Missing Familiar Friends
A local breeder, hedge-witch, or temple caretaker asks the party to investigate why the village cats have vanished overnight.
This campaign will be deleted in 6 days. Create a free account to claim all your generated content.
In a quiet settlement where cats are treasured guardians against bad luck, the animals have begun disappearing on moonless nights. Soon after, people report pale shapes in the alleys, drained livestock, and strange scratching sounds from sealed crypts. The party is drawn into a mystery that blends superstition, predation, and uncanny feline instincts.
Act I focuses on unraveling the first disappearances, protecting the village, and discovering that the vampire’s influence is tied to the cats themselves. The tone is gothic, eerie, and a little whimsical, with plenty of opportunities for stealth, investigation, and tense rooftop chases.
This free preview covers the opening act only.
Cats are more than pets in your home village—they are ward-keepers, good-luck omens, and quiet companions in the dark. Lately, they’ve been vanishing. At first it was one or two. Then the lanterns began to fail, livestock were found with strange marks, and villagers heard soft purring in empty rooms.
You arrive just as fear spreads and the nights grow longer. Someone—or something—hunts under moonlight. The village begs for help, and the cats seem to know more than they can say.
Tone: Gothic mystery, creeping dread, rooftop chases, eerie charm.
Starting Hook: A worried villager offers payment to find the missing cats before the next new moon.
Act I is a small-town gothic mystery designed to start with missing cats and escalate into a vampire-linked investigation. Keep the pace brisk: each scene should reveal a clue, pressure the village, and push the party toward the old crypt. The central villain is not yet fully exposed at first; the players should think they are dealing with animal theft, then a blood-drinking predator, and finally a magical link between the vampire and the cats. End Act I with the first confrontation or a near miss and a clear lead into Act II.
A local breeder, hedge-witch, or temple caretaker asks the party to investigate why the village cats have vanished overnight.
Merchants report stolen food, bloodless chickens, and claw marks on shutters after a silent figure stalks the midnight market.
The party investigates missing cats, nighttime attacks, and eerie signs of undead activity. The mystery begins with local superstition and ends with a crypt, where the vampire's influence is revealed through animal-linked wards and a hidden passage.
At dawn, the village looks normal except for one detail: no cats sit on the walls, no cats watch the stalls, and every doorstep seems to have been scrubbed free of paw prints.
Open with rumors, missing animals, and a clear request for help. Let the party gather information and choose between social, investigative, or stealth approaches.
A crash of tiles breaks the silence, and a pale shape moves from roof to roof with impossible grace, pausing only long enough for you to hear a cat hiss in the dark.
Run this as a fast chase or a short combat. The point is to show the enemy is organized and animal-aware, not random bandits.
The old seal cracks with a sound like a sigh, and something inside the darkness seems to recognize the living before the living can see it.
This is the climax of Act I. The party should learn the villain's name or title, rescue surviving cats, and survive the first serious undead resistance.
Milestone: The party reaches level 2 after discovering the crypt and surviving the first confrontation with the vampire's influence.
Lord Varkos Nhal
Completed
Lord Varkos Nhal is the kind of villain who does not arrive in a roar of thunder. He arrives in a courteous knock, a measured compliment, a…
Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.
Subscribe NowFree campaign encounters use official monsters only and do not include generated monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.
Subscribe NowLord Varkos Nhal is a refined vampire who feeds on fear as much as blood. He has learned that the village cats can sense ward-lines, hidden passages, and holy protections, so he steals them to map the settlement and weaken its defenses before a larger rise in power.
Soft-spoken, courteous, and unnervingly patient. He never raises his voice, always compliments the party, and treats violence like an unavoidable inconvenience.
He avoids direct battle in Act I, preferring to appear briefly, test the party, and withdraw into darkness or mist. If cornered, he uses charm, mobility, and minions to separate targets before retreating to his lair.
He can be driven off, temporarily sealed away, or exposed publicly in Act I. Redemption is unlikely but possible if the party discovers he is bound by an older curse tied to the village crypt.
Recommended party: 3-5 characters
Discuss gothic horror, animal harm boundaries, and how strongly the table wants to engage with creepy themes involving cats in peril. Use lines and veils for blood-drinking, graveyards, and animal endangerment. Confirm whether the group wants the cats to be threatened, rescued, or mostly offscreen. Encourage heroic tone despite the horror.
For a weaker party, remove one enemy from each encounter and replace the ghoul with a skeleton. For a stronger party, add one skeleton or one swarm of rats, and let the villain escape with a magical mist rather than being cornered. Keep the focus on clues and tension, not attrition.
Keep cats useful, not just decorative: let them point, flee, hiss, or lead. Make every scene reveal one concrete clue. The vampire should feel elegant and dangerous, but Act I works best if he appears briefly and escapes before a full fight. Reward animal handling and creative noncombat solutions.
Discover intricate areas, locations, and points of interest that will bring your D&D world to life. Premium users get access to fully detailed locations including taverns, dungeons, cities, and more!
Level Up to Premium!Join the ranks of Dungeon Masters creating unforgettable adventures!
Get access to detailed NPCs, faction relationships, and character backgrounds that will make your campaign truly memorable!
Unlock Premium Features!Create compelling characters and factions that your players will never forget!
Unlock detailed quest structures, branching storylines, and meaningful rewards that will keep your players engaged for months!
Start Your Epic Journey!Join DMs creating unforgettable adventures with our premium quest system!
Suggested Level: 1-2
- Slippery tile roofs
- Chimneys for half cover
- Narrow gaps between buildings
- Rain-slick ledges that risk falling
A silver locket holding a cat hair ribbon and a bloodstained note naming the cemetery.
Use goblins as hired henchmen or desperate cult scavengers. Reduce one creature if the party is very small.
Suggested Level: 1-2
- Broken headstones
- Half-buried crypt stairs
- Narrow choke points
- Ancient iron gate that can be barred or shattered
A funerary charm worth 25 gp and a clue etched into the crypt seal.
This is the hardest fight in Act I. Replace the ghoul with a skeleton if needed, or add one skeleton if the group is strong.
Suggested Level: 1-2
- Cracked stained-glass windows
- Rotted pews
- Hanging chains and collapsed rafters
- Small altar nook offering concealment
One rescued cat carries a tiny key tied to its collar, opening a locked crypt compartment.
This encounter should feel more like a tense rescue than a brawl. Allow animal handling, stealth, or magic to resolve parts of it.
Collar of the Night Sentinel
Completed
Act I, recovered from the ruined chapel or a rescued cat's collar
False
Lantern of Faint Purrs
Completed
Act I, found in the cemetery caretaker’s shed or the crypt threshold
False
Thornward Medallion
Completed
Act I, hidden behind the crypt seal or awarded after rescuing the missing cats
True; requires attunement by a creature that has spent a long rest protecting a cat or caring for animals.
You need to register to create and view player characters in this campaign.
Register Now