TEXT: 1
  B1 - For Character Levels 2-3
  Return 
  of the 
  Rat Cult
  Perry Fehr
  
  2
  RetuRn of the 
  Rat Cult
  A Labyrinth Lords Adventure for 4-6 level 2 or 3 char-
  acters.
  BaCKGRounD
  The town of Felton, a grain and livestock center for the 
  region, has been plagued over the years with infesta-
  tions of rats seeking the bounty of stored grain, animal 
  flesh, and the offal of both.  It rains a lot in Felton, and 
  cats, the usual solution, do not do well in the damp… 
  Many adventuring careers here have started out with 
  the skills of rat-catcher.  There are some, however, who 
  sought a different answer to the problem- elevating the 
  prevalent vermin to the status of indestructible god, 
  and giving worship.
  The Servants of the Small God, usually referred to as 
  the Rat Cult, emerge from time to time, especially 
  after a particularly despoiled harvest in Felton.  Fringe 
  citizens or farmers driven mad by the loss of their liveli-
  hood dress in gray robes, grow their fingernails out, 
  and carve three lines on each cheek- the sign of the Ser-
  vants.  They squeak and jibber in the streets, implore 
  the populace to offer sacrifices, and usually get tossed 
  in jail, where they eventually commit suicide. 
  Recently though, after a particularly bad harvest, the 
  Cult rose with a vengeance.  Typically never number-
  ing over a half-dozen, nearly twenty rat-cultists staged 
  a rally near the granaries, demanding one bin be spilled 
  on the ground as sacrifice, to appease the Small God.  
  Militia appeared, deputies were called, and a riot broke 
  out.  Eight militia and deputies, and half a dozen cult-
  ists died, and a dozen citizens have disappeared, feared 
  kidnapped by the retreating cultists, including their 
  leader, Nimmus, who was once a priest of the local 
  ‘Grain God.  ‘
  As the party arrives in town, the situation is dire.  The 
  militia has nearly been wiped out; only four remain, 
  wounded, and the chief deputy has been killed.  A 
  dozen of the townsfolk have disappeared, and the full 
  moon, typical time of sacrifice as demanded by the 
  Servants, is fast approaching. Panic is beginning to set 
  in, and time is short.
  the aDVentuRe
  A small committee consisting of the mayor, Ding Fer-
  gus (an old man of 63), Brother Green (1st level acolyte 
  of the grain god) and Brent (sole standing member 
  of the militia, as a Merchant; see Labyrinth LordTM) 
  comes to the party, either in the middle of the road 
  near the riot scene, or at a suitable inn.  The situation 
  is laid out, and background explained.  Every captive 
  of the dozen returned will net a 10 gp reward, every 
  cultist killed a 5 gp reward.  A decoration over the door 
  of the church, the +1 shield of plenty (see appendix), is 
  offered for the head of Nimmus, the renegade priest.  
  The committee has no idea where the cult might have 
  its base; they disappeared so quickly, no one saw their 
  escape from town.
  PaRtY aCtIonS
  The party has several choices, and must hurry- sun-
  down is in 2 hours.  They can choose to:
  •	
  further question the committee and press for re-
  sources: this will take half an hour, and requires a 
  Charisma ability check on d20.  If successful, they 
  can obtain some or all of the following, depend-
  ing on roleplay: a flask of holy water from Brother 
  Green; a 10 gp advance from Mayor Fergus; or 
  have Brent join the party (for full share of treasure- 
  he has a morale of 8)
  •	
  ask for horses and search the countryside: roll 
  2d20 and check the Wilderness Encounter table for 
  ‘Inhabited Lands’, (see Labyrinth LordTM rulebook). 
  If 21+ is rolled, no sign of the cult is found any-
  where, and an hour is lost. If an encounter is met, 
  it will be either on the road, or in an abandoned 
  barn with the sign of the Servants daubed in paint, 
  depending on the monster.  The only treasure (or 
  clue, in the case of friendly encounters) is the silver 
  star of the deputies of Felton, found nearby.  This is 
  a clue towards the jail in Felton.
  •	
  examine the dead cultists: The bodies of two of 
  them are still moving—one contains 6 rot grubs, 
  which will attack on contact.  The other body is 
  that of a cultist that consumed a potion of rat swarm 
  (see appendix), and 12 rats will burst from his body 
  if disturbed.  Apart from daggers, the only objects 
  on the cultists are halves of a broken key, on each 
  of the tainted corpses. This is a clue towards the jail 
  in Felton; this search takes half an hour.
  •	
  Search the town and question the citizens: 
  
  3
  Whether by spreading out or gathering as a group, 
  rumors can be followed, and buildings searched.  
  One rumor can be found per character, plus their 
  Charisma modifier number; this will take an hour.
  d10
  Rumor
  1
  Giant birds with rat heads carried them off! 
  2
  The cultists have the right idea- more sacrifice!
  3
  Isn’t it obvious?  They are in Nimmus’ church!
  4
  Things ain’t been the same since they blew up 
  the holy book… (see Labyrinth Room 4)
  5
  I heard there was an abandoned barn where 
  they made sinister sacrifices… (see Party Ac-
  tions)
  6
  In ancient times, strange creatures lived under 
  the earth, right under where we stand! (True 
  enough)
  7
  Here!  I found this gray cloak, right in the 
  middle of main street, with fresh blood on it! 
  (Dropped in the retreat)
  8
  They kept throwin’ those culties in jail, some-
  times they wouldn’t come out! (Pretty direct)    
  9
  The only place strangers stay is the Inn.  I’m 
  just sayin’
  10
  Look for rats in the sewer!  That’s where the 
  garbage goes! 
                                                                                             
  In town: Businesses and places of interest include the 
  following, and possible results of searches there.  A map 
  should not be necessary, the party can easily access any 
  place in town.
  The tavern (The Greedy Scythe): Will turn up a 
  “missing” townsperson, drunk as a skunk and sleep-
  ing it off upstairs.  One party member will also suffer a 
  pickpocketing attempt from a 3rd level thief who works 
  there.
  Church of the Grain God: Currently boarded up.  A 
  rune	of	divine	wrath is painted on the front doors.  
  The first person to set foot on the floor receives a be-
  stow curse spell, reducing a random ability score by half, 
  until the curse is lifted.  Rat’s blood and grain is poured 
  on the altar, but there is nothing more unusual here, 
  though the floor is very wet, with stinky water.
  General Store (filberg’s): A normal store, where any 
  regular goods can be bought.  If the party is due a lot 
  of money, they will probably get half of it in credit at 
  Filberg’s.  He has potions of growth, healing, delusion 
  (flying), climbing, and a philter of love under the coun-
  ter, for ‘special’ customer.  Fint Filberg has a long nose 
  and scratchy whiskers, looking unfortunately like a rat. 
  Use the statistic for ‘Merchant’ for him (see Labyrinth 
  LordTM).
  The town Well: This is where townsfolk with noth-
  ing to do hang out, gossip, and do informal trading.  
  If party members insist on exploring it, via a rope, a 
  cult member (as a Berserker, p. 87)  in the crowd will 
  attempt to cut the rope.  If an explorer in the well can 
  pass a Constitution ability check to hold their breath, 
  they will splash down in Room 2 of the labyrinth, tak-
  ing 1d3 points of damage and meeting the denizens 
  there.
  Deputies’ Shack and Jail: This	ramshackle	building	
  has	been	attacked	many	times	by	cultists	and	vigi-
  lantes	alike.		A	0-level	human	militiaman	is	on	duty,	
  wielding	a	creaky	crossbow.		One	of	the	two	jail-cells	
  has	a	secret	door	in	the	back	(behind	some	thick	
  bushes)	to	the	outside,	and	the	cell	itself	has	a	secret	
  trap	door,	which	leads	to	Room	1	of	the	labyrinth	lair	
  of	the	Servants	of	the	Small	God,	the	Rat	Cult.
  Private homes: If, for some reason, the party wants 
  to do a house-to-house search, they will waste half an 
  hour and find nothing.  It is 50% likely that a pot will 
  be thrown at a random party member, dealing 1 point 
  of damage per house so intruded upon.
  ‘look in the Sewer’: An extensive system of tunnels 
  housed the first settlers, and was used for drains, but 
  has been sealed for generations, with only small pipes 
  draining the older homes’ sewage.  A 6’ pipe can be 
  shown in any large business or home, and squeaking 
  faintly heard.
  time Passing: It is important to note how much time 
  is spent finding the cult’s lair and the stolen villagers.  
  In two hours, the full moon will be up, and Nimmus 
  will start sacrificing the captives in Room 5 of the 
  Labyrinth, either killing them with a knife, or biting 
  them to induce wererat lycanthropy.  The party should 
  be made well aware of this timeline, from villagers’ gos-
  sip or statements of NPCs.
  
  4
  the laBYRInth: 
  SeWeRS anD teMPle 
  of the Rat Cult
  Passages and Rooms: Passages are modified sewer 
  tunnels, irregular and haphazardly cobbled, constantly 
  dripping water from the roof, with puddles on the 
  floor. Line of sight is not dependable (-1 on missile 
  attacks in tunnels) Rooms are drier, lined with cobbles 
  and pieces of wood.  Doors require normal opening 
  rolls.  
  lighting: Rooms 1, 3, and 5 have torches mounted in 
  the walls.  The dais in Room 6 glows with eerie magi-
  cal radiance, enough for poor illumination, whereas 
  everywhere else is completely dark.
  unfinished/collapsed passages: The collapsed passages 
  west of 2 and east of 5 can be dug through in 6 turns, 
  attracting a level 1 wandering monster.  Digging or 
  examining an unfinished passage will yield one of the 
  following, once: 
  1. Passage collapse—all take 1d6 damage  
  2. Find an abandoned digging tool, use as club  
  3. 1-3 giant rats emerge and attack  
  4. Buried sacrificial victim, clutching a silver dagger 
  or a key to the locked eastern doors...  
  5. Find 1d6 copper coins  
  6. Clear out a 10’ square.
  twisting passages: Moving within 10’ of the end of a 
  twisting, unlabeled passage reveals one of the following; 
  the tunnels are too irregular and dripping with ceiling 
  water to see very clearly to the end.
  1-3 
  11-20 rats, attack as swarm
  4-5  
  1-6 giant rats
  6  
  fleeing/hiding kidnap victim: (AL N, Mv 
  120’ (40’), AC 9, Hp 4, #AT 1, DG 1-2 
  (fist), SV Normal Human, ML 5) If found, 
  subtract from total in Room 5.
  
  5
  Room 1- The old Gaol
  The passage beneath the holding cell leads narrowly 
  down, past rusty rivets and shattered manacles, and 
  fragments of chains clank beneath your feet.  You en-
  ter a large, dirt-and stone chamber with similar pieces 
  of metal jammed into the walls, and a burning torch 
  in a sconce.  A huge rodent, big as a carriage, squats 
  in the center of the chamber.
  The ‘giant rat’ is an illusion, cast by a cult magic-user 
  in the southwest alcove.  A cult thief lurks in the 
  southeast and cult warriors in the other three alcoves. 
  If the explorers are distracted ie. attack the ‘giant rat’, 
  The thief will gain a +8% bonus to move silently and 
  hide in shadows, and attempt a back stab.  The other 
  warriors will scream and charge with short swords; the 
  warrior in the northeast alcove will cover them with 
  a crossbow.  The doors to the northwest and west are 
  waterlogged and jammed; requiring 1-3 on d6 to open, 
  and the door east is locked. Spending the time to bash 
  it down results in a level 2 wandering monster to ap-
  pear!
  Risset, cult wizard: [3rd level human magic-user; AL 
  C, MV 120’ (40’), AC 7 , Hp 10, #AT 1, DG 1d4 
  (dagger), Spells (darkness, charm person, phantasmal 
  force {used}), SV MU 3, ML 7]
  S10 I16 W15 D16 Co11 Ch 9
  Thert, cult thief: [2nd level human thief; AL C, MV 
  120’ (40’), AC 5 (leather armor), Hp 7, #AT 1, DG 
  1d6+1 (short sword), SV T2, ML 7] S13 I8 W9 D17 
  Co12 Ch10 [Move silently 27% +bonus, Hide in shad-
  ows 17% + bonus]
  3 cult warriors: [1st level human fighters; AL C, MV 
  90’ (30’), AC 4/5 (chain mail {& shield}), Hp 8, AT 1, 
  DG 1d6+2 (mace) or 1d6 (crossbow), SV F1, ML 8] 
  S16 I8 W10 D10 Co12 Ch9]
  Each cultist has a bottle of wine and a pouch of grain, 
  symbols of their cult; consuming any of it requires a 
  save vs. poison or lose 1 point of Constitution for 1 
  day.  Thert has a jeweled service goblet from the church 
  worth 100 gp on his person; Risset has 8 sp and a po-
  tion of invisibility. The others have 4 sp each.
  Room 2- Sewer Waterfall
  The roar of noise from this area can be heard as soon 
  as you move around the corner.  The chamber is a 
  hemispheric curve, apparently, joined in the north by 
  a slanted shaft receiving a cascade of dirty water from 
  above.  Bits and pieces of... things bob in the murk.
  The southern area of the chamber is a bowl 10’ deep in 
  the middle, lined with cobbles slick with algae; there is 
  no ledge.  A total of 17 giant rats will be in the water 
  or on ledges in the northern area of the chamber.  They 
  will attack in small groups, but at least 7 will stay in 
  the northern area, attacking only if the players trespass. 
  They are bolder in this, their home nest, with large 
  numbers.  Players will have to do a Dexterity ability 
  check at -2 if they want to walk on the slick cobbles 
  there, with the water falling!  A pile of metal can be 
  seen in the northwest corner; though it looks like ar-
  mor, it is a collection of discarded kitchen pots.  If the 
  whole area is searched, a metal plate on the northeast 
  wall is engraved with the sign of the rain goddess, wife 
  of the grain god.  Touching it and praying heals the 
  observer 1d8 hit points, and gives him the ability to 
  cast light once, before the day is over.
  17 Giant Rats: [AL N, MV 120’ (40’)/ swim 90’ (30’), 
  AC 7, HD 4 hp each, #AT 1 (bite) DG 1d3 + disease, 
  SV F1, ML 8 {special}]
  Room 3- Cultist Quarters
  Beyond the damp-swollen door, you see a squalid 
  sight; 4 mumbling humans in ragged clothing deco-
  rated with what looks like cat-skins groveling at the 
  feet of a half-human, half rat ‘thing’ licking the blood 
  from a wickedly curved blade.  The source of the 
  blood is a hacked villager, laying on a crude platform, 
  surrounded by tiny, smoky candles.
  The east door is trapped with a crude ‘mousetrap’ 
  device; dealing 1d6 damage if not detected and dealt 
  with. The cultists inside can deactivate the trap if a 
  knock of three, then three more is given.
  The humans are petitioners to the cult, who fled at 
  the first sign of violence back at the village. They have 
  brought a kidnap victim to the wererat acolyte of Nim-
  mus, in supplication. They will attempt to rush intrud-
  ers to prove their faith, and hold them for the wererat 
  to kill with his cursed blade.
  
  6
  Wererat: [AL C, MV 120’ (40’), AC 7, HD 3 (hp 13), 
  #AT 1, DG see below, SV F3, ML 8] Carries a sword of 
  pain; (see appendix)
  4 Cultist Petitioners: [Normal humans; AL C, MV 
  120’ (40’), AC 9, Hp 3 each, #AT 1 (grapple) DG spe-
  cial, SV Normal human, ML 10] Each petitioner will 
  throw himself on an intruder, at +2 to hit. If successful, 
  the character cannot move, and can only attack with a 
  fist or small weapon, losing their dexterity bonus.
  There is little among the trash of the cultists that is 
  valuable; 1d10 copper pieces, a stolen cloth-of-gold 
  altar cloth thrown in a corner, worth 80 gp, a potion 
  of rat swarm half buried in the ash, and a wax stamper 
  from the mayor’s office, who knows how it got there...
  Room 4 -abandoned access
  The door to this room is blown off its hinges, as 
  though the walls were imploded by some titanic, 
  fiery force.  A cobbled access once led upward, but is 
  collapsed by scorched beams and scalded earth and 
  stone- and what looks like a golden carpet covering 
  the stones at its base.  Another carpet seems to be 
  thrown in the northeast corner, and another to your 
  left, on the piles of rubble.  You hear a strange click-
  ing sound, but there is too much dust in the air to 
  see.
  This room was destroyed by a fireball down a sewer 
  access some time ago, in a previous attempt to wipe 
  out the cult. The cultists then had stolen a sacred book 
  from the grain god’s church (see Rumors) and it was 
  presumed to have been destroyed. It was not, and lies 
  under the northeast pile of rubble, and one of three 
  ‘golden carpets’- colonies of yellow mold. Feeding on 
  and immune to the mold are 6 subterranean locusts, 
  making the clicking noise, preparatory to making the 
  attractive whine, which will check the 1st level wander-
  ing monster table.
  The sacred book is bound in gold dragon hide (thus 
  immune to fire) and titled ‘The Holy Granary’, using 
  it can cast each of the following spells once per week;  
  cure light wounds, purify food and drink, find traps, 
  cure disease, speak with plants.  Each time a spell is cast 
  from the book, the caster must make a Wisdom ability 
  check; failing it results in being struck with a quest to 
  return the book to a temple of the grain god.
  Room 5- Chamber of Sacrifice
  Once past the foul wire traps, the scene before you 
  stops your blood; nearly a dozen men, women and 
  children chained in a huddled mass against the north 
  wall, guarded by three gray-robed cultists, elves, by 
  the look, with wicked blades.  Perched on top of a 
  glistening stone dais is a ratlike man in a shredded 
  cleric’s robe of golden yellow, foully soiled.  “More 
  prospective members, how nice...” the creature 
  squeaks, and then transforms into something like a 
  giant rat in a man’s clothing...
  Both doors to this chamber are trapped with the 
  ‘mousetrap’ wires as in room 3, tripped on a 2 in d6, if 
  not detected and dealt with, doing 1d6 damage.  No 
  secret knock will bypass these, though... Nimmus, ren-
  egade cleric and currently a wererat, is quite glad the 
  adventurers have come, to add to his growing cult- the 
  addition of three fanatical elves has convinced him his 
  time has come.  The four of them will cast their spells 
  before entering combat, as the player characters cannot 
  reach them in melee through the mass of captives.  
  nimmus, wererat cleric: [AL C, MV 120’ (40’), AC 6 
  (tattered leather), HD 3, hp 20, #AT 1 (bite) DG 1d4, 
  Spells (cause fear, protection from good) SV F3/C2{best 
  of both} ML 9]
  3 elven cultists: [AL C, MV 120’ (40), AC 4, HD 
  1+1, hp 6 each, #AT 1 (sword), DG 1d8, Spells (magic 
  missile, sleep, hold portal [west]),SV E1, ML 8]
  10 Villagers: [AL L, MV 120’ (40’), AC 9, HD 3 hp, 
  #AT 1 (fist), DG 1d2, SV Normal Human, ML 6]
  Each elf is richly dressed, with silver tattoos instead of 
  scars for the cult mark.  Each bears a purse of 5 gold 
  and 3 silver pieces; one wears a ruby ring worth 50 gp, 
  another has three +1 arrows in a quiver, for his short-
  bow stashed in a corner.  The third has a scroll tube 
  containing a spell scroll of arcane mark, and a treasure 
  map detailing the entire complex, with area 6 circled.  
  They wear stylized armor made of many steel bands.    
  Nimmus has nothing except a stained dagger resting 
  on the dais, and a cursed scroll of lycanthropy; the reader 
  contracts the disease as if he had been bitten and failed 
  his save.  If the reader currently has just contracted 
  lycanthropy, he immediately turns into a wererat mon-
  ster.  A dented pot in a corner holds the cult’s treasury; 
  
  7
  1,200 silver pieces and 4 roughly cut gems worth 75 gp 
  each.
  Room 6- Statues of the ancients
  This vast chamber is different from the rest of the 
  labyrinth; tiled with green, dressed stone, squared off 
  corners and a 20’ high ceiling.  Doors in the north 
  and south are green stone slabs, but the north one is 
  shattered on the floor.  Small chambers in the cor-
  ners are decorated with bas-relief of twisted, curling 
  tails, which catch and draw the eye in their patterns.  
  The center ‘island’ is 10’ lower than the rest of the 
  space, but slightly raised above the level of the water 
  that surrounds it, black and murky.  On the island 
  are three statues; the north end is of a fat, comical 
  human, hands full of food; the south of a mangy cat, 
  cross-eyed and scraggly; in the center, on a three-level 
  dais that glows slightly with a yellow radiance, is a 
  sleek, plump, clever-looking rat, on a copper plat-
  form.  The rat holds what looks like a set of copper 
  plates, perhaps a book.
  The island can be jumped to quite easily, but return-
  ing may be more difficult; the dressed stone is rather 
  slick.  Searching here (as for a secret door) reveals only 
  that the center statue is hinged, and by moving the 
  statue so that it exactly resembles a scurrying rat, on its 
  face, a spiraling tunnel descends into the earth.  If the 
  Labyrinth Lord wishes to continue the adventure, the 
  passage can continue on to deeper levels of the under-
  world, perhaps to a lair of the masterminds behind the 
  Servants of the Small God!  
  If the Labyrinth Lord wishes to end the adventure here, 
  the tunnel leads down to a 10’ diameter almost-spheri-
  cal chamber with 20 sides, each bearing a face upon it, 
  of animals, humanoids, and things not of the world- 
  and a number from one to 20; the number one is inset 
  with red crystal, the others in white.  Roll randomly 
  to see what number the intruder is standing on; it will 
  glow.  If more than one intruder stands on a number, 
  the chamber will glow ominously and begin to grow 
  warmer.  If the second intruder does not exit the cham-
  ber, any present will take 1 point of damage for every 
  round there is more than 1 standing on a facet- the 
  effect will immediately cease when there is only one on 
  a facet.  Those who wish to access the chamber’s secret 
  must push or strike a facet that is three higher or lower 
  than the facet he stands upon, and progress in either 
  
  8
  direction until all of the facets in the chamber have 
  been pressed and lit up, ex; 4, 7, 10, 13, 16, 19, 2, 5, 
  8, 11, 14, 17, 20, 3, 6, 9, 12, 15, 18, 1. (or) 4, 1, 18, 
  15, 12, etc.  Activating an incorrect facet will trigger 
  an ominous glow, and the next mistake will inflict 1 
  point of electricity damage to the user; every other 
  mistake will inflict damage- being reduced to 0 hit 
  points will incinerate the user.  If the proper sequence 
  has been completed (20 facets), the last facet will open, 
  to a small compartment.  Within is a helm of telepathy, 
  that also add 1 point to Intelligence and Wisdom; it is 
  shaped like a silver rat’s head.
  Lurking in the channel surrounding the island are 2 
  tentacleeches; a variant of giant leech that possesses 
  three slimy tentacles on the sides of its eyeless head.  
  They will wake from their underwater slumber if loud 
  noises are made in the chamber, such as moving the 
  statue or combat.  
  tentacleech: [AL N, MV 120’ (40’), AC 7, HD 6, hp 
  27 each, #AT 3 (tentacle grab) or 1 (drain blood), DG 
  special or 1d6/ round, SV F3, ML 10; XP 650]
  A hit on a tentacle with a bladed weapon will sever it; 
  in the round after a tentacle hits, the victim is drawn 
  into the water, where the leech can attack with its bite.  
  A tentacleech without tentacles will retreat to the bot-
  tom of the 10’ deep channel.  In the water is a solid 
  gold belt buckle, worth 180 gp.
  aPPenDIX: 
  neW MaGIC IteMS
  Potion of Rat Swarm: This thick liquid looks as 
  though it contains a lot of hairs, and it does… It has 
  two applications; if poured on the ground, it summons 
  a rat swarm of 12-22 rats, exactly like the monster en-
  try, except that the pourer directs their activities. They 
  are real rats that will do the pourer’s bidding for 10 
  minutes, and then run away.  If consumed, the potion 
  has no effect unless the imbiber is killed, whereupon 
  they will emerge from the drinker’s body, forcing all 
  who see the event to save vs. poison or be paralyzed for 
  1 round.  The rats will then attack any suitable nearby 
  target until killed or driven off.
  Shield of Plenty: This large, curved shield has heraldry 
  depicting harvests and farmers on it, and can be of 
  +1, +2 or +3 quality.  Once per day, the wielder of the 
  shield can share the shield bonus of the shield of plenty 
  with as many allies and as many rounds of combat as 
  he has Charisma points ie. A +1 shield of plenty wielded 
  by a fighter with 12 Charisma subtracts 1 (not 2) from 
  his AC and the AC of 12 others for 12 rounds a day, 
  when activated, all rounds consecutive.  When not 
  using this ability, it acts as a normal +1 shield for the 
  owner.
  Sword of Pain: These cruel longswords have jagged, 
  unwrapped grips, and can be of +1, +2 or +3 quality.  
  They do extra damage to a struck target, and to the 
  wielder. A +1 sword of pain does 1d4 to the target, 1d2 
  to the wielder, +2 does 1d6/1d3, and a +3 sword does 
  1d8/1d4 extra damage.
  CReDItS
  author:	Perry	Fehr
  Cover art: Gary	Dupuis
  Interior art: Brad	McDevitt
  Cartography:	Tim	Hartin	of	Paratime	Design
  layout:	Mark	Gedak
  Publisher:	Purple	Duck	Games
  open Game Content:	All	text	of	this	adventure	is	
  considered	Open	Game	Content.
  PlaYteSteRS
  noah Marshall (DM)
  aimee Vardanega (Betrys the Swordswoman)
  abdul Deeb (Zopyros the Conjurer followed by Oro-
  pher the Warrior Evoker)
  Kelley Dangerously (Euthalia the Preistess followed by 
  Targe Clubmaker the Swordswoman)
  todd Robertson (Waltheof the Robber)
  oPen GaMe lICenSe Version 1.0a
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	
  is	Copyright	2000	Wizards	of	the	Coast,	Inc	(“Wizards”).	All	Rights	
  Reserved.
  1.	Definitions:	(a)”Contributors”	means	the	copyright	and/or	trademark	
  owners	who	have	contributed	Open	Game	Content;	(b)”Derivative	
  Material”	means	copyrighted	material	including	derivative	works	
  and	translations	(including	into	other	computer	languages),	potation,	
  modification,	correction,	addition,	extension,	upgrade,	improvement,	
  
  9
  compilation,	abridgment	or	other	form	in	which	an	existing	work	may	
  be	recast,	transformed	or	adapted;	(c)	“Distribute”	means	to	reproduce,	
  license,	rent,	lease,	sell,	broadcast,	publicly	display,	transmit	or	other-
  wise	distribute;	(d)”Open	Game	Content”	means	the	game	mechanic	
  and	includes	the	methods,	procedures,	processes	and	routines	to	the	
  extent	such	content	does	not	embody	the	Product	Identity	and	is	an	
  enhancement	over	the	prior	art	and	any	additional	content	clearly	
  identified	as	Open	Game	Content	by	the	Contributor,	and	means	any	
  work	covered	by	this	License,	including	translations	and	derivative	
  works	under	copyright	law,	but	specifically	excludes	Product	Identity.	
  (e)	“Product	Identity”	means	product	and	product	line	names,	logos	
  and	identifying	marks	including	trade	dress;	artifacts;	creatures	char-
  acters;	stories,	storylines,	plots,	thematic	elements,	dialogue,	incidents,	
  language,	artwork,	symbols,	designs,	depictions,	likenesses,	formats,	
  poses,	concepts,	themes	and	graphic,	photographic	and	other	visual	
  or	audio	representations;	names	and	descriptions	of	characters,	spells,	
  enchantments,	personalities,	teams,	personas,	likenesses	and	special	
  abilities;	places,	locations,	environments,	creatures,	equipment,	magical	
  or	supernatural	abilities	or	effects,	logos,	symbols,	or	graphic	designs;	
  and	any	other	trademark	or	registered	trademark	clearly	identified	as	
  Product	identity	by	the	owner	of	the	Product	Identity,	and	which	spe-
  cifically	excludes	the	Open	Game	Content;	(f)	“Trademark”	means	the	
  logos,	names,	mark,	sign,	motto,	designs	that	are	used	by	a	Contributor	
  to	identify	itself	or	its	products	or	the	associated	products	contributed	
  to	the	Open	Game	License	by	the	Contributor	(g)	“Use”,	“Used”	or	“Us-
  ing”	means	to	use,	Distribute,	copy,	edit,	format,	modify,	translate	and	
  otherwise	create	Derivative	Material	of	Open	Game	Content.	(h)	“You”	
  or	“Your”	means	the	licensee	in	terms	of	this	agreement.
  2.	The	License:	This	License	applies	to	any	Open	Game	Content	that	
  contains	a	notice	indicating	that	the	Open	Game	Content	may	only	be	
  Used	under	and	in	terms	of	this	License.	You	must	affix	such	a	notice	
  to	any	Open	Game	Content	that	you	Use.	No	terms	may	be	added	to	or	
  subtracted	from	this	License	except	as	described	by	the	License	itself.	
  No	other	terms	or	conditions	may	be	applied	to	any	Open	Game	Con-
  tent	distributed	using	this	License.
  3.Offer	and	Acceptance:	By	Using	the	Open	Game	Content	You	indi-
  cate	Your	acceptance	of	the	terms	of	this	License.
  4.	Grant	and	Consideration:	In	consideration	for	agreeing	to	use	this	
  License,	the	Contributors	grant	You	a	perpetual,	worldwide,	royalty-
  free,	non-exclusive	license	with	the	exact	terms	of	this	License	to	Use,	
  the	Open	Game	Content.	
  5.Representation	of	Authority	to	Contribute:	If	You	are	contributing	
  original	material	as	Open	Game	Content,	You	represent	that	Your	Con-
  tributions	are	Your	original	creation	and/or	You	have	sufficient	rights	to	
  grant	the	rights	conveyed	by	this	License.
  6.Notice	of	License	Copyright:	You	must	update	the	COPYRIGHT	
  NOTICE	portion	of	this	License	to	include	the	exact	text	of	the	
  COPYRIGHT	NOTICE	of	any	Open	Game	Content	You	are	copying,	
  modifying	or	distributing,	and	You	must	add	the	title,	the	copyright	
  date,	and	the	copyright	holder’s	name	to	the	COPYRIGHT	NOTICE	of	
  any	original	Open	Game	Content	you	Distribute.
  7.	Use	of	Product	Identity:	You	agree	not	to	Use	any	Product	Iden-
  tity,	including	as	an	indication	as	to	compatibility,	except	as	expressly	
  licensed	in	another,	independent	Agreement	with	the	owner	of	each	
  element	of	that	Product	Identity.	You	agree	not	to	indicate	compatibil-
  ity	or	co-adaptability	with	any	Trademark	or	Registered	Trademark	in	
  conjunction	with	a	work	containing	Open	Game	Content	except	as	ex-
  pressly	licensed	in	another,	independent	Agreement	with	the	owner	of
  such	Trademark	or	Registered	Trademark.	The	use	of	any	Product	
  Identity	in	Open	Game	Content	does	not	constitute	a	challenge	to	the	
  ownership	of	that	Product	Identity.	The	owner	of	any	Product	Identity	
  used	in	Open	Game	Content	shall	retain	all	rights,	title	and	interest	in	
  and	to	that	Product	Identity.
  8.	Identification:	If	you	distribute	Open	Game	Content	You	must	clearly	
  indicate	which	portions	of	the	work	that	you	are	distributing	are	Open	
  Game	Content.
  9.	Updating	the	License:	Wizards	or	its	designated	Agents	may	publish	
  updated	versions	of	this	License.	You	may	use	any	authorized	version	
  of	this	License	to	copy,	modify	and	distribute	any	Open	Game	Content	
  originally	distributed	under	any	version	of	this	License.	
  10	Copy	of	this	License:	You	MUST	include	a	copy	of	this	License	with	
  every	copy	of	the	Open	Game	Content	You	Distribute.
  11.	Use	of	Contributor	Credits:	You	may	not	market	or	advertise	the	
  Open	Game	Content	using	the	name	of	any	Contributor	unless	You	
  have	written	permission	from	the	Contributor	to	do	so.
  12	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	
  the	terms	of	this	License	with	respect	to	some	or	all	of	the	Open	Game	
  Content	due	to	statute,	judicial	order,	or	governmental	regulation	then	
  You	may	not	Use	any	Open	Game	Material	so	affected.	
  13	Termination:	This	License	will	terminate	automatically	if	You	fail	
  to	comply	with	all	terms	herein	and	fail	to	cure	such	breach	within	30	
  days	of	becoming	aware	of	the	breach.	All	sublicenses	shall	survive	the	
  termination	of	this	License.
  14	Reformation:	If	any	provision	of	this	License	is	held	to	be	unen-
  forceable,	such	provision	shall	be	reformed	only	to	the	extent	necessary	
  to	make	it	enforceable.
  15	COPYRIGHT	NOTICE
  Open	Game	License	v	1.0	Copyright	2000,	Wizards	of	the	Coast,	Inc.
  System	Reference	Document	Copyright	2000,	Wizards	of	the	Coast,	
  Inc.;	Authors	Jonathon	Tweet,	Monte	Cook,	Skip	Williams,	based	on	
  original	material	by	E.	Gary	Gygax	and	Dave	Arneson.
  System	Reference	Document	Copyright	2000-2003,	Wizards	of	the	
  Coast,	Inc.;	Authors	Jonathan	Tweet,	Monte	Cook,	Skip	Williams,	Rich	
  Baker,	Andy	Collins,	David	Noonan,	Rich	Redman,	Bruce	R.	Cordell,	
  John	D.	Rateliff,	Thomas	Reid,	James	Wyatt,	based	on	original	material	
  by	E.	Gary	Gygax	and	Dave	Arneson.
  Modern	System	Reference	Document	Copyright	2002-2004,	Wizards	
  of	the	Coast,	Inc.;	Authors	Bill	Slavicsek,	Jeff	Grubb,	Rich	Redman,	
  Charles	Ryan,	Eric	Cagle,	David	Noonan,	Stan!,	Christopher	Perkins,	
  Rodney	Thompson,	and	JD	Wiker,	based	on	material	by	Jonathan	
  Tweet,	Monte	Cook,	Skip	Williams,	Richard	Baker,	Peter	Adkison,	
  Bruce	R.	Cordell,	John	Tynes,	Andy	Collins,	and	JD	Wiker.
  Castles	&	Crusades:	Players	Handbook,	Copyright	2004,	Troll	Lord	
  Games;	Authors	Davis	Chenault	and	Mac	Golden.
  Cave	Cricket	from	the	Tome	of	Horrors,	copyright	2002,	Necromancer	
  Games,	Inc.;	Authors	Scott	Greene	and	Clark	Peterson,	based	on	origi-
  nal	material	by	Gary	Gygax.
  Crab,	Monstrous	from	the	Tome	of	Horrors,	copyright	2002,	Necro-
  mancer	Games,	Inc.;	Author	Scott	Greene,	based	on	original	material	
  by	Gary	Gygax.
  Fly,	Giant	from	the	Tome	of	Horrors,	copyright	2002,	Necromancer	
  Games,	Inc.;	Author	Scott	Greene,	based	on	original	material	by	Gary	
  Gygax.
  Golem,	Wood	from	the	Tome	of	Horrors,	copyright	2002,	Necroman-
  cer	Games,	Inc.;	Authors	Scott	Greene	and	Patrick	Lawinger.
  Kamadan	from	the	Tome	of	Horrors,	copyright	2002,	Necromancer	
  Games,	Inc.;	Author	Scott	Greene,	based	on	original	material	by	Nick	
  Louth.
  Rot	Grub	from	the	Tome	of	Horrors,	Copyright	2002,	Necromancer	
  Games,	Inc.;	Authors	Scott	Greene	and	Clark	Peterson,	based	on	origi-
  nal	material	by	Gary	Gygax
  Labyrinth	LordTM	Copyright	2007-2009,	Daniel	Proctor.	Author	Daniel	
  Proctor.
  B1	-	Return	of	the	Rat	Cult.	Copyright	2013,	Purple	Duck	Games.	
  Author	Perry	Fehr.
  Labyrinth LordTM is copyright 2007-2011, Daniel Proctor. Labyrinth 
  LordTM and Advanced Labyrinth LordTM are trademarks of Daniel Proc-
  tor. These trademarks are used under the Labyrinth LordTM Trademark 
  License 1.2, available at www.goblinoidgames.com.
  
SOURCE: textdata/thevault/Labyrinth Lord/Labyrinth Lord Adventures & Settings/B1 Return of The Rat Cult (LL)/B1 Return of The Rat Cult.pdf