Nicholas of Cologne “The Pied Piper”, The Pied Piper of Hamelin
“The Pied Piper: Bewitching Melodies and Vanishing Children – Unravel the Enigmatic Tale!”
- Alias – The Pied Piper of Hamelin
- Gender – Male
- Race – Human
- Occupation – Musician, Flutist, Rat-catcher
- Religion – Unknown (not prominently depicted in the legend)
- Allies – None (often seen as a solitary figure)
- Enemies – The townspeople of Hamelin (after they betray him)
- Abode/Base of operations – Travels from town to town, no fixed abode
- Nationality – German (associated with the town of Hamelin, Germany)
- Languages – German (local language of various towns he visits)
- Alignment – Chaotic Neutral
- Affiliation(s) – None (independent and often mistrusted)
- Significant others – A lost love, whose memory fuels his actions and emotions
In the heart of a quaint medieval town named Hamelin, a mysterious and enigmatic figure known as the Pied Piper emerges. With his mesmerizing music and a flute in hand, he weaves spells that enchant both man and beast. The Piper’s origin remains shrouded in mystery, but his haunting melodies and their bewitching effects are undeniable. He is a charismatic figure, always adorned in colorful attire that matches the hues of his captivating tunes.
The Piper’s extraordinary abilities were discovered by chance when he stumbled upon a group of rats infesting the town. Tired of the relentless vermin plaguing their homes and fields, the desperate townspeople pleaded for a savior. In response to their pleas, the Piper took a deep breath and played a haunting melody on his magical flute. As if under a trance, the rats followed him, entranced by the allure of his music. Leading them to the Weser River, he played his tune once more, and the river swept away the rats, never to be seen again.
The Piper’s reputation as a rat-catcher spread like wildfire throughout the town, and he quickly became a local hero. However, the Pied Piper’s true intentions lay beyond mere recognition. His mission was twofold: to liberate Hamelin from the rats that plagued it and to seek redemption for a long-lost love.
But with his newfound fame came an unexpected betrayal. The townspeople, now relieved of the rat infestation, refused to honor their promise of fair payment to the Piper. Feeling scorned and hurt, the Piper vowed to exact his revenge. In the depths of his heart, he yearned to reclaim his honor and pride, as well as the love he had lost.
Fuelled by a burning desire for justice, the Pied Piper decided to use his musical talents once again. This time, he played a different tune, one that bewitched not the rats, but the children of Hamelin. With each haunting note, the children followed him, drawn into an enchanting procession that led them away from their homes and families.
As the Piper led the children into the mountains, he couldn’t help but wonder if his actions were justified. He wanted the townspeople to feel the same pain and anguish he had endured. Yet, deep down, he knew that causing suffering to others wouldn’t heal his own wounds or bring back his lost love.
Now, the Pied Piper wanders from town to town, an eternal wanderer seeking redemption for the choices he made. He plays his flute to remind the world of the consequences of broken promises and the true cost of betrayal. Though he may seem like a vengeful spirit, his actions are driven by a wounded heart that seeks to heal through the power of his music.
Behind the captivating allure of the Pied Piper lies a man on a quest for reconciliation, forgiveness, and the chance to find solace in his soul once more. Yet, he remains a cautionary tale for those who dare to break their word, for the Piper’s haunting melodies still echo through the ages, a reminder that every action has its price.
Pied Piper, the Enchanter
Medium Fey, Neutral
Armor Class 14 (Leather Armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
Skills Arcana +6, Persuasion +9
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Sylvan
Challenge 7 (2,900 XP)
Fey Ancestry. The Pied Piper has advantage on saving throws against being charmed and can’t be put to sleep by magic.
Pied Flute. The Piper carries a magical flute, which enhances its enchanting abilities. It can use an action to play the flute and cause creatures within a 60-foot cone to make a DC 16 Wisdom saving throw. On a failure, creatures are charmed and must use their action to move towards the Piper using the most direct route. Creatures can repeat the saving throw at the end of each of their turns to end the effect on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Pied Piper’s flute for 24 hours.
Magical Enticement. The Piper’s enchanting presence allows it to add its Charisma modifier as a bonus to its attack rolls and damage rolls.
Multiattack. The Pied Piper makes two attacks: one with its Pied Flute and one with its Dagger.
Pied Flute. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: The target must succeed on a DC 18 Wisdom saving throw or become charmed and move towards the Piper as per the Pied Flute trait.
Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 4) piercing damage.
Charming Dance (Recharge 5-6). The Pied Piper performs a mesmerizing dance, targeting all creatures within a 30-foot radius. Creatures must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. The charmed creature can repeat the saving throw at the end of each of its turns to end the effect on a success.
Rat-Catcher. When a rat or rat swarm makes an attack against the Pied Piper, it can use its reaction to magically charm the creatures. The rats must succeed on a DC 18 Wisdom saving throw or become charmed and unable to attack the Piper for 1 minute. The charmed creature can repeat the saving throw at the end of each of its turns to end the effect on a success.
The Pied Piper can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Piper regains spent legendary actions at the start of its turn.
Pied Piper’s Whistle. The Piper plays a haunting tune on its flute, affecting creatures as per its Pied Flute ability.
Fey Step. The Piper magically teleports up to 30 feet to an unoccupied space it can see.
Charming Presence. The Piper uses its magical presence to attempt to charm one creature within 30 feet. The target must succeed on a DC 16 Wisdom saving throw or become charmed by the Piper for 1 minute. The charmed creature can repeat the saving throw at the end of each of its turns to end the effect on a success.
Pied Piper’s Flute, Dagger, Leather Armor
CR 7 (2,900 XP)
Roleplaying Hook 1: The Piper’s Vengeance
- Description: The Pied Piper, once scorned and betrayed by the town of Hamelin after fulfilling his task, returns seeking revenge on the descendants of those who wronged him.
- Pied Piper’s Involvement: The players find themselves investigating a series of mysterious disappearances of children in nearby villages. As they delve deeper into the mystery, they encounter The Pied Piper, who reveals his true identity and intentions.
- Challenge: The players must confront The Pied Piper’s rage and cunning as he uses his musical powers to lure more children away. They must uncover the dark secrets of the past to find a way to stop him and protect the innocent.
Roleplaying Hook 2: The Piper’s Enchantment
- Description: A charismatic musician arrives in town, offering to entertain the residents with his magical music, but his performances come at a price.
- Pied Piper’s Involvement: The players discover that the charming musician is The Pied Piper in disguise, using his alluring melodies to ensnare the hearts of the townsfolk and manipulate them for his own malevolent purposes.
- Challenge: The players must resist The Pied Piper’s enchantment while trying to unveil his true identity and thwart his sinister plans before he gains complete control over the town.
Roleplaying Hook 3: The Piper’s Puppeteers
- Description: A shadowy figure lurks in the background, pulling the strings behind a string of kidnappings targeting noble families.
- Pied Piper’s Involvement: The Pied Piper is revealed to be the mastermind, orchestrating the kidnappings to exert pressure on the powerful families who once spurned him.
- Challenge: The players must navigate through a web of intrigue and deception, identifying the real culprit behind the kidnappings, and confront The Pied Piper to put an end to his dangerous game of revenge.
Roleplaying Hook 4: The Piper’s Maze
- Description: A strange, ever-changing maze appears on the outskirts of the town, leading to an eerie realm where lost souls wander aimlessly.
- Pied Piper’s Involvement: The Pied Piper has constructed the maze as a twisted reflection of his torment, using it to capture the souls of those he believes betrayed him in the past.
- Challenge: The players must navigate the treacherous maze, face its illusions and traps, and confront The Pied Piper himself to free the trapped souls and break his malevolent grip on the realm.
Roleplaying Hook 5: The Piper’s Haunting Melody
- Description: A haunting melody echoes through the town, causing fear and unrest among its residents.
- Pied Piper’s Involvement: The players discover that The Pied Piper has returned to Hamelin, using his haunting music to sow chaos and unrest among the people as a prelude to his dark plan.
- Challenge: The players must find a way to counter The Pied Piper’s melody, protect the town from the ensuing panic, and ultimately face him in a climactic showdown to put an end to his malevolent schemes.
Roleplaying Hook 6: The Piper’s Ransom
- Description: Children from prominent families are mysteriously vanishing, and their families are receiving cryptic messages demanding a hefty ransom for their return.
- Pied Piper’s Involvement: The Pied Piper is revealed to be the mastermind behind the kidnappings, seeking retribution for the wrongs he suffered in the past.
- Challenge: The players must decipher the Pied Piper’s riddles and clues, track down his hidden lair, and confront him to rescue the kidnapped children and prevent further tragedies.
Currently in the World
Physical Description: The Pied Piper is a tall and lean man with a weathered appearance, likely in his late thirties or early forties. He has a mop of unkempt, dark brown hair that falls to his shoulders, framing a rugged face with a strong jawline and piercing, intelligent blue eyes. His attire is a blend of traveling clothes and whimsical accessories, adorned with various colorful ribbons and patches that seem to tell a story of their own. He carries an intricately crafted flute, his most prized possession, slung across his back.
Current Activity: The Pied Piper is standing at the edge of a quaint town square, surrounded by curious children and intrigued townsfolk. With a warm smile on his lips and a twinkle in his eye, he raises his flute to his lips and begins to play a hauntingly beautiful melody. The enchanting music weaves its way through the air, capturing the attention of everyone within earshot. As he plays, some of the children start to dance in delight, their laughter filling the air. The adults watch in awe, captivated by the Piper’s spellbinding performance.
Current Surroundings: The town square is a charming scene with cobblestone streets and old timbered buildings. Colorful banners flutter in the breeze, and the sun casts a warm glow over the gathering. A nearby fountain trickles gently, providing a soothing backdrop to the Piper’s enchanting music. The scent of freshly baked bread wafts from a nearby bakery, mingling with the sweet melodies in the air.
Current Mood: The Pied Piper appears content and at ease as he plays his flute, fully immersed in the moment. There’s a sense of mystery and intrigue about him, an aura of otherworldliness that draws people in. He seems to take genuine joy in bringing happiness to the children and adults alike, even though his past is shrouded in a certain sadness. Despite this, he wears a confident and charismatic demeanor, captivating the hearts of those around him.
“The Pied Piper”, While the town of Hamelin was suffering from a rat infestation, a man dressed in pied clothing appeared, claiming to be a rat-catcher. He promised the mayor a solution for their problem with the rats. The mayor in turn promised to pay him for the removal of the rats. The man accepted, and played a musical pipe to lure the rats with a song into the Weser River, where all but one drowned.
Despite his success, the mayor reneged on his promise and refused to pay the rat-catcher the full amount of money. The man left the town angrily, but vowed to return some time later, seeking revenge. While the inhabitants were in church, he played his pipe yet again, dressed in green, like a hunter, this time attracting the children of Hamelin. One hundred and thirty boys and girls followed him out of the town, where they were lured into a cave and never seen again.
Three children remained behind. One of the children was lame and could not follow quickly enough, the second was deaf and followed the other children out of curiosity, and the last was blind and unable to see where he was going. These three informed the villagers of what had happened.
After the search parties leave he and his gang, hidden in the cave shackle and transport his victims south towards the Mediterranean Sea. Where two merchants (Hugh the Iron and William of Posqueres) fill there boats with as many of the children as will fit, before takening them to Tunisia and sold into slavery.