Download as pdf or txt
Download as pdf or txt
You are on page 1of 2

The colony of Brambletown is preparing for wintertime Matthew Morris

but word just arrived that their storehouse is empty, empty of the grain and
cheese that is. It is now teeming with ghosts and a group of mushroom farming rat
bandits. The mayor is in desperate need of a group of brave mice to restore order.
His true motivation, however, is the retrieval of his priceless art collection. He is
willing to pay 500 pips for the safe return of his prized horde. There is a catch,
something he does not disclose. Will the secret be kept and the kinship spoiled or
will the mystery be solved and the kinship kept intact as the secret is spoiled?
secrets kept. KINSHIP SPOILED is an introductory adventure for 3-5 mice.
This adventure introduce new factions, creatures, items, and conditions. For everything not
mentioned, use the Mausritter core rules for this adventure site.

The Boxcutter magical sword.


Found deep within the tunnels of the Winter Storehouse. This magical sword
has nine usage dots instead of three. Roll for usage as normal. After three
usage dots are filled, decrease the damage die (d10 - d8 - d6).

Tundra Tooth
Effect: For [SUM] Turns, summon the spirit of a
The small colony of Brambletown is home to 57 Prehistoric Rodent and control it’s every move and
mice. They carve out a merger living amidst the motivation. Use the stats for Prehistoric Rodent.
briers and thickets on the edge of the woods 1. Out in the open
(consider adding Brambletown as a colony of Recharge: None, one time spell.
Bernpyle or on the outskirts of the Earldom of Ek). Muddy space, littered with small outcroppings
of dying grass. Fall leaves sparsely fill the
These brave and fearless mice fend off the floor.
constant attacks and raids of kestrels and Trippy Condition
rabbits; it is for this reason they have chosen to • When traveling, 3-in-6 chance of the Silly side effects of toying
store there winter rations away from their main Shadow Snake hunting. with psychedelic fungus.
lodging. One day’s journey to the east is an old • If Snake not present, roll Encounter each Eating one counts as a
human ruin; a rotted out shed, a fallen tree and Turn outside. Ration.
some large steal barrels. It is in one of these 2. Storehouse Entrance
stumps that the mice of Brambletown, under the
leadership of the fierce and wise mayor, store A nearly rotted-out maple stump. Small, twig-
cereal grain and cheese. This facility, known as made, ladder leading to an opening 18” from
the Winter Storehouse is guarded by nine brave the ground. No longer guarded.
mice. But little do they know, the mayor has a secrets kept. KINSHIP SPOILED. Is an
secret he has kept to himself - a secret that 3. Cereal Silo
55 gallon, steal drum. Once filled with independent production of ManaDawn Tabletop
could spoil not only the stores but the kindred games and is not affiliated with Losing Games.
spirit of Brambletown. sorghum and millet, now only the remains of It is published under the Mausritter Third-party
Last spring the mayor came into possession of rotting sunflower seed remains. license.
some stolen treasure, cursed and haunted 4. Exposed Culvert Mausritter is copyright Losing Games.
artifacts actually. Unbeknownst to the colony, Artwork is by Fernando Salvaterra and Felipe da
ghosts have destroyed the stores and now haunt Plastic, black pipe pops out of the mud. No
Silva Faria.
the halls. Rat bandits know as the Ratcaps have holes.
moved in, growing mushrooms. A shadow snake 5. Rotting Log
has slithered in and not stalks the area. The
mayor wants you to rescue his fortune, but he Lesser know “backdoor” to the storehouse.
has also kept the secret from you. Now the hangout of the Ratcaps.
1. The Lobby 9. Artesian Well
Roll an Encounter each new room unless there Deserted by Brambletown’s mice. Haunted by Small chamber with a deep well shaft. 52” down
is a keyed encounter. Ghosts. is a puddle of 8” deep, stagnant water.
d6 Encounters • d3 Ghosts linger in the shadows. • Submerged are two Valuable Treasures.
• Large, brass bowl turned upside-down in the
1 Lost Storehouse Guard (scared) corner. Taped to the inside is a Treasure. 10. The Coil and The Crystal
2 d4 Ghosts haunting the halls The lair of a vile Shadow Snake. 2-in-6 chance it
2. The Deterrent is in the room. A slight hum can be heard. It
3 d2 Terrified mice huddled in the corner Subsonic rodent repulsion device, leftover originates at a crystal.
4 d6 Centipedes creeping and crawling from the humans. Emits a blue LED glow and • Enclosed in the shard is The Boxcutter.
Prehistoric Rodent 5 2d6 Ratcaps patrolling the facility an eldritch scream.
• Crystal can only be melted by snake venom.
16hp, STR 14, DEX 13, WIL 8, Armor 1 • More than a Turn here gives the Frightened
6 Shadow Snake on the hunt 11. More Stores
Attacks: d6 slash, d10 bite / Blizzard Bite condition.
Blizzard Bite: d8 + DEX save or be frozen for 3. Corridor More and more empty shelves, formerly stocked
d3 Turns with fine cheese. Mold and mushrooms are now
Muddy tunnel, ceiling has caved in. In the
Critical damage: Swallow whole, d4 STR damage growing here.
rubble is a corrugated back pipe. Foul odored
per round until rescued sludge drips slowly out. Leads to The Horde • Roll twice on the Encounter Table. The results
(Room 16). are locked in combat.
Wants to regain lost hunting grounds
• Hidden on a bottom shelf are d3 Treasures.
4. Forgotten Lair
Sealed off with rubble. Faint sounds of
12. Fume Room
breathing and movement can be heard. A leak of natural gasses, smells of rotting eggs
waft into the hallways outside.
• Behind the wall is a prehistoric rodent, four
times the size of a mouse. Its angry. One • Will ignite if exposed to flames, dealing d20.
tooth has a snowflake carved on it. 13. Rotted Opening
5. Flooded Pantry The fallen tree on the surface above is rotten
Once filled to the brim with food stuffs, now and an opening to the surface has formed. Damp
flooded and full of strange mushrooms. Also, and smelly, mushrooms are in abundance.
completely overrun by centipedes. • Ratcap hideout. 2d6 lounging, they are tripping
• d4 Centipedes crawling, looking for food. on shrooms. d3 are lucid.
• If Mushrooms are eaten, take Trippy • A stick ladder exits to the surface.
condition. • Hidden behind some roots is a secret door to
the Trapped Hall (Room 14).
6. Collapsed Passage
The primary hallway heading deeper into the
14. Trapped Hall
facility. Completely blocked off due to a cave- The Mayor’s handiwork. Fly paper lines the 24”
in. long hall. STR save to break free with each step.
7. Break Room 15. False Treasury
Yet another storeroom, currently in use by d6 Nearly empty room. 2d4 Bric-a-brac laying
Ratcaps relaxing and exchanging ghost around and a random Trinket.
Mice of Brambletown stories. They are quite loud. • A large stone in the corner conceals a door.
Want to have a place to safely store winter rations
Attitude: desperate for help • d3 Treasures hidden here and there. 16. The Horde
Ratcaps 8. Lookout Stone door, spring-loaded with a mousetrap
Want to stay under the radar and establish a mushroom trade in the Earldoms Behind a shut door, 2d6 Ratcaps huddle in a guards the vault. Within the vault are haunted
Attitude: roll Reaction defensive stance towards the west (Room 10). paintings and cursed treasures. 2d4 Ghosts
• Clear evidence of a scuffle. Scales littered on appear.
Ghosts
the floor. • Among the haunter haul is 6d6 Treasures and
Want revenge and the artifacts be returned to the Earl of Bernpyle
Attitude: hostile but willing to parlay • 2d10x10 pips scattered about. 2d10x100 pips.

You might also like