Hellow, gentlemice.
I’ve been directing a Mouse Guard game for three sessions until this time, but for the fourth I’m having less ideas than I should.
The mission for my guards was double: First, scort a merchant caravan to Sprucetuck, and from there, travel to Fastwind, a small village which is having a hard time with an Hawk that doesn’t seem able to migrate (This is late Autumn). THe players half succesfully guided the caravan to Sprucetuck and spent their first Player turn, ending the first session. After that, the second session consisted in reaching Fastwind, getting info and locate and harming or scaring the Hawk. They did it frankly well (The conflict was difficult enough to make the patrol leader, a scarred but protective veteran, wounded, and the rest pretty much f***).
At the end, they found that the left wing of the Hawk was, indeed, immovilized by a weasel arrow, impeding him to travel and reducing his hunting area, putting too much pressure on the Fastwind population. They spent their Player turn recovering and finishing some of their objectives. After it, I described how they woke up with the smell of smoke. That was the end of the second session.
The third session went complicated, tho. Fastwind was in fire, attacked by a commando of three weasels (The Big Bad Wolfs of the campaign), which tried to kill the village leader (An one hundred twenty four years old mouse called “The Old One”) and causing a massacre. They helped the inhabitants of the city to stop the fire and save some people, resulting injured one of them in the process. After that, they managed to discover how the weasels gained entrance to the village (Which is underground), realizing that one of the victims of the hawk was in fact kidnapped by the weasels, who extorted the brother of the victim to open the hare’s gate of the city with false promises.
After that, they went in a crazy vengeance chase against the weasels, finishing all of this in a series of conflicts between one and the anothers, having the players a really bad luck. At the end, the thing were like this:
One of the players, guardmouse and healer, kidnapped by the weasel scout.
The Patrol Leader was apparently killed and thrown by a cliff by the weasel leader, Blackmane, in the eyes of the third player, a veteran scout.
The last player, the tenderpaw, fighted to death with Sorepaw, the armoured weasel, cutting his hand off and resulting injured in the process.
So this is it. Now I have two players, injured, talking about chasing the weasels in the tunnels they fled to, one more player, kidnapped (And going to be tortured) and a last player whose character is supposed to be death.
And that’s all xD. Sorry for the wall of text.
The question is: “What the f*** do I do?”
I’ve thought of some kind of flashback after the returning of the patrol leader to roleplay his encountering of and old underground mausoleum of the King Under The Mountain (A legendary king of the legends) from where he could acces to the darkheather and help to rescue his colleages.
I really want to finish the first “adventure” in this session, so probably I’ll give some oportunities to kill one of the weasels (Not blackmane, he has become in the mind of the players some sort of Super Némesis, so better to let him live). The point is that I want the world to think that the patrol leader is dead, so I’ve thought of some messenger finding the two “survivors” to tell them of the Midnights rebellion, so they could tell him of the patrol leader death, information that would spread through the territories providing some interesting histories later.
Anyway, I’m not very sure of how to manage the tests and obstacles of the next session.
What do u think?
Thank you very much, and sorry for my english, it’s not as good as it should be :3