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Rats in t he Rain Part 3 - Black of the Rainbow
Rats in t he Rain Part 3 - Black of the Rainbow
by G Christopher Dyson
Level of play
This module is designed for a group of 4-6 sixth Background
level characters in a balanced party. The cult of the Black Rainbow has been on the
move in Vollenchia. Most of their agents have
It could be adapted for a stronger or weaker group. avoided detection but Victoros Winter and Lindon
Suggested modifications are in margins. Sirell have allowed the name of their group to be
heard on the street.
It is best to do the first encounter as average and Lindon was involved in a daring mission to
modify following encounters based on the results retrieve information used by an ancient giant to
of that fight,
summon a demon. This was only a small part of
Adaptability the cult’s overall strategy.
If played as a League of Rats game, this module The cult’s leader Rhoash, a black pelted were-tiger
would be set in the Golden Kingdom town of warlock seeks powers from beyond. He has also
Vollenchia. A mostly human city on the southern summoned and bonded his agent; masquerading
coast with a long stretch of elven lands to the as the human Krispin Zane. Another demon is
north west, dwarven hills to the north and gnoll coming to do his bidding. Gorgor’xth who hangs
pride lands to the south. half summoned waiting for Rhoash to complete his
ritual.
It is a fairly dry city, so long periods of rain are
unusual. One party aware of their progress is the city’s
sewer guardian Jasper Grain. He knows the cult
operates on his doorstep and that they threaten
the stability of life beneath the city.
Part 6: Knowing Grindella is being blackmailed, Far less travelled is a path that leaves the road to
the party attempt to rescue her cousin, thus the Mill and heads northward towards a nearby
earning an important ally. hill. The rocky ground of the hill appears to make it
less suitable for farming as the trees have not been
Part 7: A final battle with the leader of the Black cleared. Even at this distance they appear to be
Rainbow. oak trees.
From the shadows up ahead, you hear movement These thugs are not involved in the Black Rainbow.
and see shadowy figure. If captured and questioned they will not be able to
reveal anything. They are unaware of Jasper’s
“Well, well, well,” says a commanding voice as two sanctuary, though they will admit they know the
hulking figures step into the light. They are a half man and essentially have a truce with him. He
orc and a human, both looking mean. The half orc leaves them alone and they leave him alone.
could be a brother or cousin to Morrow Crane.
Behind them is a shorter figure, the speaker, who
steps into the light as well revealing his dwarven Adjusting the encounter.
nature.
If the party is week, use a bandit captain and two
“My good mouse Kendra has sent her Dutchmen to berserkers.
bother me. That won’t do at all. I say we send them
back to the Mouse with a message.” For an average party, use a veteran and two
berserkers.
“A message for the mouse?” mutters the half orc
trying to be funny. If the party is strong, use a Gladiator and two
berserkers.
“Yes,” says the dwarf, “A message for the mouse.
Mayhap a mangled message for the mouse?”
Reginax is carrying 40gp and a +1 handaxe. Each of
His voice then rises, “Mangle them lads!” his men carries 10gp
Part 3: Sanctuary
Beneath the pump station, the characters will be
able to find a hidden door that leads into a small
Spartan dwelling. They are not the first to arrive
however, as a pair of cultists are already looking
through Jasper’s things.
Grindella is an unwilling pawn of the Black Should the characters manage to open it, they will
Rainbow. She will not admit this, but it will have find a series of portraits on top showing a gnomish
an affect on her choice of words. family. clothes for a gnome including druidic
vestments and a suit of dragon scale armour: sized
She will initially say that she is checking on her for a male gnome and made from scales of a
friend Jasper as she hasn’t seen him in several bronze dragon.
days.
Jasper will want all of this back, though he won’t
She will demand to know what the characters are object to a PC gnome wearing the armour while he
doing there and who the bodies belong to. is “dead”
She will be ready to run and at the first sign of Think of this as the equivalent to the Captain’s
trouble, she will wildshape and hit the water. chest in Avengers #276 (The culmination of one of
the greatest comic book epics ever written – it
would be an understatement to say I highly
recommend it. It is also a great example of the
Following Grindella is no easy task. Characters are building of a story over time.)
unlikely to be able to match her swimming speed
and if they try to stick to the ledge they will need Investigating Grindella’s sanctuary
to move at half speed or succeed in a DC 10
acrobatics roll. Grindella’s sanctuary is in a difficult to reach area
of the sewers. She prefers to enter in giant toad
If the characters pursue her, she will lead them form. She has used stone shape to remove any
into an ambush (see part 4) nearby ledges, so characters will need to swim
against a strong current before doing a ten-foot
If the characters choose not to pursue her, but vertical leap to reach the only available ledge.
instead focus on searching the sanctuary, they will
find the manacles and also find some maps of the If unable to replicate Grindella’s leap, it will be
sewers. Included in the maps will be the location of necessary to climb ten feet up wet polished stone.
Grindella’s sanctuary. There is also a section of the Determined players should have no trouble finding
sewer labelled as “Black Rainbow?” a solution.
At this point, characters will have three options: They will then need to open a concealed, locked
and trapped door.
1. Investigate Brindella’s sanctuary
2. Investigate the Black Rainbow area Finding the way to open the door requires a DC 20
3. Return to the surface to gather investigate check. Characters expecting to find the
information door will have advantage.
4. Try to open the chest Spotting the trap will require a DC 15 investigate
5. Give up and go home (This should not check. Disarming the trap will require a DC 15
seriously be considered an option) dexterity check using thieves’ tools. Unsuccessfully
doing this will trigger the trap. Attempting to pick
Opening the chest the lock will also trigger the trap.
Unknown to the characters, their friend Jasper was
once a gnome, died in battle and was reincarnated. If the poison needle trap is activated, the person
This chest contains precious memories of that life. working the lock takes 1 piercing damage and 11
(2d10) poison damage, and must succeed on a DC
It appears locked. Any attempt to open the chest 15 Constitution saving throw or be poisoned for 1
will trigger a magical ward that casts Insect Plague. hour.
The trap can be detected with a DC 20 investigate
roll and disarmed with a DC 20 use of thief tools. Opening the lock will require a DC 15 dexterity
check with lock picks, or a good amount of brute
force.
Your friend is getting too close. It is time you Part 4: An Ambush of Rats
got him out of the picture.
Critical Tip:
Even the thickest of players should work out from
this that Grindella is being blackmailed. This
Sometime you just need to scare the $%@@ out
should give the characters some more options.
of the players. This is your chance, don’t blow it!
They can still pursue Black Rainbow, go in search
Make the first round devastating and even if the
of Grindella with the new information or go
rats back off, the players should not want to
looking for Mirrell.
ever see them again.
Any search for Mirrell at this point will likely be
futile as there is simply not enough information to
At any point that the players pursue Grindella, she
go on.
will lead them into the trap she had prepared for
Jasper.
Should they attempt to locate Mirrell, move on to
Part 6
She will be travelling through the sewers in the
form of a giant toad. By now the characters should
Searching for Black Rainbow have seen her in that shape.
Should the characters decide to search for Black
Rainbow using Jasper’s map, they travel back Knowing they will follow slowly, Grindella will
give away her position by croaking. It is not far
through the sewer and need to pass the area
before she reaches a crossroads and turns right to
where Grindella has set up the trap. A DC 10
go upstream. She will attempt to lure the party
perception check will allow them to spot her up
ahead in the sewer. She will let them approach (to into a trap. She will pick her spot and wait for the
get them over the trapped area) and then spring party to be in the right spot. Earlier, she weakened
the trap. She is too nervous to listen even if they the stone with a series of stone shape spells. As a
sewer druid, she knows how to do this. All it will
announce that they know about Mirrell. Move on
take is one more spell and a twenty-foot section of
to part 4.
the tunnel will give way. The weight of armoured
characters may help.
If the party has Mirrell with them, Grindella will be
very cooperative and give the party the
information they need to bypass part 4 and move
straight to part 5
As she does so, you feel the ground beneath your Moments after they fall, half of the giant rats will
feet fall and the water rush in to drag you under. stick their heads out of holes and breathe acid. If
they can hit two characters in one line, they will,
otherwise they will hit separate targets each.
Character at the front of the party could leap to
solid ground by making a DC 10 acrobatics roll, but In the second round, these rats will withdraw as
will then need to succeed on a DC 15 strength the other half come forward and breathe. Four of
saving throw to avoid being knocked back by the the first group will leave the area, to be seen again
water. in part 5. The other rats (if they survive) will
remain to continue this battle.
It is possible for one or two characters to remain
there and have access to Grindella. Grindella In subsequent rounds, any rat with its breath
braced herself against the current and she will flee recharged will breathe and the others will hold
at the first sign of trouble by again taking the giant back.
toad form and leaping further up the channel.
Anyone attempting to climb the wall will be their
If anyone is far behind the rest of the group, they primary target.
may make a DC 15 strength saving throw to avoid
being swept in by the current. Should the characters escape through rat holes,
any remaining rats will swarm them on the other
Should a character wish to secure a rope they will side.
find it difficult as there is only polished wet stone.
An iron spike may be hammered in, but this will Should they escape the way they entered, all
risk weakening the stone further. surviving rats will be present in part 5.
The chamber is forty feet in diameter and forty Characters at this level should be resourceful
feet to a ruptured ceiling the water flows in enough to get out of this situation. They can
through. There are over a dozen openings in the certainly take the rats out one by one with held
wall, large enough for a character to crawl actions, but they will take a lot of acid blasts in the
through. Each is ten to twenty feet from the process.
ground and distributed evenly around the
chamber.
Mirrell is not actually a prisoner, so doesn’t really Rhoash will be in the basement where he is
need rescuing. She is under threat though, and the summoning a demon. The demon is stuck mid-way
threat can be alleviated by removing the watchers between worlds. Rhoash has a large supply of
and/or moving the girl. books and is looking for a way to finish bringing
the demon through.
If characters do a good reconnaissance, they
should be able to identify the best vantage points Read Aloud:
for watching the house and possibly launch an
attach on the watchers here. The basement is large, with a long bookcase and
two desks covered in books.
Black Rainbow agents in the area are the butler
(spy) located in Crab-claw’s home, two cult On the western wall is a shimmering shape of a
fanatics watching the building, two thugs in the being perhaps twenty feet tall with red scales,
back room and two more thugs masquerading as black horns and dark wings. It appears to dwell
city watchmen. between worlds as if stuck mid-way through being
summoned from the hell where its kind dwells.
Should characters break into or attack the wrong
building, the commoners within will cry for city It has an aura of unspeakable anger and power. Its
guards, but the black rainbow thugs will rush in to eyes grow more solid as it spies you, its clawed
“assist” first. hands grow in substance as its rage builds.
If Mirrell is moved while Black Rainbow Agents It roars, yet all that is heard is an echo.
are watching, they will either attack immediately
or gather reinforcements to attack as soon as “Power that should be unbound don’t you think,”
possible. comes the voice of a dark furred humanoid by the
bookcase. He looks like a humanoid panther.
If all the agents in the area are defeated, Mirrell
can be retrieved. If the situation is explained to her, “You are not going to help are you?” he says before
she could go to another relative’s house to be safe, springing claw first at the party.
or the characters may decide to take her with them
or to take her to Gindella’s sanctuary. All of these
options are fine and Mirrell will not be under
Upon seeing the demon, all characters must make
threat again.
a DC 12 wisdom save or gain a level of madness
and a short term madness effect.
Each of Mirrell’s watchers carries 15gp as well as
their weapons and armour. The cult fanatics each
carry a black rainbow brooch.
If he has warning that he will be attacked. (Party Rhoash has jewelry and coins worth 200gp and
bashes in the front door or enters noisily) he will spell scrolls of: Branding Smite, Crown of Madness,
already have cast mirror image. Moonbeam and Spider climb.
Award each character the following additional Lindon Sirell: A now deceased human blade
bonuses shaper. Lindon belonged to the cult of the black
rainbow.
Rescuing Mirrell 200XP
Not opening Jasper’s chest 100XP Mirrell: Grindella’s younger sister who lives in
Binding the demon 500XP town. She is an apprentice wizard, but being
stalked by the black rainbow.
Berserker
Armor Class 13 (hide armor)
Hit Points 67
Speed 30 ft.
Tip:
STR DEX CON INT WIS CHA
17 15 16 10 13 19 When adapting a monster by making it a spell
(+3) (+2) (+3) (+0) (+1) (+4) caster, you can spend ages working out every
detail and every spell they have or you can just
Skills Perception +5, Stealth +4 give it the three spells it will actually use and
Damage Immunities bludgeoning, piercing, and assume it has other spells that won’t really matter.
slashing from nonmagical attacks not made with
silvered weapons
Senses darkvision 60 ft., passive Perception 15
Languages Common (can’t speak in tiger form) Spy
Challenge 4 (1,100 XP) Armor Class 15
Shapechanger. The weretiger can use its action to Hit Points 19
polymorph into a tiger-humanoid hybrid or into a Speed 30 ft.
tiger, or back into its true form, which is humanoid.
Its statistics, other than its size, are the same in STR DEX CON INT WIS CHA
each form. Any equipment it is wearing or carrying 12 16 14 12 10 12
isn’t transformed. It reverts to its true form if it (+1) (+3) (+2) (+1) (+0) (+1)
dies.
Keen Hearing and Smell. The weretiger has
Saving Throws: Int+3, Dex +5
advantage on Wisdom (Perception) checks that
Skills Deception +3, Insight +2, Investigation +3,
rely on hearing or smell.
Perception +3, Persuasion +3, Sleight of Hand +7,
Pounce (Tiger or Hybrid Form Only). If the Stealth +7, thieves tools +5
weretiger moves at least 15 feet straight toward a Senses: Passive Perception 14
creature and then hits it with a claw attack on the Challenge 1 (200 XP)
same turn, that target must succeed on a DC 14 Actions:
Strength saving throw or be knocked prone. If the Cunning Action. On each of its turns, the spy can
target is prone, the weretiger can make one bite use a bonus action to take the Dash, Disengage, or
attack against it as a bonus action.
Hide action.
Actions Multiattack (Humanoid or Hybrid Form Sneak Attack (1/Turn). The spy deals an extra 7
Only). In humanoid form, the weretiger makes (2d6) damage when it hits a target with a weapon
three scimitar attacks or two longbow attacks. In attack and has advantage on the attack roll, or
hybrid form, it can attack like a humanoid or make when the target is within 5 feet of an ally of the spy
two claw attacks.
that isn’t incapacitated and the spy doesn’t have
Bite (Tiger or Hybrid Form Only). Melee Weapon
disadvantage on the attack roll.
Attack: +5 to hit, reach 5 ft., one target. Hit: 8 Rapier: Melee Weapon Attack: +5 to hit, reach 5 ft.,
(1d10 + 3) piercing damage. If the target is a one creature. Hit: 7 (1d8+3) piercing damage.
humanoid, it must succeed on a DC 13 Constitution Shortbow: Ranged Weapon Attack: +5 to hit, range
saving throw or be cursed with weretiger 60 ft., one creature. Hit:5 (1d6+3) piercing damage.
lycanthropy.
Claw (Tiger or Hybrid Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft. one target. Hit: 7 (1d8
+ 3) slashing damage.
Scimitar(Humanoid or Hybrid Form Only). Melee
Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Longbow (Humanoid or Hybrid Form Only).
Ranged Weapon Attack: +4 to hit, range 150/600
ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Spell Casting: Rhoash uses his charisma as his
spell casting ability (DC 15 save)
My friends.
They have me trapped. Take the gold, use it as you wish. There are
unnatural rats in the sewer, very dangerous ones. They have
something to do with the black rainbow.
Help is coming. Don’t worry about me. Bind Rhoash. Buy us some
time.
Jasper
Personally I prefer hand drawn maps. They carry a sense of authenticity about the world
and a great feeling of nostalgia. All maps were hand drawn in the 80s
Adventurers do not carry odometers, theodolites or GPS mapping systems. They just see
stuff and draw it. Try that sometime. I bet you can’t accurately draw your own home and
you’ve been living in it for yours. We had a guy come in to measure our kitchen for a quote
and it took him 45 minutes to measure one wall!
There is a hidden door (L17) that can easily be found if time is spent searching for it, otherwise a DC 12
perception check will notice it.
Note that the trapdoor leads down into the safehouse. The stairs lead up into Rhoash’s house. No map is
provided of this.