Wednesday, June 18, 2025

Courtiers with Hidden Faces

COURTIER (#24/30, #175/365) [POT]

SKILL: 5

STAMINA : 7

ATTACKS: 1

WEAPON: Dagger and see below

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Ruins, Plains

NUMBER ENCOUNTERED: 1-6

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

Call them flunkies, call them sycophants, call them what you will, but the COURTIER is an ever-constant presence wherever there are halls of power to lurk in, whenever the big decisions are being made. Courtiers will be there, advising, ego-stroking, distracting, observing, reporting, in an endless cycle of self-perpetuating internal and external politics. They typically wear fine rich clothes in the latest fashion at court, and at the very least will have a dagger hidden up a sleeve somewhere. In addition, roll once on the following table for an additional weapon:

Roll Additional Weapon

1 Rapier (as Scimitar)

2 Flintlock Pistol

3 Matchlock Pistol

4 Throwing Dagger

5 Needleknife

6 Club

In addition, any Courtier may have 1-3 extra items which can be determined by rolling on the following chart:

Roll Extra Item

1 a very nice Hat

2 Pipe and Smoking Weed

3 Flask of Special Brew

4 A musical instrument (roll: 1-2 Lyre, 3-4 Lute, 5-6 Mandolin)

5 A book of myths and legends, such as Life on Titan or the Ur-Mythalia.

6 a vial of Poison

Courtiers are obviously encountered at court, or on their way to or from it. At best they may seek out adventurers with quests for the good of the realm, but most courtiers are mindless dandies, pretending to be advisors of one sort or another. At worst, the courtier is a backstabbing traitor, a treasonous snake in league with nefarious powers, whether enemy nations or the insidious forces of Evil and Chaos, that must be rooted out and destroyed by the wise ruler. The role of the Courtier has perhaps been perfected by the Dark Elves, in their decadent underground cities, where simply staying alive for a day can be considered a success for a courtier!

Treasures from Dungeoneer (1989).

Blue-Haired Wig (#9/30, #160/365) [EA:V2] (Component)

This is used for the Naval Sorcery TOK spell (see below). It is a wig of blue hair that has been dyed, or taken from an unknown blue-furred creature, or else harvested and gathered from the shorn locks of those spellcasters that have spectacularly failed at casting a magic spell (such as rolling an 11 on the Oops! table; see Advanced Fighting Fantasy, p. 68). There is a 1 in 6 chance that the Blue-Haired Wig is permanently enchanted and anyone who wears it will be able to talk to any sea or water-based aquatic creatures they encounter, without needing to cast any Naval Sorcery spells such as TOK.

20 GP 

TOK (2) (#10/30, #161/365) [EA:V2] (Naval Sorcery)

Component: Blue-Haired Wig

When this spell is cast, the Naval Sorcerer is able to communicate with any water creature present (sentient or otherwise), whether sea, lake or river, for one conversation. The Naval Sorcerer must be in a position to physically communicate with the creature as if they could regularly hear each other. For example, a Naval Sorcerer could not shout from the top of a lighthouse at a shark they spot several meters underwater offshore, but they could yell from the deck of a ship at a pod of chittering dolphins. It also works underwater, as long as one keeps the wig attached of course! 

Crystal of Power (#11/30, #162/365) [EA:V2] (Artefact)

 "One of the holy relics of Carsepolis was a Crystal of Power. This crystal was a force of great good and healing, but it was of little use in the Siege of Carsepolis during the War of the Wizards. The Dark Elf sorcerers among our attackers knew of it, and could counter the crystal's powers whenever we attempted to use it. When it seemed that the city was about to be taken, some of us priests, wishing to preserve the relics from the forces of Chaos, threw the crystal into the care of the seas of the Western Ocean. In the seemingly endless years during which I have lived here, I have learnt that it has been recovered. The Fish People have discovered it and taken the Crystal of Power to the old Temple of Hydana, the sea god." - Sargon's Ghost, Port Blacksand sewers. 

This is a large stone, made of an opaque, quartz-like substance and is about twenty centimetres high and ten centimetres across, cut and faceted like a first-water diamond. The Crystal of Power is mounted in a special gold stand but is not fixed to it. It is a relic of the ancient Carsepolitan Temple of Hydana in the catacombs beneath the Mermaid Tavern of Port Blacksand (p. 52). The Crystal of Power was reputed to be found on an altar at the base of Hydana's statue in the temple's main hall. Here it lay alongside the Sword of Erechion (see below), and was guarded at all times by fanatical Fish Man warriors, until allegedly being claimed by a band of ragged adventurers.

The Crystal of Power is an amplifier of magical energy. Any spell cast into the crystal is doubled in effect, but the crystal must be attuned to the caster, who can then choose the final destination of the spell after the crystal's power enhances it. It costs 10 Magic Points/STAMINA/Psy Points, or the use of two separate priestly Powers that are given up for the day, to attune the Crystal of Power to a spellcaster (the cost of attuning the Crystal is restored normally). 

If a spell is cast at the Crystal of Power without first attuning the arfefact, the enhanced spell is immediately reflected back at the caster, accompanied by a deafening noise of crackling electricity (and learnt the hard way by the evil wizard Xortan Throg!). The Crystal amplifies (and reflects) all spells, powers, effects and psionic emanations.

Interestingly, when the unattuned crystal reflects a spell back at the caster, and assuming the caster survives whatever their spell was, if they then touch the crystal, the effects of their own spell on themselves are negated. It is believed those same adventurers who took the Crystal of Power used this ability to mistakenly restore Sargon the Dark, Carsepolitan High Priest of Elim, back to life (after he had cast a Death Spell at someone bearing the crystal in his previous existence).

The Crystal of Power is a very powerful artefact and may well have other abilities. It is unbreakable, and it is rumoured that after their exertions in the sewers of Port Blacksand, the same adventurers who found it gave it to King Salamon for safekeeping. 

Unavailable to buy

Dragon's Tooth (#12/30, #163/365) [EA:V2] (Treasure: Ivory)

A Dragon's Tooth is a large curved bone fang taken from the jaws of said draconic creature. These are valuable chunks of ivory in their own right and count as good treasure. To determine what type of Dragon the tooth is from, roll on the following table:

First Roll Second Roll Dragon Type

 1-2 1 Silver Dragon

1-2 2 Stormdrake

1-2 3 Wyvern

1-2 4 Pocket Dragon

1-2 5 Black Dragon

1-2 6 Tatsu

3-4 1 Blue Dragon

3-4 2 Sea Dragon

3-4 3 Wyrm

3-4 4 Fire Drake

3-4 5 Red Dragon

3-4 6 Xiau

5-6 1 Gold Dragon

5-6 2 Green Dragon

5-6 3 Ice Drake

5-6 4 Firewyrm

5-6 5 White Dragon

5-6 6 Sturramak

If a lot of teeth have been found, they will all be from the same Dragon or type of Dragon. Dragon's teeth can be used in the creation of various magical items, including the Crown of Dragon's Teeth and the Golden Dragon Tooth (see below for both). The Dragon's Tooth Inn and Tavern in Port Blacksand (see Blacksand, p. 75) is infamous for its adventuring clientele, and even has a dragon's head trophy mounted on the wall above the bar, but knowledgeable adventurers will tell you the teeth in the trophy's jaws that give the tavern its name, are all fake teeth. Or are they?

6-36 GP

Crown of Dragon's Teeth (#13/30, #164/365) [EA:V2] (Artefact)

This enchanted crown consists of a golden circlet, to which are attached numerous sharp ivory Dragon's teeth, all curving upward and inward. The Crown of Dragon's Teeth is an artefact with a baneful reputation, being infamous as a tool of evil and chaos. Whoever wears the crown has two special attacks whenever they are personally attacked in battle. If they win the first Attack Round, instead of wounding their opponent with a weapon, a bolt of black lightning arcs out from the crown and automatically hits its target (the opponent) for 2-7 STAMINA points of damage. If the crown-wearer wins the second Attack Round, the crown summons a squalling mob of malefic phantasmal fiends, small shadowy creatures, that rend, tear, bite and claw their opponent for 2-12 STAMINA points of damage with an Armour Roll allowed.

The Crown of Dragon's Teeth was known to be worn by the powerful enchantress Morgwyn of the Dark Tower, a follower of the witch goddess Shekka. As the partner to the dread lord Belgaroth, Morgwyn conjured terrible creatures from the Spirit World during the siege of Caer Skaal, to assail the camps of the crusaders at night and deny them sleep and rest. Upon hearing the news of her husband's death upon the field of battle, Morgwyn took her own life, throwing herself from the highest turret of the fortress. Her spectre still haunts the castle they say, with the Crown of Dragon's Teeth sitting atop her ghostly head. 

Unavailable to buy 

Golden Dragon Tooth (#14/30, #165/365) [EA:V2] (Artefact)

This is a large Dragon's Tooth that appears to be made from or encased within solid gold, usually with a number stamped along the base of the tooth. The Golden Dragon Tooth contains the spirit of a Supreme Elemental of Light, and the number identifies what type of Elemental it is. Roll a die on the table below to determine what.

Roll Tooth Number Elemental Type (defeats Foe)

1 27 Water Elemental (defeats Fire Elemental)

2 94 Earth Elemental (defeats Air Elemental)

3 186 Air Elemental (defeats Water Elemental)

4 315 Fire Elemental (defeats Earth Elemental)

5 280 Fake tooth made from bronze

6 280 Fake tooth made from silver 

Sometimes the number is lacking from the tooth, or replaced with a symbol. To use a Golden Dragon Tooth, one shouts the magic word 'Cachondo!' to activate the tooth and hurls it to the ground to break into two pieces, releasing the contained Elemental. The Elemental (see Out of the Pit, pp. 44-46 and Advanced Fighting Fantasy, p. 124 for combat scores) will serve the tooth-bearer for one hour, or the duration of one combat.

Much lore on the Golden Dragon Teeth can be found in ancient grimoires such as the tiny tome Eye of the Dragon (which has a whole chapter devoted to 'Dragon's Teeth') or a much-copied scroll called The Elementals. There was even a recent incident where the second incarnation of Zagor, having cheated death with a Raise Dead spell cast upon himself, summoned four evil Demon Elementals of Chaos only to have them all defeated by a nameless adventurer fortuitously bearing four Golden Dragon Teeth!

Unavailable to buy 

Idol of Decay (#15/30, #166/365) [EA:V2] (Unholy Item)

This is a jade statuette depicting the Dark Lord Decay as a mouldering skeleton. It was found by a  wandering Priest of Decay at the site of what would become Shakuru, City of Beggars (the priest went on to become Shakuru's first High Priest of Decay). The idol rested in the temple of the god Decay within Shakuru for decades, centuries even, but has recently disappeared and is rumoured to have been taken to Allansia for an unknown purpose. It is an evil artefact, that, when housed in a worship space sacred to evil and chaos, curses the surrounding region with a foul plague of famine and decay. The barbarian adventurer Ulrik Wolfsbane was known to be on the quest to discover the Idol of Decay's current whereabouts.

Powers

Tier I

The Idol grants anyone defending its temple a +1 bonus to their Armour Roll. 

Tier II

The Idol grants all priests of Decay present the ability to use their powers twice a day. 

Tier III

 The Holding containing the Idol has its Income reduce to 50% as famine begins 

Tier IV

The Holding containing the Idol has its Morale drop by -2 as famine continues.

Tier V

 The Holding containing the Idol has its Income reduced to zero as famine bites.

Tier VI

 The Holding containing the Idol is downgraded one size, to reflect people dying of famine or fleeing from the horrific conditions.

Unavailable to buy

Lucky Rabbit's Foot (#16/30, #167/365) [EA:V2] (Trinket)

This is a preserved rabbit's foot, worn around one's neck on a string as a lucky charm. It grants a +2 LUCK bonus when worn, and allows the wearer to use the Priestly Power of Salvation, as long as they are a devout believer of a god, once and once only, thereafter the Lucky Rabbit's Foot loses all its powers. Clovis, Warrior-Prince of Gundobad, was captured by Demon-worshipping witches and used the Salvation power of a Lucky Rabbit's Foot charm to summon the witch-hunter Dragesima to save him. One was also worn by the barbarian adventurer Axel Wolfric.

10 GP 

Magic Wand (#17/30, #168/365) [EA:V2] (Enchanted Item)

This is a rod of wood, typically of darker hue, such as Black Pine, Blackwood or Ebony, with a pointed tip that is encased in silver, and augmented with a silver star or a large ruby or some other valuable ornament. The enchantment on the Magic Wand enhances the control a Hero has over magical energies, and thus adds a special +1 bonus to all spell casting tests. The Magic Wand tends to be favoured by young urban mages, who prefer something useful but lightweight, as opposed to lugging about an oaken staff.

150 GP 

Runesword (#18/30, #169/365) [EA:V2] (Enchanted Item)

Engraving runes into the blade of a sword to imbue it with magic spells and enchantments is a time-honoured legendary tradition across Titan, and many variants of the Runesword exist. To determine a particular type, first roll on the Sword type table below to get the initial size and shape:

Roll Sword Type

1 Shortsword

2 Sword (e.g. longsword, broadsword, etc.)

3 Bastard Sword

4 Great Sword

5 Cleaver

6 Scimitar (roll again if desired: 1 Sabre, 2 Cutlass, 3 Falchion, 4 Rapier, 5 Needlesword, 6 Khopesh)

Once the type of sword has been established, roll below to determine the nature of the runic enchantment engraved upon the sword:

Roll Runic Enchanted Type

1 Runes of the North: This mighty blade has been engraved with Frostholm runes of warding and valour. These glow with an eerie blue magical light when in the presence of evil or chaos creatures. In addition, wielding the weapon in battle grants the user a +1 bonus to all their combat rolls if they are fighting evil or chaos creatures. Such a Runesword was known to be wielded by the Allansian barbarian adventurer Ulrik Wolfsbane.

2 Runes of Bone: These runes are favoured in the southlands of Allansia and often inscribed into the longer curved blades of the region. Any weapon engraved with these runes causes an extra +1 STAMINA damage per hit. Such weapons have been known to be given to Bone Golems to wield (see Return to the Pit, p. 97).

3 Runes of Doom: This is a blade of black steel, inscribed with glowing red runes. Anyone hit with a Runesword bearing these runes must roll two dice; if the result is greater than their STAMINA, a powerful surge of energy from the Runesword overcomes them and causes them to lose 1 SKILL and 1 LUCK as well! (If either their SKILL or LUCK scores are reduced to zero, the victim is totally corrupted and becomes a Shadow - see Return to the Pit, p. 161.) Such a weapon was known to be used by greater Shadow Demons, such as Ikiru, Master of the Pit.

4 Runes of Mist: This blade has runes inscribed in silver along its length. It adds +1 to its wielder's SKILL score while they use it in combat, and can even be used by a non-corporeal creature as well, though if they are slain the Runesword will fade away along with their defeated spirit. Such Runeswords were know to be brandished by Marsh Ghosts in the Deathmoor, who themselves were the tattered undead shades of the ancient Stargazer civilization.

5 Runes of Chaos: This jet black blade is covered with the glowing green runes of chaos and charged with the powers of darkness. It adds +1 STAMINA damage to every hit, and it will also drain 1 LUCK point as it taints the injured victim with the foul infection of Chaos. If their LUCK score is reduced to zero by the Runesword, the victim is totally corrupted and immediately becomes a Chaos Mutant (see Beyond the Pit, pp. 30-31). A Runesword such as this was wielded by the evil warlord Belgaroth who twice attempted to conquer the kingdom of Ruddlestone.

6 Runes of Energy Drain: This is an old, somewhat tarnished blade that has seen plenty of action, with runic symbols engraved upon it. It adds +1 STAMINA damage to every hit in combat. However, it has also been cursed with a Drain Energy spell. Every time this sword is used in a battle it will drain 1 STAMINA point from its wield at the end of the fight, assuming they survive.

Unavailable to buy

Summon Runesword spell (4) (#19/30, #170/365) [EA:V2] (Shadow Magic)

This spell summons a Runesword of black steel, etched with glowing red Runes of Doom (see above) for the spellcaster to wield in battle against their enemies. The Runesword will last for the duration of the battle, fading away to nothingness at the end of the fight or if the spellcaster is slain. The spellcaster must use the Runesword every Attack Round; if they try and do something else, such as cast a spell or flee, the sword immediately disappears. 

Simulacrum (#20/30, #171/365) [EA:V2] (Artefact)

When found as treasure, the Simulacrum will be in its unformed state - a pale unmoving humanoid body, faceless, featureless and glowing slightly with a soft light. Anyone who touches it and transfers 1-6 STAMINA points from their total score, will restore the Simulacrum to life in their own image with all of their memories and skills, though in somewhat reduced form.

It moves rather slowly and woodenly, and if they spend a further 1-6 STAMINA points they may gift the Simulacrum with an additonal power as per below:

Roll Power Type

1-2 Magical Power: 2 random spells at Arcane Power 7

3-4 Martial Power: +4 SKILL

5-6 Priestly Power: 2 random Priest Powers at DEVOTION 7

The Simulacrum can follow a simple daily program of activity, performing as a decoy, or accompany its creator as a body double or even a body guard. 

Unavailable to buy

SIMULACRUM (#21/30, #172/365) [OOTP IV]

SKILL: 2

STAMINA: 6

ATTACKS: 1

WEAPON: Unarmed, Club or Dagger

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Dungeons, Ruins, Towns, Caves

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

The magical SIMULACRUM is an artifical being animated by the forces of powerful sorcery, usually created by a powerful spellcaster as a decoy or even a backup to activate further resurrection protocols, when things go wrong. Sometimes however, if their creator dies first, this ignites a conundrum of existence for the Simulacrum, a paradox of self-ownership. Some Simulacra continue to a set pattern, stuck in a rut of inertia and repeat, mimicking their final instructions with only minimal deviation for unavoidable change. Others go rogue, grappling with unanswerable questions of self-identity, they stalk the catacombs and darkened streets, appearing like an exact copy of their former master but now wracked with a soul-destroying malaise on the purpose of existence.

To determine the random extra power a Simulacrum will possess, roll on the following table: 

Roll Power Type

1-2 Magical Power: 2 random spells at Arcane Power 7

3-4 Martial Power: +4 SKILL

5-6 Priestly Power: 2 random Priest Powers at DEVOTION 7

Simulacrum will generally be made in the form of the currently most powerful regional wizard or sorcerer whether Good or Evil, for these are the only people strong enough to create such minions. In the event a random Simulacrum is encountered and needs a likeness, the following table can be used for north-western Allansia, for example:

Roll Likeness of Simulacraum

1 Nicodemus the Wizard

2 Zagor the Warlock

3 Xortan Throg

4 Sargon the Dark

5 Balthus Dire of Craggen Rock

6 Yaztromo of Darkwood Forest

For all intents and purposes the Simulacrum will believe itself to be the person it is imitating, struggling to imitate their abilities with its limited repertoire of skills. When presented with overwhelming evidence of its uselessness, a Simulacrum may express a desire to move forward and become an independent entity in its own right. 

How long do Simulacrums last for? Current evidence suggests 1-3 years from the date of creation, before the magical energies run out, sapping the Simulacrum of any power to exist. It will collapse in upon itself with a strange sucking sound, leaving behind nothing but empty clothing. 

Ritual of the Identical Sentient (#22/30, #173/365) [EA:V2] (Conjuration)

Magic-Conjuration: 3

Type: Creation

Components: Locket of hair from caster, Pickled Shapechanger Brain

Time Taken: 3 days

Rarity: Rare

Description: This ritual creates an intelligent copy of the caster - a Simulacrum - and uses some of the caster's own life-force, deducting 3 STAMINA points from their total score. If the Simulacrum is later cancelled or dispelled, the caster will regain these STAMINA points normally; however if the Simulacrum is slain or destroyed then these STAMINA points are lost permanently.

The Simulacrum has SKILL 2 STAMINA 6 and whatever weapons or armour the caster gives it. It is quite intelligent, capable of understanding and following orders, as well as engaging in conversation with those around it, like an exact duplicate of the caster. Simulacra are typically given a set pattern of detailed instructions to follow, usually being used as a decoy by a caster with many enemies on their mind. Assuming it is not slain, the Simulacrum can last for as long as the caster wants.

The ritual is rare and known only to a few. The evil wizard Xortan Throg definitely employed it in his scheme to kidnap Princess Sarissa of Salamonis, while Zagor the Warlock, especially in his second and third incarnations, was more than capable of employing it as well. Shadrack the Hermit of Fishtail Rock in the Baklands was even known to use an astral projection of his Simulacrum, sending it across time and space to impart important lore to adventurers in need.

Sword of Erechion (#23/30, #174/365) [EA:V2] (Enchanted Item)

This is a large ornate sword with flared silver guards and a sapphire-studded hilt. It is a relic of the ancient Carsepolitan Temple of Hydana in the catacombs beneath the Mermaid Tavern of Port Blacksand (p. 52). The Sword of Erechion can be found at the base of Hydana's statue in the temple's main hall, alongside the altar bearing the Crystal of Power (see above), and guarded at all times by fanatical Fish Man warriors. This weapon is magical and confers a bonus of +2 points to the SKILL or Sword Special Skill of anyone who uses it when fighting. Unfortunately, it has lain underwater for many decades and is now a little brittle; the blade will snap in two the first time it is used, unless something is done to repair it (using an appropriate magic spell or ritual). The blade of the sword does look tarnished and flecked with rust, but this weakness will be noticed only if the sword is examined carefully by someone making a successful Sword Special Skill roll. This sword once belonged to Prince Erechion (hence the sword's name), of the royal house who ruled over Carsepolis at its height.

Unavailable to buy

Monday, June 9, 2025

Like RATS

RAT (#26/31-6/30, #146-57/365) [OOTP IV]

SKILL: See below

STAMINA: See below

ATTACKS: 1

WEAPON: Small Bite

ARMOUR: None

DAMAGE MODIFIER: -2 to the Damage Roll

HABITAT: See below

NUMBER ENCOUNTERED: 2-12

TYPE: Animal

REACTION: Neutral-Unfriendly

INTELLIGENCE: Low

The common RAT was first detailed in Return to the Pit (p. 74) and while the existence of other types was acknowledged there, insufficient space prevented publication of the relevant details. Instead, for the edification of adventurers, rat-catchers, Hags and others, twelve more species of Rat are detailed on the table below. The type can be chosen depending on habitat or determined randomly by rolling two dice separately.

1st Roll 2nd Roll Type SKILL STAMINA Habitat

1-3 1 CASTLE RAT 6 2 Towns, Dungeons, Ruins

Also known as the Tomb Rat, the CASTLE RAT is a large agile fast-moving grey-furred rat species typically drawn to living in various stone human constructions, such as castles, tombs, crypts, towers, citadels, fortresses, pyramids and necropolises. There is absolutely no truth to the rumour that Castle Rats are used in the making and brewing of Ratbeer, but they sure enjoying gnawing into barrels of the stuff to drink it! 

1-3 2 CORN RAT 3 2 Plains, Towns, Wilderness

A common pest on the Pangarian farming island of Cirrus is the CORN RAT. Also found on Titan, amid farms and crops, they are usually harmless rodents, seeking to eat corn and other grains and seeds. Occasionally however, when cornered in their lair or infected with rabies or some other disease, they become a chittering horde of aggravated creatures seeking something meatier to eat, like people!

1-3 3 DESERT RAT 2 2 Deserts, Wilderness, Plains

The DESERT RAT is a lean lithe rodent with dun-coloured fur. They are typically found scurrying around dunes and rocky outcrops at night, looking for plants or beetles to gnaw on. Desert Rats will clutch at food with their forepaws, chewing on it nervously while their ears twitch about, alert for danger to flee from. However, they will tackle bigger prey if in a large swarm and extremely hungry. Desert Rats are extremely good at sniffing out water and have even been known to chew through waterskins and drinking cannisters. More than a few merchant caravans have woken up to find all their water gone courtesy of these thirsty vermin! As a result their name is used as a curse by the nomad tribes of the Twin Sun Desert and elsewhere: "Son of a Desert Rat!"

1-3 4 FANG RAT 5 2 Dungeons, Caves, Ruins, Hills, Mountains

This is a crazed looking black rat with mad red eyes and slavering jaws from which two long fangs protrude, found lurking in holes and burrows in dungeons, caves and rugged upland terrain. It will run at opponents without fear and will jump and attempt to bite them on the leg or arm (Test for Skill to avoid). The rat uses fangs to inject poison into their victim like a venomous snake. This venom causes -1 SKILL -4 STAMINA to the victim if bitten.

1-3 5 HELLRAT 4 3 Demonic Plane, Dungeons, Ruins, Caves, Volcanic Areas

As there are Hellhounds and Hellcats in the Demonic Pit, so too are there HELLRATS! These are larger than typical rats, with scaly red skin, spikey horns and a pointed tail, that occasionally burp small flames. Indeed, in combat, roll a die each Attack Round; on a 1 or 2 the HELLRAT breathes fire on their opponent for 1 STAMINA damage. Hellrats have escaped to Titan from the Pit, and are known to infest various areas including dungeons, caves, ruins and volcanic areas, as they are immune to fire and fire-based attack damage. Some have even been recorded from the prison cells of the dungeon of the Fire Giant Kuperan, Monarch of the Sands, by one adventurer fortunate enough to escape such a predicament!

1-3 6 PLAGUE RAT 4 3 Towns, Towns (sewers), Ruins, Dungeons

The PLAGUE RAT is a breed of rat twisted into sheer malevolence by the Dark Lord Disease. Plague Rats are vile things, some thin and scrawny while others are huge fat and as big as small dogs, with coarse black hair, fierce sharp yellow teeth and diseased red or yellow eyes. As their name suggests they are carriers of a virulent disease, in this case the Bubonic Plague. Anyone bitten by a Plague Rat must Test for Luck to avoid catching the full infection; even those who are Lucky must still lose 1 SKILL and 6 STAMINA points as they still feel extremely unwell. Unfortunately for those who are Unlucky, this terrible pestilence is invariably and quickly fatal if not treated with all haste. Bubonic Plague begins to take hold after five hours, and the victim loses 2 STAMINA points every hour from then on, until dead or cured. Ravening turbulent hordes of Plague Rats are known from cursed cities, ancient ruins and foul dungeons, and sometimes kept as pets by Hags or other misanthropes, although they are more likely to be found lurking out there squeaking in the darkness, waiting for some poor fool to chance by the Plague Rat lair and be attacked!

4-6 1 SEWER RAT 5 3 Towns (sewers), Towns, Dungeons

The SEWER RAT is also known as the Giant Sewer Rat, for it is an impressive creature, bigger than a common rat but smaller than a true Giant Rat. Having grown larger and stronger feeding on the stinking refuse of city drainage systems, the Sewer Rat is sleek and dangerous, with black fur, glowing red eyes and open jaws flashing long needle-sharp teeth. When gathered together in a swarm, they will attack anything! Dwarfs know them as Slime Rats for their habit of infesting the deepest and most disgusting Dwarf latrines and cess-pits, and to be called 'a slime rat' by a Dwarf is both a gross insult of the highest order and an immediate challenge to a fight. Equally, to be called a 'sewer rat' is likewise offensive in all big human cities. In Port Blacksand, one can play the extremely dangerous 'Rat in Hand' game at the tavern of the same name using live Sewer Rats (see Blacksand, p. 62), while the abandoned Rohmer Theatre in the Old World port of Blackhaven is allegedly infested with a horde of the savage creatures.

4-6 2 SWAMP RAT 3 2 Marshes, Rivers, Lakes

Also known as the Water Rat, SWAMP RATS are brownish mangy wetland dwelling rats that actively hunt prey by scent, including lone wayfarers if they are not careful. For the voracious appetites of Swamp Rat imperils them to attack, they are literally always hungry. They are kept as pets by some swamp people, such as Bograts, while others, like Marsh Goblins, consider Swamp Rats their favourite food and are more than happy to bite the head off a live rodent and munch happily on the remains!

4-6 3 TAILLESS RAT 4 2 Towns, Ruins, Dungeons

Certain spellcasters of a less than salubrious repute have long been known to take the form of a rat in order to escape foes, spy on enemies, or access small cracks and crevasses. Interestingly, when taking the form of such a creature, a small flaw is always evident, and hence the case of the TAILLESS RAT, perhaps best exemplified by the witch Mistress Crowfoot of Ruddlestone who was known to favour this acaudal animal shape. Of course, a Tailless Rat could also be a disguised ally of the spellcaster (Shareella the Snow Witch disguised her White Dragon pet as a white rat), or just a simple shuffling nearly blind huge Tailless Rat of the underworld, content to scavenge through debris in search of food. Roll on the below table to determine what the Tailless Rat is, if anything, and it will transform within 1-2 Attack Rounds unless steps are taken to prevent this, such as sprinkling ground Minotaur horn on it for instance.

Roll True Type 

1 Tailless Rat.

2 Hag (see Beyond the Pit, pp. 65-66).

3 Shapechanger

4 Doppelganger 

5 Changeling

6 Young Dragon  (Roll: 1-2 Black, 3-4 White, 5 Silver, 6 Gold)

4-6 4 TREE RAT 3 2 Forests, Jungles

Also known as Forest Rats, TREE RATS are large arboreal brown-furred rodents with long pink prehensile tails. True to their name, they spend most of their time living high in the treetops, eating fruit and nuts and staying out of the way from predators such as Pocket Dragons, Serpents, Wraith Apes and a wide variety of eagles, falcons, hawks and owls. Tree Rats also descend to ground level, to root around under rotting logs and forest floor leaf-litter for choice grubs and bugs to feast upon. Occasionally however, when cornered in their lair or infected with rabies or some other disease, they become a chittering horde of aggravated creatures seeking something meatier to eat, like people! 

4-6 5 VERMIN RAT 3 2 Ruins, Dungeons, Caves, Towns, Towns (sewers)

The VERMIN RAT is a species of large rat found lurking in drak, refuse-strewn places across north-eastern Khul, such as old cellars, town sewers and mouldering caves. They have been known to swarm together in symbiosis with Vermin Millipedes as a swarm (see Return to the Pit, p. 194), but may also be found as a pack of simply rats. 

4-6 6 WHARF RAT 4 3 Sea-shore, Sea (on ships), Towns, Towns (sewers), Lakes, Rivers

The WHARF RAT is a creature of Titan's cityports and town harbors, a huge black shabby-furred rodent known to teem and swarm in some numbers. Dwelling among the rubble and refuse of the dockside, Wharf Rats eat anything they can find and have been known to attack dogs and even lone people. Worse though, is when they infiltrate a ship, and infest the bilges during a long sea voyage making life aboard quite unbearable for all and sundry.

All Rats attack as a horde, so for every second Rat present add +1 SKILL, +2 STAMINA, and +1 ATTACK. All Rats also carry diseases - anyone bitten must Test for Luck or be infected (see Advanced Fighting Fantasy, p. 54, except for the Plague Rat, whose details are given above). Attacking packs of Rats tend to disperse and flee squeaking in terror once half their numbers have been decimated, but some, potentially crazed with disease, have been known to fight to the death. Most Rats though are afraid of fire, and will not approach anyone bearing an open flame unless they have vastly superior numbers. 

GREAT RAT (#7-8/30, #158-159/365) [OOTP IV]

 
            Great Rat    Gigantic Rat 
SKILL:         7                10

STAMINA:    8                16

ATTACKS:

Great Rat - 1

Gigantic Rat - 2 

WEAPON:

Great Rat - Large Bite

Gigantic Rat - Very Large Bite 

ARMOUR: None

DAMAGE MODIFIER:

Great Rat - None

Gigantic Rat - +2 to the Damage Roll 

HABITAT: Dungeons, Ruins, Caves, Towns (Sewers)

NUMBER ENCOUNTERED:

Great Rat - 1-2

Gigantic Rat - 1 

TYPE: Animal

REACTION: Hostile

INTELLIGENCE: Low

Even larger than the Giant Rat is the GREAT RAT, truly a rodent of unusual size, measuring at least six feet long from the tip of its nose to the end of its tail, with a massive wolf or dog-sized body, grasping paws tipped with curved claws, and red eyes that glow with malice. The Great Rat is a denizen of the darkest sewers, the deepest dungeons and the most ancient catacombs, where it hunts alone or as part of a mated pair. They will have a nest, straw-filled and bone-lined and full of the flotsam and jetsam of a rat's home. When hunting the Great Rat sniffs out prey with its long nose and whiskers, snarling and attacking ferociously with clasping talons and yellow two-inch chisel-like incisors. 

Great Rats are remarkably intelligent and often used by a variety of people as guard-creatures or even pets. For example, Roggmondo, tattooist of Royal Lendle was known to keep a pet Great Rat he called Bransell, that dealt with ungrateful customers or nosy officials, while the mage Ar Gadayon also kept one as a guard in his mysterious Tower of Hades. The murderous inkeeper Todd and his wife had a Great Rat pet at their deathtrap of an inn north of Gundobad, while even the notorious Vampire lord Count Reiner Heydrich also possessed a tame Great Rat, at least in his first incarnation at the family estate in Mortvania.

Ridiculous as it may seem, even bigger than the Great Rat is the GIGANTIC RAT, a rodent of enormous proportions. This takes the terrifying form of a huge grey-furred beast, larger than an elephant with four clawed legs and vicious teeth. Thought to be bred by Rat Men Priests and Wizards deep underground for use as war-beasts and the like, Dwarfs and Skorn have reported that Gigantic Rats are occasionally found in the deepest largest caverns of the Underearth, where they are particularly fond of feasting on beds of subterranean fungi. 

More unbelievable is the account of an adventuring scribe Mandalaxis, who braved the perils of the Riddling Reaver's aerial flagship, the Twice Shy. Mandalaxis claimed she encountered a Gigantic Rat guarding an ingot made entirely of gold and a metre across, in an enormous subterranean purple grassland. This was allegedly accessed by a Portal of Darkness in the bowels of the ship, but few give Mandalaxis' tale much credence following her subsequent disappearance while exploring the manse of the Riddling Reaver in the Arantian highlands.

Sunday, June 1, 2025

Weird and strange plants from far, far away... (part one)

HONEYMILK TREE (#24/31, #144/365) [TTHA] 

Appearance: This is a small tree with feathery light green leaves, rough light-brown bark, large pale yellow-orange flowers and light green spherical nuts.

Distribution: Jungles, plains and hills in warmer areas across Titan.
 
Effects: The bark and nuts of the Honeymilk Tree can be scraped off or crushed, and the remnants used as incense, either to be burnt or made into perfume. Its sweet, delicate odor is much valued by nobles in court.

Cost: City 10-60gp, Town 10-60gp, Village 10-60gp (per bunch of nuts or vial of shavings)
 
Availability: Uncommon
 
JALAZIN (#25/31, #145/365) [TTHA] 

Appearance: This is a vine-like climbing plant, with small triangular green leaves, and white star-shaped flowers that release a sweet heady intoxicating fragrance around dusk.

Distribution: Hills, plains and woods in the warmer areas of Titan. 
 
Effects: The perfume of Jalazin flowers can be collected at dusk in a vial and is thought to be a component in alternative recipes concerning several alchemical preparations including Love Potions and Potions of Obedience.

Cost: City 2gp, Town 3gp, Village 4gp (per bunch of flowers)
 
Availability: Common

WRAITHBANE (#26/31, #146/365) [TTHA] 

Appearance: This is a ground hugging species, with long tattered fibrous green leaves, and brown spiky cone-shaped flowers.

Distribution: Deserts and wilderness across Titan
 
Effects: The cones of the Wraithbane plant can be put in a brazier and burned. They give off a dull flame, and a sweet, hazy, scented smoke. This smoke will banish any non-corporeal Undead present, including Wraiths, Spectres, Ghosts, Shades and so on, but will not affect Skeletons, Zombies, Ghouls, Mummies and other shambling menaces. The non-corporeal Undead will disappear with 1-6 Attack Rounds of the brazier being lit.

Cost: City 12gp, Town 24gp, Village 36gp (per cone)
 
Availability: Rare

Further Notes: Wraithbane is thought to be related to cacti and is cultivated by several races that dwell in arid areas, including Desert Elves, Sand Stalkers and the Caarth.

Friday, May 30, 2025

Mahout, my coat!

MAHOUT (#21/31, #141/365) [POT]

SKILL: 7

STAMINA : 6

ATTACKS: 1

WEAPON: Goad (as per Handaxe) or Spear

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: See below

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

Similar to herders, MAHOUTS also tend to animals, though usually just one, and a very large beast at that. To determine what creature a group of Mahouts will have under their control, roll on the table below for type and habitat.

Roll Beast Habitat

1 Mammoth Towns, Ice, Mountains, Hills, Plains (Roll for type: 1-2 Common, 3-5 Tusker, 6 Black)

2 Elephant Towns, Jungles, Plains, Hills

3 Rhinoceros Plains, Wilderness

4 Hippohog Rivers, Lakes, Marshes, Jungles

5 Gunderwal Towns, Deserts, Plains, Wilderness

6 Sandcrawler Deserts, Plains, Wilderness, Towns

Such enormous creatures are typically used as battle-beasts in war, or transportation of either people or haulage, as well as being involved in construction and building. To control their large animal, most Mahouts will be armed with a goad or bullhook (a short, sharp pointed stick with a curved hook on one side), and a spear, with clothes appropriate for their terrain. They may well have some extra gear; roll 1-3 times on the table below for each Mahout present to determine any other possessions they may have.

Roll Extra Gear

1 a musical instrument (roll: 1-2 Bamboo Pipe, 3-4 Bronze Bell, 5-6 Bone Whistle)

2 1-3 steel or iron chains

3 a Leather Jack

4 a nice Hat

5 a Missile Weapon (Roll: 1-3 Javelins (1-2), 4-6 Sling and ammo)

6 a Net

Mahouts are semi-nomadic, usually having a home village that they periodically return to, but otherwise wander far and wide to find employment and food for their enormous creature companion. Mahouts with Tusker Mammoths, for example, are common sights on the roads between the various clan-cities of the kingdom of Kazan, while nomads of the Twin Sun and Scythera Deserts are known for their use of Sandcrawlers and Gunderwals respectively, as both heavy haulage and transport to augment their herds of camels and mules.

MULESKINNER (#22/31, #142/365) [POT]

SKILL: 7

STAMINA : 6

ATTACKS: 1

WEAPON: Whip or Spear

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Plains, Deserts, Wilderness, Hills, Woods, Mountains

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

The caravans and mercantile missions that wind their way across the great overland trade-routes of Titan's three major continents requires countless mules for transport and haulage and these are provided for by MULESKINNERS. These specialized herders, who are invariably accompanied by 4-24 Mules (see Return to the Pit, p. 9), usually harnessed, which are being brought from an animal market perhaps, to join a caravan, or the reverse, for mules, being sterile hybrid offspring of horse and ass, have no natural herds of their own. Muleskinners will be wearing travel-stained clothes, and armed with a spear and a whip, as well as a full waterskin, and riding their own horse. They will also have 1-3 items of Extra Gear each; roll on the table below to determine what:

Roll Extra Gear

1 a musical instrument (roll: 1-2 Bamboo Pipe, 3-4 Six-stringed Lute, 5-6 Bone Whistle)

2 a pouch of Smoking Weed and a pipe or a Hip Flask of Special Brew

3 a Leather Hauberk (in the form of a long leather coat lined with sheep fleece)

4 a nice Hat

5 a Missile Weapon (Roll: 1 Javelins (1-2), 2 Sling and ammo, 3 Hand Crossbow and 10 bolts in case, 4 Flintlock Pistol and ammo, 5 Bola, 6 Shortbow and 20 arrows in quiver.)

6 a Net

Muleskinners and their herds of mules are found wherever there are trade routes, imperial roads, animal markets and large mercantile centres, or, conversely, they may be encountered out in the wilderness travelling from one bastion of commerce to another. In particular, the Battlegrounds of Khul, an area of grassy steppes near the city of Corda, are famous for its Muleskinners, known locally as Gauchos. Gauchos must protect their animal charges from the undead and chaos horrors that still lurk out there on the Battlegrounds, shambling leftovers from the Chaos Wars of almost three centuries ago. As such, Gauchos are heavily armed and armoured, with leather hauberks, flintlock pistols, bolas, whips and long thin-bladed spears, with which to more than adequately defend themselves!

SWINEHERD (#23/31, #143/365) [POT]

SKILL: 6

STAMINA : 7

ATTACKS: 1

WEAPON: Staff or Dagger

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Woods, Plains, Hills, Towns, Wilderness

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Unfriendly

INTELLIGENCE: Average

The SWINEHERD is a specialised type of animal-herder, responsible for raising pigs as livestock. It is not a highly desirable vocation, and Swineherds are typically encountered as solitary individuals, accompanied by their herd of 3-18 swine. To determine what kind of pigs the Swineherd is looking after, roll on the table(s) below. All pigs will be of the same type.

Roll Type of Pig

1-5 Normal PIG (SKILL 5 STAMINA 4, Small Bite)

6 Special breed (only 1-6 of these)

For special breeds of pig, roll two dice and consult the table below:

Roll Special Breed of Pig

2 Parnassan Iron Hog (with wooden collars)

3 Great Boar

4 Savage Swine or Hellhog

5 Warthog

6 Hog-Mule

7 Wild Boar

8 Razorback

9 Cave Hog

10 Galomper

11 Red-Bellied Barrabang Pig

12 War Pig of Doom (unarmed)

A Swineherd will usually be found allowing their drove of pigs to forage in the wild, though never in drier climates, or taking their animals to market for sale and slaughter. Perhaps not surprisingly given their suine livestock, Swineherds wear grubby and often quite smelly clothing and are armed with a staff and a dagger. In addition, they will have 1-3 items of Extra Gear - roll on the table below to determine what:

Roll Extra Gear

1 a musical instrument (roll: 1-2 Bamboo Pipe, 3-4 Six-stringed Lute, 5-6 Bone Whistle)

2 a pouch of Smoking Weed and a pipe or a Hip Flask of Special Brew

3 a Leather Jack

4 a nice Hat

5 a Missile Weapon (Roll: 1-2 Sling and ammo, 3-4 Bola, 5-6 Shortbow and 20 arrows in quiver.)

6 another Melee Weapon (Roll: 1-2 Net, 3-4 Whip, 5-6 Club).

There is also a 1-3 chance the Herder will be accompanied by a trained DOG (SKILL 4 STAMINA 4 Small Bite).

Being a swineherd is often a lonely profession, and some are known to settle down in cities or towns to work as abattoirs or butchers. The city of Salamonis even has an infamous business known as the Slime and Swine Guttery that processes Razorback meat for consumption by the Salamonian populace, and guts for the production of the culinary delicacy known as lamoy. Curiously, the proprietors of the Guttery are the brothers Pigboy and Jowler, both members of the rare hog-headed people known as Snouters (thought to be related to Tuskers and Zwinians). If it seems perhaps bizarre that pig-headed creatures would slaughter actual pigs for meat, nobody has dared take it up with Pigboy and Jowler yet (although they are looking for an adventurer to help them deal with a Rattapillar infestation).

Monday, May 19, 2025

Of Bograts and brooding Nest Mothers...

"Skabulus, King of the Rat Men, has also arrived in force with a full brigade of musketeers and swordsmen, led by his lieutenants, hideous hybrids of Ogres and Rat Men. They have fortified their area of the dungeon with battlements and pill-boxes, a near-impregnable ring of defences around the Dragon's Lair."

- J. Thompson, Deathtrap Dungeon: The Bestiary (1998: p. 15).

BOGRAT (#8/31, #128/365) [OOTP IV]

SKILL: 6

STAMINA: 6

ATTACKS: 1

WEAPON: Shortsword or Sling

ARMOUR: Leather Hauberk

DAMAGE MODIFIER: None

HABITAT: Marshes, Rivers, Lakes

NUMBER ENCOUNTERED: 1-6

TYPE: Animal/Humanoid

REACTION: Unfriendly-Hostile

INTELLIGENCE: Low

Thought to be related to Rat Men, BOGRATS are a swamp-dwelling race of rodentine humanoids. These are dark, hairy creatures, short and skinny, with long toothy jaws and red, mean-looking eyes. A crest of yellow hair runs across the top of their skull down to the nape of their neck. Bograts wear leather hauberks made from the hides of various swamp beasts, and carry shortswords and slings as weapons. They are quick and tricky fighters, but not particularly strong, and will flee if confronted by clearly superior opponents.

If five or six Bograts are encountered, one will be a BOGRAT CHAMPION (SKILL 8 STAMINA 8), to lead them on their raids and depredations. Bograts rob and eat anything they think they can capture successfully, and have sometimes trained swarms of Swamp Rats to help them in their attacks. Bograts dislikes Fen Folk, fear Fen Beasts and Marsh Fiends greatly, and are sometimes friends with Marsh Goblins and Swamp Orcs. 

Bograt lairs are damp, cold burrows, dug into the sides of hills, rises and river banks, lit by candles and full of old bones and rubbish. The entrance to this bolt-hole will be a trapdoor hidden in the long grass of the swamp, and Bograts have been known to spring out of the trapdoor and attack anyone they hear passing by. In ancient times they were rumoured to dwell in some number at the aptly-named Bograt Hill in Mudworm Swamp, and indeed many are still found in nearby wetlands now, such as Scorpion Swamp, Minak Sikla, and the Bogomil Deeps.

RAT MAN (#9-15/30, #129-135/365) [OOTP IV]

                Soldier    Elite
 
SKILL:         6            8

STAMINA:     8            12

ATTACKS:

Rat Man Soldier - 1

Rat Man Elite - 2

WEAPON: See below

ARMOUR: See below

DAMAGE MODIFIER:

Rat Man Soldier - None

Rat Man Elite - +1 to Damage Roll

HABITAT: Ruins, Dungeons, Towns (sewers), Caves

NUMBER ENCOUNTERED: 1-6

TYPE: Animal/Humanoid

REACTION: Unfriendly

INTELLIGENCE: Low-Average

RAT MEN are generally thought to be unfortunate Chaos-spawned beast people, with the body of a human and the head and tail of a rat, cursed to scavenge in the cities, ruins, and dungeons of Titan in search of sustenance and succour. However, some do rise above. Rat Men have been reported as serving as scouts or engineers in the diverse Chaos armies of both Imperial Silur Cha and independent warlords including Belgaroth the Dark Serpent. In legend a Rat Man was even noted as the chief servant to Princess Jet at her ancestral seat called the Tower of Ghosts. 

Nevertheless, for a humanoid race so long present upon the surface of Titan it is perhaps no surprise that variations exist, and often considerably so. Elsewhere in this volume can be found details of Bograts (see p. XX) and Rat-Ogres (see p. XX), while below are two major extensions to the original Rat Man as presented in Out of the Pit (p. 96).

More advanced in martial abilities than typical Rat Men, are the RAT MEN SOLDIERS, of which there are several different varieties. Unless otherwise stated, all encountered Rat Men Soldiers will be of the same type if met as part of a group. Roll for Rat Man Soldier table below to determine which type have been encountered:

Roll Rat Man Soldier Type

1 Swordsman: Sword, Chainmail Hauberk. The mainstay of a Rat Men army, SWORDSMEN are also the least trusted and respected of the troops. Prone to break and run if wounded, most adventurers can cut them down with ease. Unfortunately their strength lies in numbers, and where Swordsmen settle they dig in, fortifying their area with trenches, pillboxes and battlements.

2 Musketeer: Matchlock Blunderbuss, Bayonet (Sword), Chainmail Hauberk. Cunning engineers that they are, the Rat Men have equipped some of their more reliable troops with primitive muskets equivalent to the Matchlock Blunderbuss. These are relatively accurate, mostly owing to the spread of shot that can pepper the doughtiest of heroes or heroines with a cloud of musket balls. When faced with several of these dangerous opponents, slaying them as quickly as possible becomes a priority. Dwarf tunnel fighters would advise one to stay on the move, and use whatever you can find, but be careful, because RAT MEN MUSKETEERS are no slouch in hand-to-hand combat either, as they have vicious bayonets fastened onto the ends of their muskets.

3 Grenadier: Grenadier's Companion, 2-7 Grenades, Sword, Chainmail Hauberk. Some elite Rat Men are entrusted with the Grenadier's Companion (see EA:V2, p. XX), a simple but effective wooden grenade launcher. If an adventurer gets hit from one of these grenades, they will certainly know about it! RAT MEN GRENADIERS are pretty indiscriminate in their choice of targets, and will tend to try and overwhelm their opponents with a barrage of grenades. Sometimes this can be used to one's advantage. Again, Dwarfs say, that if a Grenadier is firing at you, head for the nearest group of enemies and let them share some of the heat. Otherwise, kill a Grenadier as soon as possible, using whatever means you have at your disposal, before they either blow you up, or bring the surroundings, especially if underground, down upon everyone in a dreaded ceiling collapse.

4 Assassin: Sword, Leather Cuirass. Special Abilities. Any/all other Rat Men in this group will be Swordsmen; the RAT MAN ASSASSIN will be in disguise among them. Rat Men Assassins are very stealthy. An Awareness roll has to be made when a Hero comes near them, or the Assassin will make their first attack from concealment gaining a +4 bonus on their combat rolls. There is also a 1 in 2 chance their weapon is Poisoned.

5 Priest: Staff, Robes. Roll for patron god/spirit: 1-2 Shreech the Rat King, 3-4 Shaman (Ancestors), 5 Disease, 6 Decay. Any/all other Rat Men in this group will be Grenadiers. For template ideas for the RAT MAN PRIEST, see the Shaman template in the Combat Companion (p. 47), or the Priest or alternative Shaman templates in the Priests Companion (p. 52).

6 Wizard: Staff, Robes. Roll for type: 1 Beastmaster (Rats), 2 Shadow Mage, 3 Sorcerer, 4 Technomancer, 5 Warlock, 6 Wizard. Any/all other Rat Men in this group will be Musketeers. For templates for the RAT MAN WIZARD see the Wizard template in the Combat Companion (p. 47).

Leading such a rabble of Rat Men Soldiers will be a member of the RAT MEN ELITE. Known generally as Rat Kings if male or Nest Mothers if female, these are monstrous humanoid creatures with rat heads and tails, standing up to three metres tall on their hind legs, with great clawed hands and rancid stinking fur. Rat Men Elite wear patchwork leather robes made from the hides of their vanquished enemies that counts as Medium armour. They can defend themselves with claws and bite (both Large), or may wield a weapon such as a club, sword or polearm.

Rat Men Elite will usually have 1-3 Rat Ogres (see p. XX) as bodyguards, and may also have a pet such as a Rattapillar or a Great Rat that accompanies them. In battle they may also call on a swarm of rats in their lair to provide aid. Each time a Rat Man Elite is wounded, they will let out a screech of anger summoning a small pack of rats to burst out of the filth and fling themselves at there enemies. For the next Attack Round, all the opponent's combat rolls are made at a -1 penalty, as the rats swarm across them, biting and scratching. Finally, anyone wounded in combat by a Rat Men Elite's putrid claws or fangs must Test their Luck or contract a disease.

The Rat Men Elite lurk at the heart of their rodentine empires, surrounded by squalour and looted riches in equal measure. Some accrue noted power indeed. The Nest Mother of the Khulian port of Ludria was known to guard the Orb of Shadows (see Adventure Creation System, p. 297), while the Rat King Skabulus threw his lot in with Baron Sukumvit of Fang and appeared in the third iteration of the Chiang Mai despot's Deathtrap Dungeon trial of champions. Skabulus was the toughest and most ruthless of the Rat-Ogres, and his gold crown and bejewelled club betrayed his status. It was necessary to defeat him to reach the Dragon's Lair deeper within the dungeon.

RAT-OGRE (#16/30, #136/365) [OOTP IV]

SKILL: 7

STAMINA: 11

ATTACKS: 2

WEAPON: Club

ARMOUR: Light

DAMAGE MODIFIER: +1 to Damage Roll

HABITAT: Ruins, Dungeons, Towns (sewers), Caves

NUMBER ENCOUNTERED: 1-3

TYPE: Animal/Humanoid

REACTION: Unfriendly-Hostile

INTELLIGENCE: Low-Average

One of the weirder creatures to clamber out of the arcane spawning pits of the Rat Men wizards and priests is the enormous RAT-OGRE, a Rat Man in form, but with the build of an Ogre three metres tall. These hideous hybrids wield spiked clubs in battle and typically serve as the lieutenants for a Rat Men host of soldiers, such as the forces of King Skabulus who dwelt within the third incarnation of Baron Sukumvit's infamous Deathtrap Dungeon. Rat-Ogres can also be found living a quiet life in some isolated cave or den, decorated with their  weird and macabre collections of bones and trinkets, eating whatever they can subdue with their great strength. They rarely flee and will do all within their power to beat their opponents to death with their massive club, as Rat-Ogres can dish out a lot of damage as well as take it.

Golden Crown of Shreech (#17/31, #137/365) [EA:V2] (Artefact)

This is a golden crown, ornately decorated with rodentine motifs but unadorned with jewels or gems. In legend gifted to the worthy by the rat god Shreech, it was worn by King Skabulus, commander of the Rat Men soldiers who dwelt within the third incarnation of Baron Sukumvit's infamous Deathtrap Dungeon. It has all the powers of an Amulet of the Masters (see Encyclopedia Arcana: Volume 1, p. 139, or Magic Companion, pp. 35-36), with respect to all kinds of rats, as follows:

  • Control rodent: All rodents in the immediate vicinity are friendly for 60 minutes.
  • Summon rodent: Wearer can summon 1-6 Giant Rats who will serve them for 60 minutes or until slain.
  • Talk to rodent: Wearer can speak and understand all rodent languages for 60 minutes.
  • Immune to rodents: Wearer is immune to all rodent attacks, including any diseases, for 60 minutes.
In addition, the Morale score of any Rat Men followers or Rat Men units in battle is increased by one if they can see the wearer of the Golden Crown of Shreech, and they are immune to any Fear spells or effects. These powers can only be used if the wearer of the crown is a follower of Shreech.

Unavailable to buy

Jewelled Club of King Skabulus (#18/31, #138/365) [EA:V2] (Enchanted Item)

This is a great wooden club, banded with strips of iron and with a jewelled hilt. It was wielded by King Skabulus of the Rat Men soldiers who dwelt within the third incarnation of Baron Sukumvit's infamous Deathtrap Dungeon. The club counts as a magic weapon and confers a +1 bonus to the Attack Roll. It does damage as per a Greathammer, but must be used with two hands by any humanoids between a Dwarf and a human in size range. It is too big to be used by smaller humanoids, such as Halflings, while bigger humanoids, including Half-Giants, Half-Ogres, Half-Trolls and Rhino Folk may use it one handed. 

Unavailable to buy 

Orb of Shadows (#19/31, #139/365) [EA:V2] (Enchanted Item)

This is a glassy orb about the size of an apple, filled with swirling shadows, usually kept in a pouch at one's belt. Once a day it can deepen the shadows around the holder (who must take it out of the pouch and hold it in the palm of their hand), so they gain a +2 bonus to their Sneaking tests for ten minutes. One of these magic orbs was known to be possessed by the Rat Men Nest Mother of the city of Ludria (see Adventure Creation System, p. 297).

Unavailable to buy

Grenadier's Companion (#20/31, #140/365) [EA:V2] (Enchanted Item)

Some elite Rat Men soldiers are entrusted with the Grenadier's Companion, a simple but effective wooden grenade launcher that fires deadly sulphurous grenades at the enemy, at a much greater distance than simply throwing or hurling them. Using the Grenadier's Companion allows the wielder to double the missile weapon ranges for Grenades (see Blacksand, p. 8), but it takes one Attack Round to load the Grenadier's Companion, one round to prime the grenade, and one round to fire the weapon.

 Each grenade used as ammo counts as one individual item, so only a few are carried at a time. If a fumble occurs, the Firepowder Weapon Oops! Table (see Blacksand, p. 8) is used. When rolling for the Grenade damage result (see Blacksand, p. 7), an explosion 'in hand' indicates the grenade has exploded inside the Grenadier's Companion, causing regular damage plus destroying the weapon. In addition, any un-ignited grenades carried by someone in such an explosion, will also detonate and explode.

If an adventurer gets hit from one of these grenades, they will certainly know about it! Rat Men grenadiers are pretty indiscriminate in their choice of targets, and will tend to try and overwhelm their opponents with a barrage of grenades. Sometimes this can be used to one's advantage. Experienced Dwarf warriors say that if a grenadier is firing at you, head for the nearest group of enemies and let them share some of the heat. Otherwise, kill a grenadier as soon as possible, using whatever means you have at your disposal, before they either blow you up, or bring the surroundings, especially if underground, down upon everyone in a dreaded ceiling collapse.

250 GP