Introduce the Session
During this session the group will be confined in a settlement. That can make it hard to feel as though time is passing quickly. It could easily be used for a brief mission or part of a larger mission to help them feel as though more of a season has passed.
In addition to that, this mission is fully inspired by skydut and the thread he posted offering mission ideas. I liked the concept behind the Great Hare Race so much I had to create a mission for it.
Prologue
Allow a patrol member to offer the prologue
Allow a patrol member to predict the weather, else, the weather is determined by the GM
Assign the Mission
The patrol arrives in Wolfpointe (or a settlement of the GM’s choosing) after a spring of spreading scent border resin. It is a good chance to rest as summer begins to heat up the climate.
Upon arrival at Wolfpointe, the local militia welcomes the Guard mice and escorts them to the chieftain for permission to reside in the village for a time. The chieftain will want to protect his town from a military presence; any mouse carrying a military or soldierly weapon (such as halberd, sword, axe, mace) will be required to turn over their weapon to the local force until the party is prepared to leave. He will offer them a dagger, staff, or sling if they protest against setting aside their defense.
The chieftain is glad the Guard is here to watch the annual rite of passage for Wolfpointe youths; the Great Hare Race is a tradition in their growth from pup to adult in the eyes of Wolfpoint culture. They are welcome to meet the mice and visit in the town, but should remember that deadly weapons cannot be allowed near the hares.
The hares are also excited by the upcoming race. Indeed, it is far more the best hare which wins than the best mouse rider. Each volunteers and accepts some training from their respective rider. The mice of Wolfpointe offer protection over the hutches in spring and food throughout the year to hares which live nearby.
The chieftain’s son is also participating this year. The age at which Wolfpointe mice may enter the race is 14 summers.
While speaking with the chieftain (as he will answer other questions about their customs), a frantic and distressed mouse rushes in and ignores all etiquette to announce that one of the hares is ill and possibly dead; it is the hare of the chieftain’s son. This individual does not know what happened, but is merely a worker under the main hare loremouse. When he came to fulfill his cleaning duties, he found the sick hare. He can tell little else to the patrol or chieftain.
The patrol now sees an opportunity to ingratiate themselves to the mice of Wolfpointe, particularly the chieftain and his family. This is a good task to become engaged in as a Guard mouse.
Alternately you could establish a mission wholly unrelated to the hares, but present this as an immediate problem to be faced before the mission can continue.
Write Goals
Allow the patrol to write Goals
Each patrol member should write a goal knowing they will spend much of the session involved in affairs of Wolfpointe (or whichever settlement they are presently). They may still exert a goal which leads the patrol elsewhere, but someone should become connected to the sick hare.
Review Beliefs and Instincts
Allow the patrol to review Beliefs and Instincts
If there is a need to change Belief or Instinct, review these before the session begins as a group.
Mission Obstacles
This mission focuses on animals and mice; however, the focus on mice is more prominent.
Animal Obstacle
The hare has been poisoned by another mouse in some way connected to the race. The patrol will need to first identify why the hare is ill, then they may identify the poison or cure. It presents only half of the problem. This hare is assigned to the chieftain’s son; the poisoner most likely did this deliberately to force him out of the race.
Mice Obstacle
When the patrol has at least determined that poison was used, they may move on to seeking out the poisoner. This is not an easy task. Firstly, an enemy of the patrol is in town and has a personal stake in the race. (If you can bring an enemy in that is great, but it might not fully make sense).
A childhood bully has a personal stake in the race; a young female mouse has already been promised by her father in marriage to an older mouse seeking a wife. Her father’s status as a merchant is important; she is best represented by the Peddler template, but bump the Cunning trait to level 2 for her. She hopes that by winning the race, she can later induce the hare to take her away from Wolfpointe and avoid an arranged marriage. She might find interest in the Guard, but many other avenues are open to her.
The hare loremouse has a personal stake in the race. He has arranged with the girl’s father to take her in marriage after her rite of passage. If she wins, it will look far better for him to marry such a young mouse of renown. It will also help ensure the father retains interest in the arrangement. He uses the Naturalist template with an added Hare-wise of 3-4 ranks.
The chieftain’s son has a personal stake in the race, but his stake is that of losing. He knows that he cannot easily win, but if he cannot race, another rite of passage must be designed. It is likely he could find an alternate better suited to his talents. He uses the Archivist template with the addition of Politics-wise of 2 ranks.
The patrol cannot possibly track all these mice, but one or two might give them a good head start on which is the poisoner of the hare. Each is willing to talk a bit, but has something to hide as well. If the patrol seems to question that which they wish to hide, at the very least make them test Persuader vs Will. In addition, they will need to use Circles or Scout to find the mice to speak with.
There is a village healer they might seek out in pursuit of more info about the poison, but this individual can say nothing of the poisoner.
Mission Twists
Failures should involve some twists if the patrol doesn’t suffer a few conditions as well.
Wilderness Twist
In the case of failing a Circles or Scout test related to the mice obstacle, this could easily become a chase in the open wilderness surrounding Wolfpointe. The mouse may not be guilty, but still want to escape questioning by the Guard. They might seek out a solitary location to wait for things to blow over.
In such a chase through the wilderness, ensure you give the local mouse some tools to use from the terrain. Include bramble tunnels, hidey-holes, hare dens, and other interesting terrain.
This is also a good chance to create a conflict using two teams. The local mouse acts as a team in the chase, and the wilderness terrain acts as a team in the chase. Both have somewhat different goals. The wilderness will act against both local mouse and patrol. Running two teams in this way takes a bit of added bookkeeping, but creates a dynamic scene.
Weather Twist
In the case of failure related to the hare illness, use a change in weather to make a change to the race schedule. Perhaps a summer thunderstorm tears through the stables and the hares must be relocated, illness and all. The heat of a drought could mean the hares don’t wish to expend such energy racing, and all present some signs of distress and illness.
Use the weather to create a twisted conflict which requires immediate action rather than a simple health test to handle the change of climate.
GM’s Turn
Introduce the First Scene
The mice are escorted to the stables and may approach the scene from a variety of angles. The hare is still alive right now, but it is ill. (as a frame of reference, consider this is not terribly unlike the sick triceratops scene from Jurassic Park). The mice could tackle the problem at hand in many ways.
Allow the patrol to discuss the problem together before requiring a roll; Healer, Loremouse, and Scientist are all appropriate skills as well as helper dice; Hunter, and Harvester might be appropriate helper dice
Use a skill vs Nature (Hare) 6 to establish how difficult it is to recognize the source of illness
You may wish to follow this up with scientist or loremouse to further investigate by creating a complex obstacle.
When the patrol has learned all they can from the stables, it is time to move forward. They cannot stop to take time for healing the beast just yet. The chieftain also wants answers right away: Should he announce in town that a hare was poisoned? Should he cancel or change the race schedule? Are other hares or any mice in danger of this illness or poison?
Introduce the Second Scene
The hare loremouse will stop to speak with the patrol about the food he has been providing and other basic care needs of the hares. He runs a good stable for the hares.
The chieftain’s son wants to see his hare and has several questions for the patrol: Will the hare die? What is the illness? Could he race in a few days?
He will openly reveal that other peers of his age group insult him and bully him. One young girl mouse is the worst of all, but several are culprits. Another bully is the enemy of the patrol member (if available to use).
The mice must decide who they wish to speak with in more detail. By now they should at least know that the illness was caused by a poison even if they do not know which poison, when it was ingested, or how toxic it might be.
The mice do not get to ask much of the loremouse nor chieftain’s son at this time. They will have to select a mouse to follow-up.
Allow the patrol to decide who is most suspect and should be questioned; generate a test using Scout or Circles to find that mouse for questioning
If you feel generous, they might be allowed to follow-up on a second mouse who might be suspect.
They might choose to initiate a conflict such as an argument or negotiation conflict to find more information about who is the culprit.
Fulfill the Mission
I purposefully selected the merchant’s daughter as the poisoner, but each GM might choose another mouse as the poisoner. Alternately, you could wait for a player to make an assumption such as, “I will perform a circles test to find the poisoner.” A successful test in such a case means who they find is, in fact, the poisoner; a failure means whatever you might like. Perhaps they find an innocent mouse and make wild accusations, maybe they find the poisoner, but their questioning leads them astray, or they find the poisoner willing to frame a scapegoat to stay safe.
Player’s Turn
When the players have had the chance to test in regards to the ill hare, then been allowed to test in regards to seeking the poisoner, the GM’s turn ends. They are in a safe haven. They might have even found the guilty mouse.
At this point they may use checks to turn more of the outcome for the settlement. They might choose from the ideas below:
• Recommend a sentence to the chieftain
• Search the guilty mouse’s property for evidence
• Suggest an alternate rite of passage
• Create a cure for the hare
• Practice a new skill or wise
• Discuss terms of service with hares