So, I’ve been thinking over this a few days and I have a slightly different interpretation. Maybe I’ll have space to include some questions for clarification.
Intro the Session:
The patrol is invited into a unique mediation over the Council of Captains in Port Sumac. This is an especially prestigious invitation which few Guard members have received in past. The request also requires the patrol to seek out voting members of the council to settle disputes.
As if politics were not enough, Gwendolyn additionally expects the patrol to arrange a recruitment booth at the upcoming Morten Harvest festivities throughout the Darkwater Bay region.
Assign the Mission:
The patrol must attend to the disputed council and settle matters in a manner favorable to the Guard as well as according to Port Sumac customs and culture. If possible, initiate planning for recruitment in the region.
Key Figures:
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Llewyn has died, and left a council seat open
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Griswold is Llewyn’s son and wants the open seat to fall to himself; he does hold captaincy over Llewyn’s former ship and crew.
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Saoirse has been nominated to take the open seat; she holds captaincy over the Zephyr and its crew.
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Laird is the standing Captain of Captains who could rule on the open seat without voting from other captains, but insists he should consult with his close friend, Dafydd; he holds admiralty over a fleet of ships and crews.
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Dafydd is an honorable Patrol Guard who is assigned to Frostic outpost (at this time) who holds a seat on the council—though he is not a captain of a ship; his duties allow him to participate politically, but not in every matter.
Review BIGs:
- One member of the patrol should consider a Goal related to recruiting.
- One member of the patrol should consider a Goal related to the council dispute.
GM Turn: Wilderness Obstacle : Animal Obstacle
Without a Paddle (Wilderness Obstacle)
The patrol arrives knowing only Laird as the first point of contact regarding the invitation to mediate; it is assumed the patrol will hear sides on the matter and make a decision. In fact, before they can speak to Laird directly, the patrol is accosted by Saoirse and given a complete run-down of why she deserves to receive the open seat. Some of her reasons include the rule of profit—her ship brings highly lucrative trade and never fails in a delivery of goods, the rule of loyalty—not a single mouse of her crew speaks against her in any matter and would quickly take her side in confrontations, the rule of age—she is of an appropriate age to receive a seat on the council.
[The GM might inject other customary rules which Saoirse fits the needs of the open seat]
Following the rather forceful introduction, Saoirse deflects questions about her faith in the Guard, willingness to favor or support recruitment, or topics of a similar nature. She’s rough around the edges, but still has a political talent.
Afterward, the patrol has a chance to meet Laird and ask for more details about the dispute. Laird is tired by time he can meet with them, but at least describes Griswold’s claim and admits it fits a few of the rules for the open seat, such as rule of age, rule of heir—that the previous seat has given captaincy to the upcoming mouse, and rule of foresight—that the mouse has shown wisdom and practicality in matters of navigation, seafaring, rationing, and disciplining.
[GM may invent other customs which show Griswold as a worthy candidate]
Griswold is not present for an interview at the moment, but he can’t be too far from port, nor too long at sea. The patrol is sure to meet him if only there were more time.
Laird commands (demands) the patrol leave at once to deliver a summons for Dafydd who should be at Frostic outpost. Laird imagines the patrol will travel overland, but would be willing to order a boat be made ready if requested—sorry, he cannot order a crew to support the Guard.
[The patrol needs to carry the summons to Frostic and move promptly. Moving overland allows them to visit Rustleaf in support of recruitment planning; however, travel by sea may allow a visit to Darkwater and Rustleaf for such arrangements if they are willing to risk the additional time.
Travel overland (whether including Rustleaf or not) calls upon Ob 3 Pathfinder (nearby, infrequently used) and risks a Weather Twist
Travel by sea (directly) calls upon Ob 3 Boatcrafter (as Pathfinder) and risks a Weather Twist; by sea (including a visit to Darkwater and Rustleaf) calls upon Ob 5 Boatcrafter (short journey, infrequent, time) and risks Hunger/Thirst and Tired
Players may suggest or request other options, just keep on your toes!]
The travel is hard, and a trek over infrequently used paths creates no end of labor to distinguish the proper route and make headway—Rustleafers are glad to see the Guard arrive and have a molehill of postal duties they want taken into the central and western Territories; not much time to discuss recruiting, but good attitudes may deliver a helpful contact.
The water trip is troubled by hard seas and the infrequently used route is difficult to navigate and make headway—Darkwater mice are downright confused to see the patrol and Rustleafers are surprised; another patrol had recently passed through both areas to manage postal duties long overdue. No one really wants to chat with the Guard about recruiting.
Not a Moment Too Soon (Animal Obstacle)
The patrol arrive at Frostic outpost to discover Dafydd is away with little sign of which direction he’s gone to. The patrol might know him and something about him (Circles to determine). He’s not shirking duties, nor failing to monitor the outpost—Dafydd has been hunting and tracking ferrets beyond the scent border. If he can get a report back about his observations, it will be a priceless advisory for the next years’ pouring of the scent border.
The urgency of finding Dafydd is immediately apparent when the patrol begins to notice oversized weasel-like beasts popping out of the woods—mostly chasing waterfowl—within sight of the outpost. If beasts of this size and hunting appetite are near the outpost, then Dafydd might have been eaten!
[Addressing these beasts is a complex situation which may lead to a Fight Animal Conflict or Complex test. GM should plan for a few outcomes.
Fight Animal Conflict is a possible outcome based on the PC choices. It also will lead to a complex compromise.
Complex test should include Loremouse to identify the beasts (Ferrets), Scout to search for Dafydd [or his remains in case you’ve convinced the players that is a real possibility], and perhaps Healer [in case GM wants to cause Injured state for Dafydd]
Don’t rush into the scene; add suspense through silence]
Water Over Every Bridge (Weather Twist)
During the trip between Port Sumac to Frostic, the patrol may choose overland or oversea travel, if the dice turn out cowards they’ve run across a serious storm which breaks up the trip with additional rain, high seas, wind, and pretty much every bridge getting washed out.
It is a brief storm, so the key test is to maintain a good attitude about the hardship.
[each PC should test Will vs Season else become Angry]
Following the storm, the patrol completes the route chosen and move on to the Animal Obstacle.
What Should I Decide (Mice Twist)
The most difficult element of the session is actually the decision point of the council seat. If the patrol fails to view this as the critical duty, please don’t seem surprised.
Following the interaction with the ferrets, the patrol needs to encounter Dafydd, discuss the options, and get some opinions—even kneejerk opinions are better than ambivalence. Dafydd may not hold a strong opinion himself on the matter, but that’s okay for an NPC. Dafydd can shy away from being a catalyst of change, but the PCs should be thinking of how to address the needs of Port Sumac as well as the Guard.
All of that relies and depends upon the campaign/backstory for your group. So, the Mice Twist is that the patrol needs to take up a banner of opinion about the open seat, and GM must be prepared to rule on how that is tested.
Whoever is left without the open seat may view the patrol as a potential enemy, but that should not be a given conclusion. Also, whoever gains the open seat may view the patrol as a potential friend, but that need not be a foregone conclusion. I suggest Dafydd or Laird should become a Friend or Enemy of the patrol. If the campaign calls for the patrol to return, those higher contacts will be better choices for a return to stage time while Griswold and Saoirse become Contacts who can be swayed after further exchanges.