Since people seem to be interested in seeing how others build their missions and prepare for sessions I figured I would post my some of my own notes.
The first mission my group will receive will be to travel to Port Sumac and help the townspeople deal with a pirate problem they have been having.
I basically give my players their mission, and have a number of obstacles and story notes prepared that I can use when they decide who to approach their mission. I try not to prepare too much scripted material.
Spring Session #01
Mission: The mice will need to travel to Port Sumac and help the townsfolk with some pirate related troubles they are having.
A gang of weasel pirates has been attacking boats and fishing settlements along the shoreline in the bay. The weasels have a hideout (in an old well) located at the far back of the bay South of the port. When arriving at their destination the mice will find a strange masked vigilante who is also pursuing the same goal they are.
Obstacles for: Overland Journey Parts
Use these obstacles anytime the players are travelling overland in the wilds or on trails.
Obstacle 1: The Washout
A section of the trail is washed out along a high rocky ridge. The mice must find a way to safely cross the treacherous terrain. A raging torrent of water flows along the bottom of the gap.
Ob 4, Health checks to climb or jump. It is a dangerous rocky area lacking sure footing.
Ob 3,Carpenter checks to make a bridge / ladder. It must be very sturdy.
Failure: Twist!
One of the mice gets washed down the torrent and over the edge of the ridge and lands in a dark damp area that is very quiet. Too quiet! (That mouse gets injured, others get tired and hungry as they have to scramble down after the fallen comrade).
The dark area is an animal nest! They’ll need to be careful.
The nest belongs to a:
| Mink | Nature 6 |
[Swimming, Hunting, Fighting]
Armed with Cruel Barbed Hook +1D for Attack and Maneuver
Obstacle 2: The Blocked Tunnel
The tunnel is blocked by two groups of merchants who have become entangled within the narrow confines of a hollow log.
One cart overturned and broke taking another with it. Now the tunnel is filled with shouting angry mice and there is no clear path through the chaos and spilled supplies.
Persuader Ob 3: Talk the mice into co-operating, and working to clear up the mess or bullying them to step aside and let you climb over carts.
Failure: Potential Conflict! (Argument), Make Angry
Scientist or Carpenter Ob 4: Build a pulley to lift the broken carts and assist in repairs.
Failure: Injury for Tester, Angry and Tired for all others.
Health Ob 4: Climb the hillside and skip the tunnel entirely.
Failure: Weather Twist! A cold chill spring rain blows up. Health (Obj 3.) or Sick. Loose 1 day travel and gain Tired.
Obstacles for: Finding Passage on a Vessel
The mice may try to find a ship to take them to Port Sumac. It’s either that or the group makes the journey around the bay on foot: How inconvenient! The rise in recent pirate activity however, and the early spring weather mean that not many vessels are willing to make the jouryney.
Circles Ob 5 to find a ship captain or other contact to negotiate passage with.
Barclay the Boatmouse will arrange to take the guard mice across the bay. He needs to get out of town anyway!
Failure: Twist!
While searching for a contact the group finds Barclay but he is in danger!
A group of thugs down at the docks is going to rough him up over a gambling debt.
Threaten the thugs into leaving.
Failure:
Potential Conflict with Laborers and Thugs (1 per player)
Maybe just make tester Angry.
| Thugs | Nature Mouse 4 |
Unarmed, Fighter Skill 3.
Character may make Resources (Obj. 5) to pay Barclay’s debt.
Failure:
Potential Conflict with Laborers and Thugs (1 per player)
Port Sumac by Sea
If the mice take Barclay’s offer to take them across the bay then they must face the dangers of open water. Suddenly one of the mice notices a strange splashing sound coming across the water at dusk. A school of small fish is approaching, all leaping into the air to catch bugs. There is risk of the boat being swamped or damaged as the fish pursue their prey.
Defend the Boat: Fighter or Hunter Obj. 5
The mice could try to defend the boat by attacking any fish that draw near.
Fail – Twist: A fish lands in the boat and begins thrashing around in an attempt to get back into the water. A conflict begins, as the mice need to get the fish out of the boat or kill it.
| Small Trout | Nature (Fish) 5 |
[Swimming, Jumping, Spawning]
To be Continued…
This would be pretty much all I would prepare for the first part of one session.
I have obstacles plotted for water / boat travels as well. The players turn I leave wide open and I simply ad-lib along and adjust my story notes as I play.
I expect we will have 2 GM turns and 2 player turns each session. Since we usually play for about 4-5 hours.
I keep a second page of story notes as well. When I finish my first mission I will type it up and format it like the missions in the book and post it on here for everyone.