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Steamforged Animal Adventures: Cats and Catacombs Questing Tooth and Claw Roleplaying Miniatures 5E Compatible Volume 1

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Au contraire. For me, its compact little A5 “Rulebook and Adventure” booklet was always going to be an important point of critique, because, unless Animal Adventures offered something strikingly distinct that regular D&D couldn’t, I couldn’t see the point in this existing as a standalone game, with its own starter set. Steamforged Games could merely have released 5E sourcebooks and minis for its primary-coloured world of pet pals and cutesy capers, and it would have provided precisely the same content to the same people. On a 1, the following occurs: • The Welcoming Dark suddenly opens up and spits you out! You cannot reenter for 24-hours and only gain the benefits of a short rest. On a 20, the following occurs: • The Welcoming Dark grants you a vision of things to come, warning you of the threats you’ll face. Gain one point of Inspiration, which can be used to retake any failed test of the player character’s choice.

Bond . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Ideal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Flaw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Cats and Catacombs Co Creator and Lead Designer: Russ Charles Lead Artist and Art Direction: April Prime Co Creator and World Lore: Kate Wolseley-Charles Lead Writer: Richard August Editor: Chris Lites Additional Art: Leesha Hannigan, April Prime, Forrest Imel, Becca Hallstedt, Sam Santala, Viktoria Gavrilenko At 1st level, you may take the following ability as a bonus: Wild Cat: You gain Nature or Animal Handling as a starting skill, for free. This does not replace any of the other two skills you may take at first level. At 6th level, you may take the following ability in place of the corresponding ability from your Druid Circle: Cat Nap: You have drawn the essence of nature into yourself. Whenever you are in a natural environment, you gain the benefits of a long rest in half the normal time (that is, 4 hours, rather than 8). At 14th level, you may take the following ability in place of the corresponding ability from your Druid Circle: Nature’s Child: You move through the natural world with absolute ease; nothing obstructs you. You may cast the Freedom of Movement spell at will. At 6th level, you can persuade your foes that fighting you and your fellows is just… silly. What a waste of everyone’s time!Alignment: Cats tend toward neutral alignments; they are very rarely wholly evil or wholly good. Their main preoccupation is themselves and the small circle of loved ones they seek to protect. This can occasionally seem like callousness or disinterest in the larger world. This is often misleading, however.

Of course, you need some fun new feline-based Class Feats too. Each character class gets some new Class Feat options, except for Clerics, who get a new Domain. The Rogue Class Feats are listed as an example. If there’s one weak link in the chain, it’s the tokens, whose flimsy card and one-sided print job stand in stark contrast to the lush finish on the map and GM screen. But, honestly, it’s a passing quibble. They’re more than usable, and, if savings were to be made anywhere, I’m glad it was here. The overall impression is that Steamforged properly thought through how to make sure this box offered a game that was dead simple and 100% ready to play. All of which is great and everything, I hear you cry – but what about the puppers? Religion is a strange new phenomenon for cats. While it seems to come naturally to dogs, for cats it has been rather different. Cleric Cats are those who came to recognise the gods earliest, heard their voices in dreams or in a waking trance and, more importantly, followed their instructions. Clerics provide guidance for cats bewildered by their awakening or unsure of their place in the world, and attempt to tread the path of the Ailurokin - combining the dignity of Urbaste, the wiliness of Tom o’th’Alley and the wisdom of the Old Striped Cat. Clerics are sought out for their guidance and for their skill in combat, almost equally. Especially as many cats simply don’t care what the gods say...and, sometimes, it doesn’t seem like the gods are especially bothered either…At 10th level, you may take the following ability, replacing the ability of corresponding level from your Pact features: Furbidden Lore: You gain advantage on all Wisdom saves and gain resistance to force damage. At 14th level, you may take the following ability, replacing the ability of corresponding level from your Pact features:

Welcoming Dark Rules . . . . . . . . . . . . . . . . . . . 17 Awakened Cats . . . . . . . . . . . . . . . . . . . . . . . . 18 Nature (Int) +1 Perception (Wis) +3 Performance (Cha) +3 Persuasion (Cha) +0 Religion (Int) +2 Sleight of Hand (Dex) +2 Stealth (Dex) +3 Survival (Wis)* * Prof. bonus added At 10th level, you may take the following ability, replacing the ability of corresponding level from your School features: Animal Friendship: You immediately add the spell Faithful Hound to your spellbook, if it isn’t there already. You may cast this spell without expending a spell slot. Precision, grace, speed, flair...these are the traits commonly attributed to all cats, but only a few elevate them to something resembling a divine gift. Such is the Monk. A Cat Monk is agile in a way that leaves any witnesses to such celerity and nimbleness awed; gravity seems to relax its hold on the monk, allowing them to move faster than should be possible. Cat Monks form a deep bond with their mentors, learning much from them before their natural wanderlust takes hold and forces them to venture into the world. Such is the path they must follow...

Animal Adventures starter set – what do you get?

The typical cat. Neither too large, nor too small. Purrfect, you might say. Play a medium cat if you want to be a tabby, a bengal or an American bobtail; you’re the kind of cat who knows how the world works. You can live in a home, or in the wild. Paladin Awakened cats are rarely committed to their faith, being unconcerned whether or not their gods are watching over them. There are some, however, who see in the Ailurokin a model of behaviour that all cats should endeavour to follow. Those who have heard the (fairly infrequent) call of the Cat Gods become Paladins, dedicated to providing their fellow cats with the defences of faith and dedication. Cat Paladins are often thought somewhat strange amongst their feline fellows but are greatly respected for their strength, resilience, and for their determination to help their kin no matter what it is they face. At first level, you gain the following ability, along with your other starting abilities: Defender of the Fur-th: Cat Paladins are fortified by their belief in the Ailurokin and, as a result, are immune to the Frightened condition. At 3rd level, you may take the following Sacred Oath, in place of one of the standard Oaths: The most mysterious of the cat deities is undoubtedly The Old Striped One. He has no more definite name than this peculiar sobriquet and, whenever he is mentioned, cats close their eyes as though asleep. The Old Striped One is invoked both as a protector of cats and as a possessor of strange and hidden knowledge. While most feline gods are thought of as being loners, The Old Striped One maintains a court of friends - which, according to the scant clerics of the god, includes mice, birds, and other creatures which are traditionally food for cats. This results in Clerics of the Old Striped One being thought of as a little odd amongst their kin. They are, however, those most capable of bringing cats together and use their influence and gentleness to ensure that their gods message - that all species must endeavour to live together in harmony - may one day see fulfilment. Skills +0 Acrobatics (Dex) +3 Animal Handling (Wis) -1 Arcana (Int) +2 Athletics (Str) +1 Deception (Cha) +1 History (Int) * +3 Insight (Wis) +1 Intimidation (Cha) +4 Investigation (Int) +5 Medicine (Wis) *

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