bon olivier (order #42065) 83.114.187.4 - Fan Modules - Free
bon olivier (order #42065) 83.114.187.4 - Fan Modules - Free
bon olivier (order #42065) 83.114.187.4 - Fan Modules - Free
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ISENGARD<br />
diminished their numbers. Saruman’s<br />
transformation of the caverns under<br />
Orthanc has driven most bats to seek<br />
new lairs, far from heat and clamour<br />
of the forges. Saruman has been careful<br />
to ensure that some bats remain,<br />
allowing several swarms to roost in<br />
abandoned caverns. Orcs now harvest<br />
their droppings, which are crucial<br />
ingredients in the Fire of Orthanc.<br />
Nourished by Saruman’s craft, these<br />
bats have grown large and dangerous.<br />
The caverns under Orthanc also<br />
teem with rats that feed upon garbage<br />
and carrion. As the underground<br />
population grows and Saruman’s corruption<br />
intensifies, the vermin grow<br />
larger, fouler, and more cunning. Large<br />
swarms descend upon any—even<br />
Orcs—who wander into the more<br />
obscure caverns and tunnels.<br />
swarm of bats<br />
attriButeS: Bearing 3 (±0),<br />
Nimbleness 6 (±0)*, Perception 4<br />
(±0), Strength 0 (-3), Vitality 10<br />
(+2)*, Wits 0 (-3)<br />
reactionS: Stamina +2*, Swiftness<br />
±0, Willpower -1, Wisdom ±0<br />
Defence: 10<br />
movement rate: 6<br />
SKillS: Armed Combat: Natural<br />
Weapons (Bite) +3, Observe (Hear,<br />
Scent) +3<br />
SPecial aBilitieS: Disease, Feral<br />
Scent, Fire-fear, Flight, Swarm<br />
Size: Tiny (2 wound levels)<br />
health: 4<br />
tn equivalent: 5 (swarm)<br />
Common rat<br />
Common rats travel in swarms of<br />
dozens or hundreds, and prey upon<br />
the weak or injured.<br />
attriButeS: Bearing 4 (±0),<br />
Nimbleness 8 (+1)*, Perception 6<br />
(±0)*, Strength 2 (-2), Vitality 6<br />
(±0), Wits 2 (-2)<br />
reactionS: Stamina ±0, Swiftness<br />
+1*, Willpower ±0, Wisdom ±0<br />
Defence: 11<br />
movement rate: 3<br />
SKillS: Armed Combat: Natural<br />
Weapons (Bite) +3, Climb +5,<br />
Observe (Spot, Hear, Scent) +6,<br />
Stealth (Hide) +4, Track (Scent) +3<br />
SPecial aBilitieS: Disease, Feral<br />
Scent, Fire-fear, Mass Attack,<br />
Natural Weapon (bite, 1d6–2)<br />
Size: Tiny (2 wound levels)<br />
health: 4<br />
tn equivalent: 5 (swarm of ten)<br />
giant rat<br />
Giant rats are the size of small<br />
dogs, and will attack the weak and<br />
maimed, gnawing flesh from <strong>bon</strong>es<br />
in moments. Giant rats are usually<br />
encountered in packs numbering 1d6<br />
x 5 individuals.<br />
attriButeS: Bearing 4 (±0),<br />
Nimbleness 8 (+1)*, Perception 6<br />
(±0), Strength 3 (-1), Vitality 7<br />
(±0)*, Wits 2 (-2)<br />
reactionS: Stamina ±0, Swiftness<br />
+1*, Willpower ±0, Wisdom ±0<br />
Defence: 11<br />
movement rate: 3<br />
SKillS: Armed Combat: Natural<br />
Weapons (Bite) +3, Climb +5,<br />
Jump +3, Observe (Spot, Hear,<br />
Scent) +3, Stealth (Hide) +4,<br />
Track (Scent) +3<br />
SPecial aBilitieS: Disease, <strong>Fan</strong>gs,<br />
Feral Scent, Fire-fear, Natural<br />
Weapon (bite, 1d6), Overwhelm<br />
Size: Small (4 wound levels)<br />
health: 6<br />
tn equivalent: 5 (pack of four)<br />
Bats and Vermin<br />
Special Abilities<br />
DiSeaSe: While the bites of bats<br />
and vermin inflict relatively little injury,<br />
their bites are unclean and carry<br />
disease. A character suffering even a<br />
single point of damage from a rat’s<br />
bite must make a TN 5 Stamina test<br />
or fall sick. Characters need only make<br />
one test per encounter with rats. If the<br />
character’s Stamina test fails, a day<br />
later they become feverish, suffering<br />
chills and weakness. They suffer a –2<br />
penalty to all tests for 2d6 days, and<br />
lose one point of Vitality every two<br />
days afflicted. A TN 10 Healing test<br />
will remove the penalty for one day,<br />
but it will return if the sick character<br />
loses any Weariness levels. The<br />
Healing-spell cures the disease entirely.<br />
feral Scent: Rats are drawn to<br />
the scent of blood. They gain a +4<br />
<strong>bon</strong>us on all Observe or Track rolls<br />
used to hunt a bleeding target.<br />
fire-fear: Rats are panicked by<br />
fire. If a torch or other open flame<br />
(including a Blinding Flash spell) is<br />
used in conjunction with an Intimidate<br />
test, the rats suffer a –4 penalty to<br />
their Willpower tests to resist.<br />
maSS attacK: Rats are weak<br />
individually, but their small size and<br />
speed make them dangerous in large<br />
numbers. A swarm of rats may attempt<br />
a Mass Attack against a target: each rat<br />
involved in the attack spends a full<br />
round action to swarm the victim.<br />
The rats scurry all over their target,<br />
worming their way under armour and<br />
clothing, scratching and biting. The<br />
rats make a single attack against their<br />
target, with a +1 <strong>bon</strong>us for every 5<br />
rats in the swarm. A Mass Attack cannot<br />
be dodged or parried. If the rats<br />
hit, the damage ignores all armour<br />
except that provided by the Armour of<br />
Heroes edge. Victims of a Mass Attack<br />
can, as a full-round action, shake off<br />
a number of rats each round equal<br />
to their Nimbleness modifier (with a<br />
minimum of one). Other characters<br />
can assist in dislodging rats. Once dislodged,<br />
rats scurry away.<br />
overwhelm: Giant rats employ<br />
a variant of the Mass Attack ability,<br />
attacking in great numbers, scurrying<br />
over a target and attempting to pull it<br />
prone. The rats make a single opposed<br />
Strength test with a +1 test result<br />
<strong>bon</strong>us for every five rats contributing<br />
a full round action. If the target fails,<br />
he falls prone and suffers the usual<br />
penalties (see page 230 of the core<br />
rulebook). To stand up, prone characters<br />
must make another opposed<br />
Strength test against the rats, modified<br />
as above.<br />
<strong>bon</strong> <strong>olivier</strong> (<strong>order</strong> <strong>#42065</strong>) 8