Professional Documents
Culture Documents
Mausritter Zine - 2 - Winter - Spreads - 1.0.1
Mausritter Zine - 2 - Winter - Spreads - 1.0.1
Mausritter Zine - 2 - Winter - Spreads - 1.0.1
Kingdom
zine for
Unofficial
Mausritter
by Christopher Käck
2 3
The Nature Patrol Events on the road
goes hiking! Young mice (w/ contraband/
“Just like Saint George of old, the Boys Scouts 1. One of the kids ingests dangerous unusual item packed)
of today fight against everything evil and unclean” plants, roll d6 for which plant: 1 Francis - eager to help and follow the
- Robert Baden-Powell Nature Patrol Law to the letter. Carries a
1-3: Goat mane - yellow mushroom bottle of oil
2 Wednesday - goes into ecstatic frenzy
This is a short adventure written with that causes hallucinatory effects for when in danger. Carves all his walking
younger players in mind. It’ s playable with 1d4 hours. sticks into spears. Carries forbidden
one to four players. If you are playing with mushrooms
3 Tristan - happy and loves to sing and
only one or two players add some Nature 4-6: Cat’s dream - purple bitter get his comrades going with catchy
Adventure hooks
Patrol leaders acting as Hirelings. tasting moss. Gives boost of tunes and riddles. Pamphlets with
confidence and strength (+2 strength) naughty song lyrics
4 Billy - expert camp builder and shelter
The adventure is set sometime during † The adventurers are heroes in town! for 1d4 hours followed by a period of constructor. Carries torches for
autumn, and the idea is that you should be The city council approach them with low energy for 1d6 days.. nighttime exploring
able to incorporate it within your own hex honorary Nature Patrol emblems, and 5 White - scrawny but engaging with his
surroundings. Carries a magnifying glass
map. The premise is that the adventurers are during the ceremony, they are asked to 2. Encounter a stout caught in a he uses to light things on fire
asked to lead a scouting trip for young mice, follow on the yearly three-day-trek to snare put up by rivaling fraction. Willing 6 Gruwth - massive for his age (str +2 ). A
on a short three day hike. It is up to the inspire the young boys. to pay to get down gentle giant. Picks flowers that he dries
in a book for his mother
players to pick a decent route on their own
7 Til - angry young mouse. Wears a patch
hex-map. † The leader of the local Nature Patrol 3. One of the boys drop a whole bag over one eye (because he likes pirates)
chapter breaks his leg the day before with food supply in the river.
8 Harper - missing some fur (burn marks).
The trip is eventful and eventually one the trek. The neighbors approach the Brought homemade explosives (made
of the young mice gets lost within an crypt. adventurers asking if they can stand in 4. Attacked by bees! from matchstick heads if close to
human settlement, otherwise very
The crypt has been used by a wizard to store in exchange for a small payment. flammable oil tincture)
his necromantic experiments. The
adventurers need to find and save the young
mouse quickly.
4 5
Plan the trip Making camp
Ask the players to chart the travel plans on Allow the players to draw the camp and how
THE CRYPT
your hex map. Ask them what they pack. Tell it is laid out. Describe if they construct any
them each child will bring: sleep pad, tarp, shelter, if they are keeping fire guards etc.
food for three days, a water bottle, change
of clothes, small knife. The dome
Inverted tower Domed room.
A tower leading Faded war scenes
downwards into the painted on ceiling
earth. Stairs broken.
Day 1 of travel Just as camp is getting packed up and it’s The gallery
out of walls.
Mostly empty
time to leave, two young mice come running, Skeletons. Child
hides here.
It’s early autumn, leaves are turning yellow. panting and clearly scared.
Roll for weather!
- Billy! You’ve got to help Billy! … he fell in a Flooded rooms
The boys are in great spirit, singing marching hole in the ground. We could hear him talking to The hole in the roof Flooded area.
tunes as they walk. something down there and then screaming. Smell of confined Treasure hidden
tomb. Very dark. 10’ here
Come quickly! drop
Roll for random event on the table above.
The boys will lead anyone who follows a few
The group notices signs and traces of an owl minutes run into the wood, in a clearing you
hunting in the area. Dropping and claw marks can see a 5x5’ hole (‘ = mouse feet) has
on branches are found. opened up in the ground. Descending about
9’ down into total darkness.
Room of pillars
Large stone door
with strange
inscriptions. There
is only a stone wall
behind it
6 7
The hole in the roof † If open flame is carried in room: 2 in 6 The flooded rooms The Gallery
chance some old cobwebs catch on
Forrest floor caved in, revealing a fire. This will for a very short period After turning corner a small stone Movement can heard from up
tunnel. 10’ drop. Dark corridor. light up the complete room exposing stairs lead downwards and end in a ahead. Walking mouse skeletons
runic carvings on the roof and walls. flooded corridor. The water is dark are trying to get past a barricade
† Carved stone floor, clearly mouse and is seeping in through the hastily constructed by Billy by the
made. † The runes were used by the stones in the wall. entrance to the furthest room.
necromancer who used this crypt for
† Smell: enclosed tomb his experiments. They are esoteric † Smell: Damp, moist, and some mold. † 2d4 walking skeletons
and incomprehensible.
† The dampness of the room makes † Wall are covered with old images of
The crypt The dome torches go out easier. Roll a d6 mouse knights and ladies, feating,
every turn on a 6 mark an extra fighting & justing.
Six mostly empty ossuaries. Dust High domed ceiling covered in usage dot.
and cobweb have been disturbed in faded depictions of mice knights at † A faint light up ahead from Billy’s
multiple places. war with mysterious robed mice. † The water is tainted with the dead torch.
and is poisonous to drink.
† Perl necklace in one of the ossuaries † A red scarf lies on the floor. Billy has † Overturned old rotten table is pushed
(250p) dropped this as he fled from the † In the second alcove there is a huge against the entry to the furthers
walking dead. Close to the westward stone chest. Within it rests a knight of alcove, behind it Billy is fighting to
† A mouse femur bone lies on the floor exit. the order that built this Mausoleum. keep the skeletons out.
(1d4 damage) He is still resting in peace and is
† Slight breeze coming from the stairs buried with a silver crown (1500p) † As soon as light fall on the skeletons
The room of pillars (leading down) in the north of the and a ruby crested ring (350p) and a they turn to attack the newcomers.
room. fine but old sword (40p, not useful in
Dusty. Cobwebs. Untouched for battle anymore). † Billy is brave and in a good fighting
decades. Four large pillars. Stair to † Musty smell and sound of dripping spirit. Will join any fight or effort to
huge stone door covered in runic water coming from the passage † In the furthest room the water sip save him.
inscriptions. leading east. out between the stone walls, down
into whatever depth lies below. In the
† Stone door: Very hard to open and † An ancient silver mirror stand by the dark water a fallen silver candelabra
lead to nowhere, behind it is only stairs (500p). Very heavy. (350p) lies hidden.
stone slabs like the rest of the walls.
† Two aggressive leeches hide in the
water.
8 9
Creatures
Nature Patrol kid
Who awoke the dead?
A mouse necromancer, that has long since
Aftermath
passed away, used the tomb for his
2hp, STR 5, DEX 9, WILL 8
experiments. The undead he summoned † After returning from the trip the boys quickly spread
Attacks: d4 knife
outlived him and have been waiting the heroic tales of what has happened. Billy’s parents
Wants: adventure patiently ever since. are ever grateful and let the heroes know they are
ever welcome at their table.
Leeches The inverted tower leads down to further
8hp, STR 9, DEX 7, WILL 8 catacombs and the wizards old laboratory † Local wiseman and herb-master PeregrinWinterholme
and home. To be explored some other time, seeks out the heroes after hearing of the rumors. He
Attacks: d4 bite
perhaps without the kids. is worried something more foul will escape from the
Scoring 4 damage in one bite:
attaches to target, remains tomb now that it is open. He asks them to help him
stuck even if killed, doing d4 get there and seal it up for good.
damage each round until pried
of with successful opposed STR The trip back home † Players hear a rumors that the word of the tomb has
save.
The trip back home is uneventful and most spread and that an expedition of tomb robbers are
Wants: to suck blood are eager to get back. Some boys can be setting out from the settlement in a few days to clear
heard retelling exaggerated stories about it from valuables. Will the player mice get there first
Skeletons the player characters deeds. and reap the riches themselves?
6hp, STR 10, DEX 8, WILL
Roll for weather.
Armor: 0/3* Attacks: d6 spear
or d8 throw opponent
*3 against damage from piercing Dming suggestions
and slicing weapons Playing with more experienced players
Wants: return to eternal rest. feel free to increase the number of
skeletons and potentially expand the cave
further down the inverted tower.
10 11
Duchy of the 1. Large moss clad rocks.
Slowly elevates
thorny branches of
these bushes
for sacrifice
Grinning Oak
15. Acorn creek - mouse
towards the mountains 9. The Poppy fields - large settlement - 350 mice
in the north meadow where the - capitol of the duchy.
2. Ruminant pasture poppy grows abundant Mirthful trading hub
3. A psionic snail lives during the late near the river
12 13
Landsknechts
Heavy armored infantry
14 15
Thistle Kingdom is an unofficial fanzine for the
game Mausritter. A table top roleplaying game
where players play as mice!