Away in A Manger - A4 Tri-Fold

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Pilgrims d4 Dark Magus Spells

Away in a
Manger
Revive: Restore [SUM] HP to any allies or minions.
Harmless and innocent - they come 1
to worship. Recharge: Take damage from an ally or minion.
Darkness: Cover a [SUM]" radius in complete darkness.
4 HP, 9 STR, 9 DEX, 14 WIL
Attack: None Anyone except the caster caught in the darkness cannot
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make ranged attacks and makes melee attacks with
disadvantage. Recharge: Leave tablet in the dark for 1 day. A divine adventure for Mausritter
by Hugh Lashbrooke
Dark Magus 3
Brain Drain: Siphon [DICE] points from target's WIL
and add them to any of your own attributes, even if they “Away in a manger, no crib for a bed...”
Newly arrived from the east, this increase beyond the maximum. Recharge: Take 6 points
powerful mouse wields foreign of attribute damage. You know the song and you’ve heard the story of that
magic and has unknown motives.
Break Magic: Target must pass a WIL save or one of fateful night in Bethlehem. But what happened to the
12 HP, 12 STR, 11 DEX, 18 WIL their spell tablets crumbles to dust. If [SUM] is greater mice living in the stable? What was left behind for the
Attack: d6 Staff 4 smaller stable denizens after the humans played their
than 10 the WIL save is made with disadvantage.
Knows all Dark Magus spells part in the tale?
Recharge: Destroy any of your own spell tablets.
If a Dark Magus spell is used outside of the Magus’ ritual circle Find out as you journey into that storied stable and

Stable Mice
the caster will receive the Smitten condition. meet its residents, along with some visitors from afar -
pilgrims who came to worship the light from the manger
Permanent residents of the stable and a mysterious Dark Magus from the east who traps
and fierce defenders of their home. you inside with his minions.

6 HP, 12 STR, 12 DEX, 11 WIL The people have departed the stable leaving behind
Attack: d8 Pitchfork treasures and magic. What will you find, what
secrets will you uncover, and how will you escape?
d6 Stable Treasure

Dark Minions 1 Sheep wool: +2 to healing during a short rest


2 Bent nail: d6 damage
Followers of the Dark Magus, they
will do his bidding until death. 3 Swaddling cloth: 1 def, advantage on WIL saves
Away in a Manger is an independent production by Hugh Lashbrooke and is not
4 Leather button: 1 def affiliated with Losing Games. It is published under the Mausritter Third Party
3 HP, 10 STR, 12 DEX, 15 WIL Licence. Mausritter is copyright Losing Games.
Attack: d6 Dagger 5 Broken horseshoe: d10 damage Character art by Piotr QBR Kuberkiewicz.
Licensed under the Creative Commons Attribution 4.0 International License.
6 1 x Dark Magus spell Copyright © Hugh Lashbrooke - hughlashbrooke.com
1. Entrance 5. Sheep
Mice can easily pass through the gap
under the door. Dark magic seals the door
immediately after players enter - the seal is
The stable sheep are friendly, but dim-
witted, they are more likely to stand on
mice than anything else. As players pass
5
4
only broken when the Dark Magus leaves through here there is a 4-in-6 chance they
the stable or dies. will be stepped on - if this happens, players
must make a DEX save or take d4 damage

2. Manger to DEX. Searching here will reveal 1 stable

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treasure.
Surrounded by pilgrims. Heal 1 attribute
point or 1 HP for each turn spent here.
6. Log Pile
3. Barrels
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Home to the stable mice - they appear
friendly, but are clearly hiding something.
The Dark Magus has set up a ritual circle They are hiding a bottle of myrrh.

3
around the barrels - any attempt to disturb If players push them to reveal their secret,
it will be met with resistance by d6 dark they must pass a WIL save to be told or
minions. The Magus stands inside the enter combat against d6 stable mice.
circle reciting spells. Otherwise they can search for the myrrh.
If players are carrying myrrh they will be It is hidden under a large log requiring a
able to enter the circle. Giving unused STR save to lift or take d4 damage to STR.
2 stable treasures can be found alongside it.

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myrrh to the Magus will cause him to
leave the stable without violence.
Talking with the Magus will allow him to
explain this. Attempting violence against
7. Myrrh
him will result in combat against the Highly-prized bottle of myrrh - it is
Dark Magus and d6+3 dark minions. If powerful and exceptionally valuable.

1
players flee to the manger they will not be Giving this to the Dark Magus unused will d6 Encounters
pursued - the magus and his minions result in him leaving the stable for good.
1 d6 dark minions
cannot endure the blessing of the manger. Myrrh can be coated on a weapon to give
targets the Smitten condition - it lasts for 10 2 d4 stable mice battling d4 dark minions

4. Straw Pile attacks per use. It can also be consumed to


gain the Blessed condition. Roll d6 when
3 d4 stable mice patrolling

d6 pilgrims are lost here - players guiding employing for either use, only mark usage 4 d4 pilgrims proselytising
them back to the Manger will receive the on 4-6. 5 A dark minion wielding a Dark Magus spell
Blessed condition. Searching here will
6 A dark minion holding 2 pilgrims captive
reveal 1 stable treasure.

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