The Rat King

S ay what you will about The Rat King, but the poor bugger keeps the rats away. Sure, sometimes you may find yourself missing a set of rings or a loaf of bread, but it beats having to deal with the shit and disease that this dump used to deal with. If only we had a Duke of Stirges...

-- Urik Van Herman, Halfling Shopkeep

Master Eluder

This vile vagrant can be found in the city's sewers, but good luck catching him unawares. Thanks to his rat friends, The Rat Kings see and hears all that happens above and below the city's hectic streets. They are his eyes and ears and with the promise of moldy cheese and eggs, they can be quite loyal. The sewers themselves are a labyrinth of gray uniformity and tends to be filled with dangerous creatures. The Rat King cares not of this as he holds a certain sway over the creatures of the city.

Finding the king! By leaving coins or small goods around, the Rat King's rats are sure to pay a visit to assist in aquiring the Rat King a horde. With a group DC 15 stealth check, the rats can be followed to their master's lair. Careful, though, as the sewers are filled with traps. Each time the group triggers a trap or another creature alerts the rats, the rats will scurry off in different directions.

a necessary evil

While alone, the rats themselves can be quite violent and their bites can lead to a slow, deadly infection. Ever since The Rat King came into town, the attacks have greatly decreased. The Rat King takes it upon his self to pay himself for his services. This is done by having the rats steal coins, jewelery, food, and the occasional magical item. Townsfolk generally turn their heads at this behavior, but occasionally someone decides to go down into the sewers to get their goods back and pay the rat king back for his wrongdoings. Most of those people aren't heard from again.

the lair of the rat king

The sewers are a dangerous place and can be fatal to those who do not know the ways around. Not only does it seem to go on forever, but everything looks alike down there, making it easy to get lost. The first thing one would notice upon entering the sewers is the putrid stench. The stench and the rats aren't the only problems the sewers have, occasionally the random assortment of undead and oozes pop up, the stench having no effect on them. Rumors have it that there are crocodile in the water, as well.

Lair Effects As the party enters the sewers, they will quickly be reminded that living in this underground labyrinth is not like living above. The following effects occur while the party is in the sewers: Putrid Stench: Upon entering the lair, creatures must make a DC 12 Constitution Saving Throw or be sickened for 10 minutes. Sickened creatures have disadvantage on attack rolls and ability checks. Creatures that pass the save are immune to the stench until they leave the lair.

Upon entering the lair, creatures must make a DC 12 Constitution Saving Throw or be sickened for 10 minutes. Sickened creatures have disadvantage on attack rolls and ability checks. Creatures that pass the save are immune to the stench until they leave the lair. Gassy Air: The gas filled sewers are dangerous to carry a flame in. Anytime a fire spell or flame is lit, it has a 20% chance of combusting at the origin of the spell or flame. Fire is potent in the lair and does an extra 2d6 damage.

The gas filled sewers are dangerous to carry a flame in. Anytime a fire spell or flame is lit, it has a 20% chance of combusting at the origin of the spell or flame. Fire is potent in the lair and does an extra 2d6 damage. Stagnant Waters: Creatures that get into the water must make a DC 15 Constitution Saving Throw or be diseased. While diseased you can gain no benefits of a short rest until you take a long rest.

Creatures that get into the water must make a DC 15 Constitution Saving Throw or be diseased. While diseased you can gain no benefits of a short rest until you take a long rest. Eyes and Ears: The rats are everywhere and are alerted to loud noises. Every round of combat has a 25% chance of summoning a Swarm of Rats.

Note to DMs: Try to fill the lair with level appropriate traps that might trigger other creatures of the player's presense.