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Rotted Bridge

A location for Mausritter


by Mateusz C.
Rotted Bridge
During one of many journeys through the Duchy of
the Ashen Lake, a group of brave mouse adventurers
encountered an unexpected obstacle – the bridge,
made of an old rotted tree that has fallen over the
river, is now blocked by knights of lord Buckthorne.
Turning back, unfortunately, is not an option.

This location and its short adventure utilizes Mausritter rules and setting created by Isaac Williams and is also heavily inspired by
great content created by the game community. Despite that fact the adventure could be easily hacked and work with other OSR
systems. The challenge and the difficulty level the adventure presents to the PCs is easily adjustable – stats for adversaries are
intentionally not included. This location comes with two maps – one labeled and included in this document, one unlabeled and
available as a separate file.

„Rotted Bridge” is an independent non-commercial production by Mateusz C. and is not affiliated with Losing Games. It is published under the Mausritter Third
Party Licence. Mausritter is copyright Losing Games. Front cover image copyright Doug Winder. Image on page 7 copyright Mikael Wang. Location map was
prepared in Dungeon Scrawl owned by ProbableTrain. Feel free to contact me at: mateusz.czerwinski@interia.pl or discord Mateusz#4504.
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Rotted Bridge
Location map
and brief introduction to adventure
The Duchy of the Ashen Lake is a vast, geographically diverse
and dangerous land, populated by many hostile species and
rival factions. Travelling across its territories requires unusual
courage and only few mice have enough grit and
determination to live (short, most of the time) life of an
adventurer.
Every mouse rogue and raider has to ocassionally cross the
Riband River – its cold and fast-moving waters cut the Duchy
in half. Relatively the safest way across is the Rotted Bridge –
an old, partially hollowed tree that many years before has
fallen over the waterway.

FACTIONS taking part in this adventure:


❖ Knights of lord Buckthorne – the mouse lord himself is
driven by his vaulting ambition, desire for power and
unbridled greed. He is constantly pushing new taxes and
demands new tributes. This time he decided to take
control over the bridge (linked to his territory) and
demand impossible toll.
❖ Razor Ratz gang – one of leading crime organizations
ruling underground life in the Duchy. Working for the cat
lord Behemoth, they are conflicted with lord Buckthorne.
❖ Faeries – half-mythical creatures with unclear agenda.
Some say they would prefer be left alone and practice
their spooky magic.
❖ The Plank Walkers – guild of river rat merchants. Happy to
work with anyone who is willing to sell cheaply and buy
dearly. Only mentioned in this adventure.
2
Adventure hooks LEVEL 1 2. PILE OF DEBRIS
who emerged from the crowd.
His tattoos, jewelry and crooked
PCs are on their way to/from adventure – due to high hat are a dead giveaway – he’s a
1 water level all other river crossings are flooded Razor Rats gang member. He
The bridge is an old rotted tree Enormous pile of debris is rising says he could help you – his
PCs’ family/tribe member requires urgent assistance on
2 the other side of the bridge
trunk connecting two banks of high above the crowd. Closer friends down below might show
Ridband River. In normal inspection reveals that it’s a you alternative way across, but
PCs were to meet with important quest giver. He’s gone circumstances folks of the Duchy mixture of old lumber and all
3 missing in the bridge area they could need your assistance
use the upper surface of the kinds of trash produced by new with a certain issue at hand. He
PCs have to deliver a newly found cure for serious desease huge trunk to easily get across. bridge occupants. After PCs
4 to their fellow settlement on the other side of the bridge reveals no more, if PCs are
On a regular day it’s not a really realize that crossing the bridge interested he shows them a
PCs are on the quest to sabotage malevolent endevours of crowded place – up to a dozen the regular way is impossible
5 lord Buckthorne hatch and a ladder down,
travellers can be met here, (Area 3) rat NPC will reveal a hidden in the pile of debris.
PCs were quested by their village elders to get in touch crossing the bridge in both secret entrance to lower levels
6 with Razor Rats gang leader in oder to negotiate a directions. which is hidden in this debris.
temporary truce with cat lord Behemoth
1. BRIDGE ENTRANCE
The entrance ladder leads
straight to Level 3, through a
4. BRIDGE EXIT
Rumours tunnel cut in rotting wood.
The regular exit to be seen past
Long and riddled roots are
3. CHECKPOINT
Information to be provided by NPCs during PCs’ journey to the location or on site
at any given moment the checkpoint guards, on the
leading from a ground level to far end of the bridge.
Lord Buckthorne has found a new way to torment local the main bridge section
1 folks – pushing extremely costly bridge toll.
hundreds (mouse) feet above. Newly built toll checkpoint
2
Lord Buckthorne is always turning the blind eye on Razor
Rats activities. Is he doing some dirty business with them?
After reaching the top of the reinforced with 3d6 mouse LEVEL 3
tree trunk PCs encounter a vast knights of lord Buckthorne – the
Folks from this area have spotted traces of some strange number of travellers (mice, reason for the hold up on the
3 magical happenings. But no one has seen any wizards for a shrews, frogs, etc.) crowding in bridge. Everyone who pays 2d6 x This level is accessed by a ladder
very long time. the first section of the bridge. current number of pips in PCs’ leading here directly from Level
4
Ferocious beast are said to be eating the bridge inside out. Some of them are camping here, possession is welcome to get 1. It is a vast area in a hollowed
And everyone who gets in their way. looks like for couple of days across. No way to slip past the section of a rotted tree trunk,
Razor Rats must have a hideout in this area. Some have already. Some are resigned, guards, no way to make a adapted for a retreat and a
5 seen them supplying The Plank Walkers guild with black some are agitated and no one successful WIL save. After a few hideout for all kinds of shady
market stuff in the harbor below the bridge. seems to appreciate the moments of helplessness and fellows. Inspecting barrels and
„If only faeries were real! Could anyone else be powerful situation – there is a hold up, inaction PCs are discretely crates gives 1-in-6 chance of
6 and cunning enough to defy lord Buckthorne?...” and hardly anyone gets across. accosted by a sneaky-looking rat finding random bric-a-brac.
3
5. TAPHOUSE and now he can offer them
tools, both mouse and human
Third individual encountered in
the taphouse is a high ranking
pigs). They only give way if the
barkeep has been paid off. In
made (see Mausritter rules book member of Razor Rats gang, case of a fight there is 2-in-6
Sleazy, dark and dirty joint full of for list of tools and prices). Only nicknamed Capo. At first he will chance they will call for d6
shady-looking patrons: rats, after PCs buy goods for more discretely observe PCs and allow backup of tamhouse patrons.
shrews, moles and one or two than 50 pips total, he will offer other encounters to befall.
toads. Roll d6 to establish their to sell his rare stock for special Finally Capo approches and 7. ESCAPE TUNNEL
general attitude towards PCs customers (see Mausritter rules offers a free of charge way out
and corresponding chances of book for list of trinkets, price for to the other side of the bridge,
d6 patrons starting a fight with each is 40 pips). Only after PCs if PCs help getting their gang Initially hidden behind a stack of
PCs every second turn of buy goods for more than 100 leader, Biggie Rascal, out of the barrels. If inspected indepen-
exploration on Level 3. pips total, he will offer to arrest (located on Level 2 and dently or guided here by Capo,
arrange a 50% discount for the run by Buchthorne’s knights). If the wall behind the barrels
Taphouse patrons’ attitude services provided by the inquired, Capo confesses that reveals a secret tunnel leading
upwords and cut in the rotted
and its consequences barkeep. The barkeep and the Razor Rats cannot afford to get
wood. The tunel leads to Area 8.
owner of this watering hole is an caught trying to break free
Chance of a old, one-eyed hamster. If PCs Biggie Rascal – it would severely
Attitude d6
fight buy any amount of liqour or damage delicate equilibrium 15. RAZOR RAT SENTRY
snacks he will engage in a between Razor Rats and lord
Fight every conversation and reveal that for Buckthorne. He also declares
Hostile 6 second round A simple table with two Razor
the right price he can let PCs that PCs will be allowed to keep
Wary 4-5 4/5-in-6 Rats sitting behind it and having
use the taphouse delivery all the treasure they find on
relaxed conversation. At first
Neutral 3 3-in-6 entrance to exit to the other their way to the exit. If the quest
sight inconspicous, if carefully
bank of the river. His price is half is accepted Capo will guide PCs
Friendly 2 2-in-6 observed it turns out to be well
the toll required by the knights to Area 7.
enforced and equiped sentry
Helpful 1 1-in-6 at the checkpoint. This could be

One of the patrons, a giant


reduced by 50% if merchant 6. DELIVERY ENTRANCE post. PCs can hear hidden,
additional guards lurking in the
arranges the discount. With a
Sunda rat, is a travelling dark corners and behind the
successful WIL save it could be
merchant who is a freaquently Possible exit to the other bank barrels. The largest barrel stack
reduced by another 20%. If the
visiting this area to restock his of the river. Initially hidden hides a hatch and (a broke in
WIL save fails the barkeep will
supplies with unusual trinkets behind a stack of crates, if half) ladder leading down to
treat PCs negotiations as an
sold by Razor Rats and now also inspected turns out to be Level 4. Guards give way only if
insult and will call out to partons
by lord Buckthorne’s knights. He guarded by d6+1 taphouse the Biggie Rascal quest is
to deal with you (a fight breaks
is willing to sell his goods to PCs bouncers (hamsters and guinea fulfilled.
4 out).
opening it requires a lockpick, Avery find her own way out. If and gagged rat on one of the
LEVEL 2 some other improvised tool + released, faerie mentions that bunk beds. This is Biggie Rascal
DEX save or a STR save made by guards captured her when she and he urges you to release him.
at least 2 PCs. If opened by sheer was trying to cross the bride in If released and escorted down
A vast area in a hollowed section force there is 2-in-6 chance of disguise. She was on a quest to to save haven of Level 3, Razor
of a rotted tree trunk, adapted alarming 2 guards. If that deliver an unusual crystal to Basil Rats will allow PCs to proceed to
by Buckthorne’s knights for an happens don’t roll for random the Earless (no more details bridge exit on Level 4 (through
arrest, guard quarters and a encounters for the next 4 turns revealed), when Buckthorne’s Area 15). Capo and Biggie will
storehouse for impounded of exploration. knights captured her and give PCs a vague warning about
goods. The only official way in is confiscated the crystal. She says a threat lurking on Level 4 –
through the ladder (Area 11)
leading down from Level 1.
9. HOLDING CELL 2 she is way to weak to finish her their former headquarter and
assignment, but if you find the strongroom (now abandoned
Random encounters: every crystal and deliver it to the because of the mentioned
second turn of exploration in Doors are locked, a muffled wizard, you should be greatly threat). If inquired about the
any area of this level there is mumbling can be heard from rewarded. Faerie is unarmed and crystal Capo will reluctantly
1-in-6 chance of 2 patrolling the inside. Opening the doors – useless in a battle unless her admit that they might have
guards. like in Area 7 or by fighting any impounded wand is found (in recently redeemed a good of
guard and acquiring the master Area 13), but thanks to her that sort from Buckthorne’s
8. HOLDING CELL 1 key to all doors on this level, sharpened senses and non- knights and stashed it
except for Area 14. combat magic skills, PCs can be somewhere on Level 4.
Accessed directly by a tunnel Inside the cell there is a chained foreworn of any partolling
from Area 7. Getting inside and gagged faerie on one of the guards and made invisible if 11. GUARD POST
requires breaking through bunk beds. If talked to the faerie standing perfectly still.
cracked wood in the holding (named Avery) askes about a
cell’s floor. There is a 1-in-6 mouse wizard Basil The Earless. 10. HOLDING CELL 3 Area where Buckthorne’s knight
are on a duty of guarding
chance of making noise that will As soon as she realizes that PCs
cause 2 guards to patrol the were not sent by the wizard to holding cells. Small table with
Doors are locked, a muffled couple of chairs and a ladder
corridors outside the cell (they her rescue, Avery cuts this mumbling can be heard from
will not enter the cell though). If thread and reveals no more of leading up to Level 1. If the area
the inside. Opening the doors – is empty guards may come
that happens don’t roll for the subject. Instead she offers to like in Area 7 or by fighting
random encounters for the next provide information on valuable down the ladder, as a random
treasure in exchange for random guards and acquiring encounter.
4 turns of exploration. the master key to all doors on
The cell is empty – few bunk releasing her. If PCs do so, they this level, except for Area 14.
beds, some iron manacles on the may choose to invite the faerie Inside the cell there is a chained
floor. Doors are locked – to be a party member or let
5
12. GUARDS QUARTERS Mausritter rules book. Apart
from that random loot there is
tree trunk. Accessed from Area
15, but the ladder leading here is 16. STRONGROOM 1
also Avery’s magic wand to be broken in the middle – getting
Area where Buckthorne’s knights discovered. If given to Avery she down without taking fall One of recently devastated
rest and spend time when not can use it as a weapon (Magic damage requires DEX save or vaults in a hastily abandoned
on duty. Large dining table with Missile and Fear spells effect). In using some equipment. Razor Rats headquaters. Walls
messy dishes on it, simple hands of PCs it has 4-in-6 Former headquarter and on the outside and on the inside
wooden chairs, several beds and chance to miscast and damage strongroom of Razor Rats gang. have deep scratches and fangs
couple of barrels. There is a 4- the PC. Otherwise it will simply Most rotted part of the bridge, or claws marks. Doors, used to
in-6 chance of d3 guards do nothing. The wand could be floor is unstable and ready to heavy and reinforced, are now
sleeping there, or 2-in-6 chance sold later on for 500 pips. break, many holes reveal rushing crushed and force opened.
of d3 guards sitting at the table. There is also a smaller room in river below. The overall Inside there is a disembowled
Should PCs lose the fight, instead that area with unlocked doors – condition of this area is an effect body of a rat (corpses are few
of being killed they are chained a food storage with abundance of wood decomposition and days old) and a crystal
and thrown into holding cell 1 of rations and liquor to be devastation caused by mentioned by Avery. It emits
(Area 8), without the guards found in stacked barrels. centipedes drilling holes and faint, pulsating light, but
detecting the entrance to the tunnels in the wood. otherwise it does nothing.
tunnel. 14. TREASURE ROOM Random encounters:
1) Every second turn of 17. COMMAND ROOM
13. STOREHOUSE exploration there is 2-in-6
chance of floor collapsing
The only locked doors that
cannot be opened with the beneath a random PC. Before Broken furniture, torn maps,
Doors are locked, can be open falling down into the river PC
master key – other methods still scattered papers and fragments
with w lockpick, improvised tool grabs the edge and can make
apply. Inside there are two of corpses indicate the level of
+ DEX save, with a sheer force STR save to pull oneself up.
treasure chests containing: surprise and damage done to
(STR save of at least 2 PCs, but 1- Other PCs might help.
2 valuable treasure, 1 large this place. In the outer wall
in-6 Chance of alarming the 2) Every second turn of
treasure and 2 unusual treasure. there are three tunnels gaping
guards) or with a master key exploration in any area of this ominously. There is a severely
that is in possession of any level there is 1-in-6 chance of a wounded centipede sticking half
encountered guard.
Inside there are two large LEVEL 4 centipede emerging from a
room or a wall tunel and
way out of one of the tunnels. It
will not engage PCs, but will try
cabinets with various goods attacking PCs. Centipedes are to run deeper into the tunnel. If
impounded by the guards – roll ferocious, mindless creatures
A vast, bottom area in a attacked it will squeak and
for 4 bric-a-brac, 2 weapons and that cannot be reasoned with.
hollowed section of a rotted attract 2 more centipedes
armors and 2 trinkets from
6
emerging from other tunnels. list and prices). If PCs sell or buy

Rotted Bridge
for more than 250 pips total,
18. STRONGROOM 2 river merchants will offer them
lodging, food (regular prices)
and even transportation up the
At the entrance to this room
river. If PCs engage in a
there is a huge hole in the floor
conversation with river rats they
– doors and a big wall fragment
will inquire PCs about the reason
are missing. Getting inside
for recent inactivity of Razor
requires DEX save or using some
Rats. They will hint that they are
equipment. Inside there is a
anxiously waiting for the
treasure chest containing
promised delivery of rare,
1 valuable treasure and 1 large
blackmarket mechanical parts,
treasure.
because the mouse wizard is
growing impatient. Although
19. EXIT TO HARBOR reluctant at first, the Plank
Walkers will give directions to
A ladder is leading down to a the wizard’s tower, if PCs use
harbor owned and run by the right negotiation tactic, bribe a
Plank Walkers guild of river rats. rat (at least 25 pips) or make a
There is a 3-in-6 chance that WIL save.
guild’s boat is docked in the
harbor. If it isn’t harbor guards 20. BRIDGE EXIT
will be suspicious of PCs
presence and send them off. If Exit through a short tunel and a
the boat is docked harbor riddled root leading to the
guards will treat PCs as other bank of the Ridband River.
merchants looking for a chance The root is ending 20 (mouse)
to resupply or make a trade. PCs feet above the ground and is
can sell their goods or buy tools entwined with other roots
(mouse and human made), making it impossible to spot or
weapons and armour, light reenter from below. Jumping off
sources or clothing (see the root requires DEX save or
Mausritter rules book for gear some equipment in order not to
7 take damage.

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