TEXT: RATS
  in the
  WALLS
  by Jeffrey Talanian
  An adventure in
  Hyperborea
  designed for 4–6 characters 
  of 1st through 2nd level 
  For use with 
  ASTONISHING 
  SWORDSMEN & SORCERERS 
  of HYPERBOREA™ 
  and other traditional fantasy 
  role-playing games
  
  in 
  theWALLS
  RATS
  An adventure in
  HYPERBOREA
  designed for 4–6 characters of 1st through 2nd level
  Credits
  Text: Jeffrey Talanian
  Art: Ian Baggley
  Editing: David Prata, with contributions from Matt Finch and Matthew Stanham
  Cartography: Andreas Claren 
  Originally appearing in Knockspell Magazine, this revised version of Rats in the Walls is a system-neutral adventure 
  compatible with most traditional fantasy role-playing games (c. 1974 to 1999) and their modern simulacra.  
  The author suggests trying Astonishing Swordsmen & Sorcerers of Hyperborea™ as a rules system. AS&SH™ is inspired 
  by the fiction of authors such as Robert E. Howard, H.P. Lovecraft, and Clark Ashton Smith. Game rules and 
  conventions are informed by the original 1974 fantasy wargame and miniatures campaign rules as conceived by 
  E. Gary Gygax and Dave Arneson.
  “Astonishing Swordsmen & Sorcerers of Hyperborea,” “AS&SH,” “Rats in the Walls,” and all other North Wind Adventures product names 
  and their respective logos are trademarks of North Wind Adventures, LLC in the USA and other countries. This product is a work of 
  fiction. Any similarity to actual people, organizations, places, or events included herein is purely coincidental. For more information about 
  HYPERBOREA and Astonishing Swordsmen & Sorcerers of Hyperborea, please visit us at swordsmen-and-sorcerers.com.
  NWA104
  ©2014 North Wind Adventures, LLC. Made in the USA.
  
  3.   Astonishing Swordsmen & Sorcerers of Hyperborea
  INTRODUCTION
  Renowned is the City-State of Khromarium, the most culturally disparate city in all of Hyperborea.  
  In Khromarium, one can enter almost any dockside tavern and expect to encounter Vikings, Kelts, Esquimaux, 
  Picts, Amazons, and Kimmerians drinking and mingling. Occasionally seen is a gaunt Hyperborean garbed 
  in mail, or a dusky-skinned Ixian caped in tattered velvet. Local fishermen and longshoremen of mixed 
  ancestry also flock to Khromarium’s dockside taverns. They drink before launch and upon return—bitter ale, 
  rancid whiskey, and sometimes an expensive bottle of pomegranate wine, if the sea proves bountiful. 
  Notwithstanding, the tavern called “Silvery Eel” appears vacant this evening. As your party drops its gear to 
  the floor and seats itself at a battered table of pine, you assume the place is out of ale. The barkeep quickly 
  stokes the fire and approaches your table. No, they are not out of ale. As he takes your order, he glances 
  nervously at the walls and ceiling. His hands tremble and his brow glistens.
  Moments later, as he returns with your order, you catch a glimpse of a scrawny young woman in the kitchen. 
  Her eyes are hung with dark circles, and she regards you with a haunted expression. Finally, one of your party 
  asks the barkeep, “Is there something amiss here at the Silvery Eel?”
  “No, of course not,” he replies with a taut smile. But then he sighs, slumps his shoulders, and admits,  
  “Yes. Yes, I’m afraid something is dreadfully wrong . . .”
  
  4.   Astonishing Swordsmen & Sorcerers of Hyperborea
  REFEREE’S NOTES
  What follows is information for the eyes of the 
  referee alone; players should cease reading now. 
  First included is some brief information on 
  Hyperborea and the port city of Khromarium, 
  followed by this adventure’s dramatis personæ, and 
  then the adventure itself.
  Monster Statistics:
  Non-Player Character (NPC) Statistics:
  ST = Strength
  DX = Dexterity
  CN = Constitution
  IN = Intelligence
  WS = Wisdom
  CH = Charisma
  These statistics are compatible with most 
  traditional fantasy role-playing game systems, 
  albeit interpretations of the statistics may be at 
  variance from system to system.  For instance, 
  Fighting Ability represents the monster’s basic 
  combative skill as compared with the fighter class; 
  a monster with FA 3 fights as a 3rd-level fighter.
  Hyperborea: Hyperborea is the default setting for 
  Astonishing Swordsmen & Sorcerers of Hyperborea. 
  Inspired by the creative works of R.E. Howard, 
  H.P. Lovecraft, and C.A. Smith, Hyperborea 
  is a “flat earth” micro-campaign setting,  
  a polar continent at the End of Time that 
  might be reached via arctic travel, planar travel,  
  or even time travel. Hyperborea is a bleak world 
  ruddily illumed by the scarlet light of a bloated, 
  dying sun. At the rim of the world the seas spill 
  perpetually into abysmal infinity. Several races of 
  men populate Hyperborea, as well as humanoids 
  (such as ape-men and orcs), weird alien beings 
  (such as crab-men and mi-go), and all manner 
  of horrific beasts of myth and legend. Hyperborea 
  can be just beyond the boreas (“North Wind”) of 
  any campaign setting, published or home-brewed. 
  Khromarium: The City-State of Khromarium 
  is a major port city, its harbour being the largest 
  known in Hyperborea. Khromarium is a dismal, 
  seedy place, choked by the smoke of its factories, 
  and poverty and homelessness account for the 
  largest segment of the city’s population. Many of 
  the destitute take sanctuary in Old Khromarium, 
  where once dwelt the most affluent of families— 
  that is, before the Green Death decimated the 
  city’s population a thousand years ago. Centuries 
  later barbarians reclaimed the lifeless city and 
  its favourably located port, but much of the old 
  city remains a place of mystery and death. Like 
  the setting of Hyperborea, the City-State of 
  Khromarium is easily replaced by any port city.
  Khromarium is governed by a Lord Mayor, 
  selected by a ruling oligarchy of men comprising 
  the city’s most powerful knights, nobles, and 
  guild masters. At present, Gill Sampatose, Master 
  of the Mariners’ Guild, serves as Lord Mayor. 
  Khromarium’s  populace is largely Neutral 
  in alignment, though leaning toward Chaos. 
  Although the city is not without the influence of 
  Law, justice is seldom served with any semblance 
  of equality.
  AL = Alignment
  SZ = Size
  MV = Movement
  DX = Dexterity
  FA = Fighting Ability
  AC = Armour Class
  HD = Hit Dice
  hp = Hit Points
  #A = Number of Attacks
  D = Damage
  SV = Saving Throw
  ML = Morale
  XP = Experience Points
  Special = Special Abilities
  
  5.   Astonishing Swordsmen & Sorcerers of Hyperborea
  ADVENTURE NOTES
  The referee should familiarize himself with the 
  following notes before running this adventure. 
  What follows afterwards should also be reviewed, 
  though it is fairly straightforward and can be run 
  by an experienced referee “on the fly”.
  Xill Vuntos, Tavern Keeper of the Silvery Eel:  
  Xill Vuntos is a round-faced, balding man 
  who combs over his remaining hedge of hair. 
  A year ago he purchased the building from the 
  city. The previous owner, an importer of spices, 
  hung himself in the basement. He owed a 
  substantial debt to the city, and so the property 
  was auctioned to the highest bidder: Xill Vuntos, 
  who had recently inherited his family fortune.  
  Xill renovated the building as a tavern and named 
  it the Silvery Eel. 
  Soon the tavern became a hot spot for local 
  fishermen and dockworkers. The ale was good, 
  the boiled lobster delicious, and the fish chowder 
  fine. Then came the rat problem. Within a year 
  it eroded Xill’s patron base, caused the deaths of 
  his wife and youngest daughter, and now haunts 
  both his life and that of his surviving daughter, 
  Annesta.
  Infestation: Every dockside tavern gets its share of 
  rats; it is unavoidable. At the outset Xill’s problem 
  seemed no worse than that of any other tavern, 
  so he took the usual measures: cats, traps, and so 
  forth. Nothing seemed to work. The traps were 
  found broken; the cats dead, their throats ripped 
  asunder. 
  The rats, many of unseemly size, would scurry 
  across the floor and over his patrons’ feet, biting 
  ankles and chewing holes in the walls. Xill would 
  plug the holes after-hours whilst listening to the 
  dreadful sound of scratching in the walls—claws 
  scrabbling up and down, up and down. Each of 
  Xill’s three serving wenches was bit, and after 
  two of them took ill and died, the third one quit. 
  Xill was hard-pressed, forced to work his wife 
  (Mordag) and eldest daughter (Annesta) long 
  hours. 
  One night, whilst the three served a rowdy group 
  of seamen, Xill’s youngest daughter (Nallesta) was 
  left unattended for several hours in her bedroom 
  chamber above the tavern proper. Later they 
  discovered the child withered and listless, riddled 
  with puncture wounds. When Nallesta died,  
  Xill’s wife went mad of it, eventually killing herself.  
  Now there are only Xill and Annesta, and the 
  word is out amongst the locals: The Silvery Eel 
  is plagued and cursed. Except for the occasional 
  foreign arrival, no one patronizes the place 
  anymore. 
  Xill’s Offer: He offers a 2,000-gp pearl necklace 
  to eliminate his rat problem. He also offers a 
  magical shield (+1 small shield; sheds five feet of 
  light when straps gripped). This item, he explains, 
  belonged to a thief who recently promised to 
  solve Xill’s rat problem. Xill found the man dead 
  in the basement, his throat torn out, his skin 
  withered and grey. Xill grants complete access for 
  an exhaustive investigation of his property, but he 
  asks the party to try not to trouble his daughter, 
  Annesta, because she has endured so much.
  Annesta: The girl is 17 years of age, tall and 
  somewhat homely, with straw-like yellow hair 
  and sunken features. She is a taciturn sort, 
  but if prompted to speak she may admit that 
  unbeknownst to her father she has been bitten 
  five or more times in the night—on her stomach, 
  behind her neck, at her ankles. In each instance 
  she is in her bedroom, and she recalls a pinch 
  of pain, but has been unable to waken from her 
  
  6.   Astonishing Swordsmen & Sorcerers of Hyperborea
  nightmarish slumbers, which involve a terrible 
  woman with the visage of a swine and massive, 
  bat-like wings. She does not wish to admit any of 
  this to her father, because she feels he has endured 
  enough pain with the loss of his wife and Annesta’s 
  young sibling.
  Other Clues and Developments: The following 
  may be found through investigation:
  ö
  ö
  Scratching intermittently heard in the 
  walls; giant rats scurry up and down.
  ö
  ö
  Rat droppings, the size of what a small 
  dog or large cat might deposit, many of a 
  strange crimson colour (blood).
  ö
  ö
  Holes in the walls; chiselled tooth marks  
  betray the rodents’ large size.
  ö
  ö
  Bite victims suffer a greyish pallor of the 
  skin and subsequent listlessness.
  ö
  ö
  Neighbouring warehouses show no sign of 
  infestation.
  ö
  ö
  Recently an arrogant Hyperborean 
  patron made strange allusions regarding 
  the history of the Silvery Eel. The 
  Hyperborean is among the crew of a galley 
  moored at the pier; it is hard to miss him 
  (seven feet tall, golden hair, blue mail, 
  battle axe).
  Kiloplo Vheez: Kiloplo Vheez is the Hyperborean, 
  seven feet tall with golden hair, clad in blue mail 
  with a battle axe strapped to his back. He is the first 
  mate of the Berg Breaker and can be found at the 
  nearby pier, overseeing the conveyance of goods to 
  and from the galley. He will entertain questions, 
  though he proves condescending and apathetic.  
   
  The gaunt Hyperborean may admit that he 
  possesses special knowledge of the Silvery Eel 
  tavern, if he is accorded proper deference.  
  His father, a sorcerer of no little reputation, told 
  him that in the days when the true Hyperboreans 
  ruled Khromarium, and the “sub-men” knew 
  their station, there stood at that locale a sorcerer’s 
  tower overlooking the harbour. It was burnt to its 
  foundations in the aftermath of the Green Death; 
  the current structure, he presumes, was built atop. 
  Kiloplo Vheez advises the seekers to search for a 
  foundation of red sandstone blocks intended to 
  support a much larger structure. 
  Vheez is a uniquely classed AS&SH character:  
  a warlock. This is a fighter subclass that dabbles 
  in sorcery. 
  Kiloplo Vheez (3rd-level warlock): AL N; SZ M; 
  MV 30; AC 4; HD 3 (hp 24); FA 5 (battle axe) 
  or 4 (dagger); #A 3/2 (battle axe) or 1 (dagger);  
  D d8+2 / d10+2 (battle axe) or d4+1 (dagger); 
  ML 10; XP 47; ST 16, DX 16, CN 10, IN 16, 
  WS 10, CH 8.
  Special: magician spells (burning hands, sleep; 
  web ×2), weapon mastery (battle axe).
  Gear: battle axe, dagger, chain mail, backpack, 
  50-foot rope, iron rations, wineskin, potion of 
  healing, spell book (burning hands, sleep; web).
  If the party begs his assistance, he might acquiesce 
  (referee’s call), though only for a substantial 
  reward: a 50% share of any monetary treasure 
  discovered, and, upon conclusion of the quest,  
  a treasure item of choice, if any is won. Otherwise 
  he is uninterested, calling the party and the 
  barkeep a group of fools.
  Rats, Rats, and More Rats: Note that since 
  this adventure includes a fair number of  
  giant rats (perhaps 100), the statistics for these 
  foul rodents are listed in the APPENDIX, to avoid 
  redundancy. Also, about every 6 turns (1 hour) 
  there is a 1-in-6 chance of randomly encountering 
  1d4+2 giant rats. 
  
  7.   Astonishing Swordsmen & Sorcerers of Hyperborea
  
  8.   Astonishing Swordsmen & Sorcerers of Hyperborea
  GROUND FLOOR
  The exterior of the entry door is painted with 
  silver zigzagging eels surrounding a foaming mug 
  of ale.
  1. Common Room: Typical tavern common 
  room with fireplace, tables, benches, bar.  
  Behind the bar is a door to the back room  
  (see #2). Riddled whitewashed walls are patched 
  with planks or stuffed with straw, corking holes 
  where the rats have chewed through. Xill serves 
  the patrons. Annesta works in the kitchen. 
  ö
  ö
  Fish chowder = 3 sp per bowl (includes hot 
  roll with butter and mug of ale)
  ö
  ö
  Gill of whiskey = 5 sp
  ö
  ö
  Pint of ale = 1 sp
  ö
  ö
  Full dinner = 1 gp (boiled lobster, sweet 
  potato, goblet of red wine or mug of ale)
  If the PCs investigate they find the chewed holes 
  are unusually large. When all is quiet, the rats are 
  heard scrabbling up and down in the walls.
  2. Kitchen: Typical kitchen. Annesta works here. 
  Casks and crates are here, including this morning’s 
  lobster purchase, wine, and ale taps. A wash basin 
  holds mugs and plates. More holes are present 
  here (covered with scrap wood). Scratching  may 
  be heard in the walls. Annesta may be engaged 
  here, as indicated in the ADVENTURE NOTES 
  (q.v.), but not when her father is present; several 
  uncomfortable glances in his direction may betray 
  her reticence. A back door leads to the street, and 
  stairs descend to the basement (see #7).
  3. Exterior Stair to First Floor: Rickety stairs to 
  Xill’s dwellings above.
  FIRST FLOOR
  4. Hallway: This hallway has one window and 
  three doors. At the east end is a stack of crates 
  holding silverware that Xill once used. With 
  business so poor, he intends to sell the lot  
  (100-gp value, individual pieces worth 1–3 gp each). 
  There are 5 giant rats (hp 3; see APPENDIX) 
  nesting in the largest crate. Droppings behind the 
  crates are of a deep crimson colour.
  5. Xill’s Bedroom: The tavern keeper’s chamber 
  has a window, a door, a bed, and a dresser.  
  When the sun sets the rats begin scratching at the 
  walls and continue throughout the night, slowly 
  driving the man mad. Sometimes he finds himself 
  caught in a deep slumber from which he wakens 
  only by his own screams. Xill keeps a small idol of 
  the toad god Xathoqqua in his chamber.
  6. Annesta’s Bedroom: This chamber has two 
  windows, a door, a bed, a dresser, and a mirror 
  of polished steel. The crib for Annesta’s deceased 
  little sister (Nallesta) is here. Holes are chewed 
  through the wall behind the dresser. Under the 
  dresser are large droppings of crimson colouration. 
  The bed linens are spotted with blood. A secret 
  compartment is under a loose floorboard. 
  Secret Compartment: Contains the diary of the 
  previous owner. Early pages are dedicated to his 
  mundane thoughts regarding his work and his 
  admiration for a young woman in the employ 
  of a local seamstress. Further entries complain 
  of the rats. Later, he writes of his nightmares 
  involving 
  a 
  swine-faced 
  dæmon 
  woman.  
  His rat problem worsened, so he brought in 
  cats; they howled and ran amok before they were 
  slaughtered. His writings eventually give way to 
  mad ravings, a conviction that he has fallen victim 
  to an inescapable curse, no doubt bestowed by the 
  dæmon of his nightmares.
  
  9.   Astonishing Swordsmen & Sorcerers of Hyperborea
  BASEMENT
  7. Basement: The basement is one large chamber 
  cluttered with crates, boxes, and casks of various 
  sizes. The walls are composed of massive sandstone 
  blocks fitted together, though somewhat separated 
  from age. It is easy to see how the rats might enter 
  the walls of the tavern proper above. With patient 
  observation, the party might hear a rat or two 
  deep inside the blocks scrabbling up or down. 
  The ones that scrabble down continue scratching 
  downward until no longer heard. 
  The casks hold ale, wine, pickled eels, and 
  pickled fish. The crates and boxes hold various 
  tools and supplies, including aprons, blankets, 
  candles, canvass, cloth, cooking herbs, knives, 
  lamps, mugs, nails, rope, salt, sacks of lentils and 
  rice (ripped open and nearly emptied), spoons, 
  twine, and the like. Several crates are empty and 
  smashed, Xill having used the wood to plug rat 
  holes in the common room above. There are 
  several large droppings here. Amongst the debris 
  of the southwest corner there are 5 giant rats  
  (hp 3; see APPENDIX). They emerge to attack if 
  the crates are disturbed. These rats have a penchant 
  for collecting shiny coins: 57 gp and 102 sp in the 
  southwest corner.
  Secret Door: In the centre of the room a flagstone 
  conceals a secret door. It may be discerned  
  (upon a successful check) by its discolouration 
  as compared with the other flags. The flag must 
  be pried open, revealing an iron trapdoor with 
  pull ring. The door is rusted shut. It can only be 
  pulled open by an extraordinary feat of strength;  
  however, three characters can work together and 
  combine their percentile scores for one big pull. 
  (If they fail, a second chance might be allowed.) 
  A spiral stair with old, dusty cobwebs is revealed 
  below, quite dark.
  SUB-BASEMENT
  The spiral stair descends 50 feet.
  8. Temple of Aurorus, “The Shining One”: 
  This massive temple area was where the ancient 
  Hyperboreans worshipped one of their favoured 
  deities: Aurorus, “The Shining One”. The stone 
  floor is scratched and littered with large droppings. 
  Four stone pillars support an arched ceiling of 
  some 40-foot height. Stone stairs descend to the 
  south, whence a nauseating stench wafts; the stairs 
  are littered with droppings and appear sticky with 
  urine. Note that there are two secret doors in 
  this room. The one at #10 is easily discovered,  
  as noted hereafter. 
  8-A. The Altar of Aurorus: Upon the dais stands 
  a 12-foot statue of Aurorus, carved of green 
  soapstone. Its indistinct lower body is swathed 
  in robes,  its head that of a three-faced woman.  
  One face stares south, whilst the other two stare 
  east and west. Strangely, the dais contains not one 
  rat dropping. 
  Iron shackles are bolted into the floor before the 
  dais. If a man or woman is chained here, and the 
  correct incantations are spoken, the eyes of all 
  the faces sparkle. Then a sparkling light manifests 
  above  the statue to descend on the victim and 
  take him or her, body and soul.
  To the left and right of the dais, old velvet curtains, 
  rotted and mouldy with age, depend from bent 
  iron rods. Two secret doors are behind them.
  8-B. Boxes and Casks: These boxes and casks 
  do not seem to fit the temple environment.  
  Indeed, they are the spoils of pirates who hid 
  here during the Dark Age that followed the 
  Green Death. Centuries have passed and the 
  
  10.   Astonishing Swordsmen & Sorcerers of Hyperborea
  once-valuable scented woods they stored have 
  not only rotted, but have become a nest for  
  6 giant rats (hp 3; see APPENDIX). They attack 
  if the crates are disturbed, followed by more 
  rats from #8-C within 1–4 rounds. A golden 
  statuette of Kthulhu (500-gp value) is hidden in 
  one crate. If destroyed, the perpetrator is plagued 
  by nightmares until at length he either submits 
  his soul to Kthulhu or goes mad (within a year);  
  only a remove curse spell can help. In another crate 
  there is a pile of 78 gp, 54 ep, and 80 sp.
  8-C. More Boxes and Casks: There is nothing 
  salvageable here, but several of the casks show 
  that they once held wine vinted in Port Greely.  
  There are 4 giant rats (hp 3; see APPENDIX) 
  here. If this pile is disturbed, they attack, soon 
  joined by the rats of #8-B within 1–4 rounds. 
  One crate contains 34 gp, 15 ep, and 29 sp.
  9. Old Vestry: This room is accessed by a secret 
  door that swivels on a central pivot. The room 
  has a bed, a dresser, and a small bookshelf.  
  The room appears undisturbed, yet in fine shape 
  despite the passage of centuries. Velvet curtains 
  dyed maroon hang on the east and west walls.  
  Behind the curtains stand 5 skeleton halberdiers. 
  They wear black homespun cloaks in curiously 
  fine condition and great helms with plumes of 
  red-dyed horsehair. Each skeleton is seven feet 
  tall and wields a halberd. These arms are mottled 
  with rust, save one with a silvery-shining blade;  
  this is a +1 halberd.  
  Skeleton Halberdiers (×5): AL CE; SZ M;  
  MV 30; DX 11; AC 7; HD 1 (hp 4); #A 1 (halberd);  
  D 1d10; SV 16; ML 12; XP 16. Special: Immune 
  to poison, paralysis, fear, and cold-based attacks. 
  Edged and piercing weapons do half damage.  
  Note: One skeleton halberdier wields a +1 halberd.
  The bookshelf contains a leather-bound volume 
  of prayers and rituals devoted to Aurorus,  
  “The Shining One”. The sacrificial rites are 
  included as described at #8-A. Beside the prayer 
  book is a velvet-lined cedar box that contains a 
  potion of healing (light blue liquid), a potion 
  of invisibility (oily clear liquid), and a potion of 
  cure disease (pulpy green liquid; see APPENDIX).
  In a cubby space behind the east curtain a 
  suspended wooden pole is racked with long, 
  cowled gowns of purple velvet, each embroidered 
  with gold thread and studded with tiny diamonds, 
  sapphires, emeralds, rubies, and amethysts;  
  these stones portray what appears to be 
  a constellation. There are five such gown  
  (250-gp value each).
  10. Summoning Chamber: This room is accessed 
  by a secret door that swivels on a central pivot. 
  The door is slightly ajar. (Referee should increase 
  probability of discovery, or simply allow automatic 
  discovery if the party search well.) A rusted iron 
  cage extends from the flagstone floor to the  
  12-foot ceiling. The cage has no door. The skeleton 
  of what can only be described as a dæmon is within. 
  It has a vaguely humanoid 9-foot-tall shape.  
  Its skull is porcine, with ram-like horns and pointed 
  teeth. Its shoulder blades extend, suggesting great, 
  membranous wings. The skeleton appears to have 
  died whilst gripping the bars of its cage. 
  At the east end of the room a magic circle that 
  encloses a pentagram is engraved in the floor. 
  Globs of melted wax are set at each point of 
  the pentagram. Any sorcerer will recognize this 
  as a sorcerer’s protection whilst summoning 
  dæmonkind. In the centre of the circle rests a  
  +1 silver dagger. If the magic circle is entered or 
  if the cage is disturbed in any way, the skeleton’s 
  eyes glow. It speaks as follows: 
  
  11.   Astonishing Swordsmen & Sorcerers of Hyperborea
  ö
  ö
  If the party has yet to enter the dungeon 
  (see #11), a female voice purrs, “You have 
  failed, sorcerer. In your absence I have taken 
  a new host, and soon I will have another.” 
  Mocking laughter follows these words. 
  ö
  ö
  If the dungeon has already been visited 
  and the dæmon rat destroyed, the skeleton 
  cries out, “Fools! How dare you destroy my 
  host? No matter, my new host will prove even 
  more powerful! I will be free!”
  DUNGEON
  11. Dungeon: The stone stairs are worn and 
  littered with rat droppings and urine. They must 
  be carefully negotiated or one might fall. Forty 
  feet down, the stairs are littered with skulls and 
  skeletons, human and semi-human. The skulls 
  suggest the amalgamation of man and apedom 
  as seen in the wilds of Hyperborea: the dreaded 
  ape-men, creatures of primitive intelligence.  
  They appear to have perished in attitudes of fear 
  and panic. Many bones have been gnawed by rats.
  There are eight cells in the dungeon, each once 
  secured by a barred iron door, now corroded, 
  warped and broken. The cells are choked with 
  the skeletal remains of men and ape-men.  
  Presently, 6 giant rats (hp 3; see APPENDIX) 
  emerge. The spine-chilling laughter of a woman 
  erupts from the south end. 
  A 
  huge, 
  bloated 
  dæmon 
  rat 
  (hp 
  30;  
  see APPENDIX) emerges from the debris at the 
  southwest corner. From its swollen nipples hang 
  eight ruddy-pink pups, each of one-foot length. 
  The enormous rat laughs, and then speaks in a 
  mocking female voice (the same as that of the 
  dæmon skeleton of #10). It says, “Oh, how divine. 
  Never do my children bring enough blood to keep me 
  sated. Presently, I will drink of your sanguine riches, 
  mortal pigs.” 
  The scene is horrific: Dried blood covers the 
  nipples of this bloated monstrosity and the 
  blind faces of the pink pups that attend it.  
  The swine dæmon (see #10) possessed this 
  creature long ago, and now it controls all the 
  rats that plague the Silvery Eel; it endeavours to 
  possess Annesta next.
  Referee’s Note: The dæmon rat explodes when 
  killed. Its death effects the deaths of any remaining 
  giant rats that served her.
  In the southwest corner, behind the nest 
  there is 185 gp, 78 ep, 92 sp, a gold chain  
  (50-gp value), a pearl ring (100-gp value), and a  
  periapt of health (aquamarine opal set in silver 
  and depending from a thin silver chain). 
  CONCLUSION 
  After the dæmon rat is destroyed, the curse is 
  lifted; all remaining giant rats keel over and die.  
  Still, there can be a last “bite” for the players, should 
  the referee choose to add further ramifications. 
  Annesta has sustained enough bites to suffer a 
  curse, and this might develop into lycanthropy; 
  i.e., she might become a wererat in the future, 
  one with a taste for blood. She can haunt the 
  players at some future point, reaching a point of 
  madness in which she becomes possessed by the 
  spirit of the swine dæmon. 
  For the time being, Xill and Annesta are thrilled 
  that the curse is ended, and Xill will gladly provide 
  the offered reward (2,000-gp pearl necklace and 
  +1 small shield). Once word gets out and the 
  place is properly repaired, perhaps business returns 
  to what it once was, but the painful memories will 
  never subside.
  
  12.   Astonishing Swordsmen & Sorcerers of Hyperborea
  
  13.   Astonishing Swordsmen & Sorcerers of Hyperborea
  APPENDIX
  Rat, Giant: Rodent of 3 to 3½ feet long 
  and weighing up to 60 lbs. AL CE; SZ S;  
  MV 40 (swim 20); DX 8; AC 7; HD ½ (hp 3);  
  #A 1 (bite); D 1d4; SV 17; ML 8; XP 9.  
  Special: 1-in-6 chance of infecting victim with 
  disease, unless death (poison) save is made. If save 
  fails, victim either dies in 1d6 days, or is bedridden 
  for a month with pain and fever. Roll a d6: On a 
  score of 1–3, the disease is terminal; otherwise the 
  non-deadly strain is contracted. 
  Dæmon Rat: Bloated, 8-foot-long rodent.  
  AL CE; SZ M; MV 30; DX 6; AC 4; HD 5 (hp 30);  
  #A 1 (bite); D 2d4; SV 14; ML 12; XP 700. 
  Special: Bite infects victim with disease, unless 
  death (poison) save is made. If save fails,  
  victim dies of fever and delirium in 1d6 days. 
  Summon 1d6 giant rats once per day. 
  Potion of Cure Disease: Cures nearly all forms of 
  disease. The subject is alleviated of all debilitating 
  effects within 1d6 rounds. (XP value 300,  
  GP value 600)
  OGL GAME LICENSE Version 1.0a
   
  This printing of Astonishing Swordsmen & Sorcerers of Hyperborea: Rats in the Walls 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Rules 
  Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. 
  Astonishing Swordsmen & Sorcerers of Hyperborea, AS&SH, Rats in the Walls, 
  and all other North Wind Adventures product names and their respective logos are 
  trademarks of North Wind Adventures, LLC in the USA and other countries. © 2014 
  North Wind Adventures, LLC. 
  Special thanks to the following Knights of Next Tuesday:  
  Dan Berube, Jonas Carlson, and Donald Manning. I still can’t 
  believe Dan had his character drip fresh blood on the bones of the 
  caged dæmon skeleton. Actions have consequences, gentlemen...
  
  HYPERBOREA
  in 
  the
  Rats
  Walls
  Inspired by
  H.P. Lovecraft
  In the City-State of Khromarium, a dockside tavern called the Silvery Eel is plagued by rats of a 
  most unusual breed. These abominable rodents have ruined the tavern keeper’s business and his life.  
  The man is desperate, and he offers a substantial reward for the elimination of his horrific problem.
  SWORDSMEN-AND-SORCERERS.COM
  
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