# Mausritter

Mausritter SRD Version 2.3.1
SRD Last Updated 2026/02/21

Copyright 2025 Isaac Williams

The text of the **Mausritter System Reference Document** (SRD) is licensed under [Creative Commons Attribution 4.0 International (CC BY 4.0)](https://creativecommons.org/licenses/by/4.0/).


# Brave mice in a dangerous world

> The mouse kingdoms survive on the edge of collapse. A harsh winter or heartless cat could spell the end for all. The settled mice huddle together, hidden in their settlements in trees and burrows and walls, scraping and saving. A tenuous existence.
> But you are not like those settled mice.
> By choice or by necessity you are an adventurer. You live by your luck, your smarts, your bravery. With your friends by your side, you will abandon the warmth and safety of the mouse settlements and venture forth into the dark and dangerous places where other mice do not dare to tread.
> There is great wealth to be found by those that are willing to take it. The world is old. Great empires of mouse and beast have risen and fallen.
> It's a huge and dangerous world out there. It does not look kindly on a small mouse. But if you are very brave and very clever and just a bit lucky, you might be able to survive. And if you survive long enough, you might even become a hero amongst mice.

## What is Mausritter?

Mausritter is a role-playing game. You and between two and five friends play make-believe to create a shared world. The rules help keep the story you tell consistent, interesting and challenging.

One of you will take on the role of the Game Master (GM). They will invent and describe a consistent, believable world, complete with dangerous antagonists, wild lands, and friendly settlements. They will also act as a neutral referee of the rules, applying them fairly to player mice, along with the non-player characters within the world.

The other players take on the role of the mice. They each play the role of a small, brave and desperate adventurer, delving into dangerous places and exploring the world that the GM describes.

### What is a role-playing game?

Role-playing games are a process of shared, collaborative storytelling and problem solving.
Role-playing games exist mostly as a conversation. The GM will describe a situation, and the players will describe how the mice they control react and interact with it.

At certain points (such as when a mouse does something risky), the rules of the game interject. Dice may be rolled to see what happens. Then the conversation resumes.

## What you need to play

- A character sheet for each player
- A session tracking sheet for the Game Master
- A set of Item and Condition tokens
- Polyhedral gaming dice (d4, d6, d8, d10, d12 and d20)
- Pencils and erasers
- Spare paper for taking notes and sketching maps

### Dice notation

Mausritter uses standard RPG dice notation throughout.

For example:

- d20 means: Roll a single 20-sided die
- 1d8 means: Roll a single 8-sided die
- 3d6 means: Roll three 6-sided dice, add them together

For a d3 or d2, roll a 6-sided die and divide by two or three.


# Make a mouse

The world is very big and very dangerous for a small mouse adventurer. You will need to be very brave, and always keep your wits about you.

Use these procedures to create a new mouse adventurer, or use the [instant mouse generator](https://mausritter.com/mouse) for even faster character creation.

## 1. Attributes

Your mouse has three attribute scores. These measure their basic strengths and weaknesses.

- **STR:** physical strength and resilience.
- **DEX:** speed and agility.
- **WIL:** strength of will and charisma.

For each of these attributes, in order, roll **3d6**.

Keep the **two highest dice** results for a value between 2—12.

You may then swap any two attributes.

## 2. HP, pips and background

**Roll d6** for your **Hit Protection** (HP). This is the damage your mouse can shrug off before taking serious harm.

**Roll d6** for your mouse’s starting **pips**. These are the basic currency of the mouse kingdom.

**Cross reference** the value of your **HP** with your **pips** on the **Background table**. This is what your mouse was before becoming an adventurer.

## 3. Starting equipment

Your mouse starts with:

- **Torches**
- **Rations**
- Two items from their **background**
- A **weapon** of your choice (see p. 9)

If your mouse’s highest attribute is 9 or less, roll on the Background table again and take either Item A or B. If your highest is 7 or less, take both.

## 4. Details

Roll or choose **birthsign**, **coat** and a **physical detail**.

Choose a **name** appropriate for a brave mouse.

## Backgrounds

| HP  | Pips | Background        | Item A                         | Item B                    |
| --- | ---- | ----------------- | ------------------------------ | ------------------------- |
| 1   | 1    | Test subject      | Spell: Magic missile           | Lead coat (Heavy armour)  |
| 1   | 2    | Kitchen forager   | Shield & jerkin (Light armour) | Cookpots                  |
| 1   | 3    | Cage dweller      | Spell: Be understood           | Bottle of milk            |
| 1   | 4    | Hedge witch       | Spell: Heal                    | Incense stick             |
| 1   | 5    | Leatherworker     | Shield & jerkin (Light armour) | Shears                    |
| 1   | 6    | Street tough      | Dagger (Light, d6)             | Flask of coffee           |
| 2   | 1    | Mendicant priest  | Spell: Restore                 | Holy symbol               |
| 2   | 2    | Beetleherd        | Hireling: Loyal beetle         | Pole, 6"                  |
| 2   | 3    | Ale brewer        | Hireling: Drunken torchbearer  | Small barrel of ale       |
| 2   | 4    | Fishermouse       | Net                            | Needle (Light, d6)        |
| 2   | 5    | Blacksmith        | Hammer (Medium, d6/d8)         | Metal file                |
| 2   | 6    | Wireworker        | Wire, spool                    | Electric lantern          |
| 3   | 1    | Woodcutter        | Axe (Medium, d6/d8)            | Twine, roll               |
| 3   | 2    | Bat cultist       | Spell: Darkness                | Bag of bat teeth          |
| 3   | 3    | Tin miner         | Pickaxe (Medium, d6/d8)        | Lantern                   |
| 3   | 4    | Trash collector   | Trashhook (Heavy, d10)         | Mirror                    |
| 3   | 5    | Wall rover        | Fishhook                       | Thread, spool             |
| 3   | 6    | Merchant          | Hireling: Pack rat             | 20p IOU from a noblemouse |
| 4   | 1    | Raft crew         | Hammer (Medium, d6/d8)         | Wooden spikes             |
| 4   | 2    | Worm wrangler     | Pole, 6"                       | Soap                      |
| 4   | 3    | Sparrow rider     | Fishhook                       | Goggles                   |
| 4   | 4    | Sewer guide       | Metal file                     | Thread, spool             |
| 4   | 5    | Prison guard      | Chain, 6"                      | Spear (Heavy, d10)        |
| 4   | 6    | Fungus farmer     | Dried mushroom (as rations)    | Spore mask                |
| 5   | 1    | Dam builder       | Shovel                         | Wooden spikes             |
| 5   | 2    | Cartographer      | Quill & ink                    | Compass                   |
| 5   | 3    | Trap thief        | Block of cheese                | Glue                      |
| 5   | 4    | Vagabond          | Tent                           | Treasure map, dubious     |
| 5   | 5    | Grain farmer      | Spear (Heavy, d10)             | Whistle                   |
| 5   | 6    | Message runner    | Bedroll                        | Documents, sealed         |
| 6   | 1    | Troubadour        | Musical instrument             | Disguise kit              |
| 6   | 2    | Gambler           | Set of loaded dice             | Mirror                    |
| 6   | 3    | Sap tapper        | Bucket                         | Wooden spikes             |
| 6   | 4    | Bee keeper        | Jar of honey                   | Net                       |
| 6   | 5    | Librarian         | Scrap of obscure book          | Quill & ink               |
| 6   | 6    | Pauper noblemouse | Felt hat                       | Perfume                   |

## Birthsign

| d6  | Sign   | Disposition                 |
| --- | ------ | --------------------------- |
| 1   | Star   | Brave / Reckless            |
| 2   | Wheel  | Industrious / Unimaginative |
| 3   | Acorn  | Inquisitive / Stubborn      |
| 4   | Storm  | Generous / Wrathful         |
| 5   | Moon   | Wise / Mysterious           |
| 6   | Mother | Nurturing / Worrying        |

## Coat

### Color

| d6  | Color     |
| --- | --------- |
| 1   | Chocolate |
| 2   | Black     |
| 3   | White     |
| 4   | Tan       |
| 5   | Grey      |
| 6   | Blue      |

### Pattern

| d6  | Pattern |
| --- | ------- |
| 1   | Solid   |
| 2   | Brindle |
| 3   | Patchy  |
| 4   | Banded  |
| 5   | Marbled |
| 6   | Flecked |

## Detail

| d66 | Detail              |
| --- | ------------------- |
| 11  | Scarred body        |
| 12  | Corpulent body      |
| 13  | Skeletal body       |
| 14  | Willowy body        |
| 15  | Tiny body           |
| 16  | Massive body        |
| 21  | War paint           |
| 22  | Foreign clothes     |
| 23  | Elegant clothes     |
| 24  | Patched clothes     |
| 25  | Fashionable clothes |
| 26  | Unwashed clothes    |
| 31  | Missing ear         |
| 32  | Lumpy face          |
| 33  | Beautiful face      |
| 34  | Round face          |
| 35  | Delicate face       |
| 36  | Elongated face      |
| 41  | Groomed fur         |
| 42  | Dreadlocks          |
| 43  | Dyed fur            |
| 44  | Shaved fur          |
| 45  | Frizzy fur          |
| 46  | Silky fur           |
| 51  | Night black eyes    |
| 52  | Eye patch           |
| 53  | Blood red eyes      |
| 54  | Wise eyes           |
| 55  | Sharp eyes          |
| 56  | Luminous eyes       |
| 61  | Cropped tail        |
| 62  | Whip-like tail      |
| 63  | Tufted tail         |
| 64  | Stubby tail         |
| 65  | Prehensile tail     |
| 66  | Curly tail          |


# Inventory

## Inventory slots

Your mouse carries items in their inventory slots. Most items take up one inventory slot. Some larger items, such as two-handed weapons and armour take up two slots.

### Paw slots

Your mouse has two paw slots.

Items in these slots are carried.

### Body slots

Your mouse has two body slots.

Worn items can be swapped with paw slots as a free action.

### Pack slots

Your mouse has six pack slots.

Items in these slots take time to retrieve when under pressure. While in combat, your mouse must use an action (instead of attacking) to find an item in their pack.

## Conditions

Conditions are **negative effects** suffered by your mouse. Each Condition must be placed in an **inventory slot**. Mice may have multiple copies of the same condition.

Some Conditions have additional effects, which apply as long as the Condition remains in your inventory.

Conditions can only be **removed** by meeting their **clear** requirement—usually a short, long or full rest.

## Usage

Most items have three **usage dots**. When all three dots are marked on an item it is depleted or destroyed. Usage dots can be cleared from weapons/armour for 10% of the original cost per dot cleared.

- **Weapons/armour/ammunition:** after a fight, roll d6 for each item that was used during the fight. On 4-6, mark usage.
- **Torches/lanterns:** mark usage every 6 Turns.
- **Rations:** mark usage after a meal.
- **Other gear:** if used in a way that could break or deplete it, the GM may ask you to mark usage.

## Encumbrance

If your mouse is carrying more items or Conditions than available inventory slots, they are **encumbered**.

While encumbered, your mouse cannot **run**, and makes all saves with **Disadvantage**.

## Banking

In a mouse settlement, pips and items can be stored in a bank or safebox.

Your mouse must pay a fee of 1% of the value when retrieving the stored pips or items.

## Weapons

### Melee weapons

#### Improvised

**d6 damage**  
Wielded in: Main paw/both paws  
Special rule: Always mark usage after a fight.

#### Light

**d6 damage**  
Wielded in: Main paw/off paw  
Special rule: If attacking with two weapons, roll both dice and use the best result.  
Example: Needle, dagger, hatchet

Cost: 10p

#### Medium

**d6/d8 damage**  
Wielded in: Main paw/both paws  
Special rule: Does d6 damage in one paw, d8 wielded in both.  
Example: Sword, axe, staff

Cost: 20p

#### Heavy

**d10 damage**  
Wielded in: Both paws  
Example: Trashhook, spear, heavy hammer

Cost: 40p

### Ranged weapons

#### Light ranged

**d6 damage**  
Wielded in: Main paw  
Example: Sling, light crossbow

Cost: 10p

#### Heavy ranged

**d8 damage**  
Wielded in: Both paws  
Example: Bow, heavy crossbow

Cost: 40p

### Ammunition

#### Stones, pouch

Carried in: Body slot

Cost: 1p

#### Arrows, quiver

Carried in: Body slot

Cost: 5p

## Armour

Reduces damage dealt to your mouse by enemy attacks.

### Light armour

**Prevents 1 damage**  
Worn in: Off paw and one body slot

Cost: 150p

### Heavy armour

**Prevents 1 damage**  
Worn in: Two body slots

Cost: 500p

## Essential items

### Torches and lanterns

**Provide light**

Light sources mark usage every 6 Turns.

Lanterns must be refilled by oil.

Electric lanterns must be recharged by batteries, but provide 6 usage dots instead of 3.

### Rations

**Food for the road**

Eating a ration and spending a Watch resting will heal all HP.

If your mouse doesn’t eat for a day, they gain a Hungry Condition.

### Pip purse

**Holds 250 pips**

Carried pips require one inventory slot per 250, barring the first 250, which are carried in your mouse’s pockets.

Mice in settlements mostly deal in barter and IOUs, and pips can be stored at a bank.


# How to play

The GM describes a situation. You describe what your mouse does. The GM will describe the outcome. The conversation flows until the mechanics interject.

## Role-playing

You are in control of—and acting in the role of—your mouse. You can talk in first, second or third person, or switch between them. You don’t have to do a silly voice, but it certainly can’t hurt.

## Best practices

If you’re stuck thinking of what to do when you’re playing Mausritter, refer back to these guidelines.

- **Ask lots of questions.** Make notes. Draw maps.
- **Work together.** Devise schemes. Recruit allies.
- **Dice are dangerous.** Clever plans don’t need to roll.
- **Play to win.** Delight in losing.
- **Fight dirty.** Run. Die. Roll a new mouse.

## Saves

When you describe your mouse doing something **risky** where the outcome is **uncertain** and failure has **consequences**, the GM will ask you to make a save against either STR, DEX or WIL.

To make a save, roll a d20. If the result is **less than or equal** to the relevant attribute, your mouse succeeds, and suffers no consequences. If the result is over the attribute, your mouse fails, and suffers the consequences described by the GM.

### Opposed saves

If your mouse and another character are competing, you both make saves. The **lowest successful roll** wins.

### Advantage and Disadvantage

If you roll a save and are particularly well prepared or equipped, the GM may allow you to roll with **Advantage**. Roll **2d20** and take the **lowest** result.

The GM may ask you to roll with **Disadvantage** if you are in bad position or poorly equipped for your current task. Roll **2d20** and take the **highest** result.

## Combat

Combat is dangerous business for mice, even brave adventurers. But sometimes it cannot be avoided.

If you attack **unsuspecting** foes, your mouse and any allies aware of the plan **go first**. Otherwise, make a **DEX save** to act before your opponents. In following combat rounds, maintain this order.

On your turn in a combat Round, your mouse can **move** up to 12" and perform an **action**. Actions can be anything from negotiating, attacking, fleeing or performing a risky gambit (like tripping or disarming an opponent).

### Attacks

**Attacks always hit.** Roll your weapon’s die and do that much damage to an opponent, minus their armour.

When an attack is **impaired**, such as when firing into cover, or fighting while grappled, roll **d4** for damage regardless of weapon. When an attack is **enhanced** by a gambit or vulnerable opponent, roll **d12**.

### Hit Protection and damage

Damage is dealt first to a creature’s **Hit Protection** (HP). This represents the creature’s ability to avoid or shrug off real damage.

Once HP is depleted, damage is dealt to **STR**.

After taking STR damage, the creature must make a STR save. If they succeed, they are still able to fight. If they fail, they take critical damage.

When a creature takes **critical damage**, they take an **Injured** Condition, and are **incapacitated** until tended to by an ally and take a short rest.

If an incapacitated creature is left untended for 6 exploration **Turns**, they die.

### Attribute score loss and death

If a creature has their **STR** reduced to zero, they are **dead**. If **DEX** is reduced to zero, they are **unable to move**. If **WIL** is reduced to zero, they are reduced to **insensibility**.

When your mouse **dies**, roll up a new one. The GM should introduce them as soon as possible. Getting back into the game quickly is more important than realism.

## Rest and healing

There are three ways your mouse can rest and recover.

- **Short rest:** takes 1 Turn. A swig of water and a few minutes of rest will restore **d6+1 HP**.
- **Long rest:** takes 1 Watch. A meal and some sleep will restore **all HP**. If HP was already full, restore **d6** to an **attribute score**.
- **Full rest:** takes a week back in safety. This **fully restores** your mouse’s ability scores and removes most long-term Conditions. A week of food and board in a settlement usually costs 20p.

## Time

For convenience and ease of reference, game time is divided up into three time scales of expanding duration.

- **Round:** the timescale used during **combat**. Each Round is less than a minute.
- **Turn:** the timescale used during **adventure site exploration**. Each Turn is around 10 minutes, and is enough time to explore one room or perform an action or two. A fight will almost always last one Turn.
- **Watch:** the timescale used during **wilderness travel**. Each Watch is 36 Turns, about 6 hours. There are 4 watches in a day. You can usually travel 1 hex or mile in a watch.

## Overland travel

Your party of mice can travel **one hex** or mile per **Watch**. **Difficult terrain** (streams, human roads, large rocks, hills, etc.) require **two Watches** per mile traveled.

### Foraging

In the wild, your mouse can spend a Watch **foraging**.

If they do, they will find **d3 uses** of **rations**.

## Advancement

Your mouse earns Experience Points (XP) by bringing **treasure** and useful goods back from **places of danger** to the safety of a **mouse settlement**.

For every pip-worth of treasure brought to safety (divided equally amongst the party), your mouse earns 1 XP.

Your mouse can earn **additional XP** by **spending** their pips **selflessly** on improvements for the whole community. For every 10 pips spent this way, your mouse earns 1 XP.

### Level

Mice start at Level 1.

The following table shows the total XP required to advance each Level.

| Level | Hit Dice | Grit | Experience points |
| ----- | -------- | ---- | ----------------- |
| 1     | 1d6      | 0    | 0                 |
| 2     | 2d6      | 1    | 1000              |
| 3     | 3d6      | 2    | 3000              |
| 4     | 4d6      | 2    | 6000              |
| 5+    | 4d6      | 3    | +5000             |

When your mouse earns enough XP to advance to each Level, use the following procedure.

- **Roll for attribute increase:** roll d20 once for each of your mouse’s STR, DEX and WIL. If a result is higher than the attribute’s current value, increase it by one.
- **Roll Hit Dice:** roll the dice listed for the new Level’s Hit Dice. If the value is higher than your mouse’s current HP, replace your HP with the rolled value. Otherwise, increase your mouse’s HP by 1.

### Grit

Starting at second Level, your mouse has **Grit**. This allows your mouse to **ignore Conditions**.

For each point of Grit you have, you may place one Condition into the Grit space on your character sheet. Once placed into the Grit space, a Condition cannot be removed until cleared.


# Magic

## Spells

Spells are living spirits trapped by runes carved on obsidian tablets. Spells are usually found in deep and dangerous places. The creation of spells is an art lost to all but the most learned wizards, and they guard their secrets closely.

### Selling spells

If unwanted, a fully charged spell can usually be sold for d6 x 100p in a settlement. A depleted spell’s value is halved.

### Casting a spell

To cast a spell, your mouse must hold the tablet in a paw and read it aloud.

When your mouse casts a spell, decide on the **power** to cast it with, up to the number of usage dots remaining on the spell.

Roll a number of **d6** equal to the **power** the spell is cast with. For each die which shows the **value 4, 5 or 6**, mark one usage on the spell.

The spell has an **effect**, which varies depending on the number of **[DICE]** invested, and the **[SUM]** of the rolled dice.

### Recharging a spell

When a spell’s usage dots are filled, it is **depleted** and cannot be cast. Each spell has a **recharge requirement**. Fulfilling this requirement will coax the spirit back to the spell and **clear all** of its usage dots.

### Miscasts

Whenever **one or more 6s** are rolled when casting a spell, the caster takes **d6 damage to WIL** for each 6 rolled. Then make a WIL save. If failed, take the **Drained** Condition.

## List of spells

Roll on this table of spells as loot, or use these spells as examples for creating your own.

| 2d8 | Spell          | Effect                                                                                                                       | Recharge                                                                                     |
| --- | -------------- | ---------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------- |
| 2   | Fireball       | Shoot a fireball up to 24". Deal [SUM] + [DICE] damage to all creatures within 6".                                           | Burn in the heart of a raging fire for three days and nights.                                |
| 3   | Heal           | Heal [SUM] STR damage and remove the Injured Condition from a creature.                                                      | Cut self for d6 STR damage, sprinkle the spell with the blood.                               |
| 4   | Magic Missile  | Deal [SUM] + [DICE] damage to a creature within sight.                                                                       | Drop from a height of at least 30ft. Touch the spell within one Turn.                        |
| 5   | Fear           | Give the Frightened Condition to [DICE] creatures.                                                                           | Receive the Frightened Condition from a hostile creature while carrying the spell.           |
| 6   | Darkness       | Create a [SUM] x 2" diameter sphere of pure darkness for [DICE] Turns.                                                       | Leave uncovered in a lightless place for three days.                                         |
| 7   | Restore        | Remove Exhausted or Frightened Condition from [DICE] + 1 creatures                                                           | Bury in a peaceful field or riverbank for three days.                                        |
| 8   | Be Understood  | Make your meaning clear to [DICE] creatures of another species for [DICE] Turns.                                             | Give away freely to a creature of another species.                                           |
| 9   | Ghost Beetle   | Create an illusory beetle that can carry 6 inventory slots for [DICE] x 6 Turns.                                             | Bury in a beetle graveyard for three nights.                                                 |
| 10  | Light          | Force [DICE] creatures to make a WIL save or become stunned. Alternately, create light as bright as a torch for [SUM] turns. | Catch in the first light of a sunrise and the last light of sunset for three days.           |
| 11  | Invisible Ring | Creates [DICE] x 6" ring of force. It is invisible and immovable. Lasts [DICE] Turns.                                        | Build an iron ring the same size as last cast. Pass the spell though it. Dissolves the ring. |
| 12  | Knock          | Open a door or container, as if a Save were made with STR score of 10 + [DICE] x 4.                                          | Put in a locked box, inside a locked box, inside a locked box. Leave for three days.         |
| 13  | Grease         | Cover [DICE] x 6" area in slippery, flammable grease. Creatures in the area must make a DEX save or fall prone.              | Rub all over in animal fat. Leave until it putrefies.                                        |
| 14  | Grow           | Grow a creature to [DICE] + 1 times its original size for 1 Turn.                                                            | Leave in the highest branches of a tall tree for three days.                                 |
| 15  | Invisibility   | Make creature invisible for [DICE] Turns. Any movement reduces duration by 1 Turn.                                           | Go a day without opening your eyes once, while holding the spell.                            |
| 16  | Catnip         | Turn object into an irresistible lure for cats. Lasts [DICE] Turns.                                                          | Give a cat a gift it truly desires.                                                          |


# Recruiting help

A pair of helping paws might give you the edge you’ll need to survive. Throughout the mouse kingdoms you’ll come across other mice who are willing to explore the vast unknown world with you and your party.

## Hirelings

In a mouse settlement, you can spend a day asking around for mice looking for work. The size of the settlement determines what types of hireling are available. Smaller settlements may not have skilled mice looking for work.

### Recruiting hirelings

Make a **WIL save** or **pay** 20p. If successful (or 20p is paid), roll the **Number** for the type of hireling you are interested in employing to determine how many are looking for work.

Typical hirelings will have:  
d6 hp, STR 2d6, DEX 2d6, WIL 2d6

Hirelings have 6 inventory slots: two paw, two body, two pack.

| Hireling            | Number | Wages/day |
| ------------------- | ------ | --------- |
| Torchbearer         | d6     | 1p        |
| Labourer            | d6     | 2p        |
| Tunnel digger       | d4     | 5p        |
| Armourer/blacksmith | d2     | 8p        |
| Local guide         | d4     | 10p       |
| Mouse-at-arms       | d6     | 10p       |
| Scholar             | d2     | 20p       |
| Knight              | d3     | 25p       |
| Interpreter         | d2     | 30p       |

### Hireling morale

When a hireling or warband is placed in a **stressful situation**, made to go without pay or food, or asked to do something more **dangerous** than what they signed on for, they must make a **WIL save** or **flee**.

Especially well-paid or loyal hirelings may make this save with Advantage.

### Hireling advancement

Hirelings and warbands can improve in the same way that your player mice do.

- Hirelings who receive a share of treasure gain 1 XP per pip they are given above their daily wage.
- Warbands who receive share of treasure will gain 1 XP per 10 pips they are given above their weekly wage.

Hirelings and warbands advance at the same rate as player mice, so once they get 1000 XP, they advance to Level 2.

Not receiving a share of treasure may cause resentment amongst hirelings.

## Warbands

A mouse is very small, and many beasts cannot be defeated working alone. When mice work together, they can form a warband, and act on a scale capable of facing other warbands or large beasts, like a cat or boar.

### Forming a warband

A warband is formed by 20 or more fighting mice, plus one follower (luggage porter, cook, armourer) for every fighter.

Your mouse can form a warband under their command. In a town or city, spend a week recruiting. Make a WIL save or pay 1000p.

Warbands start with:  
d6 hp, STR 10, DEX 10, WIL 10  
Damage: d6 clubs and axes

Warbands require 1000p a week for upkeep and wages. Failure to pay may result in mutiny.

### Battles

Battles between warbands and warband-scale creatures function the same as fights between small individuals. Attacks deal damage to HP, then to STR.

Attacks by a warband against a non-warband scale creature are enhanced, any damage taken from non-warband scale creatures is ignored unless it is particularly destructive or large scale.

### Casualties

When a warband takes critical damage, they are broken and cannot act until rallied. At STR 0 the warband is wiped out. At half STR, the warband must make a WIL save or be routed.

Warbands recover HP and attribute score damage like individuals do, with Short, Long and Full rests.

### Equipping

Equipment improves a warband’s abilities the same way as it does for individuals. Just multiply the purchase price by 20.

## Constructions

The **right to build** on land cannot be bought. It can only be given, or taken and defended.

A team of three tunnel diggers can excavate one 6" cube of soil per day. Other materials take twice as long.

Rooms can be of any size — the following is the cost of materials and fittings per 6" cube constructed. Labourers and diggers must be paid separately.

| Room                       | Cost  |
| -------------------------- | ----- |
| Tunnel, per 6"             | 10p   |
| Poor room, per 6" cube     | 100p  |
| Standard room, per 6" cube | 500p  |
| Grand room, per 6" cube    | 2000p |

All constructions require an **upkeep** of 1% of the total cost per month.


# Gear and prices

All prices are in pips, standard currency of the mouse kingdoms.

## Tools, mouse made

Available in most mouse settlements. These items are mouse-sized.

| Item                       | Price |
| -------------------------- | ----- |
| **Bedroll**                | 10p   |
| **Bellows**                | 10p   |
| **Book**, blank            | 300p  |
| **Book**, reading          | 600p  |
| **Bottle**                 | 1p    |
| **Bucket**                 | 5p    |
| **Caltrops**, bag          | 10p   |
| **Chalk**                  | 1p    |
| **Chisel**                 | 5p    |
| **Cookpots**               | 10p   |
| **Crowbar**                | 10p   |
| **Drill**                  | 10p   |
| **Glue**                   | 5p    |
| **Grease**                 | 5p    |
| **Hammer**                 | 10p   |
| **Horn**                   | 10p   |
| **Hourglass**              | 300p  |
| **Lockpicks**              | 100p  |
| **Metal file**             | 5p    |
| **Mirror**                 | 200p  |
| **Musical instrument**     | 200p  |
| **Net**                    | 10p   |
| **Padlock and key**, small | 20p   |
| **Perfume**                | 50p   |
| **Pick**                   | 10p   |
| **Set of loaded dice**     | 5p    |
| **Shovel**                 | 10p   |
| **Tent**                   | 80p   |
| **Waterskin**              | 5p    |
| **Whistle**                | 5p    |
| **Wooden pole**, 6"        | 1p    |
| **Wooden spikes**          | 1p    |

## Tools, human made

Available in mouse settlements near human populations.

| Item                       | Price |
| -------------------------- | ----- |
| **Fishing hook**           | 20p   |
| **Incense stick**          | 20p   |
| **Lens**                   | 200p  |
| **Necklace chain**         | 40p   |
| **Needle**                 | 20p   |
| **Matches, packet**        | 80p   |
| **Padlock and key**, large | 100p  |
| **Twine**, roll            | 40p   |
| **Soap**, small block      | 10p   |
| **Thread**, spool          | 20p   |
| **Mouse trap**             | 100p  |
| **Poison**                 | 100p  |

## Weapons and armour

| Item                                                 | Price |
| ---------------------------------------------------- | ----- |
| **Improvised** (twig, rock, etc.)                    | 1p    |
| **Light** (dagger, needle, etc.)                     | 10p   |
| **Medium** (sword, axe, etc.)                        | 20p   |
| **Heavy** (spear, hooklance, etc.)                   | 40p   |
| **Light ranged** (sling, hand crossbow, etc.)        | 10p   |
| **Heavy ranged** (bow, crossbow, etc.)               | 40p   |
| **Arrows**, quiver                                   | 5p    |
| **Stones**, pouch                                    | 1p    |
| **Light armour**                                     | 150p  |
| **Heavy armour**                                     | 500p  |
| **Silvered weapons** (always mark usage after fight) | x10p  |
| **Repairs**, per dot                                 | 10%   |

## Light sources

| Item                                      | Price |
| ----------------------------------------- | ----- |
| **Torches**                               | 10p   |
| **Lantern**                               | 50p   |
| **Oil**, for lantern                      | 10p   |
| **Electric lantern** (has six usage dots) | 200p  |
| **Batteries**, for electric lantern       | 50p   |

## Clothing

| Item                 | Price |
| -------------------- | ----- |
| **Poor**             | 10p   |
| **Standard**         | 50p   |
| **Noble**            | 1000p |
| **Winter cloak**     | 150p  |
| **Waterproof cloak** | 100p  |

## Lodging and food

| Item                          | Price |
| ----------------------------- | ----- |
| **Bunkhouse bed** (per night) | 1p    |
| **Private room** (per night)  | 5p    |
| **Hot bath**                  | 2p    |
| **Travel rations**            | 5p    |
| **Meal**                      | 2p    |
| **Grand meal**                | 50p   |
| **Night out on the town**     | 100p  |

## Transport hire

Prices are per mouse, per hex.

| Item              | Price |
| ----------------- | ----- |
| **Rabbit wagon**  | 5p    |
| **River raft**    | 10p   |
| **Pigeon flight** | 200p  |

## Hired help

Prices are per day, not including food, supplies, shelter, etc.

| Item                    | Price |
| ----------------------- | ----- |
| **Torchbearer**         | 1p    |
| **Labourer**            | 2p    |
| **Tunnel digger**       | 5p    |
| **Armourer/blacksmith** | 8p    |
| **Local guide**         | 10p   |
| **Mouse-at-arms**       | 10p   |
| **Scholar**             | 20p   |
| **Knight**              | 25p   |
| **Interpreter**         | 30p   |


# Running Mausritter

## Best practices

The following are guidelines for playing the role of the Game Master for Mausritter.

### Make the world seem huge

Mice are small. Be on the lookout for opportunities to remind the players of the **small-scale characters** they are playing.

### Create situations, not plots

Let the players **find their own adventure**. Don’t railroad them onto a particular path. Give the players the space to choose the challenges they are interested in.

### Present the world honestly

As the GM, you are the **eyes, ears and nose** of the players and their mice. Don’t unnecessarily hide things from your players. Make sure they have all the information they need to make meaningful choices.

Make the world a **consistent**, understandable place. Don’t shy away from magic and weirdness, but maintain a logic behind it that can be decoded.

Be an **impartial arbiter** of the rules of the game and the world. Let the dice fall as they may. Follow the goals and actions of antagonists to their logical conclusion.

### Telegraph danger

Give the players ample **warning** of the **dangers** they face. Make traps obvious, deadly puzzles. Give warning of the dangerous beasts that hunt the mice.

Don’t pull your punches.

The only way for danger to be meaningful is if the outcome of failure is meaningful. When the players face off against dangerous foes, or fall into a deadly trap, do not shy away from the consequences.

### Reward bravery

When the players have been smart and brave and followed good leads, give them the **rewards** they have earned. Don’t be miserly when the players face down great dangers and succeed.

## Asking for a Save

Saves should only be asked for as the result of a player’s action or choice. Mice can do anything that seems reasonable and safe, but when they do something dangerous, ask for Save to avoid the possible consequences.

- **STR Saves:** avoid harm through physical power and endurance
- **DEX Saves:** avoid harm through quick reaction, speed and agility
- **WIL Saves:** avoid harm through strength of will and force of personality

### Consequences of failure

The consequences of a failed Save should be obvious and telegraphed. Remember that Saves should only occur when a player wants to avoid a negative outcome.

Some options for consequences are:

- **Damage:** ranging from d4 to d20. d4 is minor, d6 is dangerous. d8 is enough to seriously injure a Level 1 character. d20 damage is rare but deadly.
- **Condition:** Exhausted or Frightened are good options.
- **Lost time:** Each action takes a Turn. Lost time can burn torches and cause random encounter rolls.
- **Loss of random item:** Roll d6 for inventory slot.
- **Mark usage on item:** Mark 1-3 usage dots.

## Luck rolls

Luck rolls are for events that have an unpredictable outcome is outside the remit of a STR, DEX or WIL Save. Assign an ‘X-in-6’ chance to the outcome occurring (low for unlikely, high for likely), then roll a d6. If the result is equal to or less than the chance, it happens.

## Rulings

The rules of Mausritter will not cover every situation you and the players come across, and some parts have been kept intentionally vague.

When this happens, **adapt** one of your existing tools to the purpose, or **create** a new one. Make a note of the ruling for future use.

## Exploration and time

When **exploring** in a dungeon or **adventure site**, a party of mice can perform **one major action per Turn**. Major actions are things like moving to a new room, examining a trap or engaging in a fight.

To easily record Turns, use the **Turn tracker** on the GM Session sheet. Each time the party performs a major action, mark the next empty box. When a double-outlined box is marked, roll for an encounter.

## Overland travel

When traveling in the wilderness, the mice can travel a single one-mile hex per Watch. Hexes containing difficult terrain (streams, human roads, large rocks, hills, etc.) require two Watches to cross.

### Rest

If the mice do not spend at least one Watch per day resting, give them an Exhausted Condition.

### Weather

Roll 2d6 for weather each day.

Weather that is highlighted are poor conditions for travel. For each Watch spent traveling under these conditions, a mouse must make a STR save or gain an Exhausted Condition.

| 2d6  | Spring           | Summer           | Autumn          | Winter          |
| ---- | ---------------- | ---------------- | --------------- | --------------- |
| 2    | Rain storm       | Thunder storm    | Wild winds      | Snow storm      |
| 3-5  | Drizzle          | Very hot         | Heavy rain      | Sleet           |
| 6-8  | Overcast         | Clear, hot       | Cool            | Bitter cold     |
| 9-11 | Bright and sunny | Pleasantly sunny | Patchy rain     | Overcast        |
| 12   | Clear and warm   | Beautifully warm | Clear and crisp | Clear and crisp |

## Encounters

When the mice are exploring a dungeon or **adventure site**, roll for encounters **every three Turns**, or whenever they create noise or mayhem that could draw attention.

When they are exploring the **wilderness**, roll for encounters at the start of the **Morning** Watch and the start of the **Evening** watch. If an encounter occurs, roll d12 to find what hour it occurs in.

To roll a random encounter, **roll d6**. On a 1, an **encounter** occurs. On a 2, an **omen** occurs (signs or hints of an encounter).

### Encounter tables

For each major area, prepare a table of d6 encounters that express the theme of that area. Give each entry something they are already doing as the players arrive.

- Entries 1-3 should be variations of a common encounter.
- Entries 4-5 should be variations of an uncommon encounter, something slightly unusual.
- Entry 6 should be a dangerous or weird encounter.

### Reactions

When the mice encounter a creature whose reaction to the party is not obvious, you may roll on the following table for their disposition.

| 2d6  | Reaction                                     |
| ---- | -------------------------------------------- |
| 2    | **Hostile.** How have the mice angered them? |
| 3-5  | **Unfriendly.** How can they be appeased?    |
| 6-8  | **Unsure.** What could win them over?        |
| 9-11 | **Talkative.** What could they trade?        |
| 12   | **Helpful.** How can they help the mice?     |

### Morale

Whenever an antagonist is in a battle with the mice and reaches one of the following conditions, it must make a WIL save. On failure, the creature must flee or surrender.

- Is obviously outmatched at the start of a battle
- Takes critical damage for the first time
- Sees an ally flee or fall


# Creatures

## Language

As a general rule of thumb, the more closely related two creatures are, the more likely they are to understand each other. Magical or highly intelligent creatures may break these rules.

- Other **mice**: Can easily communicate.
- Other **rodents**: Can speak and communicate, with some difficulty and difference of custom.
- Other **mammals**: Make a WIL save to see if communication is possible.
- Otherwise: Can’t directly communicate.

## List of creatures

Use these creatures in your campaign, and as examples for creating new antagonists for your players.

When a creature lists critical damage in its stat block, this occurs instead of the standard critical damage effect.

> Example: a spider attacks Burdock the mouse and does 4 damage. The Burdock has 2 HP, so 2 of the damage is passed through to his DEX. Burdock must make a DEX Save, but fails, so the spider quickly wraps the him up in its web and starts to escape. Hopefully Burdock’s friends are quick in their pursuit!

### Cat

:::statblock
**Warband scale**  
15hp, STR 15, DEX 15, WIL 10, Armour 1  
Attacks: d6 swipe, d8 bite
:::

**Wants** to be served. If mice pledge fealty and give bribes, they may be allowed to live

#### Cat lords

1. **Balthazar** — Loves to eat the finest delicacies
2. **Melchior** — Loves gold, jewels and wealth
3. **Solomon** — Plays cruel games with captives
4. **Hammurabi** — Rules with harsh, unbending logic
5. **Nefertiti** — Loves art, poetry and beautiful things
6. **Zenobia** — Forming an army of conquest, wants to rule

### Centipede

:::statblock
8hp, STR 10, DEX 12, WIL 8, Armour 1  
Attacks: d6 venomous bite (damages DEX instead of STR)  
Critical damage: Venom takes effect, d12 damage to STR  
:::

**Wants** to wander and devour

#### Chilling centipedes

1. **Giant** — As big as a snake. 12hp, STR 15, Armour 2
2. **Swimming** — Drags prey under water
3. **Tiger** — Yellow and black bands, d8 damage bite
4. **Glutton** — Always hungry, never stops growing
5. **Racer** — A delicacy, if you can catch them
6. **Feathered** — Can glide short distances

### Crow

:::statblock
12hp, STR 12, DEX 15, WIL 15, Armour 1  
Attacks: d8 peck  
Flies 3x normal speed, knows two songs  
:::

**Wants** to protect the secret hallowed places from those that would do them harm

#### Crow songs

1. Dawn — Create a blindingly bright light
2. Sorrow — All who hear: Make WIL save or take Frightened
3. Sight — Vaguely foretell a future event
4. Wind — Powerful gust. Make STR save or knocked down.
5. Past — See past event concerning those present
6. Truth — All who hear: Cannot lie while the song lasts

### Faerie

:::statblock
6hp, STR 10, DEX 15, WIL 15  
Attacks: d8 silver rapier  
Knows one spell  
:::

**Wants** to further the Faerie Queen’s strange agenda

#### Faerie agendas

1. Kidnapping baby mice, to raise as their own
2. Giving gifts that cause violent jealousy
3. Playing music that bewitches mice into their service
4. Using a glamour to appear as a mouse in distress
5. Rotting the food in winter storehouses
6. Tricking a settlement out of their legal standing

### Frog

:::statblock
6hp, STR 12, DEX 15, WIL 8, Armour 1  
Attacks: d10 spear or d6 tongue  
Critical damage: Leap out of reach  
Always goes first unless surprised, leaps 2x normal speed  
:::

**Wants** to gallantly complete their quest

#### Frog knights-errant

1. Gwal — Strong, kind of heart and simple of mind
2. Phillip — Cursed human, searching for a cure
3. Lurf — Unsound sense of honor, rash in anger
4. Slup — Set on slaying a great beast, no matter the cost
5. Uuu — Desperate to prove their strength at jousting
6. Puc — Searching for the legendary Mug of Truth

### Ghost

:::statblock
9hp, STR 5, DEX 10, WIL 10  
Attacks: ghostly power, d8 chilling touch (damages WIL)  
Critical damage: Possess the creature  
Only harmed by silver or magic weapons  
:::

**Wants** freedom from the pain that binds them to the mortal realm

#### Ghostly powers

1. Shimmer — Create d3 illusions of itself
2. Poltergeist — Throws a creature/object d6 x 6"
3. Entrap — Pull a creature into the spirit realm for a Round
4. Doom — Give Frightened Condition to a creature
5. Rot — Destroys all rations carried by a creature
6. Incorporeal — Float into wall/floor, reappear elsewhere

### Mouse

:::statblock
3hp, STR 9, DEX 9, WIL 9  
Attacks: d6 sword or d6 bow  
:::

**Wants** to feel safe

#### Rival mouse adventurers

1. Thistle — Disgraced knight, still haughty
2. Belladonna — Off-kilter wizard, looking for spells
3. Hayseed — Trying to steal enough to buy back their farm
4. Mandrake — Con artist. Appears unthreatening
5. Marigold — Loves fire. Fears its absence
6. Leif — Massive mouse exiled from far away land

### Owl

:::statblock
15hp, STR 15, DEX 15, WIL 15, Armour 1  
Attacks: d10 bite  
Flies 3x normal speed. Knows two spells  
:::

**Wants** to collect rare knowledge and spells

#### Owl sorcerers

1. Bezalel — Builds mechanical servants
2. Morgana — In league with a faerie kingdom
3. Prospero — Creates chimeric servants
4. Sparrowhawk — Can shape-shift into any other bird
5. Crowley — Binds ghosts into spells
6. Lechuza — Human witch trapped in owl form

### Rat

:::statblock
3hp, STR 12, DEX 8, WIL 8  
Attacks: d6 cleaver  
:::

**Wants** easy wealth, to take from the weak

#### Rat gangs

1. Dedratz — Construct elaborate scavenged traps
2. Water Rats — Expert riverboat navigators
3. Lab Rats — Bizarre looks, innate magical abilities
4. Trashknights — 1 armour tin breastplates and helms
5. Gentlerats — Top hats and rumpled suits
6. The Kings — Tails locked together in gordian knot

### Snake

:::statblock
12hp, STR 12, DEX 10, WIL 10, Armour 2  
Attacks: d8 bite  
Critical damage: Swallow whole, d4 STR damage per Round until rescued or escape  
:::

**Wants** to sleep undisturbed

#### Strange snakes

1. Wood — Carved stick of wood, ensorcelled into life
2. Shadow — Slithers always just out of sight
3. Bone — Snake skeleton, raised from the dead
4. Eel — Lives underwater. Raises stolen snake eggs
5. Scroll — Born with a spell etched into its scales
6. Drake — Has wings, breathes small gouts of fame

### Spider

:::statblock
6hp, STR 8, DEX 15, WIL 10, Armour 1  
Attacks: d6 poison bite (damages DEX instead of STR)  
Critical damage: Carry away in web  
:::

**Wants** to feed its babies

#### Spider species

1. Widow — Bright red markings, d10 damage bite
2. Wolf — Furry, hunts in packs of d6 spiders
3. Longlegs — Mostly peaceful, can walk on water
4. Architect — Weave confusing tunnels of webs
5. Blink — As an action, can teleport d6 x 10"
6. Ghost — Can only be harmed by silver or magic weapons


# Hexcrawl toolbox

## Making a hexcrawl

### 1. Fill hexes

Start with a 5x5 map of **one-mile hexes**. Place a friendly **settlement** in the centre.

Fill the remaining hexes. Roll on the **hex contents** tables or use them as inspiration. Write a one-line description for each hex.

### 2. Create factions (Optional)

**Factions** are the major powers within your hex crawl. They help set the stakes of the players choices, and create the feeling of a living world going on outside of the game sessions.

### 3. Detail adventure sites

**Adventure sites** are the dangerous places where brave adventurers find the wealth they seek. Where settled mice, more careful and less desperate, do not dare to scurry.

Pick 2-4 of the of the landmarks and detail them as adventure sites. Spread them out, to give the players good reasons to criss-cross the map.

Decide the **theme** for each, then **fully detail** one of them. You can detail the others now, or wait until the players are closer to encountering them.

### 4. Seed rumours

Create a table of **d6 rumours**. As the players explore adventure sites or rest in settlements, use this table to give **hints** of other locations and of the activities of factions within the hexcrawl.

- Entries 1-3 should be true
- Entries 4-5 should partially true
- Entry 6 should be false

### 5. Create encounter table

Based on the factions you’ve chosen and other inhabitants of the area, create a table of **d6 encounters**.

## Running a hexcrawl

### First session

In the first session, pick one of the adventure sites you’ve detailed and start the players at the entrance.

Give the players a reason why they should care about the adventure site. Use the backgrounds of their mice and theme of the adventure site as hooks, or use the table below if you’re stuck for ideas.

| d6  | Starting adventure site hook                      |
| --- | ------------------------------------------------- |
| 1   | Searching for a lost family member                |
| 2   | Investigating on orders of a noblemouse           |
| 3   | Mouse wizard requires a certain spell component   |
| 4   | Site is lair of a creature harassing a settlement |
| 5   | Following an inherited treasure map               |
| 6   | Seeking shelter from a terrible storm             |

### Exploring the map

Once the players are done exploring the adventure site, or need to retreat back to a friendly place for supplies, show them a **blank version** of your map.

Mark the **friendly settlement** and the **adventure site**, plus a couple of other well-known places.

Allow the players to find their own way through the map. As the party of mice move through each hex, they should automatically encounter the major landmarks you’ve created, as long as they are fairly obvious.

### Expanding the map

As the players uncover new leads and the world changes around them, create some more adventure sites and start expanding the map.

## Hex contents

For each hex on your map, roll, choose or invent:

- Hex type
- Landmark (depending on hex type)
- An interesting detail for that landmark

Write a one-line description for each hex.

### Hex type

| d6  | Type        |
| --- | ----------- |
| 1-2 | Countryside |
| 3-4 | Forest      |
| 5   | River       |
| 6   | Human town  |

### Landmarks

| d20 | Countryside            | Forest               | River                  | Human town           |
| --- | ---------------------- | -------------------- | ---------------------- | -------------------- |
| 1   | Anthill                | Abandoned shack      | Canal lock             | Abandoned car        |
| 2   | Beech, lightning split | Bright clearing      | Converging tributaries | Apartment balcony    |
| 3   | Bone-white tree        | Cascading waterfalls | Draping willow         | Blackberry hedge     |
| 4   | Cow skeleton           | Cliff face           | Eroded riverbank       | Busy road            |
| 5   | Field of flowers       | Cold, fresh spring   | Fallen tree crossing   | Drainpipe outlet     |
| 6   | Field of wheat         | Dense underbrush     | High waterfall         | Dumped furniture     |
| 7   | Hedge row              | Face in ancient oak  | Huge boulder           | Greenhouse           |
| 8   | Hollow tree stump      | Fox hole             | Huge concrete dam      | Mouse ruins          |
| 9   | Huge flat rock         | Grove of ferns       | Isolated island        | Newly built house    |
| 10  | Lily-lined pond        | Hollow tree stump    | Muddy flats            | Overgrown garden bed |
| 11  | Massive fallen tree    | Huge pine tree       | Rocky rapids           | Pigeon nest          |
| 12  | Old craggy oak         | Human walking track  | Row of dead trees      | Pile of trash        |
| 13  | Old farmhouse          | Human-made clearing  | Silty dam              | Rocky riverbed       |
| 14  | Quiet dirt road        | Meandering brook     | Stepping-stones        | Shopping trolley     |
| 15  | Rabbit warren          | Overgrown ruins      | Stone bridge           | Stagnant pond        |
| 16  | Sparrow nest           | Ring of stones       | Stony shallows         | Steel bridge         |
| 17  | Stand of pine trees    | Rocky outcropping    | Submerged trash        | Trash-filled skip    |
| 18  | Steep hill             | Sunken hollow        | Sunken barge           | Tree-lined footpath  |
| 19  | Stone wall             | Tangle of roots      | Twisted roots          | Underground car park |
| 20  | Tangle of fig roots    | Termite-riddled tree | Wooden bridge          | Woodshed             |

### Landmark details

| d6  | d8  | Detail                                                  |
| --- | --- | ------------------------------------------------------- |
| 1   | -   | Mouse settlement...                                     |
| 2   | 1   | Small mouse farm (What threatens their crops?)          |
|     | 2   | Noblemouse’s castle (What does it defend against?)      |
|     | 3   | Friendly mouse roadhouse (What is in the basement?)     |
|     | 4   | Mouse hunting lodge (What is their quarry?)             |
|     | 5   | Mining outpost (What have they uncovered?)              |
|     | 6   | Mouse hermit’s hut (Why do they shun society?)          |
|     | 7   | Natural caves (What is living here?)                    |
|     | 8   | Hedge-knight’s tower (What is their quest?)             |
| 3   | 1   | Songbird’s nest (What sad tales do they sing of?)       |
|     | 2   | Tribe of huge, peaceful beasts (What do they fear?)     |
|     | 3   | Rat bandit hideout (Who do they prey on?)               |
|     | 4   | Crow coven’s spire (What spells do they caw?)           |
|     | 5   | Hive of insects (What do they hunger for?)              |
|     | 6   | Den of a great predator (What treasure do they guard?)  |
|     | 7   | Frog fortress (What lies hidden in the dungeon?)        |
|     | 8   | Mouse wizard’s tower (What is spell almost finished?)   |
| 4   | 1   | Dangerous natural feature (How can it be avoided?)      |
|     | 2   | Lonely shrine (Who maintains it? What do they worship?) |
|     | 3   | Noblemouse’s manor (Why was it abandoned?)              |
|     | 4   | Abandoned settlement (What clues did they leave?)       |
|     | 5   | Ruined watchtower (What did it guard from?)             |
|     | 6   | Natural feature, peaceful and safe (Who gathers here?)  |
|     | 7   | Natural feature, out of place (How did it form?)        |
|     | 8   | Rickety bridge (What does it cross over?)               |
| 5   | 1   | Ancient bat cult temple (What was summoned?)            |
|     | 2   | Faerie ring (What business do the faeries have here?)   |
|     | 3   | Beetle graveyard (What do the ghosts want?)             |
|     | 4   | Mouse witch’s hut (What does she brew?)                 |
|     | 5   | Small, deep pond (What is at the bottom?)               |
|     | 6   | Out-of-season plantlife (Why are they growing here?)    |
|     | 7   | Owl sorcerer’s nest (What are they searching for?)      |
|     | 8   | Strange magical anomaly (Why is it spreading?)          |
| 6   | 1   | Crashed Lilliputian airship (How can it be repaired?)   |
|     | 2   | Humming stone (What happens when touched?)              |
|     | 3   | Completely lifeless (What disaster has occurred?)       |
|     | 4   | Regularly used by humans (What do they do here?)        |
|     | 5   | Damaged by humans (What have they done?)                |
|     | 6   | Ancient ruins of a past civilisation (Who built this?)  |
|     | 7   | Cat lord’s hunting ground (What trophies remain?)       |
|     | 8   | Repurposed human construction (How is it used?)         |

## Mouse settlements

### Settlement size

Most mouse settlements are no more than a handful of families in an oak hollow or in an old farmhouse wall.

Roll 2d6 and use the lowest value.

| d6  | Size                      |
| --- | ------------------------- |
| 1   | Farm/manor (1-3 families) |
| 2   | Crossroads (3-5 families) |
| 3   | Hamlet (50-150 mice)      |
| 4   | Village (150-300 mice)    |
| 5   | Town (300-1000 mice)      |
| 6   | City (1000+ mice)         |

### Governance

Most settlements pay taxes to (and are protected by) the local noblemouse. Free settlements keep their own guard.

Roll d6 + Settlement size (1 for Farm, 6 for City)

| d6+   | Size                                                |
| ----- | --------------------------------------------------- |
| 2-3   | Guided by village elders                            |
| 4-5   | Administered by a knight or lower-caste lord        |
| 6-7   | Organised by a guild committee                      |
| 8-9   | Free settlement, governed by council of burghermice |
| 10-11 | House of an upper caste noblemouse                  |
| 12    | Seat of baronial power                              |

### Settlement details

What habits and customs do the mice have?

| d20 | Inhabitants                                      |
| --- | ------------------------------------------------ |
| 1   | Shave elaborate patterns in their fur            |
| 2   | Intoxicated by strange plants                    |
| 3   | Wary of doing business with outsiders            |
| 4   | Curious for news from afar                       |
| 5   | Believe grooming their fur is bad luck           |
| 6   | Wear finely embroidered clothes                  |
| 7   | Brew honey-mead, flavoured with pungent herbs    |
| 8   | Cover their faces with long hoods                |
| 9   | Impoverished by a cat lord’s tithes              |
| 10  | Ceremonially crop their tails                    |
| 11  | Brave hunters of large beasts                    |
| 12  | All descended from single matriarch              |
| 13  | Bake delicious berry pies                        |
| 14  | Lab escapees, naive about the world              |
| 15  | Spend their days lazing by a stream              |
| 16  | Long-standing blood feud with another settlement |
| 17  | Dig grand tunnels, overseen by the guild         |
| 18  | Wear large, wide-brimmed hats                    |
| 19  | Have laws and customs confusing to outsiders     |
| 20  | On friendly terms with a predator                |

What feature sets this settlement apart? Cities have two.

| d20 | Notable feature                                |
| --- | ---------------------------------------------- |
| 1   | Maze of defensive, trap-filled tunnels         |
| 2   | Exceedingly comfortable, well-appointed inn    |
| 3   | Shrine carved of black wood                    |
| 4   | Meditative mushroom garden                     |
| 5   | Cow skull, repurposed as a guildhouse          |
| 6   | Mess of closely packed shanties                |
| 7   | Neat rows of hanging wooden houses             |
| 8   | Ornate gate, guarded by statues                |
| 9   | Secret bat cult temple                         |
| 10  | Beetle racing rink                             |
| 11  | Storehouse, stocked with preserves             |
| 12  | Hidden riverboat dock                          |
| 13  | Crumbling marble palace, built by ancient mice |
| 14  | Scavenged human machine, working               |
| 15  | Wooden bridge connects the settlement          |
| 16  | Unnervingly tall, twisting tower               |
| 17  | Beautiful flower garden                        |
| 18  | Pigeon rider’s roost                           |
| 19  | Overgrown statue of an ancient hero            |
| 20  | Spiral stairwell, leading deep underground     |

What trade do the mice work? Towns and cities have two.

| d20 | Industry                                           |
| --- | -------------------------------------------------- |
| 1   | Farmers, tending to towering crops                 |
| 2   | Woodcutters, with saws and harnesses               |
| 3   | Rough and scarred fishermice, with nets and rafts  |
| 4   | Dark and musty mushroom farm                       |
| 5   | Grains drying on every flat surface                |
| 6   | Pungent cheese, cured for years                    |
| 7   | Gardens of rare herbs. Drying racks are guarded    |
| 8   | Hive of bees and their veiled keepers              |
| 9   | Merchants and traders, often in need of guards     |
| 10  | Stonemasons, working a nearby quarry               |
| 11  | Flour mill, driven by a large water-wheel          |
| 12  | Deep mine for iron, silver or tin                  |
| 13  | Keep silkworms and weave fine cloth                |
| 14  | Expert explorers of caves and tunnels              |
| 15  | Kiln-fired pottery, glazed in cheerful colours     |
| 16  | Wool mill, draped in bright cloth                  |
| 17  | Excellent school, rowdy pupils                     |
| 18  | Bustling, well-stocked market                      |
| 19  | Smelly scavenged trash pile, carefully picked over |
| 20  | Beautiful furniture of carved and polished wood    |

What is happening as the player mice arrive?

| d20 | Event                                       |
| --- | ------------------------------------------- |
| 1   | Disaster, everyone packing to leave         |
| 2   | Wedding, streets decked in flowers          |
| 3   | Preparing for grand seasonal feast          |
| 4   | An illness has struck                       |
| 5   | Storehouse has been plundered by insects    |
| 6   | Market day, farmers flock to the settlement |
| 7   | Mice are at each other’s throats            |
| 8   | Warband forming to defeat a beast           |
| 9   | Several children have gone missing          |
| 10  | Noblemouse makes a frivolous demand         |
| 11  | Traveling theatre troupe arrives            |
| 12  | Funeral, streets thick with smoke           |
| 13  | Conman whips up an irrational scheme        |
| 14  | Pet beetle gone mad, attacking mice         |
| 15  | Faerie emissary with an impossible request  |
| 16  | Strangely quick-growing plant nearby        |
| 17  | Valuable heirloom has a been stolen         |
| 18  | Cat lord demands a heavy tithe              |
| 19  | Coming of age ceremony for the young mice   |
| 20  | Wizard tower arrives on tortoise-back       |

### Settlement name seeds

Roll d12 twice. Choose a start and an end. Massage until it sounds nice.

| d12 | Start A | Start B | End A  | End B  |
| --- | ------- | ------- | ------ | ------ |
| 1   | Oaks    | Swamp   | thorpe | stand  |
| 2   | Berry   | Owl     | ville  | hill   |
| 3   | Willow  | Fox     | mill   | tower  |
| 4   | Stump   | Acorn   | dale   | farm   |
| 5   | Pine    | Copper  | grove  | bridge |
| 6   | Moon    | Robber  | town   | gate   |
| 7   | Green   | Colby   | vale   | creek  |
| 8   | Black   | Drain   | seed   | pond   |
| 9   | Stone   | Rose    | ashe   | nest   |
| 10  | Hill    | Copper  | bush   | ford   |
| 11  | Fig     | Friend  | stitch | grave  |
| 12  | Apple   | Trunk   | shine  | burn   |

### Taverns and inns

Hamlets and larger settlements will furnish a friendly tavern or inn for locals and traveling mice.

| d12 | Name A   | Name B  | Specialty meal             |
| --- | -------- | ------- | -------------------------- |
| 1   | White    | Beetle  | Spiced baked carrot        |
| 2   | Green    | Fox     | Boiled worm broth          |
| 3   | Black    | Wedge   | Blackberry pie             |
| 4   | Red      | Kernel  | Pungent aged cheese        |
| 5   | Silver   | Rat     | Barley porridge            |
| 6   | Crooked  | Cheese  | Thick river-fish steak     |
| 7   | Friendly | Eagle   | Baked apple                |
| 8   | Hidden   | Worm    | Fried, crumbed insect legs |
| 9   | Wiley    | Bee     | Fresh buttered bread       |
| 10  | Glass    | Lantern | Scavenged candy            |
| 11  | Thorny   | Rose    | Honey-roasted seeds        |
| 12  | Broken   | Knight  | Mushroom stew              |

## Factions

Factions are **large forces** outside the control of the player mice. They help create a feeling of a **living world**.

Pick or create 3-4 factions to be the major powers within your hexcrawl.

### Using factions

Factions have goals they are trying to complete and resources they can utilise towards the goal’s completion. Goals should interact with other factions or complete for similar resources.

**Resources** reflect the power and influence of the faction within the world.

Each **goal** requires 2-5 progress marks (eg. ○○) to be completed, depending on its complexity.

Factions with at least three resources are capable of fielding a warband.

### Goal progression

**Between sessions**, each faction will work towards their current goal.

**Roll d6**, then adjust the value:

For each **relevant resource** the faction has, **add 1** to the result.

If a rival faction is targeted by the goal, **subtract 1** from the result for each of that faction’s **relevant resources**.

- On final result of **4-5**, mark **1 progress** toward the goal.
- On a **6+**, mark **2 progress**.

When a faction **completes a goal**, add a **new resource** to represent their increased power and influence.

If the goal reduces another faction’s power and influence, remove or change one of its resources.

As factions work towards and complete their goals, update your **map** to show waxing and waning power, and add hints of current goals to your **rumour table**.

### Player interference

As the players interact with factions, show **signs** of the **current goals** they are working towards.

Players should have opportunities to interact with the factions, to thwart or help them compete their goals.

Factions may attempt to recruit the help of players and players may interfere with the faction’s progress.

If the players successfully **help or interfere** in completion of a goal, mark or erase **1-3 progress marks**, depending on the scale of the player interference.

If players directly attack a faction and significantly affect their power, this may require you to remove or re-write a faction’s resource.

## Example factions

### 1. Cat lord

#### Resources

- Terrifying presence
- Hired mercenaries and bandits
- Exorbitant wealth

#### Goals

- ○○○ Raise bribes from settlement
- ○○○ Kidnap mouse servants
- ○○○○○ Subjugate a settlement

### 2. Noblemouse

#### Resources

- Ambitious knights
- Tricky legal advocates
- Stocked storehouses

#### Goals

- ○○ Raise tax revenue
- ○○○ Acquire new land rights
- ○○○○○ Establish new settlement

### 3. Tunnellers guild

#### Resources

- Rough-pawed work gangs
- Solidarity with working mice

#### Goals

- ○○ Intimidate tax collector
- ○○○ Destroy noblemouse’s manor
- ○○○○○ Establish free settlement

### 4. Rat bandits

#### Resources

- Ruthless gang
- Secret hideout

#### Goals

- ○○ Dominate a trade route
- ○○○ Establish protection racket
- ○○○○ Capture a fortress

### 5. Faerie queen

#### Resources

- Hidden roads and portals
- Shapeshifting agents
- Endless illusory silver

#### Goals

- ○○ Kidnap mice
- ○○○ Trick mice out of legal standing
- ○○○○○ Lead settlement into Fae lands

### 6. Owl sorcerer

#### Resources

- Powerful magic
- Speed and fury
- Magical servants

#### Goals

- ○○○ Take scrying tower from crows
- ○○○○ Locate leyline vortex
- ○○○○○ Harness the vortex’s power

### 7. Clutch of snakes

#### Resources

- Silent slithering serial killers
- Chilling calling cards

#### Goals

- ○○○ Assassinate a settlement elder
- ○○○○ Assassinate a noblemouse
- ○○○○○ Assassinate the queen

### 8. Cultists

#### Resources

- Poorly-understood eldritch power
- Clandestine insiders

#### Goals

- ○○○ Recruit vulnerable mice
- ○○○ Steal powerful artifact
- ○○○○○ Summon ancient god

### 9. Frog prince

#### Resources

- Chivalric knights
- Hidden fortress

#### Goals

- ○○○ Hold joust to choose a champion
- ○○○ Kidnap mouse historian
- ○○○○○○ Find the Mug of Truth

### 10. Coven of crows

#### Resources

- Cunning corvid crones
- Cawing song magic
- Soaring scrying tower

#### Goals

- ○○ Kidnap a mouse farmer
- ○○○○ Capture a weather spirit
- ○○○○○ Create weather machine


# Adventure site toolbox

## Creating an adventure site

Adventure sites are those dangerous places that only the bravest of mouse adventurers dare to scurry. They form the core of most Mausritter adventures.

Designing a good adventure site is more art than science, but these steps will help as a basic guide.

Use the [Adventure Site Generator to create an instant adventure](https://mausritter.com/adventure-site)!

### 1. Create a theme

The theme of the adventure site is the overall idea that guides its creation. Think of it like the title card and one-sentence description that will guide the rest of your choices.

### 2. Choose factions and goals

A good adventure site will be populated with at least two factions of creatures. These are not necessarily the factions working at your hexcrawl level, though these should inform your choices. The factions should have competing goals they are trying to achieve within the adventure site. Not all of the creatures within the adventure site will be part of these factions.

One of the factions in the site may already be clear from rolling the Denizens in the adventure site overview. The other faction could be protecting the site from that faction, or competing for a similar goal.

### 3. Draw a map

Draw or find a map of the location, then divide it into ‘rooms’ — these can be actual rooms, or just sensible dividing lines within a larger space.

The map doesn’t have to be pretty, detailed or to scale. You can just draw the rooms with boxes, and connect them with lines.

Keep these principles in mind when creating a map:

- **Multiple paths** give the players decision points while navigating the space. Create loops and links to other paths.
- **Varied paths** create distinct areas within the site. Stairs, ramps and cliffs break up the flow of a level and create more variety when navigating the space. Secrets paths reward players who are paying close attention.
- **Multiple entrances**, (even hidden ones) create opportunities to approach problems from a different angle.
- **History and ruination** have dramatic impacts on a space. Hint at changes left by previous inhabitants.

### 4. Stock rooms

For each room within the adventure site, roll or choose the type and contents. A good adventure site will provide a diverse set of challenges through a variety of room types. Some rooms will be obvious, so just go with what seems right. Others may need some random prodding.

### 5. Create an encounter table

Based on the factions you’ve chosen, and the rooms stocked, create a table of d6 encounters for the adventure site.
Encounters can be dangerous, but are not necessarily hostile to the player mice. Give each entry something it is already doing as the players arrive.

- Entries 1-3 should be variations of a common encounter.
- Entries 4-5 should be variations of an uncommon encounter, something slightly unusual.
- Entry 6 should be a strange or dangerous encounter.

## Adventure site theme

### History

#### Construction

| d20 | Construction                     |
| --- | -------------------------------- |
| 1   | Ancient bat cult temple          |
| 2   | Long-abandoned watchtower        |
| 3   | Noblemouse’s country manor       |
| 4   | Hidden winter storehouse         |
| 5   | Burial site of ancient mice      |
| 6   | Warren dug by rabbits or foxes   |
| 7   | Human house or other building    |
| 8   | Sewer or drainage pipes          |
| 9   | Claustrophobic ant-dug tunnels   |
| 10  | Massive tree, carved out by mice |
| 11  | Wizard’s tower                   |
| 12  | Settlement’s grain mill          |
| 13  | Rat King’s nest                  |
| 14  | Skeleton of a great beast        |
| 15  | Witch’s academy                  |
| 16  | Gatehouse to faerie realm        |
| 17  | Deep mine                        |
| 18  | Bandit’s hideout                 |
| 19  | Natural cave                     |
| 20  | Mouse settlement                 |

#### Ruination

| d12 | Ruination               |
| --- | ----------------------- |
| 1   | Flooding                |
| 2   | Magical mishap          |
| 3   | Age and rot             |
| 4   | Human destruction       |
| 5   | Overrun by mold         |
| 6   | Shifted between realms  |
| 7   | Attacked by great beast |
| 8   | Disastrous storm        |
| 9   | Haunting spirits        |
| 10  | Mysterious abandonment  |
| 11  | Internal warfare        |
| 12  | Disease                 |

### Denizens

#### Inhabitants...

| d10 | Inhabitants...                        |
| --- | ------------------------------------- |
| 1   | Mice, driven mad or desperate         |
| 2   | Mice, magically altered               |
| 3   | Rat bandits                           |
| 4   | Creatures from a distant land         |
| 5   | Original residents, strangely twisted |
| 6   | Ghostly spirits                       |
| 7   | Faerie advance guard                  |
| 8   | Foul-tempered snake                   |
| 9   | Infestation of insects                |
| 10  | Cat lord and their servants           |

#### Searching for or protecting

| d8  | ...searching for/protecting           |
| --- | ------------------------------------- |
| 1   | A safe place to live or hide          |
| 2   | Cache of fine food                    |
| 3   | Lost family or friend                 |
| 4   | Ancient, valuable artworks            |
| 5   | The last scraps in a picked-over ruin |
| 6   | Rare alchemical mushrooms             |
| 7   | Strange and powerful spell            |
| 8   | Vast horde of pips                    |

### Secret

| d6  | Secret                              |
| --- | ----------------------------------- |
| 1   | Monolith humming with arcane energy |
| 2   | Preserved precursor beast           |
| 3   | Signs of human experimentation      |
| 4   | Forgotten grave of an ancient queen |
| 5   | Path into the veins of the earth    |
| 6   | Portal to faerie realm              |

## Randomly stocking rooms

To randomly stock a room in an adventure site, roll d6 three times; the first result shows the room type, the second shows if a creature is present, and the third shows if treasure can be found here.

### Room type

| d6  | Type     |
| --- | -------- |
| 1-2 | Empty    |
| 3   | Obstacle |
| 4   | Trap     |
| 5   | Puzzle   |
| 6   | Lair     |

### Room has a creature?

| d6  | Empty | Obstacle | Trap | Puzzle | Lair |
| --- | ----- | -------- | ---- | ------ | ---- |
| 1   | X     | X        | X    | X      | X    |
| 2   | X     | X        |      |        | X    |
| 3   | X     |          |      |        | X    |
| 4   |       |          |      |        | X    |
| 5   |       |          |      |        | X    |
| 6   |       |          |      |        |      |

### Room has treasure?

| d6  | Empty | Obstacle | Trap | Puzzle | Lair |
| --- | ----- | -------- | ---- | ------ | ---- |
| 1   | X     | X        | X    | X      | X    |
| 2   |       |          | X    | X      | X    |
| 3   |       |          |      | X      | X    |
| 4   |       |          |      | X      | X    |
| 5   |       |          |      | X      |      |
| 6   |       |          |      |        |      |

### Creatures and lairs

The creatures used in your adventure site should be populated from the factions you’ve already chosen, but don’t be afraid to include some other creatures too. Creatures not in a lair should have a reason for being the room where they are found.

| d6  | Lair                                  |
| --- | ------------------------------------- |
| 1   | Temporary encampment                  |
| 2   | Recently taken from another creature  |
| 3   | Built by mice to hold the creature    |
| 4   | Protecting young                      |
| 5   | Permanent home, newly settled         |
| 6   | Permanent home, comfortably appointed |

### Empty rooms

Empty rooms provide mice with a chance to catch their breath and prepare for the next challenge.

| d20 | Empty room feature                           |
| --- | -------------------------------------------- |
| 1   | Abandoned insect nest                        |
| 2   | Cluster of mushrooms                         |
| 3   | Collapsed wall or ceiling                    |
| 4   | Dried bug shells on the walls                |
| 5   | Furniture made of repurposed trash           |
| 6   | Huge drawing of bat face on wall             |
| 7   | Mess of tables and chairs                    |
| 8   | Newspaper clipping wallpaper                 |
| 9   | Overgrown with moss                          |
| 10  | Painted mural, now faded                     |
| 11  | Platforms hanging over rapidly flowing water |
| 12  | Roots bursting out of walls/floor/ceiling    |
| 13  | Rotting pile of acorns                       |
| 14  | Scattering of animal teeth                   |
| 15  | Shiny candy-wrapper banners                  |
| 16  | Snake skull doorway                          |
| 17  | Steady drip of water from ceiling            |
| 18  | Stern statue of an ancient mouse             |
| 19  | Uneven and deeply cracked floor              |
| 20  | White quartz altar                           |

### Obstacles

Obstacles are a barrier that must be bypassed by players to continue. Use up the players resources, highlight special equipment or push them to explore further.

| d8  | Obstacle                                                                                                          |
| --- | ----------------------------------------------------------------------------------------------------------------- |
| 1   | Locked door. Key can be found in another room. Knocking the door down takes time and makes noise.                 |
| 2   | Steep climb. Without special equipment, mice risk exhaustion or falling.                                          |
| 3   | Room with an exit in the centre of the roof, 6" away from any wall.                                               |
| 4   | Device that creates an high-pitched scream. Each Turn spent here or in adjacent rooms gives Frightened Condition. |
| 5   | Caved-in section of tunnel, leaving a gap too small to crawl through.                                             |
| 6   | Tunnel completely filled with water.                                                                              |
| 7   | Wide, deep puddle of mud blocking the way. Gives an Exhausted Condition per 6" traveled.                          |
| 8   | Long, smooth, upwards sloping metal or plastic tube.                                                              |

### Traps

Traps should be obvious and deadly. A good trap has a clear danger and multiple, non-obvious solutions. Consider the purpose the trap was built for, and how it is navigated by other creatures in the site. If the players use a risky method to bypass the trap, call for a Save or Luck roll.

| d8  | Trap                                                                                                                    |
| --- | ----------------------------------------------------------------------------------------------------------------------- |
| 1   | Large stone door, chiseled loose from frame. Device behind the door tips it forward when handle is turned.              |
| 2   | Long hallway flooded with water, electrified by large battery in an alcove.                                             |
| 3   | Dark room filled with noxious, explosive gas. Distinct smell of rotten eggs. d20 damage if ignited.                     |
| 4   | Thin thread stretched across deadly fall. Safe if traveling slowly, one at a time.                                      |
| 5   | Pit blocking the way. A snake is asleep at the bottom.                                                                  |
| 6   | Door with three handles in the shape of mushrooms, one safe, the others poison. Poison handles deal d12 magical damage. |
| 7   | Circle of enchanted mushrooms, with a young mouse inside. Those within try desperately to get others to enter.          |
| 8   | Floor is covered in sticky glue. Requires a STR save to break a foot loose.                                             |

### Puzzles

Puzzles reward clever thinking. Give the players something to explore and experiment with. This could be a dangerous device, but one the players are able to exploit for their own purposes.

| d6  | Puzzle                                                                                                                    |
| --- | ------------------------------------------------------------------------------------------------------------------------- |
| 1   | Room with a floor made of an electrified copper plate. A piece of valuable treasure sits in the centre.                   |
| 2   | Three feeding bottles with different-colored liquid inside. Each is inert individually but powerful/dangerous when mixed. |
| 3   | A crystal, a magic sword embedded inside. The crystal is very hard, but will dissolve in stomach acid.                    |
| 4   | Treasure is at the bottom of deep well.                                                                                   |
| 5   | Large smooth steel bowl, upside down. Treasure taped to the inside ceiling of the bowl.                                   |
| 6   | Baited mousetrap. The lever is wired to a stone in the wall and will collapse the corridor if triggered                   |

## Treasure

Valuable treasure is rarely left lying around. It may be defended, hidden or lost. Keep in mind where it came from and what left it there (and may miss it if taken).

When placing a treasure horde, roll to see what it holds.

Roll d20 twice on the **Treasure** table, plus an additional d20 for each of the following questions that are true:

- In a **former** mouse **settlement**, **castle** or dungeon?
- In a **highly magical** area?
- Defended by a **great beast** or **devious trap**?
- The mice overcame **great adversity** to find it?

### Treasure tables

| d20   | Treasure                            |
| ----- | ----------------------------------- |
| 1     | **Magic sword**                     |
| 2     | Random **spell**                    |
| 3     | Roll for **Trinket**                |
| 4     | Roll for **Valuable treasure**      |
| 5     | Roll for **Unusual treasure**       |
| 6-8   | Roll for **Large treasure**         |
| 9-10  | Roll for **Useful treasure**        |
| 11    | Box containing **d6 x 100 pips**    |
| 12-14 | Bag containing **d6 x 50 pips**     |
| 15-17 | Purse containing **d6 x 10 pips**   |
| 18-20 | Loose scattering of **d6 x 5 pips** |

| d6  | Trinkets                                           |
| --- | -------------------------------------------------- |
| 1   | Ghost lantern (casts a light that banishes ghosts) |
| 2   | Speaking shells (one speaks what the other hears)  |
| 3   | Breathing straw (tube that always contains air)    |
| 4   | Bat cultist’s dagger (grants passage into sanctum) |
| 5   | Magic beans (grow fully in d6 Turns)               |
| 6   | Working human device (make up something fun)       |

| d6  | Valuable treasure                 |
| --- | --------------------------------- |
| 1   | Wheel of fine aged cheese (100p)  |
| 2   | Silver chain (2 slots, 500p)      |
| 3   | Jeweled pendant (400p)            |
| 4   | Gold ring (500p)                  |
| 5   | Polished diamond (1000p)          |
| 6   | String of pearls (2 slots, 1500p) |

| d6  | Large treasure                             |
| --- | ------------------------------------------ |
| 1   | Oversized silver spoon (2 slots, 300p)     |
| 2   | Ivory comb (4 slots, 400p)                 |
| 3   | Huge bottle of fine brandy (4 slots, 500p) |
| 4   | Ancient mouse statue (4 slots, 500p)       |
| 5   | Ancient mouse throne (6 slots, 1000p)      |
| 6   | Giant golden wristwatch (4 slots, 1000p)   |

| d6  | Unusual treasure                                   |
| --- | -------------------------------------------------- |
| 1   | Bundle of pungent herbs (200p to an apothecary)    |
| 2   | Odd-coloured dried mushrooms (200p to a witch)     |
| 3   | Eerily glowing stone (300p to a wizard)            |
| 4   | Heirloom of sentimental value to a noblemouse      |
| 5   | Legal documents granting land rights to the holder |
| 6   | Treasure map                                       |

| d6  | Useful treasure                     |
| --- | ----------------------------------- |
| 1   | d6 packs of rations, well preserved |
| 2   | d6 bundles of torches               |
| 3   | Mundane weapon                      |
| 4   | Mundane armour                      |
| 5   | Mundane utility item                |
| 6   | Lost mouse, willing to help         |

## Magic swords

Magic swords only **mark usage** when a 6 is rolled.

They can be **repaired** by a **highly skilled blacksmith**, or by an unusually **practically minded wizard**, a service that will require payment greater than simply pips.

| d6  | Weapon class                       |
| --- | ---------------------------------- |
| 1-4 | Medium (d6 one paw/d8 both paws)  |
| 5   | Light (d6 one paw, can be dual-wielded) |
| 6   | Heavy (d10 both paws)             |

| d10 | Sword                | Power                                                                         |
| --- | -------------------- | ----------------------------------------------------------------------------- |
| 1   | Wrought iron         | While wielded: You roll critical damage Saves with Advantage                  |
| 2   | Intricate Fae design | While wielded: You may disguise yourself as any mouse-sized creature          |
| 3   | Rusty nail           | Critical damage: Give a Frightened Condition                                  |
| 4   | Snake fang           | Critical damage: Deal d6 additional damage to DEX                             |
| 5   | Toy soldier’s sabre  | While wielded: If you lead a warband, they have +1 Armour                     |
| 6   | Water-worn glass     | While wielded: You can hold breath underwater for 1 Turn                      |
| 7   | Wolf tooth           | Critical damage: Your next attack is Enhanced                                 |
| 8   | Silver sewing needle | Critical damage: Clear all usage dots from a non-spell item in your inventory |
| 9   | Thorny rose stem     | Critical damage: Remove a Condition                                           |
| 10  | Congealed shadow     | While wielded: You are invisible when standing perfectly still                |

### Cursed swords

Magic swords have a **1-in-6 chance** of being cursed.

Cursed swords **bind** to the mouse who **first holds** them, and **cannot be removed** from the mouse’s inventory.

While the curse remains, the sword has **no beneficial power**. Once lifted, the sword **regains** its power.

| d6  | Curse                                                       | Lifted by...                                             |
| --- | ----------------------------------------------------------- | -------------------------------------------------------- |
| 1   | Roll critical damage saves with Disadvantage                | Making a selfless sacrifice in a life or death situation |
| 2   | When you gain an Exhausted Condition, gain another          | Trading places with a poor farmer for a season           |
| 3   | Make a WIL save to not attack when threatened               | Making lasting peace with a mortal enemy                 |
| 4   | Reaction rolls are made with -1 modifier                    | Giving away everything you own, no cheating              |
| 5   | If you see an ally take damage, take a Frightened Condition | Fulfilling a mouse’s dying wish                          |
| 6   | Spells cast in your presence always mark usage              | Destroying an owl sorcerer’s source of power             |


# Useful tables

## Non-player mice

### Social position

| d6  | Social position | Payment for service |
| --- | --------------- | ------------------- |
| 1   | Poor            | d6p                 |
| 2   | Common          | d6 x 10p            |
| 3   | Common          | d6 x 10p            |
| 4   | Burghermouse    | d6 x 50p            |
| 5   | Guildmouse      | d4 x 100p           |
| 6   | Noblemouse      | d4 x 1000p          |

### Birthsign

| d6  | Birthsign | Disposition                 |
| --- | --------- | --------------------------- |
| 1   | Star      | Brave / Reckless            |
| 2   | Wheel     | Industrious / Unimaginative |
| 3   | Acorn     | Inquisitive / Stubborn      |
| 4   | Storm     | Generous / Wrathful         |
| 5   | Moon      | Wise / Mysterious           |
| 6   | Mother    | Nurturing / Worrying        |

### Details

| d20 | Appearance              | Quirk                   | Wants      | Relationship               |
| --- | ----------------------- | ----------------------- | ---------- | -------------------------- |
| 1   | Soulful eyes            | Constantly grooming     | Freedom    | Parent                     |
| 2   | Bright, patched clothes | Obsessed with weather   | Safety     | Sibling                    |
| 3   | Wreath of daisies       | Very high energy        | Escape     | Cousin                     |
| 4   | Grubby clothes          | Traveled, knowledgeable | Excitement | Second cousin              |
| 5   | Large floppy hat        | Cursed by a wizard      | Power      | Grandparent                |
| 6   | Pockets full of seed    | Scares easily           | Meaning    | Related, but don’t know it |
| 7   | Bent twig walking stick | Ashamed of past crimes  | Health     | Married                    |
| 8   | Carries rusted pinsword | Very competitive        | Wealth     | Former lovers              |
| 9   | Long, wild fur          | Flamboyant drunkard     | Protection | In love, unrequited        |
| 10  | Very, very old          | Extremely polite        | Love       | Drinking buddies           |
| 11  | Bandaged tail           | Unreservedly honest     | To protect | Debt owed                  |
| 12  | Tail tied with a bow    | Slow, careful speech    | Food       | Long and tumultuous        |
| 13  | Missing an ear          | Quick, erratic speech   | Friendship | Sworn enemies              |
| 14  | Long whiskers           | Secret servant of a cat | Rest       | Guild brothers             |
| 15  | Twinkling eyes          | Raised by rats          | Knowledge  | Childhood friends          |
| 16  | Huge, heavy black cloak | Outcast from home       | Savagery   | One stole from the other   |
| 17  | Old battle scars        | Many pet insects        | Beauty     | Worked together            |
| 18  | Very young              | Hates being outdoors    | Revenge    | Grew up together           |
| 19  | Shaved fur              | Local hero              | To serve   | Serve the same lord        |
| 20  | Braided fur             | Very twitchy whiskers   | Fun        | Never met before           |

## Adventure seeds

Spark inspiration for adventure. Roll once and read across, or roll individually for each column and combine.

| d66 | Creature               | Problem                           | Complication                            |
| --- | ---------------------- | --------------------------------- | --------------------------------------- |
| 11  | Fishermouse            | Have been accused of a crime      | A player’s hireling is responsible      |
| 12  | Unruly family          | Looking for a new home            | Need to cross a river                   |
| 13  | Wizard                 | Is being followed                 | Antagonist is their own shadow          |
| 14  | Roach wrangler         | Discovered a strange artifact     | They have amnesia                       |
| 15  | Farmer                 | Experienced an unsettling omen    | The antagonist is in disguise           |
| 16  | Burghermaster          | Want to assassinate a rival       | Player mouse’s home is involved         |
| 21  | Forager                | Want to retrieve lost treasure    | It is protected by strange beasts       |
| 22  | Shopkeeper             | Home has been destroyed           | Antagonist is their closest friend      |
| 23  | Traveling merchant     | Most valued possession was stolen | They are the true antagonist            |
| 24  | Pigeon rider           | Has been kidnapped                | Player mouse’s friend is involved       |
| 25  | Ale brewer             | Has been exiled from settlement   | They've been framed                     |
| 26  | Herbalist              | Searching for a rare cure         | It's very urgent                        |
| 31  | Message runner         | Have lost their way               | They have vital information             |
| 32  | Vagrant                | Have had all their food stolen    | The antagonist had a good reason        |
| 33  | Test subject           | Are on the run from humans        | They’re being tracked by a chip         |
| 34  | Tin miner              | Have been waylaid by bandits      | The antagonist is very drunk            |
| 35  | Baker                  | Have eaten a poisonous berry      | Antagonist is a family member           |
| 36  | Hedge knight           | Family member is missing          | They’re dying                           |
| 41  | Tax collector          | Have lost of a lot of pips        | They’re very drunk                      |
| 42  | Matriarch              | Has been accused of murder        | Antagonist is a shape-shifter           |
| 43  | Prospector             | Pack tortoise is stuck            | They’re much richer than they look      |
| 44  | Tunnellers Guild boss  | Has been murdered                 | Player mouse's rival is involved        |
| 45  | Noblemouse             | Their home is under attack        | Antagonist wants retribution            |
| 46  | Rat bandit             | Want to steal from a rival        | A ghost is haunting the location        |
| 51  | Queen bee              | Traveling to a new home           | Their followers disagree                |
| 52  | Ant army officer       | Is hunted by enemies              | They are badly injured                  |
| 53  | Owl sorcerer           | Want to retrieve a rare spell     | It is deep in a cave                    |
| 54  | Cat lord               | Want to be entertained            | They've trapped the player mice         |
| 55  | Duckling               | Has lost their mother             | Need to get to an island                |
| 56  | Giant millipede        | Want somewhere warm to sleep      | Need item carried by a player mouse     |
| 61  | Lilliputian ambassador | Want to reach the mouse queen     | They don’t understand local customs     |
| 62  | Trapped ghost          | Want to find their true love      | They can’t leave their current location |
| 63  | Faerie envoy           | Want to kidnap a mouse            | A player mouse is their target          |
| 64  | Swarm of midges        | Want to steal from a player mouse | Antagonist is unusually skilled         |
| 65  | Grandmother spider     | Has lost an ancient treasure      | They’ve eaten it                        |
| 66  | Baby bird              | Cannot get home                   | Need to climb a tree                    |

## Seasons

**Poor weather:** While traveling in **highlighted** weather, make STR save or gain an Exhausted Condition.

### Spring

#### Weather

| 2d6  | Weather          |
| ---- | ---------------- |
| 2    | **Rain storm**   |
| 3-5  | Drizzle          |
| 6-8  | Overcast         |
| 9-11 | Bright and sunny |
| 12   | Clear and warm   |

#### Seasonal events

| d6  | Seasonal event                                     |
| --- | -------------------------------------------------- |
| 1   | Flooding washes away an important landmark         |
| 2   | Mother bird, very protective of her eggs           |
| 3   | Merchant’s cart sunken in a pool of mud            |
| 4   | Migrating butterflies, hungry for nectar           |
| 5   | Mice weaving wreathes of flowers to prepare for... |
| 6   | Wedding festival, a joyous procession              |

### Summer

#### Weather

| 2d6  | Weather           |
| ---- | ----------------- |
| 2    | **Thunder storm** |
| 3-5  | **Very hot**      |
| 6-8  | Clear, hot        |
| 9-11 | Pleasantly sunny  |
| 12   | Beautifully warm  |

#### Seasonal events

| d6  | Seasonal event                                     |
| --- | -------------------------------------------------- |
| 1   | Heat wave makes travel exhausting for next week    |
| 2   | Baby bird, fallen from nest                        |
| 3   | Pleasant and refreshing sun shower                 |
| 4   | Swarm of locusts destroy a settlement’s crops      |
| 5   | Mice building elaborate costumes to prepare for... |
| 6   | Midsummer festival, a wild dance                   |

### Autumn

#### Weather

| 2d6  | Weather         |
| ---- | --------------- |
| 2    | **Wild winds**  |
| 3-5  | **Heavy rain**  |
| 6-8  | Cool            |
| 9-11 | Patchy rain     |
| 12   | Clear and crisp |

#### Seasonal events

| d6  | Seasonal event                                        |
| --- | ----------------------------------------------------- |
| 1   | An important tree is felled by wild winds             |
| 2   | Mother bird, distraught from children leaving home    |
| 3   | A large patch of mushrooms emerges overnight          |
| 4   | Rumors that truffles are growing nearby               |
| 5   | Mice carrying bundles of grain and baking pies for... |
| 6   | Harvest festival, a grand feast                       |

### Winter

#### Weather

| 2d6  | Weather         |
| ---- | --------------- |
| 2    | **Snow storm**  |
| 3-5  | **Sleet**       |
| 6-8  | **Bitter cold** |
| 9-11 | Overcast        |
| 12   | Clear and crisp |

#### Seasonal events

| d6  | Seasonal event                                          |
| --- | ------------------------------------------------------- |
| 1   | Snow prevents above-ground movement for a week          |
| 2   | Bird with a broken wing, old and grey                   |
| 3   | Lost migrating duck, separated by the flock             |
| 4   | Travellers disappear in a fast moving storm             |
| 5   | Mice building an effigy of old Winter to prepare for... |
| 6   | Midwinter festival, a magnificent bonfire               |


# Terms of use

## Mausritter SRD Licence

The text of the **Mausritter System Reference Document** (SRD) is licensed under [Creative Commons Attribution 4.0 International (CC BY 4.0)](https://creativecommons.org/licenses/by/4.0/). This means you can use, copy, and modify the rules, mechanics, and text of the Mausritter SRD in your own works, as long as you follow the terms outlined below.

### Attribution

When using the Mausritter SRD text, you must include the following attribution in your work:

> This work is based on [Mausritter](https://mausritter.com), a product of Losing Games and Isaac Williams, and is licensed for use under the [Creative Commons Attribution 4.0 International (CC BY 4.0)](https://creativecommons.org/licenses/by/4.0/) licence.

The attribution must be included in a prominent location, such as the credits or introduction of your work.

### Copying

You can copy and use the Mausritter SRD text in your own works, including commercial products, as long as you provide proper attribution.

### Translation

This licence allows you to translate the Mausritter SRD text into other languages.

The Mausritter book, illustrations and other materials that are not part of the SRD are **not covered by this licence**. You may not copy or translate them for publication without explicit permission from Losing Games. Contact [Isaac Williams](https://isaacwilliams.net) for details on licensing Mausritter for translation.

### Endorsement

You must not state or imply that your work is an official Mausritter product, or that it is endorsed by Losing Games or Games Omnivorous, unless you have explicit permission to do so.

## Third Party Licence

Creating adventures, supplements, and other content for Mausritter is allowed under the [Mausritter Third Party Licence](/third-party-licence). This licence allows you to create and sell your own Mausritter content while adhering to the terms outlined on that page.

If you do so, you may use the "Compatible with Mausritter" logo in your work (but are not required to do so).

Declaring compatibility with Mausritter is distinct from using the Mausritter SRD. You can create content that is compatible with Mausritter without using the Mausritter SRD text, as long as you follow the terms of the Mausritter Third Party Licence.
