I came up with a cool idea for a mission that involves a race against the clock and I’m a little stumped on how to go about it. Suggestions welcome! Here’s the skinny:
My patrol is currently in Windselm, after escorting an NPC architect, from Barkstone. On their way, they fought a weasel spy, and found a previously uncharted Dark heather entrance. Realizing that the new-founded town of Windselm is not that well defended after their weasel scare, they wanted to dig in their heals and help plan the town’s defenses. (The patrol leader is a military strategist type, who’s personal goals in involve upholding MG presence in all of the towns, so this is really important to him). They sent word to Lockhaven about the Weasel and the Dark heather. However, I’m not planning for them to stay there long - They were out of checks, and it’s time to move on. Brings us to the next session.
It is late spring/early summer. They are going to be pig-headed about wanting to leave Windselm, but orders are orders. So here’s the plan:
A fellow panic-stricken MG patrol leader is going to find them in Windselm with an urgent message. He arrives by rabbit, with a few other rabbits in tow. There’s a raging fire in Whitepine! Things are bad. Burning pine trees are a disaster, as the sap acts as an accelerant and also behaves a bit like napalm. So, you could imagine the potential carnage! (Whitepine is an undefined town in the book so in my setting Whitepine is a source of food (pinenut harvests) and sap. This sap is different from the sap harvested in Sprucetuck. This sap is used for waterproofing (boat-crafting) and glue (construction, tool-making etc.) Whitepine is well sheltered from the elements, as it is built under the sheltering branches of low-growing pine bushes and trees. It is well hidden and insulated in the winter. Making it a great place to start a family.)
The desired effect: a bunny-riding mad dash to Whitepine. If they get there sooner than later, the fire will be easier to put out and less injuries to tend to. If they are too late, They will have to deal with a much larger fire, and many more injured/dead and really pissed off townsfolk (maybe even gaining them a few more enemies).
My initial thoughts are to run a journey conflict, but it’s not a race against the elements, it’s a race against time. Since I’m not beating them down with the elements, what should be the Journey’s starting disposition? Or is it simpler to just use the season’s rating?
Suggestions? I’m all ears.