TEXT:  
    
   
  Rats in the Rain: Beneath the Storm 
  1 
  Rats in the Rain 
   
   
   
  Part 2: Beneath the storm 
   
  As the rain continues to fall, the sewers have become a haven for  
  undesirables, but moving them on will be difficult as certain parties  
  Seek out a dark and ancient secret. 
   
   
  A 3-hour adventure for 3rd level characters 
  In the 5th edition of an awesome role playing game. 
   
    
   
  by G Christopher Dyson 
   
   
   
   
   
   
   
   
  
   
    
   
  Rats in the Rain: Beneath the Storm 
  2 
  Rats in the rain 
  A series of small adventures based in the city 
  streets, the sewers and hidden places where low 
  level characters can learn and grow. 
   
  Part 1: The Falling of the Rain 
  Part 2: Beneath the storm 
  Part 3: The Black of the Rainbow 
   
  Beneath the Storm is a simple adventure following 
  a set plot where characters discover an ancient 
  tomb beneath the city. 
  Level of play 
  This module is designed for a group of 4-6 third 
  level characters in a balanced party. 
   
  If played directly after the Falling of the Rain, 
  characters should be advanced to third level. It is 
  recommended that another module be played in 
  between. 
   
  It could be adapted for a stronger or weaker group. 
  Suggested modifications are in margins in parts 4 
  and 5. Second level characters will struggle with 
  the final encounters. 
   
  It is best to do the first encounter as average and 
  modify following encounters based on the results 
  of that fight,  
  Adaptability 
  If played as a League of Rats game, this module 
  would be set in the Golden Kingdom town of 
  Vollenchia. A mostly human city on the southern 
  coast with a long stretch of elven lands to the 
  north west, dwarven hills to the north and gnoll 
  pride lands to the south.  
   
  It is a fairly dry city, so long periods of rain are 
  unusual. 
   
   
   
  The module could be adapted to be set in any 
  location such as a city near deep water in realms 
  that have been forgotten. 
   
  It could also be placed in any large city in a world 
  of your own device. 
   
   
   
   
   
  Background 
  With unseasonal rains continuing in Vollenchia 
  there is a lot of work for Jasper Grain the Sewer 
  Druid (Introduced in Rats in the Rain Part 1: 
  Falling of the Rain)  
   
  An influx of visitors to the town has brought with 
  it an increase in crime leading to competition for 
  Kendra the Mouse (Introduced in Rats in the Rain 
  Part 1: Falling of the Rain) She now seeks more 
  valuable treasures and is prepared to have her 
  allies take greater risks to find them. 
   
  A small group of thieves, not affiliated with any 
  guild have set up their base in a disused cellar 
  accessible only from the sewers. Their leader, 
  Lindon Sirell, believed to be a were-rat seeks a 
  treasure that he cannot trust his own band with. 
   
  The cult of the blackened rainbow is on the move. 
  Although their agent Victoros Winter was lost, 
  there are others ready to take his place; Lindon 
  Sirell is one of them, but not the only one. 
   
  Beneath the city of Vollenchia lies a shrine to a 
  fallen hero: Kythandron Vanissemere a storm 
  giant knight. Centuries past he held off at attack on 
  the city by a kraken. Though he fell in the battle, 
  the kraken fled never to return. This deed was 
  recorded as legend, but the bards never knew the 
  whole story: That he was aided by demonic magic 
  and the tools used to make that alliance lie still 
  buried with him. 
  
   
    
   
  Rats in the Rain: Beneath the Storm 
  3 
  For the cult of the black rainbow, this is a treasure 
  that could mean power. To Kendra the mouse, 
  there is treasure there that could mean gold. To 
  Jasper Grain, what lies beneath the sewers is a 
  danger that must be controlled. All roads lead to 
  the tomb of the storm giant. 
   Outline 
   
  In Part 1, the characters gather at a tavern. The 
  opening scene is actually part 2 of the Sound of 
  Drums storyline inserted here as a random 
  encounter or warm-up battle.  
   
  It can be used even if you are not playing the 
  Sound of Drums storyline and should flow 
  seamlessly within this story. 
   
  In Part 2, both Jasper Grain and Morrow Crane 
  offer the party related jobs that should lead them 
  into the sewers for a battle with a group of 
  squatters. 
   
  From there, they will follow the leader who has 
  assumed rat form to the ancient tomb of a storm 
  giant. In entering the tomb, they will face some 
  undead and a dangerous trap room before 
  entering the tomb itself where the giant’s remains 
  lie with the sought after treasure. 
   
  Part 1: The Sound of Drums 
   
  The group will have received word via an animal 
  messenger that Jasper Grain wishes to meet with 
  them to discuss some work. The message will have 
  been delivered by a small lizard and will have 
  recited: 
   
   
  My friends.  
   
  The rats seem to be getting bigger. 
   
  Meet me at the Old Crow after luncheon 
  today and we can talk business. 
  - Jasper 
   
   
  Read Aloud: 
   
  The Old Crow is its usual busy self. There is still 
  rain falling and the clouds over the ocean suggest a 
  storm is on the way. It looks like nobody will be in 
  a hurry to leave. You have come here to meet with 
  Jasper Grain who sent word via a talking lizard 
  that he wished to meet to discuss business. 
   
  Looking around the tavern, you see no sign of 
  Jasper. 
   
  Sitting by the fire are three dwarven traders who 
  have come in from Andoora to sell their wears.  
   
  By the window sit a group of Salamankan elves, 
  identifiable by their tribal top-knots.  
   
  The usual host of locals sit at the bar or at tables. 
  Mostly humans, there are a few half elves present 
  while Morrow Crane is at the bar with a drink. 
   
   
  Characters should know Morrow Crane from the 
  first part of Rats in the Rain. Morrow is a half orc 
  thug working for Kendra the Mouse. 
   
   
  If the players are eager to talk to the other patrons, 
  they can learn the following before Morrow 
  approaches them: 
   
   
  The dwarves are from the small dwarven 
  kingdom of Andoora which sits in the 
  mountains to the north. They are here to 
  trade metals but have an interest in 
  purchasing supplies of fruit. 
   
  One of the dwarves’ priorities is to ensure 
  their metal does not fall into the hands of 
  orcish smiths who craft “second rate” 
  weapons. 
   
  The Elves travelled from Salamanka in the 
  west. They are in town to meet some fellow 
  tribesmen who will be arriving by boat. In 
  the west there have been a number of orc 
  war bands attacking merchants. 
   
  One of the locals is telling a story about a 
  giant rat in the sewer that turned out to be a 
  gorilla. He is getting most of the details 
  wrong. 
   
  
   
    
   
  Rats in the Rain: Beneath the Storm 
  4 
  Read Aloud: 
   
  Upon seeing you arrive, Morrow signals you with a 
  slight wave and then tosses some coin to the bar. 
  He speaks to the wench and points your way, 
  presumably to shout you a round of drinks. 
   
  As he passes by the three dwarves, one of them 
  speaks a few harsh words in dwarfish.  The exact 
  words can’t be made out, though the intent and 
  meaning are clear. 
   
  Morrow pauses, responds with a threatening grunt 
  and moves to your table, though he keeps his eyes 
  on the dwarves. 
   
  If the players want to interfere, let them. It will 
  probably just involve harsh words, but could move 
  on to a full on bar fight. 
   
  Once Morrow has passed the dwarves, the elves 
  approach. They also speak harshly to Morrow and 
  if any of the player characters is a half orc, they are 
  addressed as well. 
   
   
  “You there!” starts one of the elves, “You been out 
  west raiding off decent folk eh?” The elves shake 
  their heads looking angry and then he continues, 
  “Town like this is rubbish if animal folk like you let 
  in.” 
   
  Morrow’s hand goes to his axe handle as he 
  splashes his ale on the elf. Two other patrons get 
  to their feet ready for trouble. 
   
   
  If the PCs interceded a bar brawl may be avoided, 
  particularly if they can encourage Morrow to leave. 
  He will not leave alone though. The PCs will have 
  to accompany him. 
   
  If not, a classic brawl starts out. 
   
  For the sake of simplicity, during the brawl, each 
  character takes 2d8 damage. Half if they succeed in 
  a DC 12 dexterity save or they have the tavern 
  brawler feat. 
   
  If any character wants to take advantage of the 
  situation, they could attempt to pick a pocket. A DC 
  12 sleight of hand roll will net them 15gp. 
   
  After the brawl, they find themselves on the street. 
   
   
   
  Tip: 
   
  Everybody loves a good tavern brawl. In fact, I 
  recommend “The Spoilers” starring John Wayne as 
  one of the best of all time. 
   
  The problem is that these are hard to run. You 
  have too many NPCs, so the best way to handle it is 
  to switch to a cinematic style. A few good 
  descriptions, forget about initiative. Have some 
  flavor and then just hit everyone with the final 
  results. 
   
   
  Part 2: Two meetings 
   
  Read Aloud: 
   
  Outside the tavern, Jasper seems to be talking to a 
  horse tied up at the side. As always, he is quite wet. 
   
  He looks up. 
   
  “I’m sorry,” he says as you spot him, “I meant to 
  say to meet outside the tavern, but you only get so 
  many words in these messages. 
   
  “It is good to see you again. I have a problem with 
  some vermin that need to be moved on.”  
   
  Once asked, Jasper will explain that there is a small 
  band of itinerants squatting at a sluice station. 
  They are making it very difficult to control the 
  gates and the water flow. Besides that, what they 
  are doing is illegal and they are infringing on the 
  turf of a band of pickpockets. It is only a matter of 
  time before things get ugly, so Jasper would like 
  the problem dealt with. 
   
  Jasper doesn’t use money, but he can offer some 
  pelts that he feels are of value and a couple of 
  potions. He also explains that these interlopers are 
  in possession of stolen goods. He doesn’t care 
  about them, but assumes the owners may be a 
  reward for their return. 
   
  He can give them a description of the route to take 
  to get to the sluice station. 
   
   
   
   
   
   
  
   
    
   
  Rats in the Rain: Beneath the Storm 
  5 
   
  Roleplaying Jasper: Jasper is an idealist and 
  assumes others share his concerns which is not 
  always the case. He doesn’t really get the way 
  people work and is very naïve about some things 
  like the need for gold and the involvement that 
  the characters may have with illegal activities. 
   
  His preference is for them to get the squatters to 
  move on and return the stuff, but the details don’t 
  matter to him. 
   
  Even if the players say they’ll kill the squatters 
  and sell their stuff, he may not realise that they 
  intend to do something wrong.  
   
   
  When they have finished speaking with Jasper, 
  they should be approached by Morrow Crane. 
   
  Read Aloud: 
   
  Using an old hat to keep the rain off his face, 
  Morrow Crane approaches you. “Sorry about that, 
  I was supposed to talk to you in the tavern, but 
  things didn’t go so well.” 
   
  He looks about to make sure he is not overheard, 
  “The boss is still looking for treasure, or getting 
  people to look for it for her. She’s come across 
  something interesting: A book; black leather 
  cover, apparently very old. She has a buyer if she 
  can get hold of the rest of the set. There are more 
  books, all taken from Kythandron’s tomb. She’ll 
  pay fifty gold a piece for them.” 
   
  A DC 15 History roll will reveal that Kythandron 
  Vanissemere was a heroic storm giant who once 
  saved the city of Vollenchia, but nobody knows 
  where the tomb is, or even that he had one. 
   
  A DC 25 History roll will reveal that he was buried 
  beneath the foundations of the city. 
   
  Morrow does not know where the tomb is either, 
  but Kendra told him it is beneath the sewers 
  somewhere. She knows they have contacts down 
  below and maybe they can find it. 
   
  Unknown to the players, one member of Lindon’s 
  band (see below) stole a book from him and sold it 
  to Kendra. 
   
   
   
  If the characters wish to see Kendra’s book, 
  Morrow can arrange it. It is essentially a large 
  heavy, centuries old book written in giant 
  containing detailed information on historical 
  events involving demons manifesting on the 
  material plane. 
   
   
  Tip: 
   
  One hook is never enough, it certainly isn’t reliable 
  enough. If you give players two or more different 
  reasons to follow the plot there is a greater chance 
  of it working out. 
   
   
   
  The party may decide to do some research if they 
  have no other leads. 
   
  By spending a few hours talking to local bards and 
  plying them with gold, it is possible to learn that: 
   
   
  Kythandron Vanissemere dwelled in the 
  area six to eight hundred years ago and was 
  a friend of the city. 
   
  When the city was threatened by a kraken, 
  the giant took it upon himself to stand as the 
  city’s defender. 
   
  Waist deep in water, he battled the creature 
  until it turned and fled, but weakened by the 
  battle, the giant fell into the sea and died. 
   
  Some say his remains washed to deeper 
  water, others that the remains were 
  collected by his own clan and returned to 
  the mountains where he was born. Some say 
  they were interned in a special tomb, but 
  nobody knows where the tomb is. 
  Alternatively, the party may visit one or more of 
  the well known sages that dwell in the city. This 
  will take longer, be more expensive and yield even 
  less results. 
   
  One sage will possess a book detailing the battle, 
  but a key page has been removed; the one 
  discussing how the giant won the battle. A 
  thorough investigation will reveal there was a 
  recent theft and the page has only recently been 
  removed. 
   
  Other than that, the best they will get are promises 
  from sages that they will ask around or keep 
  researching and will get back to them in a day or 
  so. 
   
  
   
    
   
  Rats in the Rain: Beneath the Storm 
  6 
  If the party do not move on, remind them that they 
  also have Jasper’s job to do and that perhaps 
  something will come up while they are at it. 
   
  If any of the characters has the Sage background 
  they can speed up the research process, but still 
  will not learn more than legends. 
   
  Eventually, they will move on to the squatters in 
  the sewer. 
   
  Part 3: Rotten Squatters 
   
  The party will need to enter the sewers and spend 
  about half an hour getting to the squatters’ 
  location. 
   
  It is wet and cold, but also dimly lit due to the 
  number of drains and uncovered manholes. 
  Adapt this based on how the party approaches. If 
  they are moving loudly or carelessly the group will 
  be ready. If the party effectively uses stealth to 
  approach they may get a surprise round. The band 
  of rogues wear light armor and always carry their 
  weapons so they will be able to act effectively on 
  the following round. 
   
  The sluice station is currently home to six rogues 
  including Lindon Sirrel. He will be at the back of 
  the group near a tight shaft at the back of the room. 
   
  The rogues will draw steel at the first sign of 
  trouble and will resist any persuasion checks the 
  players might make. 
   
   
  Roleplaying Lindon: Lindon has been leading this 
  band of rogues as a cover while secretly working 
  for Black Rainbow. They are starting to get 
  suspicious of him and he no longer trusts them. It 
  is now time for him to make his move but he 
  fears he will be followed if he breaks away from 
  his group. He knows one of his books has gone 
  missing, assumes it was taken by one of his band. 
  The book itself was of no further value to him, 
  but he is still concerned that he cannot trust his 
  own crew, 
   
  Lindon wants a chance to break away from the 
  group as he does not want to reveal his powers to 
  them. He especially does not want them to know 
  about Black Rainbow. To this end, he will be 
  eager to provoke a fight. 
   
   
   
  Player characters are notoriously easy to provoke 
  to violence, but just when you count on it they will 
  look for a peaceful solution. If a fight doesn’t start 
  by itself, Lindon will accuse the party of being from 
  “The Squad” to which his men will suddenly get 
  angry and attack. 
   
  In the event that one of the gang is captured and 
  questioned about this later, he will say it’s a band 
  of rogues that killed Lindon’s brother. They are 
  now in a blood feud. It’s not true, but Lindon has 
  made the others believe it. 
   
  During the battle Lindon will be seen to transform 
  into a rat and escape through the back shaft. 
   
  He can be followed, but the narrow shaft will force 
  characters to move at half speed. In rat form he 
  will easily outdistance them, but he can still be 
  followed. He will head straight for the tomb as that 
  is his real goal. 
   
   
  Adjusting the module 
   
  Use this battle as a test of the party’s strength. If 
  they win easily, make the remaining battles a step 
  harder. If they struggle, have the rogues flee once 
  Lindon vanishes, then make later battles easier. 
   
   
   
  Tip: 
   
  When playing a group of characters at once, you 
  have a choice of coordinating their actions or not. 
  Usually, NPCs attack random opponents which 
  results in damage scattered across the party 
  without anyone going down quickly. 
   
  PCs will sometimes be uncoordinated too, but on a 
  good day they will target a single enemy and take 
  them out one at a time. The difference is pretty big 
  and it is one advantage players have, but it is also a 
  tool a DM can use to balance the game. If the battle 
  is too hard, have them all hit different PCs; but if 
  you want the cause a lot of damage fast, gang up on 
  one opponent. It takes one PC out of the fight and 
  another will have to use their action to heal the 
  first. That is two less opponents hitting the NPCs. 
   
  Stashed in the back of the station, in some kind of 
  tool cabinet, the players can find a black brooch 
  with a black rainbow on it and the missing page 
  stolen from the sage’s book. 
   
  
   
    
   
  Rats in the Rain: Beneath the Storm 
  7 
  On this page, it explains that the giant made a pact 
  with a demon in order to turn back the kraken. 
   
  There is also a book, written in Sylvan with notes 
  made by Lindon about his quest for “the demon 
  book” It will reveal that he chose this location as a 
  base so he could follow the shaft down to the tomb. 
  He has chosen not to involve his rogues due to 
  their incompetence and so is waiting for the right 
  time to break away from them. His notes indicate 
  that he had possession of one book that had been 
  taken from the tomb a century earlier, though he 
  could not find enough notes on how to enter the 
  tomb, he has a good idea of where it is. 
   
  If any of the squatters are captured and 
  questioned they will reveal a general mistrust of 
  Lindon and no surprises that he fled during the 
  battle. They knew he was doing research with 
  some books that he kept hidden. They all 
  suspected he was after treasure and that he may 
  not want to share. 
   
  Between them is 50gp in coin and jewelry.  
  Part 4: Tomb of the Storm 
   
  At this point, the squatters have been removed and 
  Jasper’s mission has been completed. The party 
  may decide to report back to him. If they do, this 
  gives Lindon more time. 
   
  If necessary, remind the players that Kendra is 
  after books from the tomb and that the demon 
  book Lindon is after, is probably one of them. It 
  should not take much to encourage them to follow 
  him. 
   
  Conditions: The shaft is completely dark. There is 
  very little space. 
   
  Read Aloud: 
   
  The shaft leads deeper under the city. It is 
  steep, but not vertical. It is a tight squeeze in 
  many places which slows the party down. Many 
  points along the way appear to have been 
  recently cleared as if this shaft had been 
  blocked for some time. The air seems old and 
  dusty. There are occasional side passages that 
  lead to caved in dead-end. Nothing a giant rat 
  could get through. 
   
  The rat could be moving much faster and would 
  have a good head start. 
   
   
  After what seems to be over an hour of tight 
  narrow spaces, the shaft opens up into a carved 
  room. Natural rock has been chipped away to 
  provide a space large enough for the whole 
  party. 
   
  In addition to the shaft you have entered by 
  there are two large doorways leading from this 
  space though one of them seems to have 
  suffered from a cave in. The other has a large 
  ancient looking stone door that is already ajar. 
    
   
  The chamber is an entrance to the giant’s tomb, 
  though the doors are only fifteen feet high. 
   
  Lindon has already come through here and has left 
  the door open in his haste. 
   
  The party can rest if they choose. 
   
  Should they listen at the door there will be no 
  sound from the other side. When they pass in, they 
  will find a large entry hall with an ancient undead 
  guardian. 
   
  Read Aloud: 
   
   
  The room beyond the door is large and lit only by your 
  own torches. 
   
  The ceiling is about thirty feet high. The chamber is forty 
  feet wide and extends beyond your vision. 
   
  Twenty feet into the room the floor changes. Beneath the 
  dust and spider webs there seems to be a pattered floor. 
  More significantly there is a large humanoid figure, 
  perhaps a statue standing as if guarding the tiled area. 
   
  There come no surprise that the figure moves shortly 
  after the party enter the room. As it moves centuries of 
  dust and insect refuse fall from its body revealing it to be 
  no statue but an ancient guardian, once human but now 
  with a mummified body.  
   
  The creature is a mummy and will not allow the 
  party to cross the room without a fight. 
   
  If any character takes moment to look at the floor 
  they will easily spot signs of a giant rat having 
  moved through the dust. 
  
   
    
   
  Rats in the Rain: Beneath the Storm 
  8 
   
   
   
  Adjusting the encounter: 
   
  If the party is weak, do not use the mummy’s gaze 
  attack. The Mummy begins thirty feet away and 
  only moves twenty feet in the first round (This will 
  allow the party time to use fire based ranged 
  attacks) 
  If the party lacks fire attacks, allow them to retreat 
  to the entrance chamber to regroup and plan. 
   
  If the party is average, it starts thirty feet away and 
  uses its gaze attack in the first round as it moves 
  closer. 
   
  If the party is strong, have it start twenty feet 
  away, so that it can move and attack in the first 
  round. 
   
  If anyone rushes past the mummy and on to the 
  tiled floor, have a trap go off. The mummy will 
  then target any character on the tiled area. 
   
  If the party defeats the mummy and then 
  investigates the tiled area read the following: 
   
  Read Aloud: 
   
  As you approach the tiled area, you see light 
  appear in the distance over sixty feet away in the 
  hand of the Squatter who escaped. 
   
  “Stop!” he shouts, “The floor is a death trap!” 
   
  The tiled area of the floor extends for twenty feet. 
  Each tile triggers a trap if twenty pounds or more 
  is placed on it. A footfall from any character will 
  achieve this. 
   
   
   
   
   
  Attempting to cross on foot will result in at least 6 
  traps being triggered each firing a poison dart 
  when a creature steps on a hidden pressure plate, 
  poison‑tipped darts shoot from spring‑loaded 
  tubes cleverly embedded in the surrounding walls. 
   
  The tiny holes in the walls are obscured by dust 
  and cobwebs. 
   
  The pressure plates or darts could be deactivated, 
  but this will be a very time consuming process. 
   
  Each dart makes a ranged attack with a +8 bonus 
  against a random target (vision is irrelevant to this 
  attack roll). 
   
  A target that is hit takes 2 (1d4) piercing damage 
  and must succeed on a DC 15 Constitution saving 
  throw, taking 11 (2d10) poison damage on a failed 
  save, or half as much damage on a successful one. 
   
  Lindon crossed the room in rat form, thus not 
  triggering the traps and not drawing the attention 
  of the mummy. He now needs help to access the 
  treasure he is after and is ready to make a deal. 
   
   
  Roleplaying Lindon: Lindon is close to his goal and 
  has only one option, but he knows he’ll have to lie 
  to get it. He will offer the party full shares of the 
  treasure though he intends on taking what he 
  wants and fleeing. 
   
  He’ll say he can’t open the vault as he lacks the 
  strength and tools. 
   
  If the party agrees, he’ll deactivate the trap room 
  from his end and invite them in to the final room. If 
  they do not agree, he will leave them to their fate 
  and try again to open the vault.  
   
   
   
  
   
    
   
  Rats in the Rain: Beneath the Storm 
  9 
  Part 5: Secret of the Storm 
   
  Beyond the trapped floor there is another 
  doorway and a large room. Lying on a raised 
  platform are the bones of a storm giant. At his feet 
  is a large stone box: The object of Lindon’s failure. 
   
   
   
  The stone lid is very heavy and will require a DC 
  25 strength check to move. This number can be 
  reduced by the use of tools (crowbars, spikes 
  and/or a winch) 
   
  The moment it opens, a chocking cloud of dust 
  billows out. 
   
  Read Aloud: 
   
  Smoke and dust held under pressure for centuries 
  is suddenly released and billows out to cover the 
  area. For a moment all are blinded. 
   
  There is a flash of light within the dust like 
  lightning striking within a cloud and the whole 
  room becomes bright. 
   
  By opening the box, two will-o-the-wisps have 
  been released. 
   
  Conditions: The suddenly lit up cloud of dust 
  gives all characters disadvantage on attacks in the 
  first two rounds of the battle.  
  This affects normal sight and darkvision, but not 
  blindsight. The will-o-wisps are also affected as 
  they use dark vision. 
   
   
  In the first round of the battle, Lindon will fight, 
  but move closer to the box. In the second round he 
  will grab something from it as a cunning action. He 
  will then risk opportunity attacks and move as far 
  as possible back to the trapped hall. A dash action 
  should get him to the trap activation switch. 
   
  On the third round, he will rearm the trap as a 
  cunning action, then transform into a rat and flee 
  across the tiles.  
   
  Also on the third round the dust has cleared 
  enough that attacks are no longer made with 
  disadvantage. 
   
   
  Adjusting the encounter 
   
  If the party is weak, reduce the hit points of each 
  will-o-the-wisp and do not use their life draining 
  power. Have one of them attack Lindon during the 
  first round. 
   
  If the party is strong, add a third will-o-the-wisp 
   
  In the chest, the party will find three ancient books 
  and probably evidence that Lindon had removed 
  one more. 
   
  These are histories written in giant that detail the 
  old giant kingdoms of the north. They have no 
  intrinsic power, but can be sold to a collector. 
   
  Lindon will have taken the book that detailed 
  summoning and dealing with powerful demons, 
  also written in giant.  
   
  The chest also contains a circlet of blasting, gems 
  and coins worth 200gp, potion of acid resistance 
  and two scrolls: Flame Arrows and Haste 
   
  If the party pursues Lindon, they will need to 
  spend an action disarming the trap, but will have 
  trouble catching Lindon as he uses his cunning 
  action to dash and can move at full speed up the 
  shaft. Any attempts to track him down afterwards 
  will lead to dead ends as he is in hiding with the 
  black rainbow cult. 
   
  If the party captures or kills him before he escapes 
  they can recover the tome, written in giant which 
  outlines different demons, summoning and 
  controlling methods all of which are beyond the 
  abilities of any player character at this level. 
   
   
  
   
    
   
  Rats in the Rain: Beneath the Storm 
  10 
  You may need to explain that making use of the 
  knowledge in the book will take several months or 
  even years of study, a great gold piece cost in 
  research and experimentation and access to spells 
  beyond their level. Despite any temptations, this 
  book has no value at all to player characters and is 
  best either destroyed or sold. 
   
  Lindon also carries a black rainbow brooch and 
  50gp worth of jewelry. 
   
  Wrapping Up 
  Both Jasper and Kendra will provide the promised 
  reward. 
   
  If Lindon escaped, his body will appear in the 
  sewer a few days later as Black Rainbow no longer 
  trust him. 
   
  If anyone is affected by Mummy Rot, Kendra can 
  provide a remove curse scroll and will only charge 
  50gp for it. 
   
  Rewards 
   
  Brawl: 15gp 
  Reward from Jasper: pelts worth 20gp 
  Reward from Kendra: 50gp per book recovered 
  Squatters: 50gp 
  Tomb: 200gp 
  Lindon: 50gp 
   
  From Jasper: 
  Potion of Flying 
  Potion of Greater healing 
   
  From the tomb: 
  Scroll of Flame Arrow 
  Scroll of Haste 
  Potion of acid resistance 
  Circlet of Blasting 
   
   
  Experience Points 
  Defeating enemies: 
  Lindon:  
   
  200XP 
  Mummy: 
   
  700XP 
  Squatters: 
   
  100XP 
  Will-o-wisps: 
   
  450XP 
   
  This should be divided amongst the characters. 
   
  The following bonuses should be awarded to each 
  character for achieving specific outcomes: 
   
  Avoiding the brawl: 
  50XP each 
  Researching the giant: 
  50XP each 
  Get Lindon’s book: 
  100XP each  
  Character Directory 
   
  Jasper Grain: Human druid specializing in sewers 
  who protects the underworld of Vollenchia. 
   
  Kendra the Mouse: A half elven fence with a few 
  connections around town. 
   
  Kythandron Vanissemere: A long dead storm 
  giant and legendary hero of Vollenchia. 
   
  Lindon Sirell: A human blade shaper. Lindon 
  belongs to the cult of the black rainbow, but also 
  leads a small band of thieves. 
   
  Morrow Crane: A Half Orc thug working for 
  Kendra the Mouse. 
   
  Victaros Winter: A now deceased Tiefling 
  member of the Cult of the Black Rainbow. 
   
   
  Tip: 
   
  It happens from time to time, that players will 
  make up nick-names for NPCs. These names will 
  not exactly be in the spirit of the game, but they do 
  help to identify people. 
   
  Fantasy names blur into each other after a while 
  and remembering them can be trouble and can 
  become a chore for players. It doesn’t need to be a 
  chore. 
   
  I recently played in a game where we had to 
  rescue women we called “rich-chick” and “hurt-
  chick” The names are stupid and inappropriate, 
  but easy to remember and that allows the game to 
  move faster, which in the end, is best for everyone. 
   
  
   
    
   
  Rats in the Rain: Beneath the Storm 
  11 
  NPC/Monster Stats 
   
  Lindon Medium human, lawful evil 
  Armor Class 15  
  Hit Points  19 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 
  (+1) 
  16 
  (+3) 
  14 
  (+2) 
  12 
  (+1) 
  10 
  (+0) 
  12 
  (+1) 
   
  Saving Throws: Int+3, Dex +5 
  Skills Deception +3, Insight +2, Investigation +3, 
  Perception +3, Persuasion +3, Sleight of Hand +7, 
  Stealth +7, thieves tools +5 
  Senses: Passive Perception 14 
  Actions 
  Challenge 1 (200 XP) 
  Actions: 
  Cunning Action. On each of its turns, the Lindon 
  can use a bonus action to take the Dash, Disengage, 
  or Hide action. 
  Sneak Attack (1/Turn). Lindon deals an extra 7 
  (2d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or 
  when the target is within 5 feet of an ally of him 
  that isn’t incapacitated and he doesn’t have 
  disadvantage on the attack roll. 
  Wildshape: Lindon is able to wildshape into the 
  form of a giant rat. 
  Rapier: Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 7 (1d8+3) piercing damage. 
  Shortbow: Ranged Weapon Attack: +5 to hit, range 
  60 ft., one creature. Hit:5 (1d6+3) piercing damage. 
   
  Lindon (Giant Rat Form) 
  Armor Class 12 
  Hit Points 7 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 
  (−2) 
  15 
  (+2) 
  11 
  (+0) 
  2 
  (−4) 
  10 
  (+0) 
  4 
  (−3) 
   
  Senses darkvision 60 ft., passive  
  Keen Smell. The rat has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Pack Tactics. The rat has advantage on an attack 
  roll against a creature if at least one of the rat’s 
  allies is within 5 feet of the creature and the ally 
  isn’t incapacitated. 
   
   
   
  Actions  
  Cunning Action. On each of its turns, Lindon can 
  use a bonus action to take the Dash, Disengage, or 
  Hide action. 
  Sneak Attack (1/Turn). Lindon deals an extra 7 
  (2d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or 
  when the target is within 5 feet of an ally of his 
  that isn’t incapacitated and he doesn’t have 
  disadvantage on the attack roll. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage. 
   
  Mummy Medium undead, lawful evil 
  Armor Class 11 (natural armour) 
  Hit Points 58  
  Speed 20 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 
  (+3) 
  8 
  (−1) 
  15 
  (+2) 
  6 
  (−2) 
  10 
  (+0) 
  12 
  (+1) 
   
  Saving Throws Wis +2 
  Damage Vulnerabilities fire 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, paralysed, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Giant 
  Challenge 3 (700 XP) 
  Actions  
  Multiattack. The mummy can use its Dreadful 
  Glare and makes one attack with its rotting fist. 
  Rotting Fist. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 10 (2d6+3) bludgeoning 
  damage plus 10 (3d6) necrotic damage. If the 
  target is a creature, it must succeed on a DC 12 
  Constitution saving throw or be cursed with 
  mummy rot. The cursed target can’t regain hit 
  points, and its hit point maximum decreases by 10 
  (3d6) for every 24 hours that elapse. If the curse 
  reduces the target’s hit point maximum to 0, the 
  target dies, and its body turns to dust. The curse 
  lasts until removed by the remove curse spell or 
  other magic. 
  Dreadful Glare. The mummy targets one creature 
  it can see within 60 feet of it. If the target can see 
  the mummy, it must succeed on a DC 11 Wisdom 
  saving throw against this magic or become 
  frightened until the end of the mummy’s next turn. 
  If the target fails the saving throw by 5 or more, it 
  is also paralysed for the same duration. A target 
  that succeeds on the saving throw is immune to 
  the Dreadful Glare of all mummies for the next 24 
  hours. 
  
   
    
   
  Rats in the Rain: Beneath the Storm 
  12 
   
  Squatters Medium humanoid 
  Armor Class 12 
  Hit Points 18 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  (+0) 
  15 
  (+2) 
  10 
  (+0) 
  12 
  (+1) 
  14 
  (+2) 
  16 
  (+3) 
   
  Skills Deception +5, Insight +4, Investigation +5, 
  Perception +6, Persuasion +5, Sleight of Hand +4, 
  Stealth +4 
  Senses passive Perception 16 
  Languages Common, Elven 
  Challenge ½  (100 XP) 
  Cunning Action. On each of its turns, the squatter 
  can use a bonus action to take the Dash, Disengage, 
  or Hide action. 
  Sneak Attack (1/Turn). The squatter deals an 
  extra 7 (2d6) damage when it hits a target with a 
  weapon attack and has advantage on the attack 
  roll, or when the target is within 5 feet of an ally of 
  the squatter that isn’t incapacitated and the 
  squatter doesn’t have disadvantage on the attack 
  roll. 
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Hand Crossbow Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage. 
   
  Will-o-the-wisp Tiny undead, chaotic evil 
  Armor Class 19 
  Hit Points 22  
  Speed 0 ft., fly 50 ft. (hover) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  1 
  (−5) 
  28 
  (+9) 
  10 
  (+0) 
  13 
  (+1) 
  14 
  (+2) 
  11 
  (+0) 
   
  Damage Immunities lightning, poison 
  Damage Resistances acid, cold, fire, necrotic, 
  thunder; bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Condition Immunities exhaustion, grappled, 
  paralyzed, poisoned, prone, restrained, 
  unconscious 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Common, Giant 
  Challenge 2 (450 XP) 
  Consume Life. As a bonus action, the will-o’-wisp 
  can target one creature it can see within 5 feet of it 
  that has 0 hit points and is still alive. The target 
  must succeed on a DC 10 Constitution saving 
  throw against this magic or die. If the target dies, 
  the will-o’-wisp regains 10 (3d6) hit points. 
  Ephemeral. The will-o’-wisp can’t wear or carry 
  anything. 
  Incorporeal Movement. The will‐o’‐wisp can 
  move through other creatures and objects as if 
  they were difficult terrain. It takes 5 (1d10) force 
  damage if it ends its turn inside an object. 
  Variable Illumination. The will‐o’-wisp sheds 
  bright light in a 5 to 20 foot radius and dim light 
  for an additional number of feet equal to the 
  chosen radius. The will‐o’-wisp can alter the radius 
  as a bonus action. 
  Actions 
  Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d8) lightning damage. 
  Invisibility. The will‐o’‐wisp and its light magically 
  become invisible until it attacks or uses its 
  Consume Life, or until its concentration ends (as if 
  concentrating on a spell). 
   
  Playtest notes 
  This was initially play-tested using a third level 
  party consisting of: 
   
  Woodelf monk 
   
  Halfling rogue/cleric 
   
  Tiefling wizard 
   
  Dwarf rogue/fighter 
   
  Half elf Paladin 
  I expected it to be difficult for 3rd level characters 
  and I was right. 
   
  The mummy knocked both the paladin and the 
  fighter/rogue unconscious  and the cleric had 
  limited resources to heal them. The paladin went 
  down twice As a result, they were willing to listen 
  to Lindon, but still went into the last battle low on 
  resources. They subsequently struggled against 
  the Will-o-wisps winning with three characters 
  down, so Lindon got away. Disadvantage due to 
  the dust messed everyone up (as was intended). 
   
  Two characters gained Mummy Rot and had no 
  access to a remove curse spell. (module wrap-up 
  modified to cover this) 
   
  No doubt things will go totally differently for you. 
   
  
   
    
   
  Rats in the Rain: Beneath the Storm 
  13 
   
  Maps 
   
   
  Squatters’ Camp 
   
   
   
   
   
   
   
  
   
    
   
  Rats in the Rain: Beneath the Storm 
  14 
  Giant’s Tomb 
   
   
  
   
    
   
  Rats in the Rain: Beneath the Storm 
  15 
  New Rules 
   
  Blade Shaper 
  Backed into a corner, the Halfling smiles. Then, 
  before her attackers can strike, she growls and lets 
  her body change into a black furred wild beast. She 
  lunges forward and her attackers flee. 
   
  A panther sits in a tree as the kobold band 
  marches by. They pay no attention to the cat. Once 
  they are gone, she resumes her human form 
  having hidden from her pursuers. 
  A Cunning Hunter 
  The blade shaper is more than just a rogue, he is in 
  tune with nature and able to become a part of it. 
  Taking on animal form allows the rogue to look 
  inconspicuous in the wilderness, but also to 
  present a fearsome role in combat. 
  Creating a Blade Shaper 
  A Blade shaper is an archetype for a Rogue, chosen 
  at third level as described in the Core Rules. 
  Nature’s blades 
  Starting at 3rd level, you can use your action to 
  magically assume the shape of a beast that you 
  have seen before. You can use this feature twice. 
  You regain expended uses when you finish a short 
  or long rest. 
  Your rogue level determines the beasts you can 
  transform into, as shown in the Beast Shapes table. 
  You can only take forms whose dexterity modifier 
  is equal or higher than its strength modifier. For 
  example, a panther. The Blade Shaper may use 
  their natural attacks as finesse weapons and do 
  sneak attack damage if appropriate. 
   
  Level 
  Max CR 
  Limitations 
  3rd 
  1/4 
  No fly / swim speed 
  9th 
  1/2 
  No flying speed 
  13th 
  1 
   
   
  In all other ways this functions the same as the 
  wildshape ability described on pages 66 and 67 of 
  the Core Rules. 
   
  Abilities beyond 3rd Level are detailed in Heroes of 
  the Dawn. 
   
  Acknowledgements 
   
  With thanks to: 
   
  My play testers, who remain 
  anonymous for their own protection 
  (when I find things that don’t balance I 
  always blame the play testers for not 
  spotting that) 
   
  Drakan Games for their map drawing 
  guide. 
   
  Lord Zsezse Works for cover art 
   
  Roshan Pietersz for the Rats in the Rain 
  logo 
   
  Dias Ex Machina Games for the 5E logo  
   
  All other images from pixabay are 
  distributed royalty free. Please advise 
  immediately if this is not the case. 
   
  Wizards of the Coast for the SRD 5E 
  rules and OGL 
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  16 
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