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Once, the three tribes, Nerg, Derr and Elub, were one, united under a ruler so cruel and merciless that the tribes-mice lived in constant fear of his whims. The Elders formulated a plan to banish Balack’s spirit to a remote cove near the Jungle of Dread, but he had other plans. He allowed the Elders to banish him, but he corrupted their enchantment along the way, pulling his attackers into the cove with him to be his servants for the rest of eternity.
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These cousins of the mighty Dragon Mouse eschew the heat of Dracano for dark, damp places where they make intricate plans to steal shiny things from their fellow beings. Once they have the loot, the Brimstone Mice use their fiery breath to forge the stolen gold into parts for a giant golem such as the world has never seen! Don’t worry about them storming Gnawnia soon, though-- they need an awful lot of gold, and not many travelers visit the Cove to help them out.
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After the great banishment, a ship entered the Cove, filled with Pirate Mice. The crew had just ransacked a ship, and they were looking for a place to bury the booty. Balack waited for them to unload all of the treasure onto the shore, and then he attacked, winning the treasure for himself, as well as some new helpers. Of all his followers, Balack likes Davy Jones Mice the best. In life, they had the perfect balance of greed and stupidity to make good zombies.
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Even in death, the mighty Derr do not take well to servitude. Balack keeps the deceased Derr Elders chained at all times lest they overthrow him and send him to an even deeper accursed plane. It is inadvisable to get on a Derr Lich’s bad side, but unfortunately, every side seems to be their bad side. Ages of wasting under Balack’s enchantments have worn away all semblance of the Derr Lich’s original personality, except for one emotion: unmitigated rage.
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Balack's cruel sense of humour often manifests itself as he torments his undead slaves. For instance, the Elub Elders that roam Balack's Cove once prided themselves on being at one with the sea. Now, what was a metaphorical reference to their kinship with nature has become truth, as Balack turned them from shore dwellers into sea monsters, complete with tentacles. Although the Elub Elders have lost much of what made them great, their sense of indignity remains.
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Enslaved Spirits walk the cove for all eternity, bound in the heavy chains of Balack’s enchantments. On stormy evenings, their cries fill the caves. Some say that the Enslaved Spirits are Balack’s followers, who now regret pledging their eternal allegiance. Others say that the Spirits are outcasts who wandered into the caves and were swallowed up by the tides. Either way, they must have done something awful to end up in the Cove.
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In life, the Nerg Elders prided themselves on their speed and agility. Because the Nerg place such a high value on skillful fighting moves, Balack devised the perfect immortal punishment for them-- strapping heavier and heavier weights on their bodies to limit their movement. The once nimble Nerg elders now shamble about, swinging their weights as weapons rather than exercising their fighting skill. They may have lost their one joy in life, but they still have plenty of wrath.
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Before it was home to a swarm of lich fiends, Balack’s Cove was known for its strange tidal patterns. One moment, the tide is so far out to sea that you can see clams going about their business a mile out, and the next, it rushes back in, swallowing anything caught in the spillover. The source of these tidal quirks is the Riptide Mouse, a mercurial character who is seldom seen, but often felt when its waves wash hapless Hunters up on the sandy shores of the Jungle of Dread.
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The Tidal Fisher mice, who fish off the coast of the Jungle of Dread, live a grueling existence, farming the tide pools around Balack's Cove for seafood-related supplies which they trade to the three island tribes for morsels of cheese. Since Hunters seldom wander through the Cove, and the tribesmice they trade with tend to be stingy, Tidal Fishers will attack traps relentlessly to gain even a tiny piece of free cheese.
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Even the most obnoxious mice resort to teamwork now and then, but the Twisted Fiend has spent so long in the dark and damp of the Cove that it has become increasingly hostile toward its own kind. It hops around from rock to rock, relying on its sense of smell to guide it, because its eyes have grown feeble from the lack of light. Although it will eat just about anything that it finds, it hoards cheese, guarding its golden ‘precious’ from any other mice that come near.
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