That’s actually a common fear. I had it before I ran the game. Heck, I still have it every time I run the game. In another thread I pointed you to a game I ran at a local con called The Shipment. That’s from a that game lasted over two hours. Here’s the full mission write up, including some NPCs. Some things are missing, like test obstacles, because I just used the Factors from the skill list during play to figure them out.
The Shipment
The last year has been a hard one for the Territories. Disease and famine had ravaged the land, weakening their defenses and leaving them open to attack. Yet, as the time past and the lessons of the Weasel War faded, old enmities were begun again. Border disputes and ancient feuds turned one town against the other. Through it all, the Guard prevailed. Lockhaven opened its stores of food and much needed medicine in order to keep the peace. Desperate to replenish its stocks before the coming winter, Lockhaven sent to the scientists of Sprucetuck and caravan of medicine was sent forth. But it did not arrive.
The patrol is languishing in Shaleburrow, grounded by a Fall flood.
WILDERNESS OBSTACLE:
Fall (5) swollen streams have flooded the land below Shaleburrow, turning it into a dangerous mud-filled marsh. Complex hazard. Pathfinding, Boating, Resources/Circles, Scout.
WEATHER TWIST: FALL STORM (5).
MICE OBSTACLE: Delegations from Barkstone and Elmoss have converged on the site each with several hired thugs. Each side wants the shipment and neither side wants to recognize the Guard’s authority over this part of the Territories.
Barkstone demands the right of salvage, claiming this territory belonged to their forebears. Surely the Guard’s authority ends at their borders.
Vernon the Warrior
Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 3 Resources 6
Will 5 Circles 6
Health 4
Skills: Fighter 4, Orator 3, Haggler 4, Instructor 3,
Soldier-wise 3
Traits: Defender (2)Elmoss claims the land as their own, from long use and possession and argues that they need the medicines to treat the sick in the town, which lay dying in tents outside the city.
Paul, Mayor of Elmoss
Politician
Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 3 Resources 5
Will 6 Circles 6
Health 3
Skills: Orator 5, Haggler 4, Administrator 3, Halftruth-wise, 4
Traits: Quick-Witted (1), Extrovert (1)
Tuk the Bandit
Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 4 Resources 2
Will 2 Circles 3
Health 5
Skills: Scout 5, Fighter 4, Deceiver 3
Traits: Young (1), Driven (1)The Merchant, Firbean of Sprucetuck is trying to get the best deal for his goods. He cares not for anything but lining his pockets.
Firbean of Sprucetuck
Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 4 Resources 10
Will 6 Circles 6
Health 4
Skills: Haggler 5, Administrator 4, Persuader 3,
Coin-wise 4, Trade Route-wise 3
Traits: Early Riser (2)Muscle
Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 5 Resources 1
Will 2 Circles 2
Health 6
Skills: Fighter 5, Haggler 2, Hometown-wise 4
Traits: Tall (1), Bigpaw (2), Bodyguard (1)
So, I started them in Shaleburrow with a problem “How to get through the flood.” They chose to use Circles and I brought in Tuk’s gang with the enmity clause. From that point it was complex hazard to help guide the group, weather twist leading to fight storm conflict, arrive at the scene for some some mouse on mouse versus action. Then I threw in an animal twist with a badger attack just to go out with a bang.