This session started right on the tail end of the last one. Our party was facing down a crow!
My prep this week was to steer the game towards the final conflict of the game (I'll speak about later.) This crow showdown will be the major obstacle #1 and other mice will be #2.
The second half of this adventure was planned to be about an old Beetleranch attacked by another mole. The guard will have to be faced with the tough challenge of putting the pieces together, possibly rescuing a survivor, and following the trail based on what evidence they find: This mole attack wasn't random phenomena.
Luke Noblepaw, Patrol Guard
b to serve mice, the guard must also serve other animals as well
i always try a peaceful solution first
g save Finn & sylvia
t inquisitive, fearless, wolf's snout
Garrow Gurney, Patrol Captain
b the Border must be maintained
i always protect my charges
g get our townsmice to safety
t tough, fearless, fat, clever
b The Guard must prove to the frontiersmice that we are trustworthy and honorable
i When traveling, always look for places to hide and shelter.
g make sure our townsmice make it safely back.
t independent, impetuous, nimble
How It Went
This mission went much better than the second. After the prologue, we started with the Crow coming down out of the sky being hostile. The party did their best to dodge and avoid the Crow and decided to try and escape it rather than beat it back.
This conflict was intense. Fleeing the Crow, the party got to the rope's end with 1 disposition left before swinging the fight back to full only to end with them winning with a single point of disposition.
The party burned nearly all their persona and fate to make it through this and the consequence to escaping the crow was getting lost and tired in the mountains... and it starts to rain! Mist was able to lead them to shelter and somewhat back on track: the party found the old mission in the mountains and camped there for warmth in the ruins. The events in the rain to find the camp turned out to be a pretty reasonable second obstacle so I turned the game back over to the players.
They had a lot of checks gained from this conflict, so they decided to recover and create supplies for the journey back to town through this pass.
We wrapped up with the party finally arriving in Sun Break after a LONG arduous mission.
What went well
The party was really good at working together. I made a handout to speed up how you add dice to your pool. We also kept the game very fiction first which was very rewarding. Luke had the VERY BEST feint that was disastrous: he mimicked the friggin owl! Needless to say the Crow doubled it's efforts.
It was a tough game. It was almost torchbearerer tough where the party was EEKING out of these mountains just barely with supplies.
What could have been improved
The conflict with the crow was rewarding, but ultimately we should have run it differently. This was on me, the GM. Since the party wanted to escape, rather than shoot to a conflict, it should have been an nature escape roll, with the consequence of a fight should it fail!
I had to scrap the second half of my mission as written so I think that, while the session was fun, I think as a GM I wasn't doing my job correctly. We were having fun, but I was fighting the system when I thought I was engaging with it correctly. My eyes will see the true path with more experience with the system.
I will taking a more heavy hand leading the direction of the missions these last few adventures as we're nearing wrapping up this game's 5 session lifetime.
Thanks for reading!