ENCOUNTER OF THE WEEK: RATSO AND THE RAVE OF RUIN


A sewer, a subwoofer, and one giant rat who thinks he’s the next big thing in underground music.


The Scene

You expected mildew, mould, and misery when you climbed down into the sewers.

What you didn’t expect was a crowd of teenagers bouncing to thumping music under flickering glowstones.

The smell of cheap lager and wet fur hits you like a goblin’s armpit. At the centre of it all, behind a jury-rigged set of glowing pipes and humming boxes, a giant rat in a sparkly waistcoat works the controls. His tail swings to the rhythm, his claws scratch vinyl made from flattened shield discs, and the walls vibrate with what can only be described as rodent ravecore.

He spots you, grins with yellow teeth, and squeaks through a loudspeaker:

“Oi! You here to dance, deal, or disrupt?”


RATSO, THE RAVE RODENT


BECMI Stats:

Armour Class: 6

THAC0: 17

Hit Dice: 3+1 (17 hp)

Move: 120’ (40’)

Attacks: 1 bite (1d6) or Tail Whip (1d4 + dazzle check*)

Save As: F3

Morale: 8 (10 if the crowd chants his name)

Treasure Type: Special (glowstones, mushrooms, confiscated pocket money)

Alignment: Chaotic (and groovy)


5e Stats:

Medium Beast (mutant, charismatic)

Armour Class: 13 (shiny waistcoat)

Hit Points: 22 (3d8 + 9)

Speed: 40 ft.

STR 14, DEX 16, CON 16, INT 10, WIS 12, CHA 15

Skills: Performance +4, Persuasion +3, Sleight of Paw +5

Senses: Darkvision 60 ft., Passive Perception 13

Languages: Common, Squeak, a bit of Elvish slang

Challenge: 1 (200 XP)

Special Traits

Drop the Bass (Recharge 5–6):

Ratso slams the deck and blasts a thunderous wave of sound. All creatures within 15 ft. must make a DC 13 Constitution save or be deafened for 1 minute and start involuntarily dancing (disadvantage on attacks).

Crowd Control:

If at least five teenagers are nearby, they shield Ratso from ranged attacks while shouting things like, “You can’t silence the sound, man!”

Tail Whip Dazzle:

On a hit, target must make a DC 12 Wisdom save or be distracted by Ratso’s disco tail, losing their next reaction.

Personality and Speech

Ratso speaks in a thick Cockney accent, calls everyone “luv,” and insists his rave is a “community outreach programme with beats.” He’s charming, deluded, and smells faintly of stale crisps. He believes he’s saving the youth from boredom, oppression, and good decision-making.

You can talk, dance, or scrap with him, but the music’s not stopping.



Three Possible Conclusions


1. The Beat Goes On (Peaceful Resolution)

You challenge Ratso to a dance-off. The judges: three dwarves, a kobold, and a sentient mushroom. Win a DC 13 Performance check and Ratso anoints you an “Ambassador of the Vibe.” Lose, and you’re pelted with glowsticks until you retreat.

Reward: Ratso’s respect, +1 on Charisma checks with rebellious youth, and mild tinnitus.


2. The Great Clean-Up (Combat Encounter)

You’ve had enough of this nonsense and decide to clear the sewers. Ratso shrieks, “Artistic oppression!” and drops the bass until someone hits him with a chair. When defeated, he flees into the drain, yelling, “Ratso’ll be back for the remix, luv!”

Reward:

15 gp, three questionable potions made from rave mushrooms (grant 1d6 temp HP but make you see sound for 10 minutes), and a cracked speaker that casts Thunderwave once per day.


3. The Record Deal (Chaotic Compromise)

You strike a bargain. Ratso offers a cut of the profits if you keep the guards away. You become part of the city’s most questionable youth movement, and your clothes will never smell clean again.

Reward: 2d6 gp weekly income, a following of adoring teens, and utter disgrace in respectable circles.


Dungeon Master Notes

If players befriend Ratso, his rave becomes a recurring den of rumours, stolen trinkets, and bardic remixes so bad they border on necromancy.

If they destroy the rave, the teens form The Sewer Scene, an angsty movement led by a mysterious masked figure who’s definitely Ratso wearing sunglasses.


Ratso will absolutely return in the sequel:

“Ratso II: The Reckoning of Rhythm.”


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