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Count Vilerät

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.

Steering Column Back Seat


Several small rooms connected by a dank hallway.
Dripping with red leather and gaudy beads.
Each room furnished identically: a bed, a small side table, and a
Seat back is torn up as if many fights took
Engine Room bureau. The discarded clothes, a mix of styles and types.
place here. Tufts of chair stuffing float
Guttural chanting fills the room. Appearance of being uninhabited for several years if not decades.
around. Floor is littered with mouldy food and
A throne on the distributor cap at the far side. Head bowed, Vilerät Searching reveals 1 d4 treasure.
mostly worthless bric-a-brac. Searching
dozes. Behind him, rows of stationary rats with blank stares. reveals 1 d4 treasure.
Seven undead rats, hands clasped, dance in a circle while chanting.
The Micery curse will be complete in d10+2 rounds. Each undead rat
“killed” will delay it one round while a replacement rises from
the back of the room, leaping in to take their place. Exhaust Pipe
This will continue until Vilerät's death. Lingering smoke, soot-caked ceiling.
Undead rats are killed in one attack (no damage roll). Gaping fireplace - charred detritus overflows
If anyone disrupts the ceremony, Vilerät will onto the hearth. Giant cauldrons and all
intervene along with d4+2 undead rats. manner of utensils and culinary tools, barrels,
and crates litter the space. Searching
reveals d4 rations with 50% chance of
giving Retching condition when consumed.
Twisted Pipe
Vertigo-inducing path up a
twisting radiator pipe.
Seat Well
Entrance - start here.
Echoes of chanting can be
Acrid, burning stink of decaying food.
heard from opening.
Canyon-like chamber. Ceiling disappears
Leads to Engine Room.
in darkness. Torches made of bones and
Tyre Cavern matted hair. Passages grant entrance to
Inkwell black, damp, and unfriendly. different parts of the keep.
“It’s not worth it” scratched into the rubber wall.
Four chambers:
Part Storage
First chamber stuffed to bursting with d12+2 steel skeletons. Sweat and the tang of rancour mixed with rusting steel.
Something shiny in their midst - a large, red gem worth Subdivided spaces - a common room adorned with trappings of leisure, and a space dedicated to
2d10×10 pips. Taking it reanimates the skeletons. martial training. The latter, populated with straw dummies partially hacked apart. A small
Fourth chamber houses a rubber effigy. Destroying it will doorway leads to a shabby bunk room. Yellow-stained bedding and piled, empty wine bottles.
eliminate Vilerät's “Better Half” ability. Contains d4 footlockers: Trapped with poisoned-dart mechanism dealing d3 damage and
requiring STR save to avoid Retching condition. Each footlocker contains d3 random weapons.
A stairway descends into unknown darkness (to Tyre Cavern).

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