Vigil Watch: Warrens of the Ratmen

Born from the Carrion of Dead Titans

Empowered by the consumption of titan flesh, the ratmen of the Scarred Lands emerge as one of the greatest threats to the nations of man and dwarf. This special reconnaissance report by the Vigil military units of Vesh details the various strains of ratmen, Slitheren customs, their leaders, their magic, their warren strongholds, their alliances with other titan races, and much more.

The first in a series of Vigil Watch books, Warrens of the Ratmen provides all the game details to play these monsters or to introduce them as campaign antagonists.
 

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Anyone out there who likes Warhammer Fantasy? Loving the Skaven? Well, they are now ready to walk the world of D20 thanks to S&S.
Warrens of the Ratmen provides a deeper look into the society, history and culture of a race clearly designed with Warhammer in mind. The only thing you're going to miss is the warpstone.
The clan structure, the different clans (some desease spreading, some warriors, whitches, etc.), the ecology, all are nearly 1:1 copies of the Skaven handbook of Games Workshop.
But it's quite a good copy. It provides plenty of sample characters, new equipment and spells to design a whole campaign for your players.
To make it short: I like this book. I read it two or three times allready and will us it for my new Kalamar campaign. What I can't understand is that they droped to he warpstone out of this supplyment. Sure, the Ratmen are Titan spawn and thats why they mutate but seeing that nearly all is more or less copied material why drop out one of the major story hooks?
If you own the Skaven handbook from Warhammer Fantasy and have time enough to convert it to the D20 rules by yourself you can spare the money. For you, a rating of 1,5 would be appropriate. For those who delve the first time into the Warrens of the Ratmen or just don't have enough time to convert all the stuff by yourself it's a 4,25! Therefor, I give it 4.
Once again: well done, S&S!
 

Despite being highly derivative, the Slitheren are one of the cooler aspects of the Scarred Lands setting. Vigil Watch: Warrens of the Ratmen (VW:WotR) sheds a lot of light on their culture and society, as well as loads of inspiration for how to use these filthy little buggers in game.

Appearances - A softcover book clocking in at 112 pages. The cover is pretty good, showing a rangerish looking fellow doing battle with a pair of Slitheren. The interior art is generally decent, with some exceptionally good or bad pieces scattered in. The layout could be better, but it is still good.

Content -

Chapter 1 - The Broods: The book kicks off with 30 pages about life and lifestyles of the various ratmen broods. For those who don't know, the Slitheren are divided into broods based upon which titan they've been most influenced by (generally through consumption). The broods are the Diseased (Chern), Black Pelts (Mesos), Brown Gorgers (Gaurak), Daywalkers (Thulkas), Foamers (Kadum), Forge Crawlers (Golthagga), Red Witches (Mormo), Stalkers (Hrinruuk), Storm Chasers (Lethene), Stricken (Gormoth), Unseeing (Golthain), and White Wraiths (Gulaben). A rather diverse lot. Each brood is given a page or two worth of overview, and the information is actually mostly useful rather than excessively fluffed up like some products are apt to do. How they live, how they're organized, gender roles, prestige, how they worship, and how they relate to other broods are all useful things to know when trying to bring these critters to life as complex, sentient creatures rather than generic rat monsters. If you are interested in using the Slitheren as a major feature in your campaign, this information by itself is almost worth the price of admission...and it's only about 25% of the book.

Chapter 2 - The Mourning Marshes: This chapter takes up 7 pages and it gives a rough overview of a "hotbed of slitheren activity". There's just enough information here to breathe life into this ratmen infested region while leaving it pretty much wide open for personal tweaking to taste.

Chapter 3 - Slitheren Activities: This 10 page chapter is a wealth of inspiration for a DM to draw from while using the slitheren in his campaign. Here you can find out a lot about what the ratmen do, how they do it, and why they doing it.

Chapter 4 - Adventures in Mourning Marshes: This chapter consists of a pair of mini-adventures which combined take up 22 pages. The phrase "waste of space" comes to mind. While not completely useless, the mini-adventures are not good, and make this chapter the low point of the book. This space would have been better used to give a detailed example of a slitheren warren, in my opinion.

Chapter 5 - Roleplaying Ratmen: This is a short but sweet 9 page chapter on using ratmen as a PC race. In one paragraph it claims that all the basic information to create a PC slitheren of any brood is present, which turns out to be a lie three paragraphs later when it says that the Black Pelts, Forge Crawlers, Storm Chasers, Stricken, and the Unseeing are omitted because they are too powerful. This is another mark against the book, in my eyes, as I would have rather had the book contain PC info for all the broods (if only because it's easier to make NPCs with such information). A recommendation that certain broods may not be suitable as PCs is fine, but it offends me that they gave me 22 pages of mediocre adventures but jipped me of information that would have been useful. There's also a trio of Ratmen specific prestige classes. They are the Grenadier, the Tail Fighter, and the Twilight Warden. They're very well done in my opinion. Especially the Twilight Warden, which epitomizes what prestige classes are all about. Most products seem to use prestige classes to break the rules for the sake of power. This is an example of a prestige class which breaks the rules for the sake of flavor.

Chapter 6 - Slitheren Magic and Equipment: More of an appendix than a chapter, these 9 pages contain a selection of miscellanious stuff like poisons, diseases, weapons, general equipment, three really vicious spells, and a single magic item. All this stuff is pretty good. I particularly liked the diseases and wish there had been at least another page of them.

Monsters Appendix: These 16 pages contain 10 new critters, including the five ratmen broods who haven't already appeared in either Creature Collection I or Creature Collection II. Coincidentally, they're the same ones who didn't get the PC treatment in Chapter 5. There's also the Mauler ratmen, who aren't a brood so much as ratmen who have been super-sized. Rounding out the rest are the Dead Eaters (living ghouls), the Rat Golem (A swarm of rats which have clumped into a roughly humanoid form), the Horserat (big rodents that ratmen use as mounts), and the Mire Wyrm (a 15' long muckdwelling snake-like thing that has caustic spit and can tear off limbs on a critical hit). The stats look well done, though I've not gotten around to playtesting any of these critters in my game yet.

In Conclusion: This is an excellent book that falls short of a perfect score by mere inches. Chapter 4 and being stiffed on PC stats for 5 out of 12 broods were the only major sore points. Everything else was excellent and the book is well worth the very reasonable price.
 

It's not often you see a book that gives you both a detailed history of a monster race AS well as deeper understanding of the world from which they hail from. The first in what promises to be a good series of books about monsters of the Scarred Lands (at least those titanspawn races that have a long and growing hold on parts of the lands in Ghelspad), Warrens of the Ratmen tries to give us a deeper understanding of one of the more complicated races, the Slitheren. At 108 pages (excluding the extra devoted to product support in the back) this book does reveal a different side to a monsterous race we players and DMs have yet to experience. For those unfamiliar with the Slitheren, they are race of intelligent ratmen, often with various subraces or "broods" that are imbued or touched in some way with the essence of one of the Titans.

The cover art shows us one of the more gripping pictures, in terms of a fight, with a viligant fighter for his life against two powerful speciems of this race. My favorite part of the art work is the look of rage on both the other combantants while the viligant calmly dispatches one of them right through the head. Don't see that every day.

The book is divided into six chapter and appendix, which details the monsters mentioned in this book.

The developer's preface opens with a little nod to the Vigils as well as detailing some of their tasks, one of which is this report on the Slitheren to various concerned parties. (Mostly goodly aligned but some not so as well.) It also states that there's also the choice of using this book to help in making a slitheren PC. Something not every Dm/Gm might be willing to do, but perhaps after reading it, they might.

The introduction serves as way of showing us again one of the strong points in the setting, that of 1st person view points as well as showing us some level of discussion that will come after we have read through the first two chapters. It also serves as way introducing us to the high command of the Vigils, Home Commander Kelemis Durn.

Chapter 1 Details the ranks of the various in social stratification that most of the broods have at some level. These being their Preist King, (a kind of sorcerer/fighter that has special abilities they can choose) their oracle (a powerful seer as well speaker for their respective titan/priest-king) and their Stragos (powerful warriors that lead bands of Slitheren into battle and also have special abilities related to fighting and morale). While these AREN'T templates nor Pr-classes, they do gain special abilities. I will admit, I'm still skeptical about this approach. But what I care most about is this shows us some level of development common among this race. We will get to see more of two of these types, Yakkal of the Diseased Clan and Lyrd Cathlis of the White Wraiths) Next comes the 12 broods. They are listed in this order and I'll give their associated Titan as well:
Diseased - Chern
Black Pelts - Mesos
Brown Gorgers - Gaurak
Daywalkers - Thulkas
Foamers - Kadum
Forge Crawlers - Golthagga (side note there are actually TWO brood in this. One call the pothecaries and mechanicism. While they are physically similar they differ on approachs to worshipping their respective creator, Golthagga. Pothecries try to make the ultimate alchemical creation, poison or potions. Mechanican devote their lives to building mighty golems/constructs.)
Red Witches - Mormo
Stalkers- Hrinnruk
Storm Chasers - Lethene
Stricken - Gormoth
Unseeing - Golthain
White Wraiths - Gulaben

Each of the broods give highlights of their strengths, their ideology. Also there's a break down based on these catagories in the broods. Warrens (types of dwellings as well as daily habits), Castes (how the divide themselves in social strafications if any), Lifestyle (Daily rituals as well as lifecycles), Prestige among their Broods (how they might gain honor or higher social status), Worship (their daily prayers if any to their respective titans), Their brood and others (how they relate to other broods as well as even in some cases humans.) I liked this since it gives an idea of how the broods interact as well as work Plus you see more than just the ones presented in Creature Collection 1 and Creature Collection 2. My favorites have to be the Black Pelts (arcane spellcasters extrodinary), the Unseeing, (not quite evil but certainly not exactly friendly either towards the divine races), and the Storm Chasers (These guys make Fundamentalists look almost normal. :) )

Chapter 2 focuses on the most growing threat to Vesh and indeed to Ghelspad itself, the growth and influx of Slitheren broods in the Mourning Marshes. Here the chapter details both the broods activities in the Marshes, as well as other denizens. Plus you get to see a little more of the other Swamp, Sorporatra Swamp where possibly there are LOT of seawrack dragons in hiding. There is also a map detailing where each brood has some measure of control as well as two powerful denizens, a Swamp Hag and the Skeins, former wives to the high priests in Hedrad, they are now spider women seeking out new souls and people to slay.

Chapter 3 goes into deep detail not just how the broods work but also how they fight, as well as covering current events in Ghelspad. This chapter goes a long way into giving us insights into BOTH the Slitheren and into some of the more powerful figures in Ghelspad, such as Emili Derigesh and other names of reknown. This chapter also has a detailed chronology of Slitheren activities near the Mourning Marshes as well as some of their attacks. What REALLY excited me about this chapter was the fact that they talk about a UNIFIED threat because the Slitheren's activities are scattered, yet they work in cohesive groups, unlike their other titanspawn brethren. Something to think about for a campaign idea perhaps...?

Chapter 4 details two adventures done by Will Timms. The first is the Diseased Nest of Chernpot Mosshold. Would adventurers be warned, this isn't some raiding mission where you beat up a few goblins and orcs that might be well armed Slitheren are TOUGH oppnents and tend to be more numerous than most monsters in generic D&D worlds. While this is a raid and rescue mission, expect some casulties as there are MANY Slitheren in this tribe as well as being well armed AND also numerous. They recommend 6-10 but I feel that even 12+ groups will be hard pressed to handle EVERY fight against them. This is certainly not a typical dungeon crawl but the aspects are there to be very leathal IF the party isn't careful and manages to alert the Slitheren/Diseased nest here of their presence. The second one isn't QUITE as bad but still, caution should be the by-word for the party that dares to invade this newly formed brood's home, that of the Covern of the Celestial Urn. Recommend for 3-5 level, it probably would be fairly challenging for a 7th level party but not much higher than that. Again this stresses more of the Slitheren approach to raiding as well as trying to have the heroes be smart and not take them on full force. While it's probably not as deadly as the first, do expect that you might lose a party member if they aren't smart nor if they charge in heedless of the dangers. While I like both adventures, I think the first one IS very appropriate to use on higher level parties between 10-12. Mainly BECAUSE it requires smart thinking, and also a good ranger or tracker. But both are useable in any situation were Slitheren might be involved.

Chapter 5 deals with how to run both NPC and PC Slitheren. The latter will probably prove useful if you have a player that's tired of the same old "Tolkienesque" fantasy flavor. My only gripe is that the ELCs on a couple of these are off. I have made my own modifications, and I'll post them here. Red Witch ELC +3, Daywalker ELC +4, Stalker ELC +4, and White Wraith ELC ELC +4. Even so this part of the chapter is STILL useful for it's stats and understanding the mindset of the typical Scarred Land "peasant" in how they would react to such a being, often protrayed as evil incarnate, when some are merely just lost souls. The Slitheren Prestige Classes, are kind of a mixed bag for me. Grendier, Tail Fighter and Twilight Warden, are interesting, but only Tail Fighter I felt had some depth to it. Twilight Warden is almost specialized kind of ranger, but I doubt it's as adaptable as Grendier or Tail Fighter. Overall, this was for me not the STRONGEST chapter but certainly not the weakest.

Chapter 6 deals with magic and special equipment associated with Slitheren. Mainly detailed here are poisons, exotic weapons, alchemical creations and diseases. My favorite of these were the disease and poison sections. I think many people will find that useful. The new weapon are nice, but not exactly my favorite. Some might go for something like Whipsword, but if you have monsterous PC, he might favor something that increase his natural claw damage like Nail Sheaths, or if he has a tail, Tail Knife/Tale Mast. Of all the spells though, the one I liked out of this boo, Escape the Bonds of Flesh is my favorite. Reminds me of the scene in Wishmaster where the guy's skeleton actually LEAPS out of his body. Certainly very scary for people not used to seeing necromancy preformed in such a way. :)

The Append covers the monsters that have been mentioned in this book as well as the new broods, like Black Pelts and Storm Chasers. My favorite non-brood monster would have to be so called Horserat. Not really a horse but serves as a steed, it's large beast that many broods breed and use for mounts. DEFINATELY not your typical mount.

So that's it folks. Overall, not to badly done. My main complaints would have the the ELCs used here, the fact they can't seem to decide on whether to make things like Stragos a Template or Pr-class, and the fact they don't cover MORE about cities that might be infested by the Ratmen/Slitheren. Even so, with all that I STILL found this a valuable asset to my collection. Certainly I can't wait to see more Vigil Watches, and I'm sure you will too!
 

As I am in fact owning a copy of the "Skaven Handbook" for WHF-RPG ( a numbers and very setting specific, very hard to get publication at that ), I still find the comment rather useless. Call it an adaption, well, calling it a copy without further elaboration shows quiet a bias on part of the author. Besides some ulterior similaritiesm there is actually little in common between the two books - besides humanoid ratman as a major threat to "civilized" races. little to none comment on the breeds presented in the book, little to no comment on the background, no details on further contents, no comment on the feasibility of the rules and concepts presented in this publication.... Well, where is the review part of this ? Just asking, mind you.
 

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