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Vigilwatch: Warrens of the Ratmen | ||
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Vigilwatch: Warrens of the Ratmen
Capsule Review by Darren MacLennan on 27/12/02
Style: 4 (Classy and well done) Substance: 4 (Meaty) While they are reminescent of the Skaven, this book fleshes out the Slitheren into something unique enough to be useful in just about any D&D game you're playing. No Elfbiter Scumdangle, though, dagnabbit. Product: Vigilwatch: Warrens of the Ratmen Author: Dave Brohman, Ben Lam, and Wiliam Timmins Category: RPG Company/Publisher: Sword and Sorcery Studios Line: Scarred Lands Cost: $13.95 Page count: 112 Year published: 2002 ISBN: 1-58846-164-5 SKU: WW8330 Comp copy?: yes Capsule Review by Darren MacLennan on 27/12/02 Genre tags: Fantasy Horror Espionage Gothic |
So, are they the Skaven?
The Creature Collection
managed to beat the Monster Manual to the shelves back in the early days when
the first edition of D&D3e came out. Besides being decidedly different –
and more interesting – than the creatures that we were used to in the standard
Monster Manuals, the Creature Collection featured groups of ratmen who had
organized themselves into rough tribes, each along a particular principle –
disease, fire, sailing, and so forth, and who’d come into being because of their
contact with some kind of mutating element.
Of course, they were promptly
identified as being knockoffs of the Skaven – the ratmen of the Warhammer
universe, who form clans based on particular principles – disease, mutation,
engineering and so forth – and who came into being because of their contact
with warpstone, Warhammer’s equivalent of magickal uranium.
So, with that in mind, we’re
looking at Warrens of the Ratmen: Are they blatant knockoffs of the Skaven? Are
you going to get anything out of them besides a few ideas borrowed haphazardly
from the Skaven, and maybe Fritz Leiber?
Nope. Actually, Warrens of
the Ratmen makes the difference between the ratmen of the Scarred Lands and the
Skaven quite visible, and in a way that’ll make them useful to just about any
campaign you’d care to name. As a matter of fact, they’d make wonderful
antagonists for any urban-based campaign, if you were so inclined to start one
– think of “Gangs of New York” combined with Lankhmar, for example, and you’ll
have what I’m getting at.
At the same time, there are
a lot of aspects of the Slitheren that seem awfully inspired by the Skaven – if you look carefully, you
can see analogues for Clan Pestilens, Rat Ogres, Plague Monks, Skaven
Assasssins, warpstone, mutated monstrosities and the like. If White Wolf didn’t
want the comparison made, there’s an awful lot of stuff that they could have
changed to have prevented the comparison.
Anyways. The book opens
with a description of each tribe of Slitheren – the Diseased, the Black Pelts,
the Scarlet Witches and so on and so forth. Along with a description of their
central hook – sorcery, disease, piracy and so forth – there’s a description of
their society, how they regard other Slitheren, and so forth. I’m not a huge
fan of all of them – the Stalkers, Diseased and the Stricken, for example,
borrow entirely too much from the Skaven, representing assassination, disease
and mutation. Those are the Skaven hallmarks, especially the diseased. On the
other hand, the Foamers, Storm Chasers, Unseeing and White Wraiths are pretty
interesting – especially the Unseeing, blinded Slitheren who have resigned
themselves to pacifism and the knowledge that their patron Titan is slain.
Truth be told, this chapter
is briefer than I would have liked. Some of them are only a page long, and
detail a short blurb about each aspect of that particular Slitheren’s life
before shifting along to the next. They get their point across quite well, I
should note, and there’s enough meat here for intrepid game masters to flesh
them out, but I had the feeling that they should have either fleshed out the
tribes by cutting back on also-rans – for example, the Stalkers could have been
folded into another group without losing much, ditto the Brown Gorgers.
The Mourning Marshes, and
the various creatures that live there are given a breakdown in the next
chapter. Since it’s the Slitheren home town, it’s given a lot of good
atmosphere – broken trees, choking mist, and, most cool of all, ships thrown
deep into the swamp by the devastation of the Titanswar. (There’s something
instantly cool about the idea of an abandoned ship rotting far away from the
sea; it’s creepily out of place, especially if there’s no real indication of
how it got there.) There’s also a list of the different creatures which inhabit
the marsh, although no stats are provided. (They’re in the Creature
Collections, though, so no biggie.)
The Slitheren activities is
the place where the reason for having an entire book about the Slitheren shows
up – the Slitheren are slowly collecting themselves for an assault on the
civilized lands, gathering in the safety of the Mourning Marsh. It’s pretty
standard stuff, taking the form of a discussion about what’s going to be done
about the Slitheren menace – and coming to the conclusion that the divine races
may have to crack the Mourning Marshes open before the Slitheren can gather
their forces in sufficient numbers. (Visions of a series of pitched battles in
a swamp dance through my head – setting up temporary camps, fighting the
Slitheren and then packing up and moving to somewhere else.)
There’s also a brilliant
bit where the tactics of fighting a Titanspawn army are discussed – rather than
“hit them hard and hit them fast”, there’s explanations of why the Titanspawn fight
the way they do, and how best to defeat them, such as using their natural
bloodlust against them. (Of course, as one of the characters in the book points
out, the Slitheren don’t seem to follow the same rules that the rest of the
Titanspawn do.)
The book’s adventure
focuses on the exploration of a Slitheren warren, but there’s more to it than a
simple dungeon crawl – if the characters aren’t careful, they can wind up
inflicting only surface injuries to the Slitheren while leaving more major
threats behind.
More specifically – swipe
for spoilers: The
Slitheren are planning to poison a series of nearby cities with disease taken
from their slaves, who have been deliberately infected. If the PCs aren’t
interested in checking the details of the Slitheren experiment, then thousands
of people die, and the Slitheren invasion steps up its timetable. Pretty heady stuff for
an a short dungeon crawl, and it fits nicely into the theme of the Slitheren as
a major threat, rather than a pinprick nuisance.
The second adventure is
basically a straight combat encounter, where the players take on a Red Witch
Slitheren and assorted company; it could make for a great tactical wargame,
with lots of sneaking around and silent assassinations, culminating in a
sudden, vicious battle whenever the time is right. (Or when a Slitheren
suddenly darts out of a tiny hole and severs a fighter’s tendons with its
teeth.)
The book closes out with
advice on playing Slitheren, especially those who have stepped away from the
Slitheren society. There’s nothing terrifically in-depth here, mostly details
on how you shouldn’t play Slitheren as humans in rat-suits, how they’ll be
hated but can eventually become respected as half-orcs are, and so forth. It’s
not bad, but White Wolf has done brilliant jobs of describing ratling societies
– if you haven’t picked up Ratkin, for example, you’re missing an absolutely
fantastic book. I wish that they’d brought some of that to this book.
Along with character
templates for each of the Slitheren tribes, there’s also a new prestige class,
the Skaven grenadier. While it’s a pretty straightforward prestige class – you
get better at throwing grenades every level – there’s something about it that
specifically rubs me the wrong way, and it’s not just this prestige class; it’s
a lot of others, including just about any missile-based prestige class. As the
grenadier progresses in levels, he can magically empower them to do fancy
tricks, like going around corners, or unleash multiple grenades in a single
barrage, or a grenade that phases through walls. I can live with getting better
at throwing grenades, but a phase grenade just seems somehow wrong. It’s not something that I’m fond of in D&D3e –
the extension of magickal abilities to people who are simply very skilled with
a particular weapon. For example, the tail fighter prestige class just gets
better with its tail weapon as time goes on, eventually winding up being able
to attack ahead and behind without restriction; the Twilight Wardens gain the
limited ability to control the landscape that they frequent. Those abilities
seem a lot more in tune with a realistic game than a grenadier, however good,
suddenly being magical enough to create a powerful magical effect centered
around his grenades.
Besides some relatively
straightforward poisons and diseases, most of which have been described
elsewhere, the book has a trio of great spells revolving around the
manipulation and breaking of bones. I think that the game effects of breaking a
bone should be much more dangerous than they are – they’re enough to make a
character hurt, but I’ve heard stories about what it’s like to do anything with
a broken bone, none of them pleasant. (Then again, standard d20 doesn’t really
simulate penalties for damage, unless there’s an optional rule that I’m missing
someplace.)
The monsters: A good crop
in all. I liked the rat golem, for example – a twelve-foot tall humanoid
constructed entirely of squirming rats. You could easily scare the Christ out
of players with an encounter in the middle of a sewer – have it crawl out of an
open sewer at the far end of a tunnel, barely illuminated by the rays of a
dying lantern. The Dead Eaters are also pretty cool for anybody looking for a
non-undead alternative to ghouls, since they’re technically human, but still
cannibalistic and evil. (Think C.H.U.D, and you’ll have them in a nutshell.) We
get a description of the new Slitheren, and while the Stricken aren’t really
Chaos Spawn, the Slitheren Mauler illustration was pretty clearly derived from
an illustration of a Rat Ogre. Of course, it’s a damn good illustration; I
think that I can forgive it.
The art: Good throughout.
I’ve gone on record as saying that I don’t think that Ron Spencer has ever done
a bad drawing of anything, and his cover piece of a ranger being attacked by
Slitheren and giant rats is no exception. (Spencer’s artwork reminds me of
Timothy Truman’s at points.) Most of the book’s art is very detailed, with
Slitheren leering in the foreground at adventurers in the background, or leaning
into the frame from one side; the extra detail, like the warts on a Slitheren’s
face, or the shine of a lantern off facial fur, adds to the impression. Some of
Leif Jones’ work doesn’t capture the attitude of what it’s trying to represent
– a group of diseased slaves comes off as a bunch of people lying around in
mud, without any obvious disease symptoms.
Is it worth your dollar? I’d
say yes, without hesitation. There’s enough new, good material in here to power
an urban campaign for years to come; used in context with the Scarred Lands,
they’re a good hook to get adventurers fighting alongside of a larger force.
The art is good, the price cheap – hell, just buy it.
(Oh, also: No Elfbiter
Scumdangle? Boooo!)
-Darren MacLennan
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