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Trapped between this realm and the next, Vilerät exists in a state of half-undeath, his left side a
rotting corpse entwined with steel. Swaddled in red leather and wearing a rusted crown, the Count is a he
T icery
M Keep
towering figure of putrescent flesh, protruding bone & twisted steel.
15 HP, STR 15, DEX 12, WIL 14
Attack: d10 Spark Plug
Better Half: Attacks against the Count have a 50% chance
of landing on his left side where damage is ignored.
All is Rust: The Count’s rusted crown casts an aura; any
steel nearby will crumble to dust in d10+2 rounds.
Count Vilerät, grandson of the Shadow King, hides in his steel fortress, conspiring with a
coterie of undead rats set on conjuring a curse that will end all mice. These misfits have
taken refuge in a keep on the edges of an abandoned junkyard. In covenant, they chant
Steel skeletons Undead rats black liturgies to unleash an ancient curse, hastening the final Micery - the
destruction of all mice.
4 HP, STR 5, DEX 5, WIL 5 0 HP, STR 1, DEX 1, WIL 1
Attack: d6 claws (d3 at half HP) Attack: d4 paws
Conditions d4 Treasure
Shrivelled Limb 1 Cursed Amulet
One limb shrivels to a dried husk. 2 Vile Perfume
Place in paw slot. Clears after full rest.
3 The Last Die
Retching
4 Taunting Tome
Vomit on every third turn.
Each item is worth 3d20 pips
Clears after long rest.
Original text by Rugose Kohn. Editing by Mr. Kohn’s editor & licensed ball balmer, Walton Wood.
Layout, additional content & Mausritter adaptation by Hugh Lashbrooke.
Item images by Penflower Ink, penflower-ink.com. Car image by S.E Porter. Rat king image by TribalMCM.
An adapted adventure for Mausritter by Hugh Lashbrooke
The Micery Keep is an independent production by Hugh Lashbrooke and is not affiliated with Losing Games.
It is published under the Mausritter Third Party Licence. Mausritter is copyright Losing Games.
The Micery Keep is licensed under the Creative Commons Attribution 4.0 licence.
Copyright © Hugh Lashbrooke 2023 - hughlashbrooke.com
The Keep
A steel fortress in desolate surroundings - grasses have withered, no animal burrows, nothing grows or draws breath.
Ringed by dry ground filled with shards of rusted metal that must be crossed to reach the entrance. Anyone touching a shard makes a STR save or, in d4-1 hours, takes the Shrivelled Limb condition.