Mausritter Grogmeetish 2020 Play Report

 A one-shot play report for Mausritter by Isaac Williams.  Available from Games Omnivorous.  This was played at the fabulous Grogmeetish 2020 and was wonderfully GM'd by Judge Blythy!

...Here Be Spoilers...

... if you survive long enough, you might even become a hero amongst mice.

We gather at the entrance to the trials...


Our band of Mouse Adventurers


There will be a starting encounter and then you'll pick four from the list shown in the VTT. Each encounter will carry 15 points for the main objective and a total of an additional 10 points for extra objectives. Also, minus 5 points for every mouse death.  So the final score will be out of 125.


Zom-Brie Mouse Eater

Primary Objective: Defeat Zom-Brie [15 pts]

Secondary Objective: Reclaim the magical sword [10 pts]

Mouse Adventurers: Else Pipp, Oliver Butterball, Bill Shroom


The dreaded and unholy stench of Zom-Brie!


The dreaded Zom-Brie squelches across his stone island, a magical sword poking out of his back, he is surrounded by a moat of molten lava, he groans loudly, a cloud of fetid cheese-breath is exhaled and the pungent cloud assaults the mice nostrils... for now, they resist.  

An arrow is fired by Else but seems to do little damage.  A ladder is by one wall, but brave Bill leans over the edge, trying to flick some lava on to the Zom-Brie with his shovel, he digs deep into the burning hot liquid, but disaster strikes, he loses his footing and Else's grab with a pole is to no avail.  A scream, a plop, a hiss - Exit Bill Shroom, enter Clive Danger.  Oliver shoots a fireball landing it directly on to Zom-Brie, this does some damage but the waft of melted brie almost sends their newcomer, a delirious Clive, over the edge, he is stopped by Else and Oliver, as he teeters on the edge, his mouse whiskers all of a quiver, eyes glazed.  

The plan is working though and another fireball puts paid to Zom-Brie, the ladder is used to hop across and pick up the magical sword and the group are on their way, they carry the ladder with them, you never know when it may come in handy. 

Score: 20 / 25, a solid start!

Running Total: 20 / 125


The Temple of Gloom

Primary Objective: Rescue Wilhemina [15 pts]

Secondary Objective: Get the gem from the statue [10 pts]

Mouse Adventurers: Else Pipp, Oliver Butterball, Clive Danger


Who will save Wilhemina from the accursed Rat Cultists?!

The team have decided to bring the ladder from Zom-Brie to this location and immediately find a use for it, bridging the gap over the lava to make it to a large, unstable statue of a cat god - shiver!  They spy Wilhemina tied to a rack and being lowered into a pit of fire.  

Else is chosen to make her way to another statue and pick out the gems, Oliver casts darkness to disguise the act.  The plan has been agreed for Else to grab Wilhemina whilst Clive and Oliver push over the unstable statue - on to the oblivious cultists and their despicable leader, Moley-Ram.  Else waits impatiently as Oliver and Clive strain their minuscule mouse muscles and stretch their slight sinews, the statue eventually totters, sways and collapses, but Moley-Ram jumps clear, only one cultist ending up pinned beneath the rubble, but the rest cry out and run to the scene.  

In the confusion, Else sees her chance and leaps down to start winching up Wilhemina, but Else is quickly surrounded and overwhelmed by rat cultists.  The others rush to her rescue, the magical sword stuns many of them but they can't lay a blow on Moley-Ram as he leaps, spins and rolls, jumping out of their weapon's range.  The battle starts to turn, first Else succumbs to her wounds and then the remaining party members are sadly worn down and picked off one by one.  The dreaded cult chant in delight, "Kali Ma!  Kali Ma!".

Score: -15 / 25, A perfect plan descends into TPK!

Running Total: 5 / 125


Jacques Monterey, Secret Agent

Primary Objective: Enter the factory, discover the recipe and ingredients [15 pts]

Secondary Objective: Give the recipe and ingredients to Jack and escape [10 pts]

Mouse Adventurers: Sassafras Witter, Konrad Ratschlappe, Myrtle Buckthorne


Jack Monterey swings into action

We see a large warehouse with many crates, guards patrol between the crates and the boss sits atop the factory R&D department.  Beetles run on tracks, ferrying ingredients and waste from and to the R&D area.  Jack Monterey is at the entrance and whispers to the group what their objectives are.  

Sassafras jumps onto a beetle and hides in a basket on top of it.  She avoids the fearful glare of the boss, as Konrad and Myrtle create a diversion.  Safe in the R&D division, Sassafras finds the recipe for the Deluxe Cheese and begins searching for the ingredients.  Myrtle fights off the guards as Konrad climbs up and into a crane.  Sassafras picks out a few ingredients, the others fight on until Konrad, unable to close the Crane door, is dealt a knockout blow and collapses in the cabin.  Myrtle continues to kick ass, guards falling left and right under her blows.  Sassafras finds the final ingredient and makes good her escape on another beetle, she does her best to distract another guard by throwing a handful of beetle food into his face.  

Sassafras finally joins up with the others they overpower the remaining guards, hand over the secret ingredients and recipe to Jack Monterey, before reviving Konrad and heading out of the warehouse and disappearing into the depths of the city.

Score: 25 / 25, Perfect Score!

Running Total: 30 / 125


The Jewell in the Skull

Primary Objective: Steal the jewel from the flaming skull [15 pts]

Secondary Objective: Awaken and defeat the death knight [10 pts]

Mouse Adventurers: Sassafras Witter, Konrad Ratschlappe, Myrtle Buckthorne


The flaming skull within lies the Crystal

The group enter a room, a library off to the side references various alchemist tomes.  A table sits behind a flaming skull, inside the skull is a gem.  Placed on the table are a series of test tubes and pots of powders.  A black, stone sarcophagus sits in front of the table and the skull, runes carved into the lid of the sarcophagus suggest a death knight lies imprisoned within.  

The mice chat and decide to mix up some colours and throw it onto the flaming skull, the flames dim but then flare back.  A few more mixes and the right combination is found, extinguishing the flames and the gem is pocketed.  A debate is had, but discretion overcomes valour and the group decide to make a quick exit, the party safe and the gem held high in victory.

Score: 15 / 25, playing it safe!

Running Total: 45 / 125


A Kestrel for the Brave

Primary Objective: Escape with the Kestrel egg [15 pts]

Secondary Objective: Get all the party to safety [10 pts]

Mouse Adventurers: Sassafras Witter, Konrad Ratschlappe, Myrtle Buckthorne


Eyes on the prize, the Kestrel Egg

Two running machines, either side of a closed portcullis separate the mice from a large nest, within the nest, an egg and the skeleton of a mouse archer.  Next to the archer is a silver bow and arrow, it glints in the sunlight, overhead is heard the screech of a bird of prey.  

Myrtle and Konrad choose to jump on the running machines, whose mechanism will lift the portcullis.  Sassafras pulls the short straw and will dive through the portcullis, once open, and try to take down the Kestrel with the silver bow and arrow.  At the right moment, Sassafras squeezes through, and scrambles across the ground to get to the bow, the kestrel swoops down and picks her up but she manages to hammer at its claws, enough at least to slip through its grasp.  Landing in a heap, Sassafras spies the bow and arrow within reach and gets off a shot that wings the bird.  Meanwhile, Konrad and Myrtle have got back on the running machines, raising the portcullis again and then both leap for the gap as it starts to close.  Konrad makes it but Myrtle is too slow and slams against the bars, a forlorn mouse paw outstretched.  Sassafras has also fought off the kestrel for a third time, escaping its clutches as she hammers at it with her bow, they wave goodbye to Myrtle, promising to return, but if they can't get back, they will sing songs and immortalise Myrtle the Magnificent!

Score: 15 / 25, alas poor Myrtle!

Running Total: 60 / 125 ... respectable?




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