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Adventure Title
DDHC-XGE-01 Rats of Waterdeep
DDHC-XGE-01 Rats of Waterdeep
Session
1
1
Date Played
2022-01-31 17:02:00 UTC
2022-01-31 17:02:00 UTC
Levels Gained
1
1
GP +/-
109
109
Downtime +/-
10.0
10.0
Location Played
Daddy War Bucks Discord
Daddy War Bucks Discord
DM Name
Miniblin#5176
Miniblin#5176
DM DCI Number
Notes
My team and I were hired to investigate an odd magical plague taking over a portion of the docking area. The place had citizens being overtaken with rat-like features, and we very quickly began to show similar symptoms. With that in mind we worked fast, reporting with a detective that was to aid us in our investigation, we began with the local Captain of the guard. Unfortunately, he was dead when we arrived. There some clues nearby that pointed us towards an apothocary, as well as a deposit box in a local bank. The apothocary had a receptionist that was working the desk, but was generally uncooperative. We went into the surgery room, and after some digging, found a secret door that opened up to a lab down below. We were attacked by some cultists, working on making the rat-plauge (as we called it) more effective. We killed/captured the cultists and tried to extract information from them. We got an ID on the Lady of Plagues, and when she'll be arriving. The other lead we had to follow took us in the direction of the Rat King, a former lover of the Lady of Plagues. The Rat King had believed that the Lady had her father killed and unleashed the plague against their wishes. We moved to intercept the Lady with the King in tow to help us. Getting to the square, we had seen that the Lady was prepared to unleash her new concoction on the people. With some quick talking, and the letters we had found in the Captain's lockbox, we convinced the Lady that both her and the Rat King were being used by Xanathar to remove each of them from power so he could take over the area. The Lady had pointed out that she had seen some of Xanathar's men working along the waterfront. Our party, the Lady, the King, and the Detective, all moved to the waterfront to investigate, seeing a line of over a dozen slaves being moved through the alleys. The ensuing battle was a near thing, two of our number being taken down in the fray thanks to mages in the enemy ranks, but we had prevailed, freeing the prisoners. Cured a plague, stopped a Crime Syndicate, Corrected a Lover's Spat and Solved a Murder. Good Day.
My team and I were hired to investigate an odd magical plague taking over a portion of the docking area. The place had citizens being overtaken with rat-like features, and we very quickly began to show similar symptoms. With that in mind we worked fast, reporting with a detective that was to aid us in our investigation, we began with the local Captain of the guard. Unfortunately, he was dead when we arrived. There some clues nearby that pointed us towards an apothocary, as well as a deposit box in a local bank. The apothocary had a receptionist that was working the desk, but was generally uncooperative. We went into the surgery room, and after some digging, found a secret door that opened up to a lab down below. We were attacked by some cultists, working on making the rat-plauge (as we called it) more effective. We killed/captured the cultists and tried to extract information from them. We got an ID on the Lady of Plagues, and when she'll be arriving. The other lead we had to follow took us in the direction of the Rat King, a former lover of the Lady of Plagues. The Rat King had believed that the Lady had her father killed and unleashed the plague against their wishes. We moved to intercept the Lady with the King in tow to help us. Getting to the square, we had seen that the Lady was prepared to unleash her new concoction on the people. With some quick talking, and the letters we had found in the Captain's lockbox, we convinced the Lady that both her and the Rat King were being used by Xanathar to remove each of them from power so he could take over the area. The Lady had pointed out that she had seen some of Xanathar's men working along the waterfront. Our party, the Lady, the King, and the Detective, all moved to the waterfront to investigate, seeing a line of over a dozen slaves being moved through the alleys. The ensuing battle was a near thing, two of our number being taken down in the fray thanks to mages in the enemy ranks, but we had prevailed, freeing the prisoners. Cured a plague, stopped a Crime Syndicate, Corrected a Lover's Spat and Solved a Murder. Good Day.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Cloak of Billowing | Common | Given by the Lady of Plagues | true | ||
The cloak of billowing had the ability to swell and wave dramatically as if under an ominous wind, requiring very little effort from its wearer. There was no limit to how many times this ability could be activated. | |||||
Pipes of the Sewers | Uncommon | Given by the Rat King | 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. | |||||
Potion of Healing | Common | Given as reward | true | ||
Heal 2d4+2 HP |