Contents
Ballad of the Rat King
An Adventure for Level 3 Characters
This adventure is designed to fill one or two sessions of play.
If you aren't using the Map of Greyhawkins, it can take place in any port town.
Key Plot Points
This information is key to the adventure's story:
This nautical-themed tavern caters to dockworkers, deck hands, and other dockside regulars. Its two human proprietors are siblings and former sailors, Jay Le'Buck and Jeeves Whalington (Medium, Chaotic Good Commoners). "Captain" Jeeves spends his days daydreaming about adventures at sea and entertaining patrons. His sister, Jay, handles the real work that keeps the business afloat. She tallies the day's sales on a small chalkboard.
- Plot Point 1. A guard named x hires the characters to investigate a string of murders along the docks. The culprit is x, an ex-adventurer who commands a growing horde of sewer-dwelling rats with his magic pan flute.
- Plot Point 2. Deputized by Fillius as temporary members of the Oakshore Guard, the characters question townsfolk and search the dockside neighborhood for clues.
- Plot Point 3. After reporting their findings to Fillius, the characters set a trap for Korex. They confront Korex when he emerges from the sewers on the night of their investigation.
DM Preparation
Before running the adventure, prepare as follows:
- Step 1. Read the "Adventure Background" section.
- Step 2. Familiarize yourself with the x and the x.
- Step 4. Familiarize yourself with the monsters and non-player characters in this adventure, which are as follows:
- Step 5. Familiarize yourself with the magic items in this adventure, which are as follows:
Player Assistance
You can simplify the DM's role by having the other players handle tasks typically assigned to the DM. Before play begins, work with the other players to divide the following tasks among them:
- Monster Wranglers. Whenever the characters encounter Hostile monsters, one or two players can run those monsters using their linked Stat Blocks. (If you have two players doing this, they can take turns.)
- Rules Consultant. One player references the D&D Beyond Basic Rules as needed.
[image: Rats and murder plague the grimy streets of Oakshore's dockside neighborhood]
Adventure Background
Korex the Cunning was once an adventurer and a musician who inspired his companions through song. But Korex greed outweighed his heroism. Every quest became a potential heist, an opportunity for Korex to steal from his fellow adventurers or the folk who sought their aid. Eventually, Korex's treachery was revealed. His betrayed companions ousted him, reclaimed what stolen wealth remained, and set off without him.
Korex remained in Oakshore with nothing but his pan flute. He quickly earned himself the reputation of a washed-up performer who never repaid his debts. Humiliated and penniless, Korex retreated to Oakshore's sewers, where he found company in his only remaining audience: rats.
In his isolation, Korex has learned how to control the rats, infecting them with defiling magic channeled through his pan flute. Enthralled by Korex's pestilent song, the rats swarm the pier at night, preying on all who spurned Korex.
With the captain of the local guard away on official business, her diffident second-in-command turns to the characters for aid, hoping to deputize them as detectives to lead an official investigation.
Beginning the Adventure
When the players are ready to begin the adventure, read or paraphrase the following text:
The dwarf is the inept second-in-command of Oakshire's local guard, Fillius Kellaghan (Medium, Neutral Good Guard). Fillius has a nonchalant demeanor and a noticeable lack of gusto. While the captain is away, Fillius can hire adventurers as temporary members of the town guard, whose ranks are already spread thin.
Fillius imparts the following information:
- Curfew. Fillius has issued a strict curfew. Locals must remain indoors until the case is solved.
- Dead Workers. The victims were discovered at the end of their shifts. All their bodies were riddled with tiny holes. Fillius had the bodies burned as a precautionary measure.
- Trade Stoppage. Fillius closed the docks, halting trade. Oakshore can't afford the closure for long.
Fillius offers the party 200 GP to gather evidence related to these crimes, plus an additional 100 GP if the characters apprehend or eliminate whoever or whatever is responsible for these grisly acts.
Honorary Investigators
If the characters accept the assignment, Fillius deputizes them as temporary members of the Oakshore Guard in a brief and underwhelming curbside ceremony.
Authority of Oakshore
To aid the characters in their investigation, Fillius provides them with a document that authorizes them to question locals, enter any location along the dockside neighborhood, and, if necessary, use force to protect the townsfolk. Show the x to the players when they are deputized.
Fillius also provides the characters one of his two Speaking Stones and tells them to contact him with the stone when they're ready to present their findings.
Conducting the Investigation
The characters are free to conduct the investigation however they see fit. Fillius can offer the following suggestions for ways to gather clues:
- Entering Locations. The characters have permission to enter any of the dock's locations, although they might have to present the writ of authority to convince an occupant to permit them entry.
- Looking for Clues. The characters can search the docks for physical evidence related to the dock workers' deaths.
- Questioning Witnesses. The characters can talk to the locals.
Fillius cautions the characters not to act brashly and to keep the peace whenever possible. He trusts them to conduct a thorough investigation rooted in sound evidence, integrity, and even tempers.
At your discretion, Fillius might remain nearby to offer additional information or a second opinion to the party during the adventure. Otherwise, he wishes the characters good luck and departs to fill out reports.
Oakshore Docks
Normally a bustling hub of business and trade, the Oakshore docks are devoid of activity.
Starting the Investigation
Refer to the Oakshore Docks Map and identify the Suggested Start Area for the Player Characters. Don't reveal the rest of the dock's contents yet, as they aren't initially visible to the characters.
To begin the investigation, read or paraphrase:
Have the players choose a location shown on the map. The characters can visit locations in any order, and they don't have to visit all of them to complete their investigation.
When the characters have enough information to present their findings to Fillius, proceed to "x." If you'd like to shorten this adventure, you can have Fillius contact the characters using his Speaking Stone after they've explored three or four locations, which should provide them with enough information to make an educated guess about the killer's identity.
Oakshore Docks Features
Unless otherwise specified, the docks have the following features:
- Ceilings. Ceilings are 10 feet high inside businesses and residences.
- Doors. Doors throughout the docks are made from palm wood planks banded with iron. Unless otherwise noted, doors are unlocked. As a Utilize action, a character can try to pick a locked door using Thieves' Tools; a successful DC 15 Dexterity (Sleight of Hand) check opens it. Alternatively, a character can take an action to try to force open a locked door, doing so with a successful DC 15 Strength (Athletics) check.
- Rattraps. Oakshore's residents have scattered rattraps throughout the docks in response to a sudden rodent infestation.
Oakshore Docks Locations
The following locations are keyed to map 3. The map also shows you where to place tokens.
01a: Cobbler's Storefront
The proprietor of this cobbler's shop is a superstitious dwarf named Nina Suresoles (Medium, Chaotic Good Commoner). Her passion for finely crafted footwear is matched only by her interest in ghosts and the afterlife.
When the characters enter, read or paraphrase the following text:
Nina is Friendly toward the characters and welcomes them into her shop regardless of whether they present the writ of authority. She offers to sell the characters boots or shoes for 1 GP per pair.
If the characters question Nina about the murders, her sunny disposition turns solemn. She asks them to follow her into the workshop (x).
01b: Cobbler's Workshop
- DM Secret!. Don't reveal the Swarm of Corrupted Rats yet. These monsters are hiding.
The pile of damaged shoes is 3 feet tall and Difficult Terrain. Three Swarms of Corrupted Rats hide in the shoe pile. If a character moves within 5 feet of the pile or otherwise disturbs it, the Hostile rats erupt from the pile and begin combat. If Nina is present, she shrieks and takes refuge in the storefront (x); the rats ignore her.
- Questioning Nina. Although she speaks in hushed tones, Nina answers all questions honestly and knows the following information:
- Fancy Boots. The eye-catching red boots on Nina's workbench in this area were commissioned by an adventurer named Korex as part of a stage outfit. When Korex couldn't pay for the boots, the cobbler kept them. Nina hasn't seen Korex since.
- Haunted Shoes. Nina believes the shoes in her workshop are haunted by the murderer's victims. On the night of each incident, Nina saw the shoes move on their own, cryptically adding that "damaged souls move damaged soles."
- Rats. Rats are a regular sight at the docks, but they've been acting strange lately. Customers have complained about rats gnawing at their shoes, which is why Nina has a heap awaiting repair.
- Treasure. If the characters deal with the rats, Nina gives the characters the boots she made for Korex. The boots are made of red leather encrusted with glitter and are worth 20 GP.
02a: Carpenter's Home
The door to this home is ajar. When the characters approach, read or paraphrase the following text:
The gnome is a carpenter named Bibble Sunspot (Small Commoner). She is Indifferent toward the characters and cautiously addresses them from behind the partially opened door. Bibble quickly shuts and locks the door if the characters try to enter her home without her permission.
A character can try to convince Bibble to let them in and make a DC 15 Charisma (Persuasion) check. On a successful check, Bibble's attitude improves to Friendly, and she welcomes them in. On a failed check, Bibble closes and locks the door. If the characters present their writ of authority, Bibble reluctantly invites them into her home.
When the characters enter, read or paraphrase the following text:
The few candles leave most of this sitting room in Dim Light.
Bibble crafted all the furniture here. Rats have been chewing on the furniture at night, damaging both priceless heirlooms and pieces for sale. The screeching comes from Bibble's workshop (x), where she recently trapped a big rat.
- Questioning Bibble. If questioned, Bibble becomes nervous and lies. She claims she didn't see or hear anything. A character who doubts Bibble's claims can make a DC 12 Wisdom (Insight) check; a successful check reveals that she's lying.
As an Influence action, a character can try to pry more information out of Bibble and make a DC 12 Charisma (Persuasion) check. If they saw through Bibble's lie, the check succeeds automatically. On a successful check, Bibble reveals what she knows (detailed below). On a failed check, she refuses to speak to them further and asks them to leave.
Bibble knows the following information:
- Murder Music. On the nights of the murders, Bibble heard eerie music coming from the docks. Bibble thinks the music came from a flute.
- Korex. The only musician Bibble remembers in Oakshore was a washed-up adventurer who wore out his welcome long ago. He used to perform at the local tavern (x).
- Rats. Bibble has seen some big rats in Oakshore, and they sometimes find their way into her home. Last night, she trapped "a real whopper" in her workshop (x). Bibble offers to pay the characters if they dispose of the rat.
02b: Carpenter's Workshop
The door to this workshop is locked (see "x"). Bibble carries the key and can unlock the door for the characters. When they enter, read or paraphrase the following:
Dim Light fills the workshop. A Giant Corrupted Rat has been chewing on in-progress furniture since Bibble trapped it here. The rat is Hostile toward all other creatures.
- Treasure. If the characters deal with the rat in the workshop, Bibble rewards each character with 1 GP and a stale butterscotch.
03a: Tailor's Storefront
- DM Secret!. Although Wexley uses the Cultist of Demogorgon stat block, represent him on maps using a Commoner token. If his secret is revealed, swap that token for the Cultist of Demogorgon token.
[image: Korex's Fancy Stage Boots]
The proprietor of this tailor shop is an arrogant elf named Wexley Sunderson. When he isn't secretly worshiping Demogorgon, Prince of Demons, Wexley designs cloaks for Oakshore's well-to-do citizens.
When the characters enter, read or paraphrase:
"I assume you can read. So, you're here either to kill me or to buy a cloak. Which is it?"
Wexley (Medium, Chaotic Evil Commoner (Stranger Things)) is initially suspicious but Indifferent toward the characters. If the characters reply that they are here to kill him or if they try to enter his secret room (x), Wexley becomes Hostile and starts combat.
[image: A Demobat appears at the completion of an occult ritual in the tailor's secret room]
- Secret Door. The bookcase is a secret door to x. As a Study action, a character can examine the bookshelf and make a DC 15 Intelligence (Investigation) check; a successful check reveals an occult tome, which, if pulled, opens the secret door.
- Questioning Wexley. Wexley answers the characters' questions only if they first buy one of his cloaks, which cost 10 GP each. He doesn't respect the writ of authority and laughs if they present it.
Wexley worries the characters might find his secret room. A character who takes the Search action to observe Wexley and succeeds on a DC 12 Wisdom (Insight) check sees him glance at the bookcase.
Wexley knows the following information:
- Rats. An unusual number of customers have needed their clothes repaired lately. The fabric often looks as if it has been chewed by rodents.
- Rumors. The local tavern, Pints Ahoy (x), is a good source of juicy gossip.
03b: Tailor's Secret Room
This room is accessed via the bookcase in x. When the characters enter, read the following:
As a Study action, a character can inspect the symbol and make a DC 13 Intelligence (Religion) check; a successful check reveals it to be a ritual circle that cultists of Demogorgon use to summon demons.
If Wexley dies, three Demobats burst from the symbol. The Hostile demons appear in three unoccupied spaces nearest the symbol and begin combat when they detect the characters.
- Treasure. A Cloak of Billowing hangs on the wall.
04: Tavern
Even in these trying times, the tavern remains open. When the characters enter, read or paraphrase the following text:
Jay and Jeeves greet the characters warmly and are Friendly toward their only customers. If the characters present the writ of authority, Jeeves offers them a free glass of milk or pint of ale (drinker's choice). He insists they call him Captain Whalington.
- Questioning Jay and Jeeves. Jeeves welcomes any conversation, including questions about recent events. As the co-owner of the local drinking hole, he knows a little about every dockside resident. Jay chimes in only to correct her brother or deride him with the occasional sarcastic remark.
Jay and Jeeves know the following information:
- Carpenter. Bibble Sunspot, the carpenter (see x), has been acting strange lately. She refuses to let anyone into her home anymore.
- Cobbler. Nina Suresoles, the cobbler (see x and x), recently crafted a pair of fantastic boots for Korex, a local musician who used to perform at Pints Ahoy.
- Herbalist. Lampro Capnos, the herbalist (see x), nearly went out of business before the murderers, but they seem to be doing fine now.
- Musician. Jeeves hired Korex to perform in the tavern for a time, but he eventually let Korex go due to the musician's bad manners and poor hygiene. Korex used to live just down the street (see x), but that house has since been abandoned.
- Tailor. Wexley Sunderson, the tailor (see x), has some titillating titles on his bookshelf. Jay thinks the tailor has an embarrassing secret.
- Treasure. The tavern owners keep 55 GP in an iron lockbox behind the bar. As a Utilize action, a character can try to pick the lock using Thieves' Tools; a successful DC 15 Dexterity (Sleight of Hand) check opens it. Jay carries the key to the lockbox, but both siblings become Hostile if they notice a character trying to pilfer their profits.
[image: Jay Le'Buck and her brother "Captain" Jeeves Whalington pass the time in their struggling, nautical-themed tavern]
05: Herbalist's Shop
The proprietor of this shop is an elf herbalist named Lampro Capnos. When the characters enter, read or paraphrase the following text:
Lampro (Medium Commoner) is Indifferent toward the characters. After introducing themself, Lampro asks whether the characters have come to purchase plants or potions.
The plants that fill the shop range from fragrant floral arrangements to important alchemical ingredients. A character who inspects Lampro's plants and succeeds on a DC 13 Intelligence (Nature) check recognizes that many of them have medicinal properties.
- Potions for Sale. In addition to common house plants and floral arrangements, Lampro sells Potions of Healing for 50 GP each. The herbalist has 1d6 vials amid the foliage of a large plant. A character who carefully surveys the shop's interior and succeeds on a DC 18 Wisdom (Perception) check notices the potions. Characters who witnessed Lampro retrieve a potion automatically succeed on this check.
- Questioning Lampro. Fearing gossip could hurt their struggling business, Lampro answers the party's questions only if a character presents the writ of authority.
Lampro knows the following information:
- Bad Business. Even before the murders started, Oakshore's dockside businesses have struggled. Lampro says the cobbler (see x) was stiffed by a customer who ordered a fancy pair of boots. However, the uptick of crime has resulted in more customers coming to Lampro seeking precautionary Potions of Healing. Lampro feels guilty for the boost in sales.
- Missing Cat. Lampro's pet cat, Mr. Whiskers, recently escaped the shop, but due to the curfew, Lampro hasn't been able to look for him. Lampro offers the characters a protective potion if they find Mr. Whiskers. The cat has a bright orange coat and likes to hunt rats in the alley (x).
- Musician. Lampro's old next-door neighbor was a musician and former adventurer. He used to play the most beautiful songs on his pan flute in the evenings, but his house is now abandoned (see x and x). Some nights, Lampro swears they can still hear him playing.
- Treasure. After learning Mr. Whiskers's grisly fate (detailed in x), the characters can report the bad news to Lampro. Alternatively, a character who fabricates a more pleasant outcome for Mr. Whiskers and succeeds on a DC 15 Charisma (Deception) check convinces Lampro that the story is true. Either way, Lampro rewards the characters as promised with a Potion of Resistance (Acid).
06: Alley
Inside the largest of the trash cans are two Giant Corrupted Rats feeding on the carcass of Mr. Whiskers, Lampro's missing cat (see x). The rats are Hostile toward the characters but are preoccupied with their meal. If a character opens any of the cans or otherwise disturbs the rats, the rats spring from the container and begin combat.
- Sewer Grate. The sewer grate leads to a system of sewers and flood channels under Oakshore. At night, Korex emerges from the grate to terrorize the dockside neighborhood.
The sewers and their contents are beyond the scope of this adventure, but you can flesh them out as you see fit if the characters wish to extend their investigation to the tunnels below.
- Trash Cans. The trash cans contain food scraps and other dockside refuse. Inside the largest trash can are the remains of Mr. Whiskers. The characters can identify Mr. Whiskers by the name on his collar, which they can bring to Lampro at the herbalist's shop (x) as proof of the cat's demise.
[image: Three dog-sized rats corrupted by Korex's magic feed on a dead pelican while their master is away]
07a: Abandoned House Living Area
Korex was evicted from this house after running afoul of his creditors and the people of Oakshore. Although the house appears abandoned, Korex has slowly been moving back into his old quarters.
The front door is locked (see "x"). Dirty windows obscure the home's interior.
When the characters enter the house, read or paraphrase the following text:
When Korex isn't serenading sewer rats or stalking the docks for his next victim, he hides here, often joined by his rat thralls. The lute on the wall smells like an outhouse and always sounds out of tune.
The rats in x investigate any loud noises in this area.
07b: Abandoned House Bedroom
The three Giant Corrupted Rats are Hostile toward the characters and fight them on sight.
- Treasure. Korex stores his spoils in the chest, which contains 75 GP, a gold bracelet worth 30 GP, a silk handkerchief embroidered with silver thread worth 10 GP, and Holly's Handy Haversack.
08: Pier
The docks rest 5 feet below the street line and are accessible by two flights of stone stairs.
- Boat. A single rowboat is moored at the docks. Inside are a metal pail, a fishing rod, and a burlap satchel that contains moldy cheese and stale bread.
- Crane. Affixed to the dock is a sturdy crane fitted with a weighted net. As a Utilize action, a creature within 5 feet of the crane can drop the net on a Medium or smaller creature it can see within 20 feet of the crane. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition until it escapes.
To escape the net, the target or a creature within 5 feet of it must take an action to make a DC 10 Strength (Athletics) check, freeing the Restrained creature on a successful check. Destroying the net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect.
Ending the Investigation
The investigation ends when the characters feel they've collected enough information to report to Fillius, who meets them after they contact him with the Speaking Stone he gave them.
If the characters correctly deduce that Korex is behind the murders, Fillius agrees that the evidence supports their conclusion. If the characters don't arrive at this discovery themselves, Fillius can help them make the connection. Regardless, Fillius also recounts that Korex is a former adventurer who was ousted for his thievery (as detailed in this adventure's background).
Rattrap
Korex will try to strike again. To catch the piper in the act, Fillius recommends the characters set a trap. The characters might confront Korex at any of the following locations:
- Alley. Korex emerges from the sewers via the grate in the alley (x). The characters could hide amid the trash cans and ambush him there.
- Abandoned House. If the characters explored Korex's house (x and x), they might decide to wait for him there.
- Pier. All the murders happened at the pier (x). The characters could use the crane and its net to catch Korex in the act.
Once the characters agree on a plan and make preparations, allow them to take a Short Rest, then proceed to the following section.
The Rat King Returns
That evening, Korex emerges from the sewer grate in the alley (x), followed by two Swarms of Corrupted Rats. Korex and the swarms are Hostile toward all non-rat creatures. Korex and the swarms then roam the pier (x) before returning to the abandoned house (areas x and x), where they remain for the rest of the night before returning to the sewers.
When the characters confront Korex, read or paraphrase the following text:
Korex and the swarms fight to the death.
- Treasure. Korex carries the Pipes of Pestilence.
Conclusion
After the characters defeat Korex and his swarms, they can return to Fillius, who commends them on their valiant efforts and keen detective work. Fillius collects the writ of authority and pays the characters 200 GP for the evidence against Korex, as well as an additional 100 GP if they apprehended or dispatched the murderer. As a further token of gratitude, Fillius lets the characters keep both Speaking Stones to aid them in future endeavors.