Hello! This is my second post here, and I was hoping I could get some advice on putting together a mission for Mouse Guard. I’ve not played the system yet, but my group had just decided to (thankfully) put aside a disastrous Gamma World campaign and give Mouse Guard RPG a try. I’ve GMed for quite a few years, but the style and mechanics of Mouse Guard are something fairly new to me and I’d like to see what people think of the first mission I’ve put together.
Any feedback or critique would be greatly appreciated! I don’t yet know what my players are thinking about for their patrolmice, but I suspect they may be… difficult. The group has a habit of running with weird or zany ideas, but I think they will be interested in Mouse Guard.
Season: Spring, 1153
Mission: Escort a wagon containing a shipment of glassware to Sprucetuck as a way to repay their kindness during the Winter of 1152.
Initial Weather: Clear and Warm. The days have been growing particularly warm, and while it will make for better weather to be out in, it may result in severe snowmelt and muddy trail conditions.
Wilderness Hazard: While traveling, the patrol comes across a wide stream of water made via snowmelt. The stream is too deep to ford, and the patrol will need to caulk the wagon in order to cross. Make a Boatcrafter (Ob 5) test in order to get across the stream.
Failure: The wagon makes it halfway through the stream before it begins sinking. The patrol manages to keep it afloat (barely) and wind up wading through freezing water as they make their way across. Everyone becomes Sick.
Wilderness Hazard: After a long day’s trek with the wagon, the patrol finds the path becoming rougher and rougher and more choked with mud. Unfortunately the patrol will need to navigate a new path through the wilderness if they plan to reach Sprucetuck without becoming mired in the mud! Make a Pathfinder (Ob 6) test to blaze a new trail around the mud.
Failure: Weather Twist: The patrol becomes lost in the wilderness and loses a good deal of time. As they are struggling to forge a new path, a cold spring rain begins. The patrol can either choose to hunker down and wait out the storm or try to soldier on through the inclement weather.
If the mice choose to hunker down, the patrol must make a Survivalist (Ob 3) test in order to create waterproof shelter; a Nature (Ob 3) test in order to find enough food for everyone and a Cook (Ob 3) test in order to make everything edible. If the Survivalist test fails, the patrol becomes Sick (if not already); if the Nature or Cook test fails, the patrol becomes Hungry.
If the patrol chooses to press on, each member must make a Health (Ob 3) test or become Tired.
Animal Hazard: As the patrol draws near towards Sprucetuck, they hear cries for help from off the path and a loud snuffling and rasping sound. A skunk has trapped a pair of young mice beneath a fallen long, and is attempting to burrow its way underneath to get at the mice. This will involve a Conflict against the Skunk.
Skunk: Nature 6 (Waddling, Scavenging, Not Doing What You Want It To Do); Skunk Weaponry: Musk Spray: +3D to maneuver, Missile
Skunk Conflict Goal: Get rid of these annoying pests so I can get back to my meal.
Compromise: Compromises may involve the young mice becoming hurt, the patrol gaining the Injured condition or the glassware from Sandmason being damaged or broken.
Resolution: Once the Patrol arrives in Sprucetuck, they are met by Autumn, the barmouse who runs the breweries in Sprucetuck. She is currently waiting outside of the town’s gates, looking nervous. If the patrol saved the young mice from the skunk, she will rush towards them and embrace her two children. They may add Autumn as a new friend in Sprucetuck, and she will agree to provide them with lodgings and freshly brewed beer during their stay. If the players failed to rescue her children or her children were hurt in the conflict with the Skunk, Autumn will demand to know if the patrol has seen her missing young. If they try to lie to her, they must make a Deceiver versus test. Use the stats for a Barmouse for Autumn. If they fail (or bluntly tell her the truth), she will become furious with them and they can count themselves having made a bitter enemy in Sprucetuck.
Once the patrol has delivered their glasswares, the GM’s turn ends and the Players’ Turn begins.
Possible Directions during the Player Turn and subsequent missions:
A sciencemouse will want to utilize the beakers to collect samples, but will need the help of the guard to keep him safe while traveling through the territories. He intends to find some rare herbs along the western scentborder.
A caravan is being sent to bring the chemicals needed for the Scentborder to Wolfepoint and will require escorts. This would be quite a long journey, but it is of the utmost importance that the chemics reach there in time to apply them and keep the Territories safe!
If the skunk was driven off, a sciencemouse would love to capture it in order to have a steady supply of musk to use for his experiments involving the scentborder. However trying to capture such a creature is quite a dangerous undertaking and would require particularly brave of foolhardy memebers of the Guard!
The village of Dorigift is in rough straights after this winter and many areas require repairs. The guard could certainly be a big help if they could travel there and lend a hand!
Checking in with Autumn the barmouse reveals that she is doing well if her children have been returned safely to her. Her stores are not what they could be however, since the grainmouse who was supposed to deliver her wheat from Ivydale last Fall never arrived. She worries it may have had something to do with the events in Barkstone, but she is unsure. If her children were not returned or had come to harm, she has absolutely nothing to say to any member of the patrol.