Rats of Waterdeep 1.3
Rats of Waterdeep 1.3
Introduction
Rats of Waterdeep is a DUNGEONS AND DRAGONS
adventure for characters of level 1-4, optimized
for 1st-level characters, and designed for roughly
three to four hours of play. The adventure
comprises the following sections:
• Adventure Primer. An overview of the
adventure, including character hooks and advice
for scaling the adventure.
• Part 1: Murder Most Foul. The characters
investigate the disappearance of a sea captain,
uncover a murder, and meet the kingpin who,
unbeknownst to them, is behind it all.
• Part 2: Trail of the Rat. The characters chase
up clues from the murder site, and reveal a
portion of the true plot the captain discovered: a
secret romance between two powerful figures.
• Part 3: Revealing the Rat. The characters
confront the heartbroken Rat King and, perhaps,
a spy who reveals the truth behind the lovers’
breakup. Then, they rush to the Salvation
Parade for a final showdown.
• Rewards. A summary of experience points,
treasure, and magic items available in the
adventure.
• Appendix A: New Player Options. A new
background, Detective, and two new class
archetypes: Rat King for the ranger, and Circle
of Plagues for the druid.
• Appendix B: Monster/NPC Statistics. Stat
blocks for all the villains in the adventure.
• Appendix C: Handouts. Player handouts and
maps for use at the table.
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Adventure Primer betrayed her. As the Rat King hunted anew for the
Lady of Plagues, Catarina’s father conducted his
own investigations through the district’s seedier
Overview taverns. He discovered that the Xanathar crime
A magical plague has forced the Lords of boss had stolen and unleashed Maladie’s plague,
Waterdeep to quarantine part of the Dock Ward. and was using the outbreak to smuggle slaves into
Amid the confusion, an old sea captain is found the city through the docks. The old captain
dead in suspicious circumstances within the arranged a covert meeting with the port
quarantine zone. With the City Watch too fearful authorities, but before he could act on it, the
to enter, the characters investigate the murder to Xanathar’s minions murdered him and pinned the
bring those responsible to justice. crime on his own daughter, the Rat King.
Their trail unearths a feud between two Such is the situation when the characters enter
shadowy characters: the so-called ‘Rat King’ of the story…
Waterdeep, and the mysterious ‘Lady of Plagues’.
Their grudge culminates at the Salvation Parade: a Character Hooks
prayer-march organized by the faithful of Ilmater.
Use the following hooks to draw the characters
If the characters don’t intervene, hundreds of
into the adventure, or devise your own. All hooks
innocents could be transformed into rats.
should point to the meeting with Swordcaptain
By uncovering the right clues, the players learn
Morrow in Part 1: “Murder Most Foul”.
that the Lady of Plagues and the Rat King are
Detectives. The City of Splendors swills with
estranged lovers. Each thinks their partner plotted
intrigue and sleaze, fueling a burgeoning market
their murder: when in fact, the Xanathar crime
in sleuths-for-hire. You’ve put yourself up for
boss orchestrated their feud, and is using the
work, and the City Watch have taken the bait. This
ensuing confusion to smuggle a shipment of slaves
hook is especially relevant to characters with the
into Skullport. With the right evidence, the
Detective background (see appendix A: “New
characters can reunite the lovers, turn them
Character Options”).
against the Xanathar’s agents, and free the slaves.
Troubled Relatives. Rat Pox has quarantined
the streets where someone special to you lives.
Background There’s no way to contact them, so you’ve
For years, the Rat King protected the slums from appealed to the City Watch for help. They can
fire, thievery, and oppression. Out of disguise, this smuggle you inside, but they want a favor in
vigilante was the lowly sewer scavenger Catarina return…
Brisby, who lived alone with her father, a retired Faction Agents. The Rat Pox represents a threat
sea captain. to the city’s order that no faction can abide. Your
In recent months, Catarina learned that a druid superiors have sent you to the docks to uncover
from the Circle of Plagues was concocting a the source of the plague and quash it.
magical disease that would transform the poor
folk of the docks into rats. She traced this ‘Lady of
Plagues’ to an apothecary on the docks: a front for
the druid’s plague laboratory. Here she learned
that her enemy was trialing the virus on criminals
and murderers: the same foes the Rat King
brawled with each night. Rather than fight her,
Catarina reached out to the Lady of Plagues, and
found a kindred spirit called Maladie Song.
They met often and in secret, and as time passed
their rivalry blossomed into love. Catarina
persuaded Maladie to lock her plagues away in a
casket, and live in peace with her in the city. She
introduced her to her father, Captain Brisby, and
together they made plans for their future.
Soon after, an outbreak of Rat Pox struck the
Dock Ward. Unable to find Maladie, Catarina faced
the horrible realization that her lover had
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Adjusting the Adventure
Rats of Waterdeep is optimized for a group of five
characters with an average party level (APL) of
1st-level. It is playable with higher-level groups
using the following adjustments (maximum
character level 4):
Encounter Adjustments
Enter the Kingpin Add two thugs for every APL
above first.
Doctor Ward’s Add three cultists for every APL
Apothecary above first.
Harbor Holdings Above first level, replace the
twins with thugs. Add one thug
for every APL above second (i.e.
they become triplets or
quadruplets!).
Temple of Rot Add two swarms of rats for every
APL above first.
Rat King’s Lair Add two swarms of rats for every
APL above first.
Salvation Parade Add three cultists for every APL
above first.
Foil the Xanathar Add two apprentice wizards for
every APL above first.
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Adventure Flow
5
Part 1: Murder Most Foul
The characters investigate the disappearance of a
sea captain, uncover a murder, and meet the
kingpin who, unbeknownst to them, is behind it
all.
Waterdeep Noir
Swordcaptain Arvene Morrow summons the
characters to her City Watch office in the Castle
Ward. When they enter, the sergeant is seated at
her desk, and her intern and detective-in-training,
Watchman Bogarte Locks, is staring out the • Captain Brisby didn’t show for their rendezvous,
window and muttering to himself. and Morrow fears the worst. She’s found the
captain’s address, but it’s inside the quarantine
zone and Morrow doesn’t want to risk her
health chasing up the lead. Watchman Locks has
offered to venture inside, but it’s too dangerous
for him – a fledgling detective – to investigate
alone.
• If the characters escort Watchman Locks,
investigate what happened to the captain, and
uncover the “truth,” Swordcaptain Morrow
promises to reward them 200 gp.
• Swordcaptain Morrow says the civilians inside
the quarantine zone are planning a prayer
march this evening. She expects the characters
to complete their investigation before the
march, called the Salvation Parade, concludes.
Swordcaptain Morrow greets the characters,
introduces them to her intern, and then shares the
following information:
• A mysterious disease is rampaging through the
Dock Ward of Waterdeep, forcing the city to
quarantine the entire district. The disease,
which goes by many nicknames including Rat
Pox, is believed to be magical in nature and thus
can’t easily be cured. Symptoms begin with a
simple cough, after which the subjects start to
grow rat-like features such as whiskers, hairy
ears, claws, fur, and tails. It’s feared the final
stage turns residents into actual rats.
• The entire City Watch is focused on discovering
the root of the outbreak and, hopefully, its cure.
Morrow thought she had a lead when a retired
sea captain, Jerald Brisby, sent a message
claiming that he had top secret information
about the truth behind Rat Pox.
Bogarte Locks 6
• If characters seem wary of entering the along the streets, with rodents skittering
quarantine zone, Swordcaptain Morrow offers everywhere.
them posies of fragrant freesia blossoms. The Captain Brisby lives in a shabby tenement
peppery scent is said to ward disease. building on Cloak Lane. Entering the apartment,
the characters discover he’s been murdered.
Roleplaying Swordcaptain Arvene Morrow
With a discerning eye honed by years of experience, this
middle-aged human woman speaks in a soft, measured
tone that leaves no room for nonsense. She’s direct but not
unkind and, regarding her trainee watchman, an endless
fount of patience.
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• The Rat King represents the spirit of the urban Glancing over the characters with a mix of
sprawl, where the weak perish and the mob contempt and boredom, the Xanathar proceeds to
rule. Each Rat King can summon swarms of interrogate them about their investigation (in
vermin to fight at their side. truth, it’s just a chance for him to brag about
The Lady of Plagues is more of an enigma, but any himself). Those foolish enough to defy him are
character who succeeds on a DC 12 Intelligence disintegrated on the spot – although the Xanathar
(Nature) check recalls that some druids follow the always targets Watchman Locks first as a warning.
Circle of Plagues. These zealots believe nature is The Xanathar’s ‘questions’ could include:
strengthened by regular culls, and thus visit cities • “So, the worthless City Watch dare to cross the
to spread pestilence and disease. barricade. Here to investigate a ‘crime’, no
The Hidden Note. Any character searching the doubt?”
body and succeeding on a DC 10 Intelligence • “What leads do you have? No, don’t tell me, I can
(Investigation) check finds a tiny piece of tell from your faces. Nobody can read a face like
parchment hidden in the captain’s left sock. This me.”
check is made with advantage if the character has • “I love the people of the docks. Love ‘em. And
the City Watch, Detective, Inquisitor, or Spy they love me. That’s why I’m here, to see they’re
background. The note has the letters “HH” and the well cared for. Unlike your City Watch.”
numbers “908” scribbled on it. Combined with the • “Everybody knows you people have treated me
newspaper, which includes an advertisement for very unfairly. It’s disgusting. Really, I think you
the local bank, the note leads to Harbor Holdings should apologize.”
in Part 2.
The Icebox. Any character searching the kitchen Tiring of the interrogation, the Xanathar orders its
finds the icebox and a carton of crackers. The thugs to “deal with” the nuisance, and then floats
icebox is full of cheese. Every type of cheese. The away, commanding the mind flayer to follow. The
smell is overwhelming. These clues are useful if three thugs attack the characters. Watchman
characters go to Harbor Holdings in Part 2. Locks is a guard that fights alongside the
The Sketches. Any character searching the characters.
living room finds framed and colored sketches of
the captain with a young child. The girl has red Treasure
hair and a wealth of freckles. A successful DC 12 The thugs carry a combined 30 gp in loose change
Intelligence (Investigation) check reveals that one and cheap jewelry. One of them has a pearl carved
of the sketches has the words “Cat, Age 6” written like an eye sewn into his bandana (20 gp).
on the back. This clue is useful if the characters go
to Harbor Holdings in Part 2. Development
After dispatching the Xanathar’s thugs, the
Development characters can continue to their chosen
Once their thirst for clues is satisfied, characters destination in Part 2. Should the thugs knock them
can leave to pursue the paths they’ve discovered. unconscious, you can choose for their bodies to be
However, their progress is disrupted by found by cultists, brought to the Temple of Rot,
Waterdeep’s infamous beholder crime lord… and revived.
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Part 2: Trail of the Rat • As characters enter, Joy tells them the
appointment books are full and they’re to come
The characters chase up clues from the murder
again another time. Or not. Whatever.
site and reveal a portion of the true plot the
• If characters browse the shelves of snake oils
captain discovered: a secret romance between two
and false potions and try to purchase anything,
powerful figures.
Joy pauses with an annoyed look and then says
the items are floor samples. Not for sale.
Doctor Ward’s Apothecary • If characters ask about the curtained doorway,
The characters visit Doctor Ward’s apothecary, she simply states it isn’t their business.
which turns out to be a front for the Lady of • If characters force their way past her and
Plague’s experimental disease laboratory. through the curtain, she shrugs and half-
heartedly insists they stop – “Oh… no… please…
don’t…” – without looking up from her
newspaper.
• The walls are lined with small square drawers • A wooden chair squats in the middle of the floor,
and shelves filled with dusty bottles of potions surrounded by trays of surgical equipment. A
and oils. lever set into the chair’s base appears to control
• In the center of the room, an aquarium of the angle of its backrest.
leeches rests on a small table flanked by two • Shelves on the walls contain pickled organs and
utilitarian couches. jars of leeches.
• A young woman sits behind a desk facing this If a character pulls the lever, the chair tips over as
reception area, with a curtained doorway a trapdoor opens underneath it, revealing a deep
behind her. A small placard on the desk pit with an iron ladder is set into its walls. Anyone
identifies the woman as Joy Hultmark. seated in the chair is dumped into the secret
laboratory 20 feet below.
The Front
Joy acts as “receptionist” for the “doctor”. Since
the Lady of Plagues hand-picks her victims, Joy
spends her time reading newspaper gossip
columns and trying to make visitors go away. Her
master’s carefully-selected clients are lured into
the surgery and thrown into the cellar, where the
cultists conduct revolting experiments on them.
Joy is a trained spy, but she won’t attack unless
intruders enter the secret laboratory. Joy makes
half-hearted attempts to encourage the characters
to leave the office. Here are some examples of how
she might interact:
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The Secret Laboratory Solving the Puzzle
The Lady of Plagues and her minions use this Each advertisement contains a clue to using the cipher
wheel; for example, “8% off” means you should click the
laboratory to experiment with vile substances and
upper wheel eight letters back, and “gain 4 free leeches!”
create new diseases.
means you should click it four letters ahead. Once correctly
The secret laboratory contains the following set, the players can use the cipher wheel to decode the
features: seemingly random letters bordering each advertisement.
• Steel tables covered in all manner of glass vials The solutions to these puzzles are as follows:
and flasks, filled with sludge-colored liquids • I WISH FOR THE DAY OUR LOVE IS NOT HIDDEN
simmering over open flames. • SAW A RAT TODAY AND THOUGHT OF YOU
• Cages filled with rats that immediately start • IT WASN’T ME WHY CANT YOU SEE IT
screeching when the characters enter. The Lady of Plagues used the advertisements to
• Six humanoids wearing black suits, wide- communicate secretly with her lover, although the note in
brimmed hats, and beaked masks. the paper indicates their romance has fallen on hard times
(I WILL NEVER FORGIVE YOU THIS IS WAR).
The plague-masked humanoids are six cultists
loyal to the druid, who are continuing her
experiments as she prepares her attack on the Harbor Holdings
Salvation Parade. They attack at once.
The characters visit a family-run bank in the Dock
Interrogation. If the cultists are captured and
Ward and deceive their way into Captain Brisby’s
questioned, they admit that they work for the
lock box.
Lady of Plagues and reveal that they’re concocting
a virus to turn the residents of Waterdeep into
rats. Characters who ask about the Rat King are
told that the Lady of Plagues foolishly fell in love
with the Rat King but was betrayed and has now
sworn revenge on the city. Their mistress is the
only one with an antidote for the Rat Pox, but she
has no intention of using it now. She’s currently
somewhere in the city above, preparing to unleash
the plague.
Rats. Characters who examine the caged rats
can make a DC 13 Intelligence (Nature) or
Wisdom (Medicine) check. On a success, they
realize the rats appear diseased. At best, some are Entering the building, the characters find
disoriented or feverish. At worst, they’re covered themselves inside a simple reception.
in pustules. Oddly, one of them has an oversized
gold tooth. • The reception is furnished with potted plants
and a pair of gaudy sofas.
The Lady of Plagues’ Secret • An iron doorway opposite is flanked by two
A desk in the corner is strewn with original copies male gnomes who look exactly alike.
of advertisements much like the one in the • When the characters enter, an elderly, hunched
newspaper, and a parchment that suggests the female gnome pokes her head out of the door,
cultists have been experimenting on criminals and squints, and hobbles over to greet them, saying
murderers. Give the players Handout 3: Doc “Hello dearies! Do you have a lockbox number?”
Ward’s papers. Snixxy Silverhearth is the terribly near-sighted
Characters searching the desk drawers find a proprietor of Harbor Holdings. If characters
cipher wheel, which can be used to interpret the provide the number found in Captain Brisby’s sock
letters bordering the advertisements. Give the or hand Snixxy the parchment - which she reads
characters Handout 4: the cipher wheel. as close to her face as possible - Snixxy greets one
of them as Captain Brisby and notes “how many
Treasure lovely friends” he’s brought with him today.
The cultists carry 45 gp in loose change and Snixxy’s twin sons – Samwise and Wisesam –
jewelry. The gold tooth is worth 5 gp. are the guards of Harbor Holdings. The twins are
suspicious of the characters, but can’t remember
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what Captain Brisby looks like, so they don’t know sheaf of letters. Give the characters Handout 6:
for sure their mother is wrong. Should the security box papers.
situation come to blows, the twins have the The letters prove that the Rat King is Captain
following added action: Brisby’s daughter and reveal she was having a
Multiattack. The twins make two melee attacks. romantic relationship with the Lady of Plagues.
Her most recent correspondence indicates that
Roleplaying Snixxy Silverhearth their relationship has dramatically soured. An
Snixxy is as charming and complimentary as she is nearly unsent letter from Captain Brisby suggests the
blind. Her sons are always trying to save her from herself, Lady of Plagues is innocent of the crimes his
but she thinks they’re “such silly boys.” She goes out of the daughter attributed to her.
way to deny her poor eyesight. For instance, if called out When a character picks up the toy, the pressure
for holding a piece of paper upside down, she rotates it from their hand causes the rat to squeak, and a
slightly and claims it’s “aahhh, all better.” motherly voice from within says, “Mr. Squeaks
loves you!”
Roleplaying Samwise and Wisesam Silverhearth
Snixxy’s precious boys don’t share their mother’s social The Temple of Rot
flare. Usually terse and quiet, they sometimes speak up to
correct their mother, who is often misled by her blurry
The disease- and despair-ridden residents of the
vision, but they’re quick to back down when she hushes Dock Ward assemble and worship the Lady of
them. If they catch someone lying, however, they’ll do Plagues at this temple, hoping she’ll take pity on
anything to protect Snixxy and the family business. them and lift the disease.
Security Measures
Snixxy takes the characters into the back room,
where she taps on Box 908 among the many that
line the walls. Before she can open it, however, she
informs the characters that they must solve some
simple puzzles using “security hints.” With that,
she hands a parchment to “Captain Brisby”. Give
characters Handout 5: security box puzzles.
The twins have their eyes on the characters’
every move. Each time they attempt to answer a
question, they must succeed a DC 12 Charisma
(Deception) check. The check is made with
advantage if the question is answered correctly.
On a failed check, the twins declare the characters
frauds and attack. The trail of rat tracks from Captain Brisby’s
apartment goes cold in the churned-up mud of this
plaza. The worshipers, who are all ages, genders,
Solving the Puzzle and races, display different rat-like features. They
To solve the first part of the puzzle, the character must fill share the following information at your discretion:
in the blanks by writing down three different ingredients:
“Cheese”, “Crackers” and “Grapes”. In the second part, • “The statue? That there’s the Lady of Plagues.
they must outline the word “Red” in the word search. In Don’t know much ‘bout her ‘cept she’s the queen
the final part, they must rearrange the letters to spell o’ death ‘n’ disease.”
“Catarina”. • “The Lady of Plagues is the only one who can lift
this plague! She can save us!”
Treasure • “She’s a real mystery woman. All I know is she
Snixxy opens the lockbox if the characters succeed arrived just before the first case of Rat Pox.
on all three Charisma (Deception) checks. The They say she’s the only one with the cure, so…
lockbox can be unlocked using the key in Snixxy’s here I am.”
possession, or picked with a DC 15 Dexterity • “Dock Ward is the Rat King’s turf. If you ask me,
check made with thieves’ tools. Inside, the the Lady of Plagues unleashed Rat Pox to wipe
characters find a pouch of 50 gp, a toy rat, and a out the King’s men.”
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• “The Rat King?! Don’t say that name here. We RUNNING THINGS OUT OF ORDER
worship only the Lady of Plagues!” It’s possible that the players bypass the sewers to search
• “The Rat King and the Lady of Plagues hate each for the Lady of Plagues, perhaps after interrogating the
other, and the Dock Ward has suffered for it. So cultists at the secret laboratory. Don’t prevent them from
many fights. So much blood. As if we didn’t have doing so: if they devise a good way of finding the Lady of
it bad enough with the Xanathar prowling Plagues in the city, try to channel them back into the
about!” sewers after meeting her. For example, if confronted with
• “Maybe the Rat King spread Rat Pox to frame evidence she was set-up, the Lady of Plagues could demand
the Lady of Plagues?!” “Please. Don’t be a that the characters bring Catarina to her, so she can talk
conspiracy theorist.” with her in person.
• “I hear the priests of Ilmater have organized a
prayer march. The Salvation Parade? This is a
bad idea. We must only worship the Lady of
Plagues!”
Oh, Rats!
As the characters mingle with the worshipers,
screams suddenly break out in the crowd as rats
overwhelm the temple! Shouts from the crowd
exclaim they’ve angered the Rat King, and several
worshipers move to protect the statue. During the
stampede, the characters are attacked by three
swarms of rats.
When the fight begins, a furry-eared halfling
stumbles and falls to the floor, where he’s soon
surrounded by angry rats. This is Wash
Meadsocks, a halfling sewer worker. If a character
tries to rescue him, award them inspiration.
Through halfling luck, Wash survives the
encounter even if he’s left to fend for himself.
Development
If the characters defeat the swarms, the remaining
rats terrorizing the crowd flee toward a nearby
sewer grate. Wash Meadsocks exclaims: “The
sewers… That’s where the Rat King lives!” He
provides the following information.
• The Rat King lives down there in the sewers.
Wash thinks he knows where. He can show the
characters if they want.
• Wash advises that they don’t enter the sewers
unless they’re completely ready to face the Rat
King. That’s her home turf, you see. Yes, she’s a
woman. Wash has seen her.
Wash can lead the players to the Rat King’s lair,
but warns them against venturing down too
hastily. If the characters head into the sewers, go
to Part 3: “Revealing the Rat”. Wash has the
statistics of a commoner but flees at the first sign
of danger.
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Part 3: Revealing the Rat The Rat King’s Lair
The characters confront the heartbroken Rat King The Rat King’s lair lies just beyond the mouse trap.
and, perhaps, a Xanathar spy who reveals the Describe the following features:
truth behind the lovers’ breakup. Then, they rush
to the Salvation Parade for a final showdown. • Rounding a corner, the characters enter a large
drain at the intersection of many sewer tunnels.
• In the center of the chamber, atop a throne
Into the Sewers made of discarded junk, is a human woman
Exploring the sewers beneath the Dock Ward, the draped in a thin black veil.
characters soon approach the Rat King’s lair. • Hundreds of brown rats envelop her lower
body, nuzzling against her protectively.
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• Rats bite and claw viciously to protect the Rat She’s completely unequipped to handle her emotions
King. Enemies within 10 feet of the Rat King regarding the Lady of Plagues and the loss of her father.
must succeed a DC 10 Dexterity saving throw or
take 3 (1d6) piercing damage. Optional: A Rat Among Rats
The rats that empower these actions are separate If the characters show the Rat King the unfinished
from the swarms of rats the Rat King summons, advertisement from the secret laboratory, or the
and are too numerous to target. If the Rat King is letter from Brisby’s strongbox, a misshapen rat
defeated, all her rats scatter into the sewers. scurries from the swarm and begins to panic and
run around. Any character who succeeds on a DC
Talk It Out 12 Intelligence (Nature) check recognizes it as a
If convinced to talk, the Rat King shares the cranium rat: a telepathic rodent that often
following information: gathers in swarms to spy for the mind flayers.
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The characters now know that the Xanathar has The Lady of Plague is poised to attack, but if the
been playing the Rat King and the Lady of Plagues characters try to negotiate, she shares more
against each other. If anything seems unclear, the information:
Rat King can fill in the blanks for them (refer to
• The Lady of Plagues was betrayed by the Dock
the “Background” section for details).
Ward’s precious protector, the Rat King; the
If the characters question the cranium rat about
only other person who knew about her
the Xanathar’s motives, they learn that the crime
“masterpiece”. She thinks the Rat King released
boss plans to smuggle a shipment of slaves down
her disease against her will and framed her.
Cloak Lane soon after the Salvation Parade.
Regardless, and assuming she’s still alive, the • Yes, the Lady of Plagues created the disease, but
Rat King rushes above ground to stop her lover she’s an “artiste,” not a mass murderer. It’s
from unleashing the disease! designed to turn people into rats, but it seems it
hasn’t done so yet. What a disappointment! This
new strain won’t prove so ineffective.
Treasure
The Rat King carries pipes of the sewers, which she If the characters found all the clues and uncovered
offers as thanks if characters help reveal the truth. the Xanathar’s plot, the presence of the Rat King
She also carries one potion of healing for every stops the Lady of Plagues from attacking (see
character in the group, which she gives to any “Development”). If not, three swarms of rats
characters headed to the Salvation Parade. emerge from hiding to face the Lady of Plagues
and her followers.
The Salvation Parade
Roleplaying the Lady of Plagues
As the characters return to the streets of the Dock
Maladie Song sees herself as an artiste with an ‘E’. Germs
Ward, they find the Salvation Parade in full swing. are her medium of choice, and the human body is her
Describe the following: canvas. She’s confident, fiery, pretentious, and oh so
• Throngs of Ilmater worshipers fill the streets, dramatic. Beneath her signature beaked mask, she’s a
handing out blankets and care baskets to the classic fairytale beauty with ivory skin, long waves of deep
black hair, and ruby lips, but a childhood disease marred
Rat Pox-afflicted bystanders along the curb.
the left side of her face, about which she is very sensitive.
• The kind murmurs of the marchers soon give
way to startled shrieks as the crowd parts. A
fearsome woman in a beaked mask appears The Street Brawl
above them, holding a glass vial above her head. The swarms of rats converge on the cultists, and
Her cloak billows behind her dramatically violence breaks out across the street. Use these
although there is no wind. tips for combat between the rival parties:
• The Lady of Plagues faces the characters
directly. Resolve her actions as normal.
• The cultists pair off against the rat swarms. If
they’re not disrupted by a character, roll 1d20
for each pairing at the end of each round. On an
odd result, the cultist hits the swarm. On an
even result, the swarm hits the cultist.
• If characters disrupt combat between a cultist
and a swarm of rats – by attacking with a melee
weapon, for example – the creatures attack the
character instead.
The Lady of Plagues is flanked by three cultist • If a cultist or swarm of rats is left unpaired with
henchmen. As the crowd scatters around her, she a rival, the creature attacks the nearest
screams this information: character instead.
• How quick the Rat King was to blame the Lady
of Plagues for her own misfortune! Quick to Treasure
blame, to label, to put her in a box. Now her The Lady of Plagues wears a cloak of billowing and
people will suffer for her presumptions! carries several vials of Rat Pox antidote.
15
Development Development
Character who defeat or talk down the Lady of Any defeated goons inform the characters that the
Plagues can secure the Rat Pox antidote she Xanathar is sure to find out what they’ve done and
carries. Swordcaptain Morrow sends the cure to won’t ever forgive them. As they say this, the
be replicated, and the Dock Ward is saved. Any characters spot a watching cranium rat darting
characters infected by the virus are now cured. around a corner. Should the characters cross
If the characters kill the Lady of Plagues, the paths with the Xanathar’s network in the future,
Xanathar secretly drives his slaves through the their reputation as troublemakers precedes
commotion. The players are successful, but the them…
true villain escapes justice.
If the characters found all the clues and About the Authors
uncovered the Xanathar’s plot, the jilted lovers Lysa Chen has designed Dungeons & Dragons adventures
cautiously approach each other and make up. The for Wizards of the Coast, the Adventurers League, the
characters can now play a bonus encounter to foil Dungeon Masters Guild, and the Role Initiative. With roots
the Xanathar’s plans! in event organizing for her local AL scene, Lysa's passion
Regardless, the lovers retire from their roles if lies in growing and creating a more inclusive D&D
they survive. Before they hang up their spurs, they community. She serves as the Associate Community
can teach any ranger or druid characters their Manager for the Adventurers League and produces and
mystical ways. These characters can now take the hosts Behold Her, a monthly podcast about women in the
Rat King or Circle of Plagues archetypes (see world of tabletop games. When she's not writing, Lysa
appendix A: New Player Options). works as a floral designer in New Jersey. You can follow her
on Twitter @mercyfuldm, or visit her website at
lysachen.com
Bonus: Foil the Xanathar
Characters who uncovered the Xanathar’s plot can Will Doyle co-authored Tomb of Annihilation, and designed
head to Cloak Lane to rescue the slaves. many of the maps for Storm King’s Thunder. He has created
adventures for Dungeon magazine and the D&D
Adventurers League, including several multi-table D&D
Epics events. Will lives in the UK with his fiancée Stacey and
their daughter, Roxanne. You can follow him on Twitter
@beholderpie, or check out his blog at
beholderpie.blogspot.com.
Treasure
The criminals carry 150 gp in loose coin and
jewelry.
16
Pipes of the Sewers
Rewards Wondrous Item, uncommon (requires attunement)
Characters can earn the following rewards by
playing this adventure. These wooden pan-pipes are decorated with
carved reliefs of hundreds of scuttling rats. While
you’re attuned to the pipes, you always know
Experience directions to the nearest sewer outlet. This item
Total up all combat experience earned for can be found in the Dungeon Master’s Guide.
defeated foes, and divide by the number of
characters present in the combat. For non-combat Cloak of Billowing
experience, the rewards are listed per character. Wondrous Item, common
COMBAT AWARDS This magnificent sable cloak is inlaid with stitched
alchemical formulae and smells of turpentine.
Name of Foe XP Per Foe
This item can be found in Xanathar’s Guide to
Apprentice Wizard 50
Everything.
Cultist 25
Guard 25
Potion of Healing
Lady of Plagues 200 Potion, common
Rat King 200
Spy 200 This item can be found in the Player’s Handbook.
Swarm of Rats 50
Thug 100
NON-COMBAT AWARDS
Task or Accomplishment XP Per Character
Find all the murder site clues 25
Persuade the Rat King to explain herself 50
Negotiate peace with the Lady of Plagues 50
Solve the Harbor Holdings vault puzzles 75
Decipher the coded advertisements 75
Watchman Locks survives the adventure 75
Free the slaves 50
Treasure
The characters receive the following treasure,
divided up amongst the party. Gold piece values
listed for sellable gear are calculated at their
selling price, not their purchase price.
Treasure Awards
Item Name GP Value
Swordcaptain Morrow’s reward 200
Treasure from the Xanathar’s thugs 50
Treasure from Doctor Wards laboratory 50
Lockbox treasure from Harbor Holdings 50
Coin bag from mouse trap 50
Treasure from the slave escorts 150
17
Appendix A: New Player Options 4 Redemption. I’m trying to undo all the bad
things I’ve done in my life (Any).
5 Recklessness. If they break the rules, so can I
Background: Detective (Chaotic).
6 Curiosity. We don’t learn anything unless we
The grand cities of the North are rife with sleaze, experiment (Any).
scandal, and skulduggery, giving rise to a gamut of
crimes that the traditional City Watch are ill-
equipped to deal with. In such cases, the private d6 Bond
detective steps from the lamplight to investigate, 1 The same nemesis is secretly behind many
employing a diverse range of mental and social of my greatest investigations.
2 I wear a signature article of clothing,
talents to unravel each mystery.
moustache style, or accessory.
Skill Proficiencies: Perception, Investigation 3 My assistant travels everywhere with me.
Languages: Two of your choice 4 I’ve a trauma in my past that still haunts me.
Equipment: A magnifying glass, a bottle of ink, a 5 I’m immaculately dressed.
quill, a folded parchment notepad, a set of 6 I’m attracted to people who live fast and
dangerously.
common clothes including a greatcoat and hat,
and a pouch containing 8 gp. d6 Flaw
1 I have a self-destructive vice that I indulge in
Feature: Master Sleuth secret.
If you spend ten minutes talking to a stranger, you 2 I lack empathy for my prey.
uncover hidden information about them by 3 I underestimate or look down upon the
studying their mannerisms, tiny scuffs on their common folk.
clothing, and so forth. At the DM’s discretion, you 4 All my relationships end in ruin.
deduce one of the following pieces of information 5 I’m cripplingly obsessive.
about them: a recent location they’ve visited, an 6 I don’t know how to handle failure.
object they’ve handled, or a person they’ve spoken
with.
Suggested Characteristics
Detectives typically have above-normal
intelligence, and can seem distant or aloof in the
presence of lesser minds. They’re often
marginalized to the extent of becoming loners, or
have crippling flaws they strive to keep hidden.
d8 Personality Trait
1 Before I leave a room, I often turn to ask one
last question.
2 I don’t play by the rules.
3 I find ignorance amusing.
4 I like to reveal my findings to a captive
audience.
5 I’m witheringly sarcastic.
6 I rarely reveal my true feelings.
7 I solve crimes because life bores me.
8 I’m oddly superstitious.
d6 Ideal
1 Justice. I’m sworn to bring criminals to
justice (Lawful).
2 Intellect. The mind is a muscle that must be
exercised to achieve brilliance (Any).
3 Greed. I need coin to dig me out of this pit
(Neutral)
18
Ranger Archetype: Rat King Rat Swarm
At 3rd level, you can summon a swarm of rats to
The Rat Kings are the unseen guardians of the accompany you and defend you in combat.
city’s sewers and back-alleys. You represent the To summon the swarm, you must perform a ten-
primal spirit of the urban sprawl, where the weak minute ritual within an urban environment. You
perish and the mob rule. As a ranger, you were can perform this ritual a number of times equal to
drawn from the wilds to prowl the stone jungle. your Wisdom modifier (a minimum of once), but
According to legend, each city has its own you can only have one swarm active at a time. You
mysterious Rat King (who may be male or female). regain all expended uses when you finish a long
rest. You can use your action to dismiss the
Rat King Magic swarm, causing it to disassemble and vanish.
Starting at 3rd level, you learn an additional spell The swarm acts on its own initiative in combat.
when you reach certain levels in this class, as On its turn, you can use your Reaction to
shown in the Rat King Spells table. The spell command the swarm to attack a creature you can
counts as a ranger spell for you, but it doesn’t see or move its speed to a location you can see. If
count against the number of ranger spells you you don’t give the swarm a command, it focuses
know. on protecting you.
RAT KING SPELLS While you have a swarm present, you always
have the animal messenger spell prepared and can
Ranger Level Spell cast it as a ritual. This spell doesn’t count against
3rd comprehend languages the number of spells you can cast each day.
5th darkness
9th fear Eyes Everywhere
13th greater invisibility Beginning at 7th level, you can cast clairvoyance
17th mislead without expending a spell slot or requiring
material components. The target of the spell must
be within an urban settlement that you currently
occupy, and the invisible sensor is replaced by a
Urban Prowler single, obedient rat. The spell ends if the rat is
When you choose this archetype killed. You can use this power once, but regain the
at 3rd level, your favored terrain expended use when you finish a long rest.
feature is modified to include
urban terrain, which you gain Master of Swarms
automatically as an additional Starting at 11th level, you can have more than one
favored terrain. You also swarm of rats active at the same time. All swarms
gain the ability to forage under your control act on the same initiative. On
for food in urban the swarms’ turn, you can use your Reaction to
environments. command all the swarms under your control,
assigning a different order to each swarm.
Rat Runs
Beginning at 15th level, you can travel magically
between urban locations. While within a large,
urban settlement, you can climb into any sewer
outlet and emerge instantly from another outlet in
the same settlement. You can use this power once,
but regain the expended use when you finish a
long rest.
19
Druid Archetype: Circle of Plagues Master of Pestilence
Starting at 10th level, you are immune to disease
Druids of the Circle of Plagues understand that and gain resistance to poison damage.
nature benefits from regular culls. Just as the field
grows stronger when charred, so life grows
Pestilent Rebirth
stronger when decimated by plague. Contagion At 14th level, your Rite of Rebirth triggers a
thrives where carriers are plentiful, so druids
necrotic backlash against your enemies. When you
from this circle often dwell within urban hubs. use Rite of Rebirth, all enemies within 15 feet of
the target must make a Constitution saving throw,
Rite of Rebirth taking necrotic damage equal to the hit points
When you choose this circle at 2nd level, you gain regained on a failed save, or half as much necrotic
primal control over the circle of life and death. damage on a successful one.
You learn the infestation cantrip. Once per turn
when you kill a living creature using a spell on the
druid spell list, you can add a d6 to your pool of
primal energy. The number of d6s in your pool
cannot exceed your druid level. When you or an
ally within 30 feet of you that you can see drops to
0 hit points and falls unconscious, you can choose
to spend dice from your pool to heal them. Roll the
spent dice and add them together. The target
regains hit points equal to the total.
Warden of Pestilence
Starting at 2nd level, you gain advantage on saving
throws against disease and poison. If you succeed
on a saving throw against disease or poison, you
are immune to its effects for 24 hours.
Plague Mastery
At 6th level, you gain mastery over the detect
poison and disease and lesser restoration spells.
These spells are always prepared, and don’t count
against the number of spells you can prepare each
day. When you expend a spell slot to cast one of
these spells, you regain an expended slot of that
level during your next short rest. At 9th level, you
also gain mastery over the contagion spell.
20
Appendix B: Monster/NPC Statistics
Apprentice Wizard Cultist
Medium humanoid (any race), any alignment Medium humanoid (any race), any non-good
alignment
Armor Class 10
Hit Points 9 (2d8) Armor Class 12 (leather armor)
Speed 30 ft. Hit Points 9 (2d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 11 (+0) STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
Skills Arcana +4, History +4
Senses passive Perception 10 Skills Deception +2, Religion +2
Languages any one language (usually Common) Senses passive Perception 10
Challenge 1/4 (50 XP) Languages any one language (usually Common)
Spellcasting. The apprentice is a 1st-level spellcaster. Challenge 1/8 (25 XP)
Its spellcasting ability is Intelligence (spell save DC Dark Devotion. The cultist has advantage on saving
12, +4 to hit with spell attacks). She has the throws against being charmed or frightened.
following wizard spells prepared:
Cantrips (at will): firebolt, mending, prestidigitation Actions
1st level (2 slots): burning hands, disguise self, shield
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Actions one creature. Hit: 4 (1d6 + 1) slashing damage.
21
Lady of Plagues Longbow. Ranged Weapon Attack: +4 to hit, ranged
Medium humanoid (any race), any alignment 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.
Armor Class 12 (leather)
Summon Swarm (recharge 6). The rat king summons a
Hit Points 26 (4d8+8)
swarm of rats under its control. The swarm acts on its
Speed 30 ft.
own initiative.
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 14 (+2) 14 (+2) 14 (+2) 16 (+3) Spy
Skills Insight +4, Medicine +4, Nature +4, Perception Medium humanoid (any race), any alignment
+4 Armor Class 12
Damage Resistances poison Hit Points 27 (6d8)
Senses passive Perception 14 Speed 30 ft.
Languages any two languages
Challenge 1 (200 XP) STR DEX CON INT WIS CHA
Spellcasting. The lady of plagues is a 3rd-level 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
spellcaster. Her spellcasting ability is Wisdom (spell
save DC 12, +4 to hit with spell attacks). She has Skills Deception +5, Insight +4, Investigation +5,
the following druid spells prepared: Perception +6, Persuasion +5, Sleight of Hand +4,
Cantrips (at will): infestation, guidance Stealth +4
1st level (4 slots): cure wounds, entangle, healing Senses passive Perception 16
word, longstrider Languages any two languages
2nd level (2 slots): barkskin, lesser restoration Challenge 1 (200 XP)
Cunning Action. On each of its turns, the spy can use a
Actions bonus action to take the Dash, Disengage, or Hide
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., action.
one target. Hit: 4 (1d6 + 1) slashing damage. On a hit, Sneak Attack (1/Turn). The spy deals an extra 7 (2d6)
the target must succeed a DC 10 Constitution saving damage when it hits a target with a weapon attack
throw or take 2 (1d4) poison damage and be and has advantage on the attack roll, or when the
poisoned until the end of its next turn. target is within 5 feet of an ally of the spy that isn’t
incapacitated and the spy doesn’t have disadvantage
on the attack roll.
Rat King
Actions
Medium humanoid (any race), any alignment
Multiattack. The spy makes two melee attacks.
Armor Class 15 (studded leather)
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
Hit Points 22 (3d8+9)
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Speed 30 ft.
Hand Crossbow. Ranged Weapon Attack: +4 to hit,
STR DEX CON INT WIS CHA range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
10 (+0) 14 (+2) 16 (+3) 14 (+2) 12 (+1) 14 (+2) damage.
Skills Animal Handling +4, Perception +4, Stealth +5
Senses passive Perception 14
Languages any two languages
Challenge 1 (200 XP)
Actions
Multiattack. The rat king makes two melee attacks or
two ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
22
Swarm of Rats Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Medium swarm of Tiny beasts, unaligned one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
Armor Class 10
range 100/400 ft., one target. Hit: 5 (1d10) piercing
Hit Points 24 (7d8 − 7)
damage.
Speed 30 ft.
Actions
Bites. Melee Weapon Attack: +2 to hit, reach 0 ft.,
one target in the swarm’s space. Hit: 7 (2d6) piercing
damage, or 3 (1d6) piercing damage if the swarm has
half of its hit points or fewer.
Thug
Medium humanoid (any race), any non-good
alignment
Armor Class 11 (leather armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
Skills Intimidation +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Pack Tactics. The thug has advantage on an attack roll
against a creature if at least one of the thug’s allies is
within 5 feet of the creature and the ally isn’t
incapacitated.
Actions
Multiattack. The thug makes two melee attacks.
23
Appendix C: Handouts
Handout 1: Quarantine Zone Map
24
Handout 2: Straight Talk from the Docks
25
Handout 3: Doc Ward’s Papers
26
Handout 4: Cipher Wheel (Requires Assembly!)
27
Handout 5: Security Box Puzzles
28
Handout 5: Security Box Papers
29