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3.21.2013

Wildseed



My version of Wildseed

Wildseed could be considered to be a land flowing with milk and honey... well, honey definitely.  And berries, nuts, seeds, and apples as well.  Being so close to Lockhaven, it is not uncommon for the guard to receive dozens of requests for aide from the mice of Wildseed - some of which requests could be considered a huge waste of time.  However, Gwendolyn is careful to answer each request, and it provides a fairly safe opportunity for Tenderpaw Guard to get a feel for just what their life as a Mouse Guard will be like.

Location/Structure
About a day and a half travel due North from Lockhaven, the trails leading to and from Wildseed are well travelled.  As to the town itself, Wildseed is situated in a massive wildflower field at the root base of an old apple tree.  Foxglove and coriander dominate the field, interspersed with red poppies, purple anemone, yellow arnica, patches of pink babystar, and blue bluecaps. 


Government
The government of Wildseed is a simple council of businessmice who each have a say in the goings on within the town. They hold regular town hall meetings where each family and business may voice their concerns and each is then cast to a vote.    

Size
Town

Major Trades and Import/Export
Wildseed primarily supplies Lockhaven with all of its food stuff needs throughout the year as it produces far too much for itself to use even when storing for the Winter months.  Thus, Lockhaven and Wildseed have developed a long standing relationship with one another.  Wildseed sends its honey, seeds, nuts, berries, dried apple slices, and apple cider to Lockhaven through out the Spring, Summer, and Autumn, and in turn Lockhaven keeps a watchful eye on Wildseed insuring that they come to no harm.

Recruitment
Many are the mice that join the Guard from Wildseed.  So many in fact that Gwendolyn has given serious thought to setting up a Wildseed Watch Guard that would primarily be made up of Wildseed hopefuls, that might not otherwise meet the standards of the Mouse Guard proper.

Traits
Fat, Hard Worker, Generous

Skills
Brewer, Cook, Harvester, Insectrist

2.22.2013

Here's how it is


So the Mouse Guard campaign has come to a close.  It was a lot of fun and we told some amazing stories throughout.  As a group we decided that with the departure of Rockcandy Sodawood, who played Walter, we would conclude the Mouse Guard game and move on to something else.

After a bit of discussion, we had unanimously decided that playing a game set in the Firefly Verse appealed the most.  So Browncoats sailing the black it would be.

Rather than use Serenity by Margaret Weis for anything other than setting, we would be using Star Wars Edge of the Empire by Fantasy Flight Games for the rules.

Having had an opportunity to play the Beta, I really like the system a lot, and think it would be perfect for a Firefly game.  Its gritty focus on smugglers, outlaws, and the like is in perfect alignment to the types of stories a Firefly game should tell.  The dice mechanics are innovative and to be frank, a lot of fun.  I think they give the right amount of heroics without being over powerful or underwhelming.  Destiny Points are a lot more interesting than Plot Points and require more planning and forethought with their use.  And for as cinematic as the whole game is set up, there is a lethality to it that was not only surprising but welcome.  So if someone tries to kill you, you try and kill them right back.  But be smart about it.

Like Mouse Guard before, I don't seem to have many House Rules for the game.  I'll be dropping all of the races (except Droids) and reskinning the weapons and some of the gear - but otherwise, I plan to run everything more or less by the book.

Also, Ryan Wolfe (who was the deckplan artist for the Serenity RPG) has a whole series of deckplans for ships that would be right at home in the Verse.  Additionally, he has a Kickstarter for prints of some of his deckplans.  


1.29.2013

Frostic

My version of Frostic

The Frostic Research Outpost, as it is technically called, remains the Northern most location within the Known Territories. Nestled on the banks where the Great Salt Sea meets the freshwater of the Great Sea, it presents a unique location for research and study.  So many minerals, fauna, and flora are only found in this location. 

Each Spring sciencemice and students from Elmoss and Sprucetuck are escorted by the Guard to Frostic.  There they spend their time engaging in study and experiments that could not be conducted anywhere else.  A single Guard mouse will remain on duty their for the duration.  Mail is normally delivered in mid Summer and by early Autumn the Guard arrives again to escort them back.

As Frostic is only an outpost, and has no permanent residents, it does not have the same characteristics that other Settlements do.  However, it is an excellent location to remove any Condition a mouse may have (only 1 per mouse).  Also, a patrol may be able to restock their supplies within reason.


1.19.2013

[Session 8] Escape to Frostic! pt.3


Rockcandy Sodawood - one of our original players - let us know that she would be moving out of the country soon, and would only be able to play in two more games including this one.  So my plan for the campaign was suddenly altered drastically.  I really wanted to give the core players a start-to-finish campaign so they could see how the game played all the way through.  As such, this was probably my worse game of the campaign.  I had a lot of problems with pacing and with getting the mice from point A to point B.  Fortunately for my self-esteem no one seemed to notice, or at least no one said anything.  I love my gaming group.  

I'm sorry, but I am simply going to summarize this session...

We picked up right where we left off.  Millicent - saddled with an Angry condition from the prior session - declined to check the weather.  As such the next day would be a warm Summer rain (p.143) which added a +1Ob to any relevant test.  The Patrol spent the night in Frostic and kept a rotating watch to see if any of the weasels that may have survived would attack again.  Fortunately, no weasels were seen.  The Patrol invited Rona to travel with them since remaining at Frostic was out of the question and she agreed.  Finn let the others know that he wanted to search for Olivander and then once found, travel back to Lockhaven with great haste.  They could make their final stop at Wildseed within three days provided they could locate the Frostic boat, and from Wildseed they could be back in Lockhaven in another day.  The Patrol agreed and they start their hunt for Olivander. 

An Ob3 Scout test (normally Ob2, but +1 due to the Summer rain) was successful and the Patrol locates the Frostic boat washed up far from its mooring.  Within the boat, hidden beneath the canvas tarps and sails, is Olivander.  The Patrol checks him over for injury and fills him in on their plan.  Olivander is more than agreeable to leave Frostic and return home with haste.

The Patrol readies their provisions and sets sail on the boat, making a trip in just over a day rather than almost a week were they to have travelled over land.  While in the boat, they notice a Seagull seems to be following them.  Concerned, they first attempt to shoe it away by shooting at it.  Millicent tries sending Vespa up to sting the Seagull and to her horror the gull snaps at Vespa and in an instant she is gone.  Only a single wasp wing remains, fluttering down.  As a last ditch, they put a little food on a small float and set it adrift behind them.  The gull takes the bait and lands in the water to gobble up the food, and then flies off in another direction. The Patrol consoles Millicent at her loss and the rest of the journey is uneventful. 

Coming ashore, the Patrol lands at Calogero, a small outpost where two Guard mice are stationed.  Here the Patrol is able to rest, recoup, and regear to some degree.  They take advantage of the Guard mice' hospitality and spend the night.  In the morning, Walter gets up early and searches for crab shells - gathering a number of thick shells to carry back with them.

Saying their farewells to Calogero, the Patrol begins their overland trek to Wildseed.  At one point, they encounter a wagon full of seeds and nuts.  The two Bear Beetles hauling the wagon are just standing around.  There is no sign of the driver.  Rona, Walter, and Olivander remain with the wagon and Finn and Millicent look around for the driver.  Just a short distance away, basking in a patch of sunlight, the two Guard spot a Milksnake with a telltale lump about the size of a mouse.  Beating feet, they quietly and quickly return to the others and tell them to load their gear onto the wagon as they will be taking it with them to Wildseed.  Finn leaves the appropriate markings on the trail to warn that there is a snake lurking in the area and they depart.  Along the way they explain what they encountered.  They take turns riding in the wagon and help themselves to a pawful of seeds and nuts. 

End GM turn.

For the Player's turn, each of the Patrol picked a skill to roll against as they journeyed to Wildseed.

12.22.2012

[Session 7] Escape to Frostic! pt.2


My apologies, but I've fallen behind in my updates...

This sessions sees the addition of MD to our group, bringing the number once again to four players and myself.  We figured that the most effective way to include a new mouse into the game would be for MD to create as her character the Guard mouse that was stationed at Frostic with the Sciencemice.  Her character begins the game already having been captured by the Weasels.  As for the rest...

Just having fought with Weasels, the Patrol had been beaten into submission, stripped of their gear, and bound.  The Weasels march them battered and bruised through the forest along the banks of the flooded area.  Soon, they pass by a Beaver dam and the Patrol sees a lone Beaver sitting on top.  He seems to cower as the Weasels march past and when one yells at the Beaver, it quickly disappears beneath the waters.  The Weasels all laugh at this.  As they continue to walk in the shadow of the Beaver dam, the Patrol sees a Rabbit warren up ahead and the lot of them enter.  It seems the Weasels have taken over the warren.  As they pass through the tunnels, Walter catches sight of a pile of bloody mouse-sized lab coats stuffed off to the side in an alcove.  Twisting and turning through the tunnels, they finally stop at the mouth of a pit and the Patrol are each pushed in. 

The Patrol quickly untie one another and take stock of the situation, while Walter looks over everyone's injuries.  Bruises and scrapes mostly with a couple of nicks and cuts - but nothing too serious thankfully - unless the fact that Walter himself lost the tip of his tail to a Weasel's sword.

"We have to figure out a way to escape."  Finn tells the Patrol.  And a tiny voice from the back of the pit replies unexpectedly, "There will be no escape for us.  We'll be tortured again, taken away one by one, and eaten."

This unnerves everyone!  And all eyes turn to the now noticed mouse huddled in the shadows at the back of the pit.  Finn introduces the Patrol and has Walter look over their cellmate.  She shows signs of having been beaten and tortured, but is still able bodied.  She introduces herself as Rona, a patrol mouse of the Guard who was stationed to watch Frostic.  She and all of the Sciencemice were overrun by the Weasel marauders and captured.  They have been beaten and abused and one by one the others were dragged from the pit and not seen or heard from again.  And now, only Rona is left...

Wasting no time, Finn takes stock of their situation and gathers up 4 good sized stones.  He sets Rona to work napping the stones into knives as best as she can, while Finn and the others examine the pit and see about trying to tunnel out of it.  It will be slow going, but they have to try.

The weasels leave the Patrol alone for the better part of the day and they get to know Rona better - learning about the attack on Frostic, the capture and torture of the mice, and the demise of the Sciencemice.  While they talk, they all take turns digging into the side of the pit.

At this point the Patrol are startled by the booming of thunder.  Following that, there is a lot of commotion from the weasels.  The commotion gets louder and louder and suddenly, a weasel jumps into the pit with the Patrol and begins to toss the mice out one by one.  Startled, the Patrol is surrounded by agitated weasels.  (The Patrol notices that their belongings - cloaks, armor pieces, weapons and gear, are all being worn and displayed by the various weasels as trophies.)

The weasel leader holds out a small bit of tar on wax paper and demands to know what it is.  The Ragnorak potion!  And it looks as if a bit has been taken out of it!  Walter speaks up stating that it is a healing potion that they have been hiding - it puts you to sleep and when you awaken, you are healed.  (One of the weasel soldiers leans over to another and whispers "Fink ain't sleeping, that's for sure.")

The leader growls and strikes Walter and storms out of the chamber, saying "Beat them" as he goes.  Others follow leaving two weasels behind to administer the punishment.  Before the beatings can begin, Finn, Rona, and Millicent strike out with their stone knives and put their captives on the defensive.  Taking advantage of the distraction, the Patrol bolts out of the chamber and runs for the burrow exit.  The two injured weasels give chase, but turn around when the Patrol leaves the confines of the burrow and disappears into the woods.  The weasels can be heard sounding the alarm that the prisoners have all escaped.

The Patrol makes their way back to Frostic as quickly as they can.  They pause at the beaver dam, after noticing that the burrow is below the dam and would be flooded out should the dam break.  Rona, a mouse well versed in the languages of other animals, attempts to speak with the massive beaver.  She explains that they were taken prisoner and that the weasels are readying to hunt them again, and she notes that she noticed that they were none-to-kind to the beaver too.  She suggests that the beaver could easily put an end to all of it by breaking the dam and flooding the area below.

The beaver - as beavers are wont to do - more or less ignores what the little mouse says, and explains to Rona and the Patrol that he has had enough abuse from the weasels and will put an end to it all by flooding the area below.  He notes that the mice should hold on to something; as he drops into the water and breaks the dam open!

Water gushes out of the broken dam in a torrent and quickly floods the area below by several fargles.  There is no way the weasels could have survived, the Patrol hopes.  They thank the beaver and make their way back to Frostic.

The Patrol does not find the rescued sciencemouse Olivander at Frostic, and decide that they will go looking for him once they are certain the weasels are not on their tails.  For the time being, the Patrol holes up in Frostic and waits.

End GM Turn.

That is where we ended the session.  The Player Turn saw the mice healing one another, cooking a nourishing meal, lamenting at the loss of all of their possessions, and finally gathering what useful gear and weapons they can from Frostic.


11.04.2012

[Session 6] Escape to Frostic!


Our first game since the departure of Jiyambi (and her Tenderpaw Brand).  It has been two months, so while it was only a single missed game, it has been a really long time between sessions.  I brushed up on the rules before we met and had decided early on that I would try to bring in at least one full Conflict! during today's session to make sure we are not losing our edge. Walter's Player gave the Prologue, and opted to remove a Tax on Walter's Nature.  

We picked up with the Patrol consulting their maps as they planned for the journey to Frostic - a day and a half journey overland, or about half a day by boat - it was settled that they would hire the Rustleaf boat to take them there.  However, they had forgotten that the Snapping Turtle destroyed Rustleaf's only boat - and it would be weeks before they could build a new one.  Alas - the Patrol gathers up their provisions and heads out.

Frostic Research Station is the farthest point north within the Territories.  Sciencemice and student sciencemice from Elmoss and Sprucetuck travel there every Spring to finish their graduate work, and to do research.  Frostic is close to where the salt water from the Great Sea mixes with the fresh water of the Territories, and found there are numerous minerals, fauna and flora not found anywhere else.  The Guard escorts the Sciencemice to and from and one Guard normally remains behind with them to act as security against any problems that might befall them.  Normally mid-Summer the Guard sends a Patrol with the mail and the circumstances can be evaluated then, to see how they should handle the remaining time.  And by early Autumn, the Guard arrives again to escort everyone back to their respective cities.  This year, it is Finn's Patrol that is bringing the mail.

GM Turn

Weather Watcher
Millicent checks the weather, and as usual does not allow anyone to accompany her while she does so.  It seems this whole year she has miscalculated the weather each time and is very concerned that others may judge her perceived lack of ability.  The test is Millicent's Weather Watcher skill versus the Season (p.253) (beginning of Summer).  It is a versus test so the Ob is 0 and both simply count successes.  Summer gets 3 successes and Millicent scores zero successes.  Millicent predicts it will be nice weather - and while it is warm, it slowly becomes increasing humid as well, uncomfortably so.

Goals
Unfortunately, I completely forgot about goals!  We've gotten into the groove of goals being set once the actual session Obstacle presents itself, which may or may not be immediate - and since this Obstacle was not immediate, it totally slipped my mind.

Mission
The first part of the journey is through grasslands, with minimal tree cover.  There are bushes here and there and wildflowers as well, but the distance between trees is worrisome to Finn.  They will have to be especially careful as they move to be mindful of both birds above and ground predators below.  I call for a Hunter or Scout test, and Millicent rolls against an Ob3 Scout test.  Finn assists with his Hunter, but the test is failed.  I ask them to describe their actions.  While moving through the grasslands, each mouse of the Patrol keeps a watchful eye out at first; but the further along they get, the more they allow the scenery and surroundings to distract them.  None notice the silent hunter above gliding upon the warm thermals...

I call for everyone to roll their Nature and just count successes, as I need a target for the Hawk.  Eventually, Millicent is the mouse who scores the fewest successes.  

A bumblebee buzzes lazily along among the wildflowers and catches Millicent's attention.  She's been dealing with a wasp for so long now, sh forgets what it is like to deal with bees - and holds out her arm to attract the bee.  For a moment, every member of the Patrol glances her way: and within the blink of an eye there is screech, a blur of motion, and only empty space where once stood Millicent!  All eyes turn to see her struggling within the clutches of a hawk!

We go into full Conflict! mode - and the Patrol and the Hawk sets their goals.  The Hawk wants to get to a nearby tree branch (to make sure another predator is not lurking to steal hr prey, and then to have a meal); the Patrol has a goal to free Millicent.  The Patrol divides into two teams.

Millicent attempts a Maneuver in which to disadvantage the hawk at the least, or wriggle free at most.  Finn does an Attack, and hurls his sword at the slowly climbing hawk.  The hawk attempta a Feint, which is negated by Finn's Attack.  Millicent rolls 6 successes and takes away the hawk's +2D to any Maneuver action.  Finn removes 5 from the hawk's disposition of 9.

The hawk has a difficult time keeping its momentum with Millicent's frantic struggling, and its wing-flapping becomes erratic; and suddenly, a tiny sword thunks into its side!  The hawk reals from that and Millicent knows her team mates are frantically trying to save her.

Next action, both Millicent and Walter go for the attack.  The hawk attempts to maneuver, but has a -1D due to the effects of the prior action.  Both Walter (who used his sling to hurl a stone at the hawk) and Millicent (who stabs the hawk's talon with her tiny knife) succeed in depleting the hawk's disposition to zero.  A total victory with no Disposition loss!

The hawk drops the struggling mouse repeatedly stabbing its foot, and retreats higher and away, content to seek out less aggressive prey!  Millicent tumbles through the air, and lands upon a patch of wildflowers which break her fall (Total Victory, no Compromise, I allow her to come out of it unscathed).  Finn and Walter rush to her side and look her all over for injury.  Finn keeps watch of the sky for more predators, though now he is swordless - and the Patrol decides to take shelter and rest for a bit.

I should have ended the GM turn here and allowed a Player turn, but unfortunately, I was not in 100% Mouse Guard mode, so we simply continued on.

Eventually, the Patrol has settles their nerves and decides to continue onward. 

Another day's travel passes uneventfully and the Patrol arrives in the vicinity of Frostic.  They all notice that the area seems recently flooded, and soon they reach a point on the trail in which they cannot go any further without swimming or via raft of some kind.  The Patrol considers their next option - do they take time to construct a raft?  Or should they try brachiating through the trees?  Walter tests Ob2 Science and postulates that if they gather some tree sap, they can carry it with them and later their hands and feet with it, which would help as they climb from tree to tree.  Also, Finn uses his rope to tie them all together in case one should fall, the other two might keep them safe.

I have each of the Mice test their Climbing against Ob0 with the sap and rope counting at gear.  I was only looking for successes.  All succeeded, and so they all make it to the dry land on the other side.  Now, just a short climb up a hill to the Frostic Research Station.

Frostic Research Station is a stone building about two Fargles* off the ground, raised up on four stone pylons.  The Patrol notices that the elevator is dangling about halfway down and one of the four chains that support it has snapped.  No one responds to the ringing of the bell.  Suspicious they begin to consider how they might scale up the pylons and up to the hatchway above.

Using the rope and sap, the Patrol climbs up (after successfully making an Ob2 Climbing test) and enters the station proper.  Within, the station is in shambles - papers tossed about, footlockers and boxes opened and their contents strewn about.  The food stores look like the lock was hacked open via an axe and emptied of everything within.  They also notice that the mattresses are all gone, leaving behind empty bed frames.  The Patrol searches every inch of the station, looking for anyone.

Finding no one, they gather and compare notes:  It has been recently abandoned.  There is a stain on the floor that looks like it may be blood, but oddly someone attempted to clean it.  There are two holes in the wooden wall.  The weapons that the Guard keeps in a small locker (sword, bow & arrows) are still there.  Finn helps himself to the sword and begins sharpening it while the Patrol works through the mystery.

Millicent climbs up to the weather observatory above and finds it vacant and unmolested.  Walter notices that it appears that a small frog was being dissected at one point, but it was torn from its pins and now is nowhere to be found.  And back to the cleaned up stain - so strange!  Walter attempts to figure out what the stain is by using Science, and passes an Ob2 test.  It is indeed blood, but who would stop to try and clean it?  And for what purpose?

Finn keeps looking at the two holes in the wall and finally takes an arrow from the quarrel, and inserts one into the hole.  It slides in easily - not quite large enough to have made the hole, but now Finn suspects arrows are what made them.  He wonders if perhaps it isn't weasels, or ferrets (as any other relatives of weasels are too large to fit into the station).  For a second they consider perhaps rats, but rats are very rare in the Territories.

The Patrol wants to take a quick search about the area before they retire for the evening and decide what to do in the morning.  It is dusk, so they only have an hour or two at most.  After repairing the elevator, they head down.  Millicent attaches the bell to the elevator rope, so that if someone uses it while they are out searching, there is a good chance they will hear it.

They search to no avail and finally are ready to give up when they notice a shock of white through the branches not too far away.  Advancing slowly, they see one of the sciencemice hogtied and hanging from a sappling branch in a small clearing!  He is wide-eyed terrified and gagged.  Finn, Walter, and Millicent all look at one another and each of them mouth "Trap" at the same time to one another.

At this point, the Patrol sets out to watch for an ambush and try to rescue the sciencemouse.  I call for an Ob3 Hunter test for them to be stealthy and avoid detection.  Millicent failed, and Walter and Finn both tied and broke the tie in the Weasels' favor, earning themselves 2 checks each.  So, while the Patrol intended to be stealthy and silent, they spend their time shushing one another and give their presence away.

At that moment, the trap is sprung!  Out jump four weasels with axe, swords and spears, while two more remain in the bushes armed with bows and arrows!  The Patrol is surrounded!

Again, we enter full Conflict! and the Players are old hands at it now.   There are three Weasel teams (the leader and a soldier is one team, two soldiers are a second, and the bow armed are the third).  Their goal is to capture the mice.  The Patrol takes as its goal to rescue the sciencemouse.

The conflict is tense and vicious - the Player's feel totally outmatches.  And as well they should!  It runs two full sets of three Actions and eventually both the Weasels and the Patrol are taken to zero Disposition at the same time.  Both goals are accomplished!  How we decide to end the session is like this:

The weasels continue to block and surround the Patrol, as they valiantly try to free the sciencemouse.  Blow for blow, maneuver for maneuver, the Patrol holds its own, the weasels on their heels the whole time.  Finally, the Patrol is simply overwhelmed and surrounded, beaten into submission and captured!  During the chaos and commotion, the little sciencemouse runs away and never looks back, and continues to run all the way back to Frostic - making his escape, and technically being successfully rescued from the weasels.

 
NPCs:



Scientist (Olivander)
Will
6
Resources
7
Health
3
Circles
4
Nature (  mouse  )
2
Escaping, Hiding, Climbing, Foraging
Skills:  Scientist 5, Healer 3, Weather Watcher 3,Loremouse 2, Chemistry-wise 4
Traits:  Curious 2, Oldfur 2
Gear:  Notebook




Weasel Raider Captain Ren
Will
5
Resources
5
Health
6
Circles
5
Nature (  weasel  )
5
Aggressive, Gloating, Clever, Burrow Stealer
Skills:  Fighter 5, Scout 5, Pathfinder 4, Hunter 4, Deceiver 4, Militarist 4, Brambles-wise 4, War-wise 4
Traits:  Suspicious 2, Cunning 2
Gear:  Heavy Armor, Axe

Weasel Raider Mim
Will
3
Resources
2
Health
5
Circles
2
Nature (  weasel  )
4
Aggressive, Gloating, Clever, Burrow Stealer
Skills:  Fighter 5, Scout 5, Pathfinder 4, Hunter 4, Deceiver 4, Brambles-wise 4
Traits:  Cunning 2
Gear:  Light Armor, Spear

Weasel Raider Fank
Will
3
Resources
2
Health
5
Circles
2
Nature (  weasel  )
4
Aggressive, Gloating, Clever, Burrow Stealer
Skills:  Fighter 5, Scout 5, Pathfinder 4, Hunter 4, Deceiver 4, Brambles-wise 4
Traits:  Cunning 2
Gear:  Light Armor, Sword

Weasel Soldier Kol
Will
3
Resources
2
Health
5
Circles
2
Nature (  weasel  )
4
Aggressive, Gloating, Clever, Burrow Stealer
Skills:  Fighter 5, Scout 5, Pathfinder 4, Hunter 4, Deceiver 4, Brambles-wise 4
Traits:  Cunning 2
Gear:  Light Armor, Sword

Weasel Peasant Raider Go
Will
2
Resources
2
Health
5
Circles
1
Nature (  weasel  )
4
Aggressive, Gloating, Clever, Burrow Stealer
Skills:  Laborer 4, Hunter 2, Deceiver 2
Traits:  Fearful 1
Gear:  Bow and arrows

Weasel Peasant Raider Hul
Will
2
Resources
2
Health
5
Circles
1
Nature (  weasel  )
4
Aggressive, Gloating, Clever, Burrow Stealer
Skills:  Laborer 4, Hunter 2, Deceiver 2
Traits:  Fearful 1
Gear:  Bow and arrows

 
We stopped the game there and will begin the next session with a Player's turn.  


Even though I forgot about Goals, this game was one of the best to date.  Full of tension, mystery, and conflict!  Good fun was had by all.


*Fargle:  a measurement of 12 human inches.  I think it was our first game, we were attempting to come up with a unit of measurement for the mice that would allow us to describe distances in terms of feet - but not mouse-sized feet.