Ever since I ran my Ravenloft campaign using Shadowdark RPG, I’ve been fantasizing about adapting the module for Mausritter, replacing the eponymous Count with a similarly tragic vampire bat. I don’t know if I’ll ever get a chance to run that campaign, but if I do this is the map I would use:

1. Old Windmill. Village of 100 mice on the flagstone floor of a long-abandoned windmill. They fear the reclusive, immortal Count who lives in the rafters above the millstone. None are welcome upstairs an invitation.

The Count HP 12
STR 14, DEX 12, WIL 16, Armour 1
Bite (d10), target is drained of all blood on Critical Damage and rises as an undead thrall of the Count.
*Knows the following spells: Fireball, Darkness, Fear (Mausritter page 13)
*Can fly 2x normal speed.
*The Count regenerates 6 HP each time he bites a target with blood.
*If he is killed, he becomes a cloud of mist that retreats to his roost in the rafters to regenerate. He can only be truly killed if his roost is destroyed.

2. Flowerbed. An overgrown, mist-addled path cuts through the weeds and flowers to the graveyard north of the Windmill.

3. Handcart. Tipped over and overgrown; sodden human debris sinks into the mud. Among the cloth, glass, and metal are dozens of human teeth.

4. Overgrown Path. Deep gouges in the mud, gnarled roots, grasping, claw-like branches.

5. Fence Posts. Overgrown and rotted. A twisting path through the mud rises to the windmill on the hill.

6. Standing Stones. Ancient stark-white stone carved with arcane symbols.

7. Ravine. Where the forest meets the hills, a narrow ravine is home to a ghastly order of vengeful, knightly lizards.

8. Cemetery. Crooked obelisks and a shattered mausoleum. Inside, a stone sarcophagus is shattered. The human remains within are fanged and steaked with cursed wood (here lies the source of the Count’s curse).

9. Gallows. At the crossroads, a human structure collapses into the brush.

10. Signpost/Ditch. Overgrown wood engraved with human symbols. A ditch beneath the trail is home to frightened badger (unable to escape the mists).

11. Lakeshore. Misty and still. An immortal, amber catfish offers Dark Boons for those who vow to slay the Count.

12. Fallen Tree. Two dozen colourfully-dressed squirrels camp here. They are the only creatures permitted to freely leave the Count’s domain, but they prefer to stay where they know they are protected.

13. Reed Forest/Lily Pads. The ruins of a frog village who’s burgomaster tried to defy the Count.

14. Marshes. Bobbing witch lights and faeries can be seen here at night, where the river meets the lake.

15. Covered Bridge. Roost of the Count’s vampire bat spawn.

16. Evergreens. In these twin towers, an owl sorcery nurses the wounds from his near-fatal encounter with the Count. His defeat has turned him to madness.

17. Waterfalls. Cascading waterfalls, a treacherous climb. Home of a territorial mountain goat.

18. Wolf Cave. The Count’s most powerful ally is a mangey wolf who worships him as a God.

19. Old Raven’s Tree. A hollowed tree and the home of an insane raven matriarch. She believes herself the mother of the Count, despite all evidence of the contrary. She infuses mousetraps with the souls of murderous rodents to make an army of wicked constructs.

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