The
Rat Warrens is a special mini-level, interconnecting several levels
and sub-levels of the Inner Ward and Upper Dungeons. These tunnels
are irregular and cramped. The smallest demi-humans, gnomes and
halflings, can fit easily but larger player characters, including
dwarves, must remove bulky armor. The tallest player characters,
including elves, half-elves, half-orcs, and humans must crawl through
the passages or travel in a bent-forward shuffling manner. Size
large creatures simply will not fit. Refer to the chart on page 38
of the Player's Handbook, WEAPON TYPES, GENERAL DATA, AND
“TO HIT” ADJUSTMENTS. Many standard weapons carried by
adventurers will be unusable within the warrens due to space
concerns.
Because
of the space restrictions, medium sized characters will suffer -2
penalties to “to hit” rolls and saving throws while in the
passages, but not in the rooms. Rats, even medium sized royal
ratkin, are used to the warrens and suffer no such penalties,
although intruding monsters encountered as wandering monsters might,
at the Dungeon Master's discretion.
The
tunnels are carved and chewed from the earth and stone. The floors
and walls are earth or rock with occasional sandy areas present.
Droppings are commonly found, as the rats and ratkin are relatively
indiscriminate when it comes to relieving themselves. The passages
are generally only three to four feet high. Portions ascend or
descend rapidly, therefore numbers are given next to the passages on
the map to indicate depth below the Ground Level. Dungeon Masters
should explain to players that the tunnel suddenly ascends or
descends rapidly in several places, requiring climbing up or down.
In order to avoid confusion with the numbers on the map, the
encounter areas are lettered instead of numbered. Room heights are
given in each room description.
The
Rat Warrens directly connect to the Inner Ward Ground Level, the
Cellars, and the Sewers. They also connect to Levels 1 and 2 of the
Upper Dungeons.
BROWN
RATKIN:
The
rat warrens is the domain of brown ratkin and their servants, the
giant rats. Brown ratkin are brown-furred and larger than giant
rats, although most are still in the size small range. About half of
normal ratkin wear clothes of some sort: a pair of trousers, a vest,
a belt, or a fitted leather cap, for example. Patrol leaders and
guards wear military uniforms that would not be out of place in a
Napoleonic army. Guards wear blue and patrol leaders wear red.
Guards generally stay in one place, and are placed to protect
something. Patrols are usually composed of a uniformed brown ratkin
patrol leader and several giant rats.
The
royal family, especially the beastly King Trewkins, rule their rat
and ratkin subjects with unquestioned power. Unquestioned, that is,
except for the rebellious bastard Sarlomew (Room M) who lusts to
usurp the throne for himself.
The
royal family consists of the king (Room X), his rather fey queen
Hilgreta (Room AA), Prince Hvool (Random Encounters Table), and
Princess Fidget (Room Z). The king and prince are solidly within the
low intelligence range (the king is illiterate) and it is the queen
that provides most strategy for the warrens when faced with repeated
incursions. She should be treated as highly intelligent, and will
make reasonable adjustments to security if faced with repeated
aggression. She will place extra guards at choke-points, add
mechanical traps of her own devising, and inform the subjects to face
enemies only when they have clear numerical superiority. She might
use her contact other plane special ability to good use. The
warrens have been invaded on several occasions before by ghouls,
giant weasels, and worse, so she has some experience with defense.
Each
of the royals is noticeably different from normal brown ratkin. For
example, the princess has wings and the king has three heads.
If
characters wish to negotiate with the queen, they may meet with
success, especially if they have shown clear superiority in combat or
magic. The king is a ball of rage and cannot be reasoned with when
he is alone. The royal ratkin desire food, wealth, and safety from
neighboring monsters, especially ghouls who can devastate their
numbers with relatively little effort. They have little to offer,
except for some information and perhaps a giant rat guide or two. As
is usual, success in negotiation should depend on reaction rolls,
player dialogue, and the Dungeon Master's evaluation of the
encounter.
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