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Curious Cats of Mau tabletop roleplaying game

Created by Onyx Path - Curious Cats of Mau

A Cat Sourcebook for the Realms of Pugmire tabletop roleplaying game

Latest Updates from Our Project:

Four More Monsters!
9 months ago – Sun, Mar 10, 2024 at 08:32:58 AM

Hello Curious Cats,

Well, I've seemingly survived flipping my clock ahead an hour. For now. We'll see how I'm doing later tonight!

But! I'm back in time for another quick sneak peek from our upcoming enemies chapter! Backers will have access to the draft version of the chapter on Tuesday and be able to provide feedback directly to the development team! If you haven't joined in, come get with us on this fun ride!

Also...


ACHIEVED! - At $30,000 in Funding - NEW ADD ON: CAT ARTWORK GUIDE SCREEN - A three-panel Guide Reference Screen with charts and information for running a Realms of Pugmire game will be created and offered as an Add On to the hardcover reward tiers for +$25. This screen will have the same interior contents as the Realms of Pugmire screen, but the outside artwork will be changed to be cat-focused!

So if you want your game to be a little more cat-themed, there's a new Add On available in your pledge options (and this will also be available in the Pledge Manager after the campaign. I'll talk about that more in one week).



Now, on to some bad guys!



Demons, Major


The power of the Unseen is everywhere, always. It walks in every shadow and stands behind every cat, waiting to pounce should their vigilance wane even a moment. No one is ever safe from their gaze, save to make oneself the least available target. While the Unseen is to be pounced upon with all due haste, many cats hope that it’s affecting someone else rather than themselves.

The All as One

(OL 10; Legendary; Unseen)

There is a whispered voice that is said to come beyond the mountains to the north of the monarchies, that the wind brought down following those warriors who returned from battle beyond them. It speaks with honeyed words and a silvered tongue about all peoples becoming part of the same family. Cats with their dog servants and rodent curiosities, all things as they should be. In reality, however, they want to rule over all as slaves and extensions of itself.

Description: The All as One is an amalgamation of innumerable cat bodies and corpses in various levels of decay. For the bodies with extant eyes, all glow with the same eldritch green light. When it speaks, the All as One’s utterances are a cacophony of voices from all its mouths.

Tactics: Once the All as One is allowed into someone, it is aware of everything they sense. It can search through all its many servants, and with a focus, can speak through them as well. It wants all living beings under its aegis, and will say and do anything to accomplish that. The only beings who should be outside of its control should be the dead.

Defense: 20 (semi-corporal)
Stamina Points: 330
Speed: 40 ft., 30 ft. flying
Experience Bonus: +6
Attributes: Agility +3, Might +0, Vitality +0, Cunning −1, Intellect +2, Presence +3
Skills: Bluff, Know Culture, Know History, Know Religion, Notice, Persuasion, Search
Attack: Unification strike (+9 melee, 2d12 + 3 mental)
Morale: Always succeeds
Tricks: Darkvision; weak against holy damage; multiple attacks (three unification strikes)

  • Ever Watchful: The All as One can see, hear, and smell everything that all of the creatures possessed by demonic minions can.
  • Natural Invisibility: The ability is constant, allowing the All as One to remain Invisible even when attacking.
  • Pride Tactics: If the All as One attacks an opponent engaged with a creature it has Possessed controls, it gains a boon on the attack.
  • Possession: The All is One can use its action to summon a demonic minion that attempts to possess a target. The target must make a Cunning test (difficulty 17) to resist being Possessed.

House Smilodon

Long ago, the members of House Smilodon all left the other monarchies behind to see what lay beyond the mountains. Whatever they found out there united them in a way that no other house had ever been. Of course, the other cats fear what they can’t understand, and so they accused the whole house of being under the influence of Unseen. Is it fair to ascribe the want to be united as some kind of evil? The members of House Smilodon don’t think so and hope to bring the rest of the monarchies into the fold.

House Warrior

(OL 2; Enemy; Unseen)

The monarchies thought they destroyed House Smilodon, ripped them out root and stem. They failed. One can’t destroy Smilodon so easily, but when enemies try, the house’s warriors oppose them. They move with a grace and unity strategists can only dream about and don’t hesitate to give their own lives if it would further the house’s goals.

Description: The warriors of House Smilodon wear stylized heavy armor, with a two headed axe whose blades look like sabretooth tiger in profile, its mouth open and snarling. 

Tactics: House warriors work in groups to gain the benefit of their pride tactics trick, and the cleave trick allows them to make short work of their enemies. They cannot be convinced to stop by outsiders, but end hostilities instantly if a member of the House orders them to.

Defense: 14 (house armor)
Stamina Points: 30
Speed: 30 ft.
Experience Bonus: +2
Attributes: Agility +1, Might +4, Vitality +2, Cunning +0, Intellect −2, Presence −2
Skills: Balance, Intimidate, Notice, Traverse, Survive
Attacks: Greataxe (+6 melee, 1d12 + 4 edged), crossbow (+3 ranged, 1d8 + 1 stabbing)
Morale: +0, at 7 or fewer stamina points unless ordered to not retreat
Tricks: Darkvision; weak to holy damage

  • Cleave: The warrior may make an additional attack as a bonus action when she reduces a target to 0 stamina points. She must use the same attack. 
  • Pride Tactics: If the warrior attacks a creature engaged with an ally that isn’t Incapacitated or Immobile, the warrior gains a boon on the attack.



Sphinx


(OL 10; Enemy)

These monsters speak with two voices: one that asks strange and curious questions, and another that answers questions asked of them. Sphinxes know eldritch lore and even secrets of the Old Ones that not even scholars have, but accessing this information is dangerous. To ask a sphinx anything, one must first answer a riddle they give the petitioner. If answered incorrectly or if the petitioner asks their question before replying to the riddle, the sphinx attacks with unrivaled fury.

Description: The sphinx is a giant creature with a cat’s body, bird’s wings, and a head that is strangely furless, mocking the legends of the Old Ones.

Tactics: A sphinx doesn’t actually want to fight or to kill anyone, and stands down if the cat correctly answers their riddle. However, if the rules of their game are broken, combat is the only choice they can make.

Defense: 20 (immortal hide)
Stamina Points: 115
Speed: 60 ft., 50 ft. flying
Experience Bonus: +6
Attributes: Agility −2, Might +3, Vitality +0, Cunning +3, Intellect +4, Presence −1
Skills: Know Arcana, Know History, Notice, Survival, Traverse
Attack: Massive claws (+9 melee, 3d12 + 3 edged)
Morale: +5, at 29 or fewer stamina points (see the Dedicated to Riddles Trick)
Tricks: Immune to damage from non-masterwork weapons; multiple attacks (two massive claw attacks)

  • Dedicated to Riddles: The sphinx automatically succeeds on Morale tests if no one has answered their riddle yet.
  • Inscrutable: The sphinx is immune to any effect that can sense emotions or read thoughts, including Cunning (Sense Motive) tests to analyze the sphinx behavior.


Undead

While eschewed by dogs, Cats fear death and the undead a lot less. Necromancy is just another school of magic to learn. Out in the wilds, however, lost masterworks, demons, or other strange magics sometimes animate the dead who attack any living being they come across.

Breathtaker

(OL 4; Enemy; Undead)

On cloudy nights or those of the new moon, cats take double watches when camping out in the wilds, for breathtakers stalk the darkness, seeking the breath of the living to fill their undead lungs.

Description: From the road, breathtakers’ silhouettes appear like any other cat travelers. However, as they get closer, their gasping breaths give them away.

Tactics: The breathtaker tries to freeze the target in place with its ice blast attack. Once the target is frozen, it attacks ravenously until it can steal the target’s final breath.

Defense: 16 (frozen flesh)
Stamina Points: 45
Speed: 30 ft.
Experience Bonus: +3
Attributes: Agility +0, Might +3, Vitality +3, Cunning +0, Intellect −1, Presence −1
Skills: Notice
Attack: Claws (+6 melee, 1d4 + 3 edged), ice blast (+3 ranged, 2d12 ice)
Morale: +2, at 11 or fewer stamina points
Tricks: Darkvision; immune to ice damage; weak to holy and fire damage; multiple attacks (one claw and one ice blast attack)

  • Flash Freeze: When it hits a target with an ice blast attack, the target must succeed on a Vitality test (difficulty 14). On a failed test, the target is Immobile until the end of their next turn. A botch on the test instead is Petrified into ice. The target repeats the test at the end of each turn. The condition ends when they succeed or when the breathtaker is defeated or flees.


Well, those are some nasties, that's for sure!

We've got one more posted Stretch Goal to work on this week! Let's see if we can't smash that as we get into our final 10 days for this campaign!

#CatPower!

Dark, Damp Dungeon
9 months ago – Fri, Mar 08, 2024 at 08:36:23 AM


Dark, Damp Dungeon


Halo crouched in a narrow cleft of rock, hidden behind a column which loomed over a dark, damp room at the bottom of a dark, damp dungeon. Hey, that was some good alliteration, she thought. I should work that into the song I’m writing for Blayze. I can already hear the notes on my sitar. The gray-and-brown-mottled wanderer idly composed the tune in her head to distract herself from the danger below her.

The good news was that she had found the object of her quest. Zarina von Mau, niece of Monarch Threnody von Mau, was here and alive. Probably. Her distinctive white fur with the black spot over the eye stood out even in the flickering torchlight as the noble lay insensate on a slab of rough-hewn metal. Halo thought she could see Zarina’s chest moving slightly, but it could have been the flickering of the green flames.

Slightly less good news: A pawful of zombies shuffled around Zarina. Their heads of molting flesh turned to and fro, as if looking around to find any intruders, but even in the dim light Halo could see their eyes were missing. Some bleak, blind bodies in the dark, damp dungeon

Officially in the “bad news” column, however, was the mancer. He wore the traditional black robes of his profession, but the strange symbols stitched into its fabric seemed to bend and twist in the sickly light. Hung next to him was a large skeleton of some feline beast with two oversized fangs. The cultist murmured chants that Halo couldn’t understand, but they seemed to bypass meaning, sending chills directly to her spine. She distracted herself with more nonsense alliteration: The mysterious, malevolent mancer with the bleak, blind bodies in the dark, damp dungeon.

The chant came to a crescendo, and Halo noticed a thick, oily smoke pouring out of the feline skull of the skeleton. It didn’t expand into the room like normal smoke, but instead oozed into the room and towards Zarina’s face.

Time to go to work, Halo.

She jumped down from her perch, and the zombies turned, their eyeless sockets staring at her. “Stand down,” she growled to the undead minions, “or I will send you onto your next lives.”

The cultist spun to look at Halo. “You are too late!” he screamed, his paws thrust into the air to continue directing the unnatural smoke. “My mystical might has already corrupted this feeble noble. Soon all of House Mau will succumb to the will of Smilodon!”

Halo smirked. “’Mystic might’. That’s a good one.”

“What?”

As the bemused mancer stood dumbfounded by her non-sequitur, the wanderer leapt into motion. Her powerful legs shot her over the head of the nearest zombie, who kept staring ahead as if she hadn’t moved. Tucking into a ball, she rolled through the air before landing on her feet before the mage, one paw touching the cold stone to steady her landing. 

Before the cultist could move to note her changed position, however, Halo spun in her stance, her foot glowing blue by the time it reached the mancer’s face. She felt as well as heard the loud crack of it impacting his skull, and she could see tendrils of ice start to form in the cultist’s fur. He fell to the ground with a thump as he landed on his tail.

“Seize her!” he snarled, pointing to Halo. The zombies turned to grab Halo, but she was still in motion. Her spinning kick had brought her in front of Zarina, who was spluttering from the viscous smoke that had entered her mouth and nostrils. Using the momentum of her spin she slashed at the ropes that were keeping Zarina bound. Grabbing one end, the severed rope slithered off the noble’s fur and wrapped around one of the zombie’s heads. Halo pulled on the end, and the captured zombie stumbled into its neighbor, sending both rattling to the ground.

Halo finished her spin and grabbed Zarina. Pulling the cat over her shoulder, she said, “Time for us to go, I think” and broke into a run, dodging around the moldering undead. Her speed and grace allowed her to temporarily run up the cavern wall for a moment, just long enough to reach the column she had hidden behind. On her back, Zarina moved, as if trying to wriggle free of Halo’s grasp.

Halo didn’t have a chance to see Zarina open her eyes. Her mysterious, malevolent, dark, damp eyes.



Six Example Enemies
9 months ago – Thu, Mar 07, 2024 at 11:27:34 AM

Hello Cool Cats,

It's not all fun and games in the monarchies! There are dangers and threats that lurk in the shadows or outside the borders, and all cat adventurers should be ready and prepared to face some challenges as they navigate the world.

In addition to the creatures and dangers from the Realms of Pugmire core rulebook, curious cats may find themselves whisker-to-whisker with some of these enemies from the Curious Cats of Mau book.



Demons, Minor

When cats speak about the Unseen being all around them, it isn’t major demons that they’re speaking about. While those named demons are a horrifying threat, these lesser demons are the danger that lies both in every shadow and in the shadows of an unwary cat’s heart. None know why these fiends enjoy the terror they foster, but they delight in torment.

Frenzy Demon

(OL 4; Enemy; Unseen)

The berserkers of the Unseen, frenzy demons take possession of others and force them to crowded spaces full of unsuspecting cats before driving them to attack anyone they can get their claws on.

Description: Cats possessed by a frenzy demon can be detected by the dull red glow in their eyes and the eager way they flex their claws in the moments before they begin their assault. They tend to take the strongest of cats as their hosts.

Tactics: Frenzy demons use no tactics to speak of, aside from attempting to do as much damage as possible before their host is put down. They target mancers and other spellcasters first, before going after heftier targets.

Defense: 16 (impervious to pain)
Stamina Points: 50
Speed: 30 ft.
Experience Bonus: +3
Attributes: Agility +2, Might +5, Vitality +2, Cunning −2, Intellect −3, Presence +0
Skills: Bluff, Intimidate, Traverse
Attack: Longsword (+8 melee, 1d8 + 5 edged), small crossbow (+4 ranged, 1d8 + 1 stabbing)
Morale: +3, at 17 or fewer stamina points
Tricks: Darkvision; resistant to all damage except from silver weapons and holy; weak to holy damage and damage from silver weapons; multiple attacks (two longsword or small crossbow attacks)

  • Cleave: As a bonus action, the frenzy demon can make a single additional attack when it reduces a target to 0 stamina points, but this attack must be the same type of attack it used on the previous target.

Smilodon’s Shadow

(OL 9; Legendary; Unseen)

It is said that the monarch of House Smilodon remains in the world, despite the entire House being destroyed root and stem. No one knows if this Shadow is just another shadow feline, or the father of all Shadow Felines, but the entity called Smilodon’s Shadow has been the subject of stories caretakers tell kittens to ensure their obedience. Such tales are told in hushed tones, for even now the name of that accursed house isn’t used in civilized company. Of course, their terror is real, and the tyrant of Smilodon sends shadow Felines all over the world, but he himself focuses in on Mau and those who ended his rule.

Description: Smilodon’s Shadow looks like a shadow feline, a black outline of a cat, with the points of a crown atop his head. When in his fully demonic state, however, he looks like a great demonic tiger with two fiery yellow eyes. 

Tactics: Smilodon’s Shadow knows that once his feline form is defeated (his Stamina Points hit 0), the battle will continue in his demonic form, so he disregards self-preservation in battle. He uses his shadow blend trick to become invisible after an attack, giving the next turn’s attack a boon.

Defense: 20 (shadow flesh)
Stamina Points: 286
Speed: 30 ft.
Experience Bonus: +5
Attributes: Agility +1, Might +3, Vitality +0, Cunning +2, Intellect +0, Presence +1
Skills: Bluff, Intimidate, Know Arcana, Know Culture, Know History, Know Religion, Notice, Persuade, Search, Sense Motive, Sneak, Survive
Attack: Freezing claws (+8 melee, 2d10 + 4 cold), shadow bolt (+6 ranged, 2d12 + 1 deathly)
Morale: Automatically succeeds
Tricks: Darkvision; resistant to edged and ice damage; weak against holy damage; multiple attacks (two freezing claw or shadow bolt)

  • Demonic Form: When Smilodon’s Shadow is reduced to 0 stamina points the first time in the battle, he transforms into his demonic form as a reflexive action, regaining half of his stamina points and alighting his eyes with cold yellow fire. As a bonus action on his turns thereafter, a target that he can see locks eyes with him and must succeed on a Cunning test (difficulty 15) or become Paralyzed until Smilodon’s Shadow uses this trick on another creature.
  • Shadow Blend: In any condition of illumination other than full daylight, a shadow feline can disappear into the shadows as a supplemental action, making it Invisible until its next turn. Artificial illumination does not negate this trick, but magical light does.
  • Waking Nightmares: As an action, each creature that Smilodon’s Shadow can see within near range must succeed on a Cunning test (difficulty 15) or become Scared of him. Afflicted creatures repeat the test at the end of each of their turns, ending the effect on a Success. Whenever a creature succeeds on this test, they become immune to this trick until they nap.



Dogs

While cats know the truth of the Old Ones and their place in the story of the past, dogs believe themselves to be the chosen ones of Man and worship the Old Ones as gods. Regardless of their hopped-up ideas of honor and service, the dogs of Pugmire, Houndston, or elsewhere do have their uses, and maintaining the peace between cats and dogs is paramount.

Gruff Wizard

(OL 3; Enemy)

Cats can’t help but smile at the clumsy way dogs handle the arcane. Sure, they have access to the many masterworks they find in their realm, but they don’t have the same affinity for magic that cats do. They couldn’t ever absorb the magic into themselves, thus proving their inferiority to mancers. Often these dogs seem unable to hide their disappointment, and who can blame them?

Description: Often elderly or otherwise disgruntled, these dogs are commonly found in worn and tattered robes and carry an object (typically a masterwork made of plastic) to channel their mystical energies through.

Tactics: While cantankerous, gruff wizards don’t want to fight and could very well be talked out of combat with kind words or reason. If he does have to fight, however, it’s more likely that he’d target enemy mancers, using his ward of protection trick against the strongest warrior coming for him.

Defense: 15 (thick robes)
Stamina Points: 32
Speed: 30 ft.
Experience Bonus: +2
Ablities: Agility −1, Might −3, Vitality +0, Cunning +2, Intellect +4, Presence +2
Skills: Know Arcana, Know Culture, Know History, Know Religion, Search
Attack: Lightning bolt (+6 ranged, 2d8 + 4 electrical)
Morale: +4, at 8 or fewer stamina points
Tricks: Darkvision

  • Acid Burst: Once per battle, as an action a target must make an Agility test (difficulty 14). On a failed test, they take 4d4 corrosive damage, plus an additional 2d4 corrosive damage at the end of their next turn. On a success, the target takes 2d4 corrosive damage and no additional damage.
  • Ward of Protection: Once per battle, the wizard may cast this spell as an action. Until the start of his next turn, all attacks made against him are done with a hindrance.


Stubborn Sentinel

(OL 4; Enemy)

The War of Dogs and Cats didn’t end for every soldier that fought in it. Some, left for dead on the battlefield in Mau with no way to pay for passage back to Pugmire, earn whatever they can as a blade for hire in the monarchies. Others spend what’s left of their lives protecting the dogs they can find in this foreign land.

Description: Dogs wearing patchwork heavy armor or worn leather protection, these sentinels tend to rely on trustworthy weapons such as swords and axes.

Tactics: When working for some wealthy noble or other boss, there is little a sentinel won’t do, other than attack other dogs. When she finds dogs in trouble, she remembers to be a Good Dog and fights to the death to defend them.

Defense: 16 (patchwork armor and shield)
Stamina Points: 50
Speed: 30 ft.
Experience Bonus: +3
Attributes: Agility +0, Might +3, Vitality +2, Cunning +0, Intellect −2, Presence +1
Skills: Balance, Intimidate, Survive, Traverse
Attack: Battleaxe (+6 melee, 1d10 +3 edged), spear (+6 ranged, 1d6 + 3 stabbing), shield bash (+6 melee, 1d8 + 3 blunt)
Morale: +4, at 12 or fewer stamina points unless there is another allied dog in the fight
Tricks: Darkvision

  • Cleave: The sentinel may make an additional attack as a bonus action when she reduces a target to 0 stamina points. She must use the same attack.
  • Shield Bash: If a melee attack misses the sentinel by 5 or more, she may make a shield bash attack against the attacker as a reaction. If the triggering attack was a botch, the shield bash automatically hits.




Servitors


When the Old Ones left, they knew there had to be a way for cats to prove their worth, to know that they deserve to be worshiped and to gain the masterworks of Man. To facilitate this, Man left behind masterwork creatures, known as Servitors, to guard their relics.

Death Hearse

(OL 7; Enemy; Servitor)

Cats and those in the know always look to the skies before leaving their cities for the open wilds. The death hearse’s long, thin, silvery form is difficult to spot from the true clouds in the sky. Should it notice a cat, it dives with the sound of a swarm of insects, attacking with spring-loaded silver snakes that wrap around limbs and the neck of the poor victim, pulling them into the air and the hearse’s belly.

Description: The death hearse looks like silvery clouds when hunting, but when it attacks, it becomes more solid, firing serpentine tentacles that wrap around anyone it can find.

Tactics: The death hearse uses its flight to its advantage, staying up high out of reach wherever it can and only attacking targets that are apart from the rest of the group if possible. There is no rhyme or reason why it attacks, and thus it can’t be bargained with.

Defense: 19 (amorphous shape)
Stamina Points: 72
Speed: 0 ft., 50 ft. flying
Experience Bonus: +4
Attributes: Agility +4, Might +3, Vitality +3, Cunning +0, Intellect −2, Presence −2
Skills: Search, Sneak, Notice
Attack: Slam (+7 melee, 4d12 + 3 blunt)
Morale: Automatically succeeds
Tricks: Darkvision; resistance to blunt damage

  • One Track Mind: The death hearse is immune to being Charmed, Frightened, and Possessed, and automatically succeed on morale tests.
  • Reeled In: As a bonus action, the death hearse can pull an Immobile target 10 feet into the air. Next round, the death hearse drops the target, who takes 2d8 blunt damage when they land. If the target is no longer Immobile when they fall, they may make an Agility test (difficulty 15) to take half the damage instead.
  • Wrapped Up: After the death hearse hits with a slam attack, the target must make a Might test (difficulty 15). If failed, the death hearse’s tentacles wrap around the target and inflict the Immobile condition. The target may attempt to clear the condition by making the same test at the beginning of their turn.

Decayer Beast

(OL 5; Enemy; Servitor)

This black insectoid servitor was created to break down the old works of Man so they could create new wonders. It puts off a strange magical force that warps weapons, makes projectiles miss, and interfere with other magics, as well as spraying a strange acid that can eat through both masterworks and flesh.

Description: Decayer beasts look like large beetles made of dark metal with light purple arcs of energy between their spikes. A smaller jaw like an extendable mandible rests inside their main mouth.

Tactics: The beast always targets the cat with the most relics on their person, or the most metal if there are no relics. It cares not for wonders or fixes.

Defense: 17 (black armor)
Stamina Points: 55
Speed: 30 ft.
Experience Bonus: +3
Attributes: Agility +0, Might +4, Vitality +1, Cunning +1, Intellect +0, Presence −1
Skills: Search, Notice
Attack: Mandible bite (+7 melee or ranged; 2d10 + 4 stabbing plus 2d8 corrosive)
Morale: Automatically succeeds
Tricks: Darkvision; immune to corrosive damage

  • Magnetic Field: All attacks on the decayer beast are made with a hindrance. If it is hit by an attack, this trick stops working until the end of its next turn.
  • Masterwork Malfunction: When the decayer beast is dealt damage from an attack or spell, all creatures near the beast must each choose one of their relics and roll a d20. On a roll to 11-20, nothing happens. On a 1-10, the relic stops working or is unable to provide its bonuses to the user until the end of their next turn. If a relic is affected this way three times in a single battle, it is destroyed.


These are just some of the challenges that curious cats may face! I'll have another sneak peek on Sunday with an example of a Major Demon, a warrior from House Smilodon, a Sphinx, and an undead Breathtaker! We'll get the full enemies chapter next Tuesday, when backers will be able to download the current draft manuscript and provide feedback directly to the developers!

#CuriousCats

Curious about the Game in Action?
9 months ago – Wed, Mar 06, 2024 at 12:17:00 PM

Hello Curious Cats!

Last week I shared a link to an Actual Play podcast where you could listen to the Red Moon Roleplaying team run a session of Curious Cats/Realms of Pugmire.

Today, I've got even more examples of the game in action for you!



Red Moon Roleplaying finished their three-session scenario The Search for Papillon, and you can listen to all episodes here:

The Curious Cats of Mau: The Search for Papillon 01 <link>
The Curious Cats of Mau: The Search for Papillon 02 <link>
The Curious Cats of Mau: The Search for Papillon 03 <link>

 
Next up, this is a bit more dog-focused and run using the older first edition rules, but if you want a sense of the Realms of Pugmire and some of the stories you can tell, the team at Critshow has released an actual play that was previously only available to their Patreon backers. Check these out:

Pugmire Part 1
Pugmire Part 2
Pugmire Part 3


And finally, Eddy is running a two-part Curious Cats of Mau actual play on Onyx Path's Twitch channel. The first episode streamed last Thursday, on Leap Day, and will be up on their Youtube channel soon.

But you can catch the second episode tomorrow, March 7th at 7am Eastern (or Noon GMT, for Eddy!)

Onyx Path's Twitch Channel


Tomorrow: A preview of some enemies from the book!

Curious Cats Draft Manuscript Part 4
9 months ago – Tue, Mar 05, 2024 at 07:49:41 AM

Hello Curious Cats,

Two great chapters from the draft version of Curious Cats of Mau for backers today! This is the Who, Where, and What phase, with a dive into the culture and customs of these cats, details about the monarchies themselves, and also Guide advice on the different kinds of stories you can tell.



International Shipping – Collected in the Pledge Manager

One quick note about Shipping before we get into the manuscript previews. 

First up, it's amazingly expensive to ship, especially from Onyx Path's home base in the US. We get that, but there's not much we can do at this time. Onyx Path is in a difficult space where the company is big enough that they're not saving money by fulfilling out of Rich's garage, but small enough that they can't really set up international partners to handle portions of the fulfillment. So we are where we are - for now. 

The best we can do at this point is to plan carefully, advise everyone up front that international shipping will likely be expensive (see our projections on the main page) and only charge what it costs us when the time comes. We’ll be charging for shipping in the Pledge Manager once the books are being printed and we can deal with the actual shipping charges rather than using our best-guesses this far out. If you live outside the US and aren't sure you want the hardcover or other physical items, you can pledge to the PDF tier now and upgrade your pledge in the Pledge Manager once we know the final shipping costs.

DRAFT MANUSCRIPT PREVIEWS - BACKERS ONLY

Remember, thanks to BackerKit magic, these download links are visible to Backers only - you must be logged in and reading this on the website to have access to the manuscript preview links. So, if you're reading this via e-mail, click that "Reply to The Update" link on the bottom and I'll see you below the title treatment.

WE WANT YOUR FEEDBACK

I'm going to be sharing the manuscript in sections over the next 30 days, Part of the reason for that is to keep focus on one section at a time so the developers, Eddy and Lauren, can gather feedback to help guide the manuscript through the next steps of editing and development. To that end, they've created a special Feedback Form for you to submit your comments after reading each section!



You can submit your comments here: CURIOUS CATS OF MAU FEEDBACK FORM <link>