This week I have been mostly thinking about… my Mausritter adventure (Fast Show reference in case anyone is as ancient and British as I am).
Below is what I’ve collected from previous dispatches regarding my adventure hooks, npcs and the spell I’ve made. The bit that’s new is the spell token, which includes a spell tablet I drew (yep, continuing with my audacious plan to draw this entire adventure myself).
I’m putting all these in one spot because my next step will be harvesting them and putting them in my project on Affinity. At first I am going to stay pretty true to how the adventures are laid out in the excellent The Estate collection. I’ll probably fiddle with things once that’s done and make it more my own.
For now, though, here’s the state of play for Goodnight Maus.
Goodnight Maus
(Mausritter adventure site inspired by Goodnight Moon)
Adventure Hooks
Pick or Roll 1D6
The youngster Hamish Quickfoot has not been seen since he ventured off in search of fortune in the Great Green Room. His parents are offering a reward for anyone who can bring him home safely.
Toliver Thickwhisker, Burgher of Under-Step, has commissioned a party to raid the toy house in the Great Green Room. He wants silverware (six places) for an important dinner he is hosting for visiting dignitaries.
Legend has it that the ancient, and magical, arms of Lady Strongbite are located somewhere in the Great Green Room. Her saga states she fell to Rupert, the great orange menace who once called that room home.
The rats of the Wall Gang control the routes in and out of the Great Green Room. They have just raised the price of their tolls. Under-Step’s city council have commissioned a party to scout the room and find alternatives.
The engineer Tink Finetail has designs on an underground engine that could connect Under-Step to Drain’s Hollow. He’ll pay a premium for clockwork mechanisms, the kind known to exist in the Great Green Room.
During a rowdy night at the Weevil’s Head pub bets were taken on whether there was a mouse in Under-Step brave enough to bring home a whisker from Tabitha and Tomasina (the young, but cruel descendants of Rupert, who now stalk the Great Green Room).
NPCs
Hamish Quickfoot
5hp, STR 9, DEX 12, WIL 10
Attacks: d8 bow
Wants: To return home with something valuable.
Jerald Longfur
4hp, STR 7, DEX 7, WIL 9
Attacks: d6 walking stick
Wants: To be left in peace. Failing that, a good meal.
Tomasina
8hp, STR 8, DEX 6, WIL 4
Attacks: d4 swipe, d6 bite
Tabitha
8hp, STR 6, DEX 8, WIL 4
Attacks: d4 swipe, d6 bite
Wants: To amuse themselves and investigate anything out of the ordinary.
Wall Gang thug
3hp, STR 12, DEX 8, WIL 8
Attacks: d6 club
Wants: To obey their captain (out of fear, mostly).
Wall Gang captain
3hp, STR 13, DEX 8, WIL 9
Attacks: d6 cleaver
Wants: To maximize the earnings of this turf and keep their thugs in line.
Items
Stop Time
Effect: Time stands still for [SUM] + [DICE] minutes. The caster, along with anyone who was touching them when the spell was cast, is immune from the effect.
Recharge: Place the spell on a sundial for the entire day during the summer equinox.