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Adventure Title
WBW-DC-ZODIAC-01 The Pied Piper and the Rat King
WBW-DC-ZODIAC-01 The Pied Piper and the Rat King
Session
1
1
Date Played
2026-03-07 20:15:00 UTC
2026-03-07 20:15:00 UTC
Levels Gained
GP +/-
78
78
Downtime +/-
10.0
10.0
Location Played
Samsara
Samsara
DM Name
Echo
Echo
DM DCI Number
Notes
**Consumables:** + Potion of greater healing + Potion of Advantage When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour. This potion takes the form of a sparkling, golden mist that moves and pours like water. + Spellscroll "Tasha's Caustic Brew" +7 Fortunepoints **Total Fortunepoints: 10** **Story Award: Pact of the Piper** Characters gain a monochromatic black tattoo of a rat wearing a crown and carrying a bamboo reed pipe. 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. **Story Award: 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. **Segen des Rattenfängers:** Schaltet die Rattenmaske frei **Magical Gift: Pipe of the Sewers "Piper's Pipe"** Wondrous Item, uncommon 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. Language. The bearer can speak and understand the Sylvan language while the item is on the bearer’s person. The bearer can also understand the language of rats and mice. **Remaining Consumables:** + Potion of greater healing + 13 potions of healing + Potion of Advantage + potion of gaseous form + potion of growth + Keoghtoms's Ointment + 2 Potion of comprehension + 4 Alchemy fire + 2 oil of slipperiness + 2 Spell scrolls arms of Hadar + Spell scroll Bane + Spell scroll dimension door + Spell scroll Armor of Agathys + Spellscroll "Tasha's Caustic Brew" + Waterskin with healing water: 1/Long rest +5 hp: 8 uses
**Consumables:** + Potion of greater healing + Potion of Advantage When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour. This potion takes the form of a sparkling, golden mist that moves and pours like water. + Spellscroll "Tasha's Caustic Brew" +7 Fortunepoints **Total Fortunepoints: 10** **Story Award: Pact of the Piper** Characters gain a monochromatic black tattoo of a rat wearing a crown and carrying a bamboo reed pipe. 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. **Story Award: 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. **Segen des Rattenfängers:** Schaltet die Rattenmaske frei **Magical Gift: Pipe of the Sewers "Piper's Pipe"** Wondrous Item, uncommon 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. Language. The bearer can speak and understand the Sylvan language while the item is on the bearer’s person. The bearer can also understand the language of rats and mice. **Remaining Consumables:** + Potion of greater healing + 13 potions of healing + Potion of Advantage + potion of gaseous form + potion of growth + Keoghtoms's Ointment + 2 Potion of comprehension + 4 Alchemy fire + 2 oil of slipperiness + 2 Spell scrolls arms of Hadar + Spell scroll Bane + Spell scroll dimension door + Spell scroll Armor of Agathys + Spellscroll "Tasha's Caustic Brew" + Waterskin with healing water: 1/Long rest +5 hp: 8 uses
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Instrument of the bards (doss lute) "Piper's Pipa" | Uncommon | Samsara | true | ||
| Wondrous Item, uncommon (requires attunement by a Bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature who attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (fire only), or Protection from Poison. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Dungeon Master's Guide, pg. 176 “The pipa is engraved with moons, stars, and musical notes; the rosette is heart-shaped.” Language. The bearer can speak and understand Sylvan as well as understand the language of rats and other rodents while the item is on the bearer’s person. | |||||
| Hat of Vermin "piper's Hat" | Common | Samsara | true | ||
| Wondrous Item, common 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 wizard’s 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 it's bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. | |||||