5E Adventure Review: Cat & Mouse

Cat & Mouse is an adventure by Richard Pett set in Kobold Press’s Southlands setting. It’s written as an introductory adventure for that setting, for 4-6 first level characters. Players unfamiliar with the setting will likely be surprised by a few of the plot points, one of which involves a gnoll proposing marriage to a catfolk. I know I was!

The adventure has an urban setting, the great Egyptian-themed city of Per-Bastet. A wererat thief has ended up in possession of a magical artefact that gives him power over cats – a great prize in the City of Cats. Of course, other factions within the city want the artefact for themselves. Two of them – a gnoll merchant and a lady catfolk contact the adventurers to recover the artefact for them. The adventure sees the players looking for the thief and the artefact, and – once the artefact is in their possession – dealing with the competing factions.

Urban adventures are difficult to design and write. Players can very easily do things the adventure doesn’t account for, requiring the DM to do a lot of improvisation. Good urban adventures need to detail the personalities and motivations of the key NPCs, as well as covering the key locations of the adventure. In addition, they need to lay out all of the information in a manner that is easy for the DM to read and then reference during the adventure. It isn’t easy!

Richard Pett gets most of the way there in Cat & Mouse, but there are aspects of the design that puzzle me. It doesn’t help that the product includes some poor layout choices, including narrowing a stat block’s column to make room for a map, and a number of headers that are the wrong size. The amount of space devoted to the gnoll merchant’s home seems out of place when considering how much it will be used (just for a short meeting); if it’s detailed for later use, wouldn’t the home of the lady catfolk also require exploration? That location is not detailed in the text at all, and the catfolk’s personality and motivations are rather ill-detailed in comparison to the gnoll’s. (Also, the gnoll seems surprisingly poor for a merchant…)

A number of editing errors also detract from the adventure. The one that particularly amused me was the offer by the gnoll to pay “50 percent as much” for the artefact as the catfolk would. Richard, you mean “50 percent more”! These errors are more prevalent in the 5e conversions of stats, and the ability descriptions aren’t written all that well.

The adventure still has an excellent concept, and more than a few good encounters in it. It offers a lot of chances for the DM and players to make it their own. The ending is very open-ended, which is nice to see, although it is likely to be challenging for the DM to run.

I feel that Cat & Mouse is about 90% of the way there. A bit more development and some better formatting choices would have made it an absolutely excellent adventure. As it stands, it’s merely “good”, which is still a lot better than many of the adventures to cross my desk.

3 thoughts on “5E Adventure Review: Cat & Mouse

  1. Very nice concept.
    “50 percent as much” means half of what is being compared to, though perhaps you are referring to a separately stated money amount.

  2. Hey Merric, just wanted to let you know I bought this adventure because of your review. We played it yesterday and my players had a blast. The key to running this adventure successfully is to really won the NPCs and make them interesting.

    (spoilers from now on)

    In the final standoff my players knew they could not fight both sides, so they turned one against the other and then dealed with the winner (the cats, in this case). They ended up delivering the eye to the temple of Bastet. You are right when you say the description of the gnoll’s merchant house is a waste but overall this is a very good, quick and fun adventure, especially if your players like to make decisions that really shape the outcome of the story

  3. I’ve run this adventure (5e version) twice: once in its original configuration and once in a stripped-down and souped-up version for level 12 characters with a two-hour timeframe. Both groups enjoyed it very much. I didn’t fully notice until one of my players pointed it out, but it has a strong “Maltese Falcon” flavor: the gnoll and the wererat seem designed to be played by Sydney Greenstreet and Peter Lorre, respectively, and there’s even a femme fatale who hires you with a false story of having been wronged. I think keeping the noir feel in mind is a good approach when running it.

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