A Shaggy Dog Story

When I came up with this adventure I thought to myself the following, you idiot why did you not think of this sooner? I have been trying to think of a way to introduce the classic Scottish folkloric creature of the Cat-Sith for some time but I kept hitting dead ends. When had a random thought to write an adventure that features a talking animal companion everything clicked and that is when I came up with Caelan the Cat-sith thief, grifter and cult leader.

I also finished reading for the first time Moving Pictures by Terry Pratchett, which for you not in the know is the good sir Pratchett’s profound yet tongue-in-cheek exploration of the movie industry and Hollywood fame. The story features a dog by the name of Laddie meant to be a clear nod to Lassie and to a lesser extent old Yellar. With these two ideas in my head, I had the adventure in almost full form. The player with the help of Branwen the collie has to take down Caelan and save the animals he hoodwinked into his gang.

Adventure Background

In the magical realm where the Feywild and the material world converge, there exists a region known as Märchenweltgrenze. Here, tales of fairytales come to life, and awakened animals, imbued with sentience through powerful magic, share the world with humans. However, not all is harmonious. Exploitation and mistreatment of these awakened creatures persist, fueled by greed and indifference.

The Society for the Human Treatment of Awakened Animals (HTAA) emerged as a beacon of hope within Märchenweltgrenze. Founded by the former circus performer Mairead and her awakened parrot companion, Chatterbeak, the society is dedicated to ensuring the well-being and rights of awakened animals. Drawing inspiration from their shared experiences in the circus and witnessing the injustices faced by awakened animals, Mairead and Chatterbeak sought to create a sanctuary for those in need.

Caelan’s Animal Liberation Army: A Grifter’s Deception

In the shadows of Sliberberg, a cunning and charismatic Cait Sith named Caelan seized an opportunity to exploit the vulnerable and downtrodden awakened animals. A grifter by nature, Caelan formed the “Animal Liberation Army,” a deceptive front for his true agenda—a gang of animal thieves specializing in cat burglary.

Caelan, with his silver tongue and deceptive charm, recruits animals who have suffered at the hands of humans. He preys on their desire for freedom and liberation, promising them a utopian existence away from the influence of humans. Under the guise of high-minded ideals, Caelan convinces his recruits that they are part of a noble cause, an uprising against the perceived oppressors.

The Animal Liberation Army operates with stealth and cunning, infiltrating locations to steal valuable items and resources. Caelan’s selfish motivations are cloaked in the illusion of liberation, and his fast-talking charisma keeps the true nature of his gang hidden from both the awakened animals and the watchful eyes of the city.

As the disappearances of awakened animals linked to HTAA increase, Mairead and her society seek the help of the player characters to unravel the mystery, leading them into the heart of Sliberberg’s clandestine world and the deceptive schemes of Caelan and his Animal Liberation Army.

The adventure begins

As the players go about their activities in the bustling city of Sliberberg, the sun casting a warm glow on the cobblestone streets, they may find themselves engaged in various pursuits – perhaps exploring the market stalls, seeking information at the local tavern, or perusing magical wares in a nearby shop.

Suddenly, a sight catches their attention. A Rough Collie, her lush tri-colored fur flowing, trots up to the group with a bandanna collar around her neck. In her mouth, she holds an envelope sealed with the emblem of the Society for the Human Treatment of Awakened Animals (HTAA). The collie sits gracefully and gazes up at the players with a pair of intelligent, expressive eyes, her tail wagging with anticipation.

Should the players try to leave, the collie follows, determined to deliver her message. If ignored, she places the sealed envelope neatly on a clear patch of pavement, and in a slight Scottish accent, she remarks, “Ye could at least acknowledge a lassie tryin’ to do her duty. Bit rude, don’t ye think?”

The letter within the envelope is elegantly written, addressing the players as “most honorable sirs and madams.” It explains the dire emergency currently facing the HTAA and urgently requests the players’ assistance. The headquarters, located on Beech Street, is the designated meeting point. The letter emphasizes the gravity of the situation and the crucial role the players can play in resolving it.

With the collie patiently waiting, the players have a choice to make. Will they heed the call for help and embark on a journey to Beech Street, or will they brush off the plea for assistance? The adventure awaits, with the fate of awakened animals hanging in the balance.

HTAA headquarters

As the players ascend the living tree that houses the Society for the Human Treatment of Awakened Animals (HTAA) on Beech Street, they witness the harmonious coexistence of nature and architecture in Sliberberg. The tree’s branches extend to form numerous windows, treehouses, and even a grand pair of double doors at ground level. The air is filled with the gentle rustling of leaves, and vibrant flowers bloom in the most unexpected places.

Upon entering the headquarters, the players are greeted by a bustling scene of awakened animals of various shapes and sizes. Some lounge in cozy corners, while others engage in playful activities. The scent of healing herbs mingles with the comforting aroma of the living tree.

Branwen, the Rough Collie, leads the players through the heartwarming sanctuary, passing by veterinarians attending to the needs of the awakened animals. The headquarters is not just an administrative center but also a refuge and hospital for creatures in need.

Finally, Branwen guides the players up the stairs to a fancy treehouse office on the top floor. The door opens to reveal a charming space adorned with hanging plants and an abundance of natural light. At a wooden desk sits a slight half-elf woman with brown hair, dressed in clothing reminiscent of a zookeeper. Next to her is a bird stand with a parrot-sized writing desk, where a colorful parrot is diligently working on paperwork.

Mairead and Chatterbeak:

  • Mairead (Half-Elf Zookeeper):
    • Appearance: Mairead is a kind-faced half-elf, her brown hair tied in a loose bun. She wears practical clothing suited for her role as caretaker of awakened animals.
    • Demeanor: Mairead is warm and composed, exuding an air of compassion. She speaks with a gentle tone, showcasing a genuine love for the creatures under her care.
  • Chatterbeak (Awakened Parrot):
    • Appearance: Chatterbeak is a vibrant parrot with feathers in a mesmerizing array of colors. He sits on his miniature desk, penning notes with remarkable dexterity.
    • Demeanor: Chatterbeak is the sardonic wisecracker of the duo, delivering witty remarks with a mischievous glint in his eye. Despite his playful demeanor, he’s deeply committed to the HTAA’s cause.

As the players enter, Mairead welcomes them with a warm smile, “Ah, greetings! We’re so grateful ye could come. I’m Mairead, and this clever one here is Chatterbeak.” Chatterbeak gives a theatrical bow with his vibrant plumage.

The duo explains the dire situation: the disappearance of awakened animals, all past or current clients of the HTAA. They describe the recent incidents, including the most recent vanishings of a pedigreed parrot, a calico cat, and a champion racehorse.

“We’ve got a feeling there’s something amiss, and we need yer help to sort it out,” Mairead states, her expression growing serious. Chatterbeak chimes in, “Aye, and you’ll be rewarded for yer efforts – 30 gold pieces each, a fair deal for savin’ the lives of these innocent creatures.”

71 Elfheim Place

The players, accompanied by Branwen, traverse the affluent streets of the upper city ward until they arrive at the imposing 71 Elfheim Place. The large rowhouse stands as a testament to the opulence of the upper crust of the kingdom, adorned with intricate neo-gothic architecture.

Upon reaching the residence, the players are greeted by Miss Divins, the owner of both the house and the missing parrot, Faelan. She eyes the group with a mixture of suspicion and resignation but reluctantly permits them to investigate. The grand entrance opens to reveal a foyer adorned with exquisite artwork and elegant furniture.

Investigation Checks:

  1. Skill Checks on Doors and Windows (3 attempts):
    • Results: The players carefully inspect the doors and windows of the residence. They determine that there are no signs of forced entry, suggesting that the house was not broken into the previous night.
  2. Investigation Check (Faelan’s Cage):
    • Result: A more thorough investigation into Faelan’s living quarters reveals that the parrot managed to open his cage from the inside. The lock appears to be untouched, leaving the players perplexed as to how this could have occurred.
  3. Investigation Check (Kitchen Window):
    • Result: Examining the kitchen area, the players find a small, stuck-open window. A tuft of colorful feathers is discovered, seemingly caught in the narrow opening. It becomes evident that Faelan may have used this unconventional escape route.

Branwen, keenly observing the surroundings, confirms that no unauthorized individuals were present in the house the previous night. However, she notes a peculiar confluence of scents near the garden gate – a combination of two cats, a parrot, and a horse. This unusual grouping raises questions about the origin and nature of these scents.

2 Wolfbanes Way

As the players continue their investigation into the disappearance of awakened animals, they find themselves near the Silvermoon district. The atmosphere in this part of Sliberberg is mystical, with the Silvermoon coven of witches residing in the area. On the street of Wolfbanes Way, the players encounter a group of apprentices from the coven. These young witches are busily tacking up missing posters of Caelum, the calico kitten, on the lampposts and walls.

The Scene Unfolds:

  1. Distraught Apprentices:
    • Description: The apprentices, wearing flowing robes adorned with crescent moon motifs, appear visibly distraught. Their eyes are marked with worry as they pin up posters bearing a detailed illustration of Caelum, the calico kitten.
    • Interaction: The players can approach the apprentices to inquire about Caelum. Muriel, a freckle-faced 14-year-old redhead, steps forward with a mix of sadness and determination. She explains that they have been feeding Caelum for some time and that she was planning to adopt him. The apprentices share their concern for the missing kitten and express gratitude for any help.
  2. Branwen’s Sniffing Session:
    • Description: Branwen, the Rough Collie, takes the lead in investigating the area. She sniffs around for Caelum’s scent, her tail wagging with anticipation.
    • Interaction: The players can assist Branwen by making Perception or Investigation checks to identify any traces of Caelum’s scent. Branwen’s keen senses make her an invaluable asset in tracking the missing calico kitten.
  3. Awakened Crows and Peppermint Oil Bombs:
    • Description: As Branwen starts sniffing around, a group of awakened crows appears in the sky. With uncanny intelligence, they drop peppermint oil bombs around the area, creating a cloud of scent that confuses Branwen’s nose.
    • Interaction: The players can attempt to fend off the crows or find a way to counteract the peppermint oil’s effects. This unexpected interference raises suspicions about someone actively trying to impede their progress.

61 Rosebush Road

As the players follow the trail of the missing awakened animals, they make their way to Gilmore Stables on 61 Rosebush Road. The once-thriving stables now show signs of wear, and the elderly Puca owner, Mr. Gilmore, greets the players at the entrance, his health visibly declining.

The Scene Unfolds:

  1. Gilmore Stables:
    • Description: The stables are surrounded by a rustic charm, with worn wooden fences and paddocks. Mr. Gilmore leads the players to the paddock where Bradan, the missing racehorse, was staying. The air is filled with the familiar scents of hay and horses, but there’s an undeniable sense of melancholy lingering.
  2. Investigation of the Paddock:
    • Checks:
      • Sleight of Hand: A sleight of hand check on the paddock gate confirms that it hasn’t been tampered with.
      • Investigation or Perception: A more detailed investigation reveals fresh hoofmarks near the fence, indicating that Bradan may have jumped the fence willingly.
    • Information: Mr. Gilmore mentions that Bradan was to be transferred to the premiere stables of Sliberberg, the Equinox Equestrian Emporium, to serve as a stud horse. Today was supposed to be the day of the transfer, marking Mr. Gilmore’s retirement.
  3. Branwen’s Sniffing Session:
    • Description: Branwen, the Rough Collie, begins sniffing around the paddock. After some time, she starts to display signs of recognition.
    • Checks:
      • Perception or Investigation: Players can make checks to observe Branwen’s behavior.
    • Information: Branwen reveals that she smells the same horse and one of the cats from 71 Elfheim Place. If the players are paying attention, they can deduce the order of disappearance: Bradan left willingly, met the mysterious cat, picked up Caelum, and then stopped at 71 Elfheim Place to take Faelan.

Mr. Gilmore’s Remarks:

  • Comment: When asked about Bradan’s behavior, Mr. Gilmore shares that Bradan was a skilled steeplechaser in his prime. The elderly horse, despite his age and declining health, could likely have made the jump over the fence willingly.

Pursuit Through Sliberberg:

As Branwen, the agile Rough Collie, picks up the trail at 71 Elfheim Place, she signals the players to follow her. Without hesitation, she darts off like a rocket, leading the players on a high-speed chase through the different districts of Sliberberg.

Part 1: Posh Upper City – Two Obstacles:

  1. Obstacle 1: A crowded garden party spills onto the streets. Players can make Dexterity saving throws to navigate through the throngs of elegantly dressed citizens.
  2. Obstacle 2: A street performer’s magical illusion causes a temporary blockade. Players can make Intelligence saving throws to see through the illusion and find a way around.

Part 2: Market Ward – Two Obstacles:

  1. Obstacle 1: A merchant’s cart overturns, blocking the narrow alley. Players can make Strength saving throws to quickly clear the path or Acrobatics checks to leap over the obstacles.
  2. Obstacle 2: A group of children playing with magical toys unwittingly creates chaos. Players can make Charisma saving throws to navigate through the playful distractions without losing momentum.

Part 3: Docks District – Two Obstacles:

  1. Obstacle 1: Dockworkers unloading cargo form a makeshift barrier. Players can make Constitution saving throws to push through the laborers or Persuasion checks to convince them to make way.
  2. Obstacle 2: A sudden downpour makes the cobblestone streets slippery. Players can make Dexterity saving throws to maintain balance or Athletics checks to slide through without losing speed.

Consequences:

  • Failure Threshold: Players must successfully navigate through at least four out of six obstacles to keep up with Branwen. Each failure results in falling behind.
  • Tracking Branwen: Even if players lose sight of Branwen, her distinctive appearance and the unusual sight of a talking border collie running through the streets make tracking her relatively easy. However, the consequences of their delay will become apparent in the next encounter.

The Caelan Gang Hideout: The War of Words

As Branwen, the Rough Collie, leads the players to the rundown warehouse in the docks, the air inside is thick with tension. The dimly lit space reveals a pile of small stolen valuables and dozens of awakened animals. Emerging from the shadows, six imposing Dobermans and a very large black cat with a distinctive white spot on his chest step forward. The cat, with an air of confidence, introduces himself as Caelan.

Caelan’s Introduction:

  • Caelan (Large Black Cat): “Welcome, esteemed guests, to the headquarters of the Animal Liberation Army. I am Caelan, and today, fate has brought us together. I apologize, but it seems our paths have diverged, and we must part ways with a finality.”

War of Words: Caelan, with a charismatic yet subtly menacing demeanor, engages the players in a war of words. He articulates the gang’s philosophy, cloaking their activities in the guise of liberation and freedom from human oppression. He presents the awakened animals as the victims and claims the society, which advocates for the humane treatment of awakened animals, is part of the problem.

Points of Argument:

  1. Animal Liberation: Caelan argues that the awakened animals have suffered at the hands of humans and deserve a life of freedom and autonomy.
  2. Indoctrination: He claims that the society, under the guise of compassion, perpetuates a system of subjugation by keeping awakened animals in shelters and clinics.
  3. The Society’s Interference: Caelan accuses the society of interfering with their mission to free awakened animals and create a utopia where they can thrive without human influence.

Appeal to New Members: During the verbal exchange, the players notice some of the newer gang members, less indoctrinated and still questioning their allegiance. These individuals hesitate, unsure of whether to join the fight against the players.

Roleplaying Caelan: Caelan combines the charisma of a classic cult leader with the streetwise charm of the Artful Dodger. He exudes confidence, conviction, and a hint of mischief in his every word. His eyes, however, betray a deeper cunning, suggesting ulterior motives beneath the veneer of liberation.

Branwen’s Dire Straits: Depending on the outcome of the chase encounter, players may find Branwen in increasingly dire straits. If they lost sight of her or fell behind, Branwen is restrained and visibly distressed. Caelan uses her predicament to leverage the situation, emphasizing the consequences of opposing the Animal Liberation Army.

The Caelan Gang Hideout: Catfight

As the war of words reaches its climax, Caelan, the charismatic Cait Sith, decides that talk is cheap, and orders his followers to attack. The players find themselves facing a group of awakened animals, some conflicted about their involvement. Caelan, himself, hangs back, utilizing his magical abilities to disrupt and control the battlefield.

Setup:

  • Environment: The rundown warehouse is filled with shadows and dimly lit corners. The stolen valuables are scattered around, providing cover.
  • Enemies:
    • 1. Caelan (Cait Sith): Hangs back, using magic to control the battlefield.
    • 2. 6 Dobermans: Trained and ready to attack on command.
    • 3. Other Awakened Animals: Depending on the success of the previous encounter, some may hesitate or refrain from attacking.
  • Branwen’s Support:
    • Stat Block: Use the Mastiff stat block for Branwen.
    • Role: Branwen fights alongside the players, loyal to the end. She can be directed to target specific enemies or provide assistance to the players.

Caelan’s Tactics:

  • Magic Attacks: Caelan uses a mix of illusion and enchantment spells to disorient and control the players. Spells like Minor Illusion, Charm Person, and Mage Hand are at his disposal.
  • Commanding Animals: Caelan has an innate ability to command animals. He can use a bonus action to influence the actions of nearby awakened animals, directing them to attack or defend.
  • Teleportation: As a Cait Sith, Caelan has a limited teleportation ability. He can use this to strategically reposition himself and avoid direct confrontations.

Awakened Animals:

  • Dobermans: Trained and aggressive, the Dobermans attack on command. They can use their Pack Tactics to gain advantage on attacks.
  • Other Awakened Animals: Depending on the players’ success in the war of words, some animals may hesitate or refuse to attack. They might roam the outskirts, observing the battle without direct involvement.

As the tide of battle turns in favor of the players, Caelan, the Cait Sith, abandons the pretense of the Animal Liberation Army. With a flick of his tail and a sly grin, he ceases his charismatic act, revealing the true manipulative nature behind his actions. Realizing the imminent defeat, Caelan decides to make a hasty retreat, utilizing his innate magical abilities.

Caelan’s Departure:

  • Revealing Intentions: Caelan, standing on a high rafter, drops the facade of the animal liberation ruse. He chuckles, the echo of deception fading from his voice.
  • Personal Vengeance: With a piercing gaze, Caelan locks eyes with the players. In a voice laced with bitterness and determination, he declares, “This may be a setback, but remember this: you’ve made a dangerous enemy. Personal vengeance shall be swift and inevitable.”
  • Teleportation: Caelan, invoking his fey magic, disappears in a flash of dark energy. He leaves behind a lingering sense of malevolence and a promise of future encounters.

Consequences:

  • Vendetta: Caelan’s vow of personal vengeance sets the stage for potential future encounters. The players should be aware that their actions have earned them an adversary with cunning and magical prowess.
  • Revelation: With the enemy gone, the warehouse falls silent. The awakened animals, no longer under Caelan’s influence, seem confused and frightened. Some may approach cautiously, eyeing the players with a mix of curiosity and apprehension.

Conclusion

The day unfolds, bringing clarity and resolution to the mysteries surrounding Caelan and his deceitful gang. With the truth exposed, the members of the Animal Liberation Army start to regain their senses, recognizing the folly of following a charlatan. As they disband and return home, the remnants of their misguided beliefs dissipate.

Recovering Stolen Property: Later in the day, the city watch arrives to return the stolen property recovered from the gang’s hideout. The rightful owners express their gratitude, and a sense of justice is restored.

Fates of the Missing Animals:

  • Faelan’s Rescue: Faelan, the neglected parrot from 71 Elfheim Place, is taken into the care of the Society for the Human Treatment of Awakened Animals (HTAA). The extent of his neglect becomes apparent, prompting the society to ensure his well-being and rehabilitation.
  • Caelum’s New Home: Muriel, the freckle-faced redhead from the Silvermoon district, joyfully adopts Caelum, the calico kitten. The bond between them grows strong, providing Caelum with the loving home he deserves.
  • Bradan’s Retirement: Bradan, the racehorse from Gilmore Stables, is delivered to Equinox Equestrian Emporium. He happily lives out his days as a stud horse, enjoying a well-deserved retirement from the racing world.

Acknowledgment and Reward: Mairead and Chatterbeak, the leaders of the HTAA, express their dismay at the revelation of Caelan’s actions. Grateful for the players’ intervention, they present the promised reward of 50 gold pieces. The duo, embodying the spirit of resilience, reaffirms their commitment to the humane treatment of awakened animals.

As the city of Sliberberg returns to its usual rhythm, the players reflect on their role in uncovering the truth and bringing justice to the misled animals and their deceitful manipulator. The echoes of this adventure linger, leaving an indelible mark on the Märchenweltgrenze, a region where the line between reality and the Feywild is blurred, and tales of misadventure and redemption continue to unfold.

Appendex

Cait Sith (Large Fey, CR 3)


Armor Class 13 (Natural Armor)
Hit Points 52 (7d8 + 21)
Speed 40 ft., climb 30 ft.


STR 14 (+2)
DEX 16 (+3)
CON 16 (+3)
INT 14 (+2)
WIS 14 (+2)
CHA 16 (+3)


Skills Perception +4, Stealth +5
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Sylvan
Challenge 3 (700 XP)


Keen Smell. The cait sith has advantage on Wisdom (Perception) checks that rely on smell.

Magic Resistance. The cait sith has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The cait sith’s innate spellcasting ability is Charisma (spell save DC 13). The cait sith can innately cast the following spells, requiring no material components:

  • At will: Minor Illusion, Mage Hand
  • 3/day each: Charm Person, Darkness
  • 1/day: Dimension Door

Actions


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 2) piercing damage.

Fey Step. The cait sith magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. This ability recharges on a roll of 5-6 on a d6 at the start of the cait sith’s turn.


Reactions


Evasion. When the cait sith is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the cait sith instead takes no damage on a success and half damage on