The Dungeon Rat's Wares
Fil Romero
The Dungeon Rat
They've evolved. Still scavengers, they now hunt for trinkets between the meat—useful bits and bobs to tempt trespassers.
Trespassers bring money, and money is magic.
This rat is:
- Painted with theatre makeup.
- Wearing a cat's skull.
- Painfully wall-eyed.
- Wielding a magic wand like a wizard's staff.
- Completely hairless, save for a fur-lined vest.
- Enamored with a random party member.
What's In The Bag?
Roll 3d10
Prices are in Rupees.
Rats love to haggle, if you cant afford an item, but they wont take less than 1/2 price. Roll a reaction for haggling. On a bad roll, they'll want you to sweeten the deal with something from your own bag.
- Wolfsbane, 30 R, canines can't stand the scent of it. Fresh for another 6 days.
- Catnip, 30 R, cats love this stuff, and will grant you your life if you give it to them.
- Spell Scroll, 100 R, random spell, 1 MD, burns on use.
- Healing Potion, 150 R, Restores 2 Hearts.
- Adder Venom, 150 R, coat a weapon, on the next successful attack, the target takes 1/2 a heart of damage each turn until it passes a save after its turn.
- Monster Guts, 200 R, in a wet sack. Brew with another ingredient to make a potion that grants a special effect related to the other ingredient.
- Skeleton Key, 300 R, Whittled finger bones, wriggling ominously. Unlocks a single lock, then crumbles.
- Bombs 300 R, d12 blast, a bag of 4.
- Bone Arrows 150 R, 10 of them. They shatter on impact, dealing +1 heart of damage.
10.Fairy, 600 R, Restores 3 hearts when you would die, or if you ask nicely.
Can I Just Kill This Rat?
You monster.
Sure.
But the rest will know. No rat merchant will ever appear to you again, and in the dark of night, when you think yourself safe, they will devour and foul your rations, chew through the leather straps of your armor, and, if you are foolish enough to sleep alone after such a crime, they will take your eyes.