My daughter (11yo) and I just started playing within the last 24 hours. After reading through the rules and half/playing a practice game before the whole rulebook was digested. I was of the opinion the sample missions weren’t very conducive to soloing, so I took a little time and drew up the outline of the beginning of a campaign. something like…
Mission 1: Deliver urgent overwinter mail from Lockhaven to Thistledown (Obs 1). A sack of mail has been overlooked when the original delivery orders were issued to the larger patrols.
Season: Early spring (6 + #s). There is still patches of snow in the shadows of rocks and trees, melt water drips from thawing branches. The days are cool and damp, nights can be unbearably cold without a fire for warmth or shelter for protection from the elements.
Time: night
Obstacle1 – Travel - night (Obs +1), cold (obs +1), muddy (obs +1)
Conflict1 – Late winter storm (Spring 6 + #s) Attack(blizzard like conditions), Feint(swirling winds), Maneuver(reduced visibility), Defend(Lull)
Mouse: (#s Pathfinder + Health)
Obstacle2 – Having arrived in Thistledown, find the mail carrier (obs 1) depending on conditions and skill levels stumbling into an inn and convincing the innkeeper to send for the mail carrier, may be easier than finding him oneself
Mid Spring (or Summer if one mission per season): cool/clear
Mission 2: Escort the Bakers’ Representative from Thistledown to Ivydale and negotiate a contract to supply grain to Thistledown.
Time: morning
Obstacle1 – Find Representative (Obs 2)
Fail – conditions or embark later in day, can be tested and failed multiple times passed once
Obstacle2 – Travel to Ivydale (obs 1) – Thistledown to Lockhaven (obs +1) (weather? Time of day?)
Fail – Conflict1 (see storm above, similar)
Obstacle3 – Negotiation (Haggle vs. Haggle)
Fail – Conflict2 Having failed to convince the merchant quickly you enter into a long contract negotiation deep into the night. (#s Haggle + Will) see Negotiation in supplemental rulebook.
Representative: (used to “lend” dice to PC)
Nature (Mouse) = 3 Resources = 5
Will = 6 Circles = 6
Health = 3
Skills: Orator 5, Haggler 4, Administrator 3, Half-truth-wise 4
Traits: Quick-witted 1, Extrovert 1
Merchant:
Nature (Mouse) = 4 Resources = 10
Will = 6 Circles = 6
Health = 4
Skills: Haggler 5, Administrator 4, Persuader 3, Coin-wise 4, Trade-route-wise 3
Traits: Early Riser 1
Late Spring: (6) Warm/ Clear
Mission 3: Provide protection of the Grain delivery from Ivydale to Thistledown.
UNDER CONSTRUCTION
Obstacle1 – travel Ivydale to thistledown (obs 1), Ivydale to lockhaven (obs +1), cumbersome caravan (obs +1)
Obstacle2 - a downed branch. If scout branch obs 2 find unnatural cut, someone has purposely put this branch here, scout for clues obs 2 leads to confrontation (find and chase off bandits), if try to clear path obs 5 leads to ambush, if try to go around obs 4 leads to ambush (if ambushed - hold ground, protect grain caravan, representative hides, caravan driver disappears, further plot developments)
Bandit (x number of party): (#s Fighter + Health)
Nature (Mouse) = 4 Resources = 2
Will = 2 Circles = 3
Health = 5
Skills: Scout 5, Fighter 4, Deceiver 3
Traits: Young 1, Driven 1