Here is the Mission template I’m thinking of using:
(I’m usually less organized than this).
Gwendolyn is sending Nicodemus to White Pine because there has been rumors of unrest: in particular there is a song that has been circulating that seems rather anti-Guard. Another small patrol of guardsmice will be sent shortly after Nicodemus is sent out - once the patrol returns to Lockhaven. The Guard leader, named Thom, will arrive in White Pine with further instructions from Gwendolyn.
Goal: Find out what the source of this unrest is before the other guard company arrives. (Obviously the player may take any angle on this and make it in to his personal Goal).
Scene 1: Pathfinder test (find the settlement of White Pine) - Simple Obstacle.
GM: Failure introduces a twist. You arrive late, after dusk, and encounter Midnight and Abigail, fellow Guardsmice, meeting outside…
Scene 2: Duel of Wits with the local healer who is, apparently, incompetant and going about things wrong.
GM: The local healer, named Jace, has an outbreak on his hands. He is doing everything wrong on purpose. Unfortunately Nicodemus has arrived. Jace’s goal in the DoW is: “I know what I’m doing! Help don’t hinder my healing efforts.” Failure causes an enemy (Jace) and/or Angry Condition. Depending on what happens this influences the next 2 scenes.
Scene 3: Complex Obstacle - organize the town against the epidemic.
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Orator/Instructor: “Tell everyone what to look out for! Stop anyone else getting infected.”
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Carpenter/Survivalist: “What are we going to do with all these sick people?”
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Scientist/Healer: “What do you think is causing it? There has to be a better way to fight this disease!”
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Brewer/Cook/Carpenter: “We’ll use diluted beer, anything instead of this well water! Convert the town hall into a second ward for the new arrivals.”
GM: Abigail’s Poison is Nature 5. Failure causes the mouse to become Tired.
Scene 4: Conflict - Fight the Infection/Poison!
GM: Poison Nature 5 - Act like a disease, Sickening, Blinding. Weapons: Long Incubation Period - +2D to Defense. Acts like a disease/Hard to diagnose - +1D to Maneuver. (This is to showcase the Conflict rules and to spotlight Nicodemus’ healing skill).
Player’s Turn. Once the poison has been dealt with the player’s turn begins. Good time to ask the local’s about the Tragic Tale of Caroline and complete the Mission Goal.
Continuing the Adventure: The healer’s apprentice has seen Jace talking with Abigail in the dark outside town in secret, and although she is loyal to her mentor she could be persuaded to fess up.
If Jace was ousted he leaves to Elmwood with the last of his poison to meet up with Midnight’s rebels there - and then on to Barkstone. (Eventually he will do this anyways, this just happens sooner).
Thom will arrive with another guardsmouse and instruct Nicodemus to pursue Jace with the other guardsmouse (next player) and him. In Elmwood they can uncover the plot with the grainmouse (which is how Gwendolyn finds out about it and sends Kenzie’s patrol after him).
Backstory Notes: It is the early summer of 1152. Midnight has yet to attack Lockhaven. Abigail is in contact with Jace. This will eventually lead to the Guard suspecting the grain merchant and the events that transpire in the fall of 1152 with Kenzie’s Patrol.
Any thoughts on this scenario? Anything that could be better or more interesting?