My groups game has lead to a point where an army of weasels is laying siege to Sprucetuck. The mice have managed to get into the tree, send a runner to a nearby town and barricade it in time before the weasels arrived.
Neither guard mouse in the group has militarist or administrator. One mouse has War Wise. Both mice have Will 3, and current Nature of 2.
I’m trying to work out the how to structure the GMs turn, and the climactic War conflict so that its very hard fought, but that the mice still have a chance if they are smart.
I figure they have enough time to organise 1 of the Weapons of War, and i’ll use that as the first obstacle in the GMs turn. Presumably the mice of sprucetuck will suggest a couple of things that might help and they can choose one to try to do before the war proper starts.
For the war conflict itself:
In the last session the weather watcher mouse spent a check to dictate that it was going to be really bad weather (heavy storm). I figure this is worth the ‘Properly Equipped’ weapon of war for the mice side as the weasels will be trapped in the mud outside.
Disposition of the mice: Since neither have Militarist, one of them will be making a Beginners Luck or Rolling Nature test here. Likely to result in
[li]Beginners Luck: (Will of 3 + 1 Helping Die + 1 Properly Equipped + 1 for War-Wise) / 2 + Will 3 = 3d + 3 Disposition, e.g around 4-5, max 6
[/li][li]Nature: Nature 2 + 1 Helping Die + 1 Properly Equipped + 1 War-Wise) + Will 3 = 5d + 3 Disposition, e.g. 5-6.
For the weasels I’ve been considering a couple of options: Captain lead, Tunnel Lord Lead, or Tunnel Lord with Captain lead. This would result in the following Dispositions:
[li]Captain lead: (militarist 4 + 1 War-Wise + 1 Cunning trait) + Will 5 = 6d + 5 Disposition, eg around 8, max 11.
[/li][li]Tunnel Lord: (militarist 5) + Will 5 = 5d + 5 Disposition, eg around 7-8, max 10.
[/li][li]Tunnel Lord + Captain: (militarist 4 + 1 War-Wise + 1 Cunning trait + 1 Help) + Will 5 = 7d + 5 Disposition, eg around 8 or 9, Max 12.
The calculation for militarist dice for disposition is also indication of the strength in actions. I.e the weasels in the worst case (Tunnel Lord) will be rolling just shy of twice the dice of the mice. The last situation seems most flavorful to me, but the numbers look like it will smash the mice into the ground in a couple of actions unless they are very smart.
We are playing this thursday (~wednesday american time), so i’d really appreciate feedback on this before then!