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Adventure Title
DDHC-XGE-01 Rats of Waterdeep
Session
1
Date Played
2022-10-11 18:00:00 UTC
Levels Gained
1
GP +/-
79
Downtime +/-
10.0
Location Played
Roll20
DM Name
Maluku Seito
DM DCI Number
5203740222
Notes
--------------------------------------------------------------------------------------------------------------------------------------- Teilnehmer: (2) C0ldW0lf - Prof. Dr. Zornik - Bugbear - Monk 2 - none (1) DesertRanger - Kuros - Kenku - Rogue 1 - none (2) Yaidz - Charles - V. Human - Paladin 2 (falls Gigi mitgeht) (2) Claudia N. - Gigi - V. Human - Artificer 2 (4) KaNarlist - Ahsoka - Air Genasi Monk 4 (3) Arikatzi020 - Nyx Vulpin - Shifter - Bladesinger lvl 3 - none --------------------------------------------------------------------------------------------------------------------------------------- V JVYY ARIRE SBETVIR LBH GUVF VF JNE (Thirteen off) In Newspaper I will never forgive you, this is war. M AMWL JSV XLI HEC SYV PSZA MO RSX LMHHIR (Gain Four) Recieved I wish for the day our love is not hidden. KSO S ZSL LGVSQ SFV LZGMYZL GX QGM (Eight off) Recieved Saw a hat today and thought of you. BM PTLGM FX PAR VTGM RHN LXX BM (Loose nineteen) New? It wasn't me, why can't you see it? --------------------------------------------------------------------------------------------------------------------------------------- Pipes of the Sewers Wondrous item, uncommon (requires attunement) You must be proficient with wind Instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not Attack you unless you threaten or harm them. The pipes have 3 Charges. If you play the pipes as an Action, you can use a bonus Action to expend 1 to 3 Charges, calling forth one Swarm of Rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended Charges daily at dawn. Whenever a Swarm of Rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your Companions for as long as you continue to play the pipes each round as an Action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no ACTIONS. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. These wooden pan-pipes are decorated with carved reliefs of hundreds of scuttling rats. While you’re attuned to the pipes, you always know directions to the nearest sewer outlet. --------------------------------------------------------------------------------------------------------------------------------------- Cloak of Billowing Wondrous item, Common While wearing this cloak, you can use a bonus Action to make it billow dramatically. This magnificent sable cloak is inlaid with stitched alchemical formulae and smells of turpentine. --------------------------------------------------------------------------------------------------------------------------------------- +1 Lvl Blade Singer APL: +2 Dex Spells erlernt: Cantrip: Prestidigitation 2st Dragon's Breath, Web

Magic Items

Name Rarity Location Table Result Counts?
Cloak of Billowing Common DDHC-XGE-01 Rats of Waterdeep true
Cloak of Billowing Wondrous item, Common While wearing this cloak, you can use a bonus Action to make it billow dramatically. This magnificent sable cloak is inlaid with stitched alchemical formulae and smells of turpentine.
Pipes of the Sewers Uncommon DDHC-XGE-01 Rats of Waterdeep true
Pipes of the Sewers Wondrous item, uncommon (requires attunement) You must be proficient with wind Instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not Attack you unless you threaten or harm them. The pipes have 3 Charges. If you play the pipes as an Action, you can use a bonus Action to expend 1 to 3 Charges, calling forth one Swarm of Rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended Charges daily at dawn. Whenever a Swarm of Rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your Companions for as long as you continue to play the pipes each round as an Action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no ACTIONS. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. These wooden pan-pipes are decorated with carved reliefs of hundreds of scuttling rats. While you’re attuned to the pipes, you always know directions to the nearest sewer outlet.