Lady Erwin (White Rat)

Forest special encounter featuring white rat named Lady Erwin. Four choices: (1) Pet the rat (10 outcomes; the only path to alignment gain, invulnerability, and permanent HP), (2) Feed the rat (turns, gold, nothing, or a curse debuff — never gems, HP, or alignment), (3) Walk away (50% chance of tripping and losing HP), (4) Kick the rat (triggers mandatory Oliver the Protector combat at 1.1× stats, flat -5 alignment, and all your gold if you lose). Written as memorial to author's beloved pet rat. Where your treatment of small creatures reveals your character and sometimes summons angry NPCs.

Encounter Description

Setting:

  • Forest special (forestspecial hook)
  • White rat emerges from bush in forest path
  • Small, harmless creature
  • Named "Lady Erwin" (memorial to real pet rat)

Initial Prompt:

  • "A small white rat emerges from the bushes and approaches you."
  • "She seems friendly and unafraid."
  • "What will you do?"
  • Four navigation options appear

Author's Dedication:

  • Module written in memory of Shannon Brown's pet rat
  • Real rat named Lady Erwin (deceased)
  • Immortalized in game as friendly forest encounter
  • Theme: Kindness to small creatures, love for pets

Option 1: Pet the Rat

Action:

  • "You gently pet Lady Erwin."
  • Random outcome (10 possible results, rolled 1-10)
  • Alignment shifts the roll: evil players get +1 (nudged toward the bad end), good players get -1 (nudged toward the good end)
  • Possible rewards: gems, HP restoration, an invulnerable buff, permanent HP (rare), a curse debuff, or nothing

10 Random Outcomes:

  • Roll 1 (10%): She's delighted with your kindness. You gain 5 good alignment, an invulnerable buff ("Bless of Lady Erwin"), and a random amount of max/current HP — permanent only if the server's carrydk setting is enabled, otherwise temporary. This is the only Pet outcome that touches alignment or grants permanent HP.
  • Roll 2 (10%): A gem rolls out toward you, and you also get the atkmod 1.2 "Little Bless" buff below, plus your current HP is topped up to your max.
  • Rolls 3-5 (30%): The atkmod 1.2 "Little Bless" buff, plus your current HP is topped up to your max. No gem.
  • Rolls 6-7 (20%): She loses interest and vanishes into the woods. Nothing happens.
  • Roll 8 (10%): She senses something off about you and runs away sadly. You get the atkmod 0.8 "Little Curse" debuff.
  • Rolls 9-10 (20%): She senses evil intent and you flee in a panic — you lose 1 forest turn, have a 50% chance of also losing 1 gem (if you're carrying any), and get the atkmod 0.8 "Little Curse" debuff.

There is no "Oliver appears" outcome from Petting, and no case where Petting simply costs you HP. Those consequences only exist on the Kick path.

Alignment Effects:

  • Good alignment: Roll shifts down by 1, toward the buff/HP end of the table
  • Neutral alignment: No shift
  • Evil alignment: Roll shifts up by 1, toward the curse/turn-loss end (rolls 9-10)
  • The shift is +1/-1 on a 1-10 roll, not a dramatic swing — and it never introduces an Oliver fight on the Pet path

Buff Details:

  • Invulnerable buff (Roll 1): "Bless of Lady Erwin," schema module-ladyerwin, survives newday, roundmsg "You are protected by an invisible shield!"
  • atkmod 1.2 buff (Rolls 2-5): "Little Bless of Lady Erwin," schema module-ladyerwin, survives newday, wearoff "You feel normal again."
  • atkmod 0.8 curse (Rolls 8-10): "Little Curse of Lady Erwin," schema module-ladyerwin, survives newday, wearoff "You feel normal again."

Oliver the Protector does not appear from Petting. He only shows up if you Kick Lady Erwin (see Option 4 below) — there is no combat risk on the Pet path.

Option 2: Feed the Rat

Action:

  • "You offer food to Lady Erwin."
  • 10 possible results (rolled 1-10, alignment-shifted the same way as Petting)
  • Contrary to popular belief, Feed never grants gems, HP, or alignment. Those all belong to Pet, not Feed.

10 Random Outcomes:

  • Roll 1 (10%): She eats happily and you gain a random number of forest turns.
  • Rolls 2-4 (30%): She eats suspiciously but is pleased, and a little bag of gold turns up in the bushes.
  • Rolls 5-7 (30%): She sniffs the food, gets suspicious, and scurries off. Nothing happens.
  • Roll 8 (10%): She senses an evil plan and gets angry — you take the atkmod 0.5 "Curse of Lady Erwin" debuff (a harsher penalty than any Pet curse).
  • Rolls 9-10 (20%): She's offended by your stale offering and storms off — you lose a random number of forest turns.

Strategic Recommendation:

  • Feed is a coin-flip on turns, not a guaranteed reward: 40% chance of gaining a turn or gold, 30% of nothing, 30% of losing turns or eating a curse debuff.
  • If you want the alignment gain, the invulnerable buff, or a shot at permanent HP, you have to Pet her instead.

Option 3: Walk Away

Action:

  • "You leave Lady Erwin alone and continue on your way."
  • Not actually risk-free: 50% chance you trip while fleeing and lose a random amount of HP, anywhere from 1 up to your entire max HP (you're saved from death at 1 HP by a mocking Bellatrix, but it can hurt badly)
  • Safe-ish, not boring-safe

Why Choose This?:

  • Indifferent: Don't care about rat encounters
  • Risk-averse about alignment/curses: Don't want to gamble on Pet or Feed outcomes
  • Out of time: Need to log off, no time for outcomes
  • Note: this does not avoid all risk — there's still a coin-flip chance of losing HP

Strategic Value:

  • Mixed: half the time nothing happens, half the time you take a fall
  • Wastes forest special encounter (could have fed or petted for a shot at real rewards)
  • Only choose if you have specific reason to avoid the alignment/curse gambles on Pet and Feed

Option 4: Kick the Rat

Action:

  • "You cruelly kick the innocent creature!"
  • Evil choice: Attack harmless animal
  • Triggers immediate consequences

Immediate Consequences:

  • Alignment penalty: a flat -5 evil alignment (not a range, always exactly -5)
  • Oliver the Protector appears instantly
  • Combat is MANDATORY (can't flee)
  • Oliver is angry: his weapon and name are server-configured, but he's never happy to see you

Oliver Combat:

  • Level: your level + 5
  • Stats: 1.1× your attack, 1.1× your defense (both server-configurable multipliers)
  • HP: a server-configured fraction of your max HP
  • If you lose:
    • Lose a server-configured percentage of your experience (defaults tend to run 10%)
    • All of your gold is set to zero — not just experience, your entire gold total
    • Standard death consequences (sent to Detention/shades)
  • If you win:
    • The protector dies, you get no experience for it ("no exp at all for such a foul act"), and news posts about your survival
    • Your -5 alignment penalty from the Kick still stands

Why NEVER Choose This:

  • Flat -5 alignment penalty on top of a mandatory fight
  • Difficult, unavoidable combat (1.1× stats)
  • Losing costs experience AND wipes your gold to zero
  • Winning gives you no experience either — there is no upside
  • Only choose if roleplaying truly evil character

Overall Strategy

Best Choice For Alignment/Buffs: Pet the Rat:

  • The only path to good alignment, the invulnerable buff, and (if carrydk is enabled) permanent HP
  • Good alignment shifts the roll toward the favorable end; evil alignment shifts it toward the curse end
  • 90% of rolls are neutral-to-positive (buff, gem, or nothing); only the bottom 20% (rolls 8-10) sting

Solid For Resources: Feed the Rat:

  • 40% chance of gold or turns, 30% chance of nothing, 30% chance of losing turns or a curse debuff
  • No gems, no HP, no alignment, no permanent HP — despite the flavor text implying otherwise

Situational: Walk Away:

  • 50/50 between nothing and a fall that can cost serious HP
  • Only worth it if you specifically want to dodge both the Pet alignment gamble and the Feed curse debuff

Never: Kick the Rat:

  • Flat -5 alignment penalty, no range about it
  • Mandatory combat with Oliver (1.1× stats)
  • Losing costs experience AND zeroes your gold; winning gives no experience at all
  • Only for evil roleplay (not strategic)

Permanent HP Gain Mechanic

carrydk Setting:

  • Admin-configurable server setting
  • If enabled: the HP gain from Pet roll 1 is PERMANENT
  • If disabled: that same HP gain is temporary (reset at newday)

How It Works (If Enabled):

  • Only Petting Lady Erwin can grant permanent HP, and only on roll 1 (10% of Pet attempts) — Feeding her never does, regardless of carrydk
  • The amount is a random value up to your current max HP, not a small fixed range
  • Permanent means: Carries across newdays, dragon kills, forever
  • Slowly increases max HP over many encounters

Strategic Value:

  • If carrydk enabled: Petting Lady Erwin is worth the alignment gamble for the 1-in-10 shot at permanent HP
  • Permanent stat increases are rare in game
  • HP is crucial for dragon fights, forest survival
  • Long-term: Many encounters = significantly higher max HP

Lore & Theming

Lady Erwin's Story:

  • Tribute to a beloved pet: Friendly, harmless, deserving of kindness
  • Theme: Love for animals, compassion for small creatures

Oliver the Protector:

  • Guardian NPC who defends innocent creatures
  • Represents justice, karma, consequences for cruelty
  • Punishes players who harm Lady Erwin
  • Moral lesson: Kindness rewarded, cruelty punished

Emotional Resonance:

  • Module written in grief (pet's death)
  • Played with joy (celebration of pet's memory)
  • Players experience wholesome interaction (feeding, petting)
  • Cruelty option exists but is heavily discouraged (Oliver, alignment, XP loss)
  • Design encourages kindness, empathy

Settings & Configuration

Module Settings:

  • Alignment weighting for Pet outcomes (e_rand)
  • Buff durations (invulnerable, atkmod 1.2, curse)
  • Oliver stats multiplier (default: 1.1×)
  • XP loss percentage (default: 10%)
  • carrydk setting (permanent HP gains)

Buff Schemas:

  • ladyerwin-blessing: atkmod 1.2 buff
  • ladyerwin-curse: atkmod 0.8 penalty
  • Invulnerable: Brief immunity

Limitations

  • Once Per Day: Forest special limit (can't farm)
  • Alignment-Dependent: Evil players get worse Pet and Feed outcomes
  • RNG-Based: Both Pet and Feed have 10 possible outcomes each
  • Oliver Combat Risk: Kick-only, 1.1× stats, and it zeroes your gold if you lose
  • Permanent HP Conditional: Requires carrydk setting enabled, and only reachable via Pet roll 1
  • Walk Away Isn't Free: 50% chance of an HP-losing trip
  • Kick Option Trap: Severe penalties, no real benefits

Comparison to Other Forest Specials

Lady Erwin vs Lady of the Lake:

  • Lady Erwin: Rat encounter, Pet carries the good outcomes, Feed is resource-only, alignment-modified odds throughout
  • Lady of the Lake: Sacred pool, coin toss is the reliable option, reflection risky
  • Neither option is truly free in either encounter — Walk Away/Leave both cost something

Unique Features:

  • Four-choice structure (pet/feed/walk/kick)
  • Alignment-weighted outcomes (good/evil affects probabilities)
  • Memorial to real pet (emotional backstory)
  • Oliver Protector mechanic (justice enforcer)
  • Permanent HP potential (carrydk setting)
  • Moral lesson (kindness vs cruelty)

Lady Erwin: where you encounter a white rat named after module author Shannon Brown's beloved deceased pet, and you face a moral choice that tests your character — Pet her (10 random outcomes weighted by alignment; she is the only route to good alignment, an invulnerable buff, and, if carrydk is enabled, a shot at permanent HP), Feed her (10 more random outcomes, but turns and gold only — no gems, no HP, no alignment, whatever the flavor text implies), Walk Away (not actually free: a coin flip decides whether you trip and lose HP fleeing), or Kick her (YOU MONSTER: a flat -5 alignment penalty, mandatory combat with Oliver the Protector at 1.1× your stats, all your gold wiped to zero if you lose, and zero experience even if you win). The module was written in grief as memorial to a real pet rat, played with joy as celebration of that rat's memory, and designed to encourage empathy through game mechanics — kindness is rewarded in modest, RNG-gated doses, cruelty is punished thoroughly, and the entire experience is wholesome except for that one evil option that exists solely to test whether you're a good person and also relieve you of your savings.