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Adventure Title
WBW-DC-ZODIAC-01 The Pied Piper & The Rat King
WBW-DC-ZODIAC-01 The Pied Piper & The Rat King
Session
Date Played
2022-04-30 15:12:00 UTC
2022-04-30 15:12:00 UTC
Levels Gained
0
0
GP +/-
115
115
Downtime +/-
10.0
10.0
Location Played
Home
Home
DM Name
Daniel Chapman
Daniel Chapman
DM DCI Number
3100828829
3100828829
Notes
**Consumable Awards** * Potion of Healing (Greater) Potion, uncommon You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. * Spell scroll 1st level: Tasha’s Caustic Brew (TCoE) Spell Scroll, common. A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at the start of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st. Tasha’s Cauldron of Everything , pg. 115. “The spell scroll is etched and detailed like a musical sheet.” **Story Awards** * Story Award: Mask of the Zodiacs: Rat Mask of the Zodiacs Bearers of this title can be awarded by the archfey, The Piper, awards and blesses the intricate Rat Mask that has been collected from WBW-DC-ZODIAC-00 Luna Park. Characters can collect these masks from the Luna Carnival or any archfey in the realm of Samsara. If the character does not have a mask, the character is awarded the Rat Mask. Wearers of the mask gain a level of respect from denizens of the domain of Samsara. Characters with this title may gain advantage on any roll in the domain of Samsara once per adventure. The thirteen archfey that rule the domain of Samsara, Zodiac XIII look more favorably on those with this story award. ZODIAC XIII. If all thirteen masks are collected they magically merge into one mask. Gaining the ability to change into all thirteen animals 1/day in the domain of Samsara. This requires each mask to be blessed by their corresponding archfey or this aspect of the story award stays dormant. * Story Awards: Shadow Rat Gaining the friendship of the Rat King. The shadow of the archfey splits off a small portion of itself which forms the shape of a tiny shadow rat that connects to the character's shadow. Whenever the character reflects a shadow, a shadow of a tiny rat also follows along. The character may command the tiny shadow rat to move up to 60 ft. away from the character. The shadow rat has the statistics of a rat. * Story Awards: Pact of The Piper Characters gain a monochromatic black tattoo of a rat wearing a crown, and carrying a bamboo reed pipe. * Magical Gift: Training Notes A character may only possess one magical gift from an archfey at a time; if another archfey grants a magical gift, the character must choose whether to accept the new gift (and pay the associated cost) and remove the old one, or decline the new gift. The Piper offers characters the gift to gain tool proficiency in Cook’s utensils. Characters must spend 12d12 days in the abode of the Piper to learn the tool or skill. 50 downtime days, 0 gp.
**Consumable Awards** * Potion of Healing (Greater) Potion, uncommon You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. * Spell scroll 1st level: Tasha’s Caustic Brew (TCoE) Spell Scroll, common. A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at the start of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st. Tasha’s Cauldron of Everything , pg. 115. “The spell scroll is etched and detailed like a musical sheet.” **Story Awards** * Story Award: Mask of the Zodiacs: Rat Mask of the Zodiacs Bearers of this title can be awarded by the archfey, The Piper, awards and blesses the intricate Rat Mask that has been collected from WBW-DC-ZODIAC-00 Luna Park. Characters can collect these masks from the Luna Carnival or any archfey in the realm of Samsara. If the character does not have a mask, the character is awarded the Rat Mask. Wearers of the mask gain a level of respect from denizens of the domain of Samsara. Characters with this title may gain advantage on any roll in the domain of Samsara once per adventure. The thirteen archfey that rule the domain of Samsara, Zodiac XIII look more favorably on those with this story award. ZODIAC XIII. If all thirteen masks are collected they magically merge into one mask. Gaining the ability to change into all thirteen animals 1/day in the domain of Samsara. This requires each mask to be blessed by their corresponding archfey or this aspect of the story award stays dormant. * Story Awards: Shadow Rat Gaining the friendship of the Rat King. The shadow of the archfey splits off a small portion of itself which forms the shape of a tiny shadow rat that connects to the character's shadow. Whenever the character reflects a shadow, a shadow of a tiny rat also follows along. The character may command the tiny shadow rat to move up to 60 ft. away from the character. The shadow rat has the statistics of a rat. * Story Awards: Pact of The Piper Characters gain a monochromatic black tattoo of a rat wearing a crown, and carrying a bamboo reed pipe. * Magical Gift: Training Notes A character may only possess one magical gift from an archfey at a time; if another archfey grants a magical gift, the character must choose whether to accept the new gift (and pay the associated cost) and remove the old one, or decline the new gift. The Piper offers characters the gift to gain tool proficiency in Cook’s utensils. Characters must spend 12d12 days in the abode of the Piper to learn the tool or skill. 50 downtime days, 0 gp.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Piper's Hat (Hat of Vermin) | Common | true | |||
This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. Xanathar's Guide to Everything , pg. 137 “The dark blue wizards hat, decorated with silvery moons and stars, has two adorable round black mouse ears. Using the command word: “Fantasia,” summons a non-combatant shadow of rats.” Guardian. The item whispers and squeaks warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. | |||||
Pipe of the Sewers | Uncommon | true | |||
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 GM). 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. |