Desperate Bargain.
  TABLE: NEBIRI’S TRAPS
  1d8
  Trap
  1
  Hunting Trap
  2
  Spiked Pit
  3
  Poison Darts
  4
  Frosty Beverages
  5
  Needlethread Web
  6
  Ravenous Room
  7
  The Old Reliable Spiked Tiger Pit
  8
  What’d You Say About Mum?
  Frosty Beverages
  Nebiri inﬁltrates the inn kitchen or restaurant the PCs 
  are attending to spike their drinks with eldermint. If a 
  PC is suspicious enough to check their food for poison, 
  a DC �� Intelligence (Nature) check  or a  casting  of 
  detect poison and disease reveals the eldermint before 
  it is consumed.
  Eldermint (Ingested). This substance was used only 
  as a ﬂavoring until it was discovered that in higher 
  doses it can freeze a throat solid. A creature subjected 
  to this poison must succeed on a DC �� Constitution 
  saving throw or take �� (�d�) cold damage, or half as 
  much on a successful one, and must repeat the saving 
  throw  at  the  start  of  each  of  its  turns.  A�er  three 
  successful saves, the poison ends. A creature subjected 
  to this poison automatically passes its next saving throw 
  if it spends an action consuming particularly spicy food.
  Needlethread Web
  Nebiri carefully unspools a needlethread trap within 
  a doorway or corridor that she’s certain her quarry is 
  soon to pass through. This trap functions like a casting 
  of the web spell with the following exceptions:
  > The threads are clear and incredibly thin. Noticing 
  this trap before walking into it requires a DC �� 
  Wisdom (Perception) check.
  > The DC to escape this web is ��.
  > The threads are razor sharp. When a creature ﬁrst 
  enters the web or starts its turn in it, it takes �� 
  (�d�) slashing damage.
  Ravenous Room
  Nebiri has learned which inn room her quarry is staying 
  in—while the PCs are away she carefully removes a 
  window oﬀ its hinges and quietly cuts up several pieces 
  of furniture. She feeds the bits of furniture into her bag 
  of holding then pulls out � mimics recently purchased 
  from an exotic breeder (she made sure the bag was 
  ﬁlled with air for temporary transport) before escaping 
  through the open window. In her absence the mimics 
  naturally assume the shapes of the missing furniture 
  and the window. The GM may adjust the furniture as 
  appropriate but the mattress, rug, bedside table, and 
  wardrobe are all likely suspects. The only speciﬁc object 
  necessary  is  the  window  as  the  mimic  replacing  it 
  naturally masks Nebiri’s point of entry.
  Any creature that enters this room sees nothing out 
  of place though a passive Perception of �� or higher 
  reveals  that  something  isn’t  right.  Any  creature 
  proceeding  normally  or  attempting  an  Intelligence 
  (Investigation)  check  touches  one  of  the  replaced 
  objects and is attacked by the mimics.
  Nebiri, continued
  ACTIONS
  Multiattack. Nebiri attacks twice.
  Claws. Melee Weapon Attack: +� to hit, reach � �., one 
  target. Hit: � (�d�) slashing damage
  Shortsword. Melee Weapon Attack: +� to hit, reach 
  � �., one target. Hit: � (�d� + �) piercing damage, and 
  the target must make a DC �� Constitution saving 
  throw, taking �� (�d�) poison damage on a failed 
  save, or half as much damage on a successful one.
  Longbow (20 arrows). Ranged Weapon Attack: +� to 
  hit, range ���/��� �., one target. Hit: � (�d� + �) 
  piercing damage plus � (�d�) poison damage.
  EN World EN�����  |  Supplemental Adventure: Tiger Eyes
  
  The Old Reliable Spiked Tiger Pit
  Nebiri learns where the PCs are traveling next and 
  constructs  an  elaborate  pit  trap  in  their  path.  The 
  PCs notice this trap and the massive pile of dirt oﬀ 
  the side of the trail with a passive Perception of �� 
  or  higher,  or  if  the  adventurer  leading  the  party 
  succeeds  on  a  DC  ��  Wisdom  (Survival)  check  for 
  pathﬁnding in the area.
  The hidden pit is �� feet wide, �� feet long, and �� 
  feet deep. The bottom is covered in poisoned stakes 
  and Nebiri has lured � tigers into it before covering it 
  up  (for  other  environments  replace  the  tigers  with 
  beasts of similar CR). The walls of this pit have been 
  expertly sloped and reinforced, making it especially 
  diﬃcult  to  climb  out.  Escaping  the  pit  by  climbing 
  the  walls  requires  a  successful  DC  ��  Strength 
  (Athletics) check.
  Any creature that steps onto the pit falls through the 
  covering and takes �� (�d��) piercing damage from 
  hitting the spikes. Creatures damaged by the spikes 
  must  also  make  a  DC  ��  Constitution  saving  throw, 
  taking �� (�d��) poison damage on a failed save, or half 
  as much damage on a successful one.
  The tigers are hungry and attempt to pounce on any 
  creature  that  falls  into  the  pit,  ﬁghting  until  killed 
  (though  they  currently  have  no  means  to  escape  if 
  presented with one they may ﬂee instead.)
  What’d You Say About Mum?
  Nebiri convinces a gang of ogres that her quarry has 
  been going around saying horrible things about their 
  mum. A total of � ogres arrive and immediately assault 
  the quarry while yelling, “me mum’s a saint!”, and other 
  similar sayings. At �� hit points or less, an ogre stops 
  ﬁghting and attempts to slink away to lick their wounds. 
  If  any  of  the  ogres  are  questioned  they  accurately 
  recount  their  encounter  with  a  hooded  woman 
  accusing the quarry.
  D�������� B������
  If Nebiri is confronted during one of the trap encounters 
  or goes through all � without confronting the PCs, she 
  concedes that she’s unable to trap the thief on her own 
  and approaches the party herself. The catfolk reveals 
  that she’s been a�er The Zephyr and shows her copy 
  of the bounty post. The revealed sketch looks exactly 
  like the quarry—the huntress insists that the resembling 
  PC  is  the  wanted  fugitive  and  that  the  rest  of  the 
  adventurers must be accomplices. Once convinced this 
  is not the case, she’s willing to split the bounty evenly 
  in exchange for help capturing the real burglar.
  There are numerous ways this interaction can play 
  out but several facts play into the conversation:
  > Even if the PCs dispatch Nebiri it’s likely that 
  bounty hunters will keep coming a�er them.
  > Should the PCs turn in their ally, they only receive 
  half of the reward (as the bounty is for The Zephyr 
  and the tiger eyes necklace).
  > PCs that insist their member cannot be The Zephyr 
  are informed by Nebiri that she has criminal 
  contacts able to locate the real one.
  Assuming that the party decide to work with Nebiri, 
  she leaves and returns the next morning with a strong 
  lead that someone matching The Zephyr’s description 
  was spotted in a town not far from where the the� 
  Game of Cat and Mouse
  Nebiri is a cautious hunter and prefers to be a safe 
  distance from her traps while waiting for her quarry, yet 
  as The Zephyr continues to escape her the catfolk 
  becomes increasingly frustrated and bold.
  For the first trap Nebiri uses a far vantage point at 
  least ��� feet away and leaves the moment her trap 
  fails. A thorough search a�erwards with a DC �� Wisdom 
  (Survival) check or a DC �� Intelligence (Investigation) 
  check discovers her light footprints.
  For the �nd trap Nebiri picks a closer vantage point �� 
  feet away and lingers until she is spotted. The PC with 
  the highest passive Perception score catches a glimpse 
  of her before she flees and hides.  
  If the quarry survives her �rd trap Nebiri uses her 
  longbow to fire a single shot from a vantage point �� 
  feet away using Assassinate, applying it and her sneak 
  attack damage on a successful hit. Regardless of her 
  shot’s accuracy Nebiri flees and hides. If the PCs 
  examine Nebiri’s arrow, a DC �� Intelligence (History) 
  check reveals it to be of catfolk make.
  If the PCs manage to locate and confront Nebiri during 
  these encounters, skip ahead to Desperate Bargain.
  Supplemental Adventure: Tiger Eyes  |  EN World EN�����
  
  occurred (see Broken Mirror below).
  If  Nebiri  is  killed  or  some  other  circumstance 
  prevents the PCs from ﬁnding The Zephyr, another 
  bounty hunter attacks the quarry (use the statistics for 
  a veteran). Among the bounty hunter’s belongings is a 
  note  containing  rumors  of  a  Zephyr  spotting  (see 
  Broken Mirror below).
  PCs  that  agree  to  work  with  Nebiri  are  awarded 
  experience as if they had defeated her in combat.
  B����� M�����
  Leads and rumors quickly send the PCs to The Zephyr’s 
  latest hideout, a small cabin in the woods barely �� 
  miles away from the Bank of Svod. The dwelling is 
  simple,  has  locked  doors  bypassed  with  a  DC  �� 
  Dexterity  (thieves’  tools)  check  or  DC  ��  Strength 
  check, and two windows wide enough for a Medium‐
  sized  creature  (currently  shut).  The  Zephyr  is 
  contentedly lounging here and largely unaware of the 
  party’s approach but also currently attuned to several 
  stolen magic items—including the tiger eyes necklace.
  The Zephyr (actual name Alex Vinehouse) liked the 
  look of the quarry a�er a chance encounter in town 
  months ago so during the heist they decided to use the 
  adventurer’s  likeness  via  their  newly  stolen  hat  of 
  disguise  (explaining  the  mistaken  identity  debacle). 
  Alex knows the bounty calls for his death and ﬁghts to 
  the death once discovered.
  R�������� ��� A��������
  Dispatching or capturing The Zephyr yields a small 
  hoard of coins and stolen magical goods. In addition 
  to the gloves of missile snaring, hat of disguise, and 
  tiger eyes necklace on their body, a search of Alex’s 
  cabin yields a large unlocked chest containing �,��� 
  gp in assorted gemstones, a chime of opening (� charges 
  remaining), and � packets of dust of disappearance.
  Nebiri forgoes any rewards if she can take the tiger 
  eyes necklace and Alex back to claim the bounty, but 
  with a bit of convincing the catfolk settles for an even 
  split  of  the  loot.  If  the  party  attempts  to  keep  the 
  enchanted jewelry and turn Alex in, claiming that the 
  tiger eyes necklace could not be recovered, they can still 
  obtain half the bounty (�,��� gp) with a successful DC 
  �� Charisma (Deception) check.
  THE ZEHPYR’S HIDEOUT
  New Magic Item
  Tiger Eyes Necklace
  Wondrous item, rare, (requires attunement)
  This necklace bears two small, yellow, elliptical stones 
  that brightly reflect even the dimmest lights. If you are 
  targeted by an attack while surprised or by a creature 
  that is hidden, invisible, or otherwise concealed while 
  wearing this necklace, you are not surprised. In addition, 
  you magically learn the exact location of that creature 
  for the next minute, regardless of how it moves or how 
  far. The creature becomes visible and cannot become 
  invisible again by any means for � minute. 
  Once you learn a creature’s location in this way, the 
  tiger eyes necklace cannot be used again until the next 
  dawn. 
  EN World EN�����  |  Supplemental Adventure: Tiger Eyes
  
  The Zephyr
  Medium humanoid (any race), any alignment
  Armor Class �� (studded leather armor)
  Hit Points �� (��d�+��)
  Speed �� �.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  �� (+�)
  �� (+�)
  �� (+�)
  �� (+�)
  �� (+�)
  �� (+�)
  Saving Throws ��� +�, ��� +�
  Skills Acrobatics +�, Athletics +�, Perception +�, Sleight 
  of Hand +�, Stealth +�
  Languages any one language (usually Common) plus 
  Thieves’ Cant
  Challenge � (�,��� XP)
  Cunning Action. On each of its turns, The Zephyr can 
  use a bonus action to take the Dash, Disengage, or 
  Hide action.
  Evasion. If The Zephyr is subjected to an eﬀect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, The Zephyr instead takes no damage if it 
  succeeds on the saving throw, and only half damage if 
  it fails.
  Hat of Disguise. The Zephyr is able to cast disguise self 
  at will.
  Sneak Attack (1/Turn). The Zephyr deals an extra �� 
  (�d�) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within � feet of an ally of The Zephyr that 
  isn’t incapacitated and The Zephyr doesn’t have 
  disadvantage on the attack roll.
  Tiger Eyes Necklace. The Zephyr is attuned to this 
  magic item and diﬀicult to catch unawares (see the 
  sidebar above).
  ACTIONS
  Scimitar. Melee Weapon Attack: +� to hit, reach � �., 
  one target. Hit: � (�d�+�) slashing damage plus �� 
  (�d�) poison damage.
  Light Crossbow (10 bolts). Ranged Weapon Attack: +� 
  to hit, range ��/��� �., one target. Hit: � (�d�+�) 
  piercing damage plus �� (�d�) poison damage.
  REACTIONS
  Gloves of Missile Snaring. When a ranged weapon 
  attack hits The Zephyr while it is wearing them, it can 
  use its reaction to reduce the damage by �d�� + �, 
  provided that it has a free hand. If The Zephyr reduces 
  the damage to �, it can catch the missile if small 
  enough for it to hold in that hand.
  Uncanny Dodge. The Zephyr halves the damage that it 
  takes from an attack that hits it. The Zephyr must be 
  able to see the attacker. e
  Supplemental Adventure: Tiger Eyes  |  EN World EN�����
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 264 - MA Tiger Eyes.pdf