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Gamecontent2010LukeCrane
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TM TM
New Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
New Missions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
New Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42

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The world beats heavily on us, the smallest of beast.
If not the rain or ice or cold, its a predators feast.
Excerpt from A Mouses Eulogy for Life by Scribe Roibin

M
ouse Guard is a remarkably complete game in one book. However, we thought wed provide
you with some new rules to enhance your game. In this chapter, we look at new weapons
for conflicts, a revised conflict matrix, three new town descriptions and rules for using
animals as mounts.

New Weapons
In the Mouse Guard Roleplaying Game rule book, fights, arguments, chases and wars have weapons
detailed for them. In this section, we provide weapons for journeys, speeches, negotiations, fights
with animals, mounts in war as well as the stats for Siennas mace!

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New Rules

Journey purchased with Resources or drawn with the


Here are four useful tools for venturing forth into Cartographer skill.
the wild: supplies, maps, local guides and the
Local Guide
right stuff.
+1D to any one action (as sword). Sometimes
Supplies a journey is complex or dangerous enough
+1s to Defend. If youve preparedpacked that even the indefatigable Mouse Guard use
the right amount of food and wateryou can a local guide. Guides can be called up using
sustain yourself on a long journey. Circles and paid using Resources.

Maps The Right Stuff


+1s to Maneuver. If you have an accurate +1s to Attack. More than just supplies,
map of your route, you know where to go sometimes a journey requires specific gear:
to avoid hazards on the trail. Maps can be snowshoes in winter, rope for crossing a
crevasse, candles for navigating in the dark, etc.

Speech
Here are four weapons to use when youre
speaking to a crowd: elevated position, mood,
repetition and a good uniform or outfit.

Elevated Position
+1s to Attack. Make sure your entire audience
can see you.

Mood
+1s to Defend. Always play to the mood of
your audience; it bolsters your position.

The Rule of Three


+1D to any action (as sword). Reiteration
is a tried-and-true tool in speech-making.
You gain this benefit if you reiterate a theme,

boxedsetsupplement_r6.indd 5 10/1/10 7:40 AM


statement or sentiment three times during Humor
your speech. +1D to Attack. Cracking up your interlocutor
can soften his stance and make him more
Uniform
likely to deal.
+1D to Feint. A uniform or outfit lends gravity
to your argument. It can help you lead your Fight Animal
audience to where you need them. The Mouse You need more than just a blade and guts to
Guard cloak is a good example of an influential bring down dangerous animals. In this section
uniform. we detail three types of weapons you can use
when on the hunt: nets, traps and lines; lures;
Negotiation and blinds and camouflage.
There are four weapons of negotiation: bluffing,
flashing cash, being cool and calm, and using Nets, Traps, Lines
humor. +1s to Attack. An effective hunter comes
prepared with implements to entangle or slow
Bluffing
down his quarry. However, nets, traps and
+1s to Feint. A good negotiator never shows
lines must be built to the size of the animal.
how badly he needs this deal. Hes prepared to
walk away and he lets the other guy know it. Use Hunter to create nets and traps with the
following factors:
Flashing Coin
Type of animal: prey, predator
+1D to Defend. Flashing money and jewelry
lets your interlocutor know youre there to do Natural Order (equivalent): insect, small fish,
business. bat, weasel, beaver, fox, coyote, wolf, bear.

Cool and Calm Lures


+1s to Maneuver. Maintaining a cool, calm +1D to Maneuver. Using lurescalls or
tone during the negotiations carries substantial scentsa hunter can confuse his quarry and
benefits. You cant be cool and calm if youre position him where he wants him.
Angry. Making lures is a test for Scientist. Its an
Ob 5 test (physical, beneficial). Hunter and

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New Rules

Loremouse may help, as well as appropriate Fight


animal wises, of course. Sienna asked us if we could include her mace in
the weapons list. Were happy to oblige:
Blinds, Camouflage
+1D to Feint. Setting up blinds on your Mace
hunting grounds or using camouflage can help The mace is an armor-crushing weapon.
deceive your quarry. It doesnt necessarily do any more or less
damage than a sword or an axe, but it does
Fighting Weapons
make armor less useful. If a guardmouse
Mice may also use regular fighting weapons
is using a mace in a fight, use the following
when combating the animal menace.
effects for his opponents: Armor Crushing:
Mounts in War Light armor is negated and has no effect on
Mounts can be used in warfare. Use all of the disposition; heavy armor is reduced from +1s
modifiers and weapons that apply. For example, to +1D; shields are reduced from +2D to
if you have two hawk-riding warriors, you gain Defend to +1D to Defend; any animal armor
+1s to dispo, +1s to your Attack actions, and (like the turtles shell) is reduced by -1D.
+2D to any action type of your choice.

Mounted Brigade
+1s to disposition. If you have a force of
mounted mice, you increase the resilience of
your force.

Predators
+1s to Attack. Mounts that are predators add
to the potency of the attack force.

Flight
+2D to any action (as sword). Flying mounts
add to the versatility of the fighting force.

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Revised Conflict New Towns
Matrix Weve detailed three more towns for you:
Flintrust, Sandmason and Grasslake.
Weve modified the conflict matrix slightly. No
interactions have changed. We altered the way Flintrust
Feint is represented to make it more clear at a Flintrust is a city made of flint that protrudes
glance. Read the new table from left to right. from exposed limestone on a hill. The name
Flintrust comes from the strong iron content
Attack Defend Feint Maneuver
in the limestone. The main structure has
Attack I V I V
deteriorated due to age and neglect. Thus
Defend V I V some mice have relocated into trees and stone
Feint I V I caves outside the town. Each of these external
Maneuver V V I I structures houses two to three families.
Due to corruption, trade imbalances and labor
I=Independent test. Test against independent costs, Flintrust has hit hard economic times.
obstacle listed with action. Both actions can Despite the towns problems, it still has a strong
potentially succeed or fail. backbone of working mice who hold out hope
that their home will return to its former glory.
V=Versus test. Roll skills or abilities against each
other. Highest successes wins. As a whole, Flintrust is loyal to the Guard. The
populace welcomes guardmice with open arms,
= Special. Do not roll for this action in this
never seizing their weapons or restricting them
interaction.
inside the town. Because of this relationship of
goodwill toward the Guard, Flintrust has long
been the source of many tenderpaws seeking to
join the Guard.

Size
Town (once a city)

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New Rules

Government Sandmason
The role of mayor is decided by vote of the Sandmason is a stone castle surrounded by
adult working mice. In recent years, the blame ever-shifting dunes.
for the towns problems has been placed at the
The master masons of Shorestone built the
paws of the mayor. The disgruntled populace
castle structure as an extension of their domain.
has begun calling for elections out of anger
Due to the lack of shade outside the castle, the
and frustration.
mice of Sandmason tend to sleep indoors while
Major Trades the sun is at its hottest. They venture outside
Flintrust specializes in tool making: pulleys, when the sun has set and the breeze is cool.
hammers, knives, levers, mills, etc. The towns Thus you can often find them at their chores
motto is Let the tool do the work. harvesting, travel, etc.at night. The mice of
Burl and Mapleharbor think Sandmason mice to
Import/Export be odd as they often show up in the middle of
Flintrust imports most of its daily needs, the night to trade or travel.
including food and clothing. This should
make the town a thriving center of trade, but
the poverty of its population means that few
caravans make the route.
Flintrust exports tools of all kinds, specializing
in various cutting tools made from flint and
iron.

Skills
Smith, Tools-wise

Traits
Bold, Determined

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The weather in Sandmason can be inhospitable. Grasslake
Sandstorms blow across the dunes. The mice of The town of Grasslake is a network of dwellings
Sandmason often wear protective clothing over built into the twisted, exposed roots of trees
their muzzles to ward against the dust and grit. along the bank of Grass Lake. While remote, the
location is idyllic.
Size
Castle and town The facades of the dwellings were constructed
at different times by different builders. They all
Government connect inside with adjoining doors, tunnels,
The master masons who rule Shorestone stairways, and passages.
appoint a mouse to oversee Sandmason until
they see fit to appoint new leadership. While Since Grasslake is so close to the eastern scent
technically Sandmason operates as a colony of border into Wild Country, the citys resident
Shorestone, the Shorestone mice otherwise let often have to deal with major predators. In the
Sandmason operate autonomously. past, they have banded together to overcome
massive beasts that make their way into the
Major Trades Territories or emerge from the lakes depths.
All types of glasswork (panes, glass jars, etc.), Grasslake trades with Burl by a ship route. And
masonry, metal foundry, food preservation while they are close to Wolfepointe, Grasslake
and a large collective of scribes and archivists. mice tend not to associate with mice from that
area. They view them as lawless savages.
Import/Export
Sandmason obtains most of its food from Size
Mapleharbor and Burl. Town
Sandmason exports glass containers and Government
bricks. Two leaders, one male and one female, are
Skills selected by the former two leaders. They each
Dune-wise, Glazier hold one of three votes for town decisions.
The popular opinion of the townsmice makes
Traits up the third.
Nocturnal, Quiet

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New Rules

Major Trades
Harvesting, fishing (for predator bait), weaving
Mounts
and pottery. Mice dont often ride. Its tough to convince
another animal to let them mount up. But some
Import/Export mice have managed to strike bargains with other
Grasslake imports metal goods and vegetables. animals or to capture and train some larger
It exports grains, clay, pottery and textiles. beasts for use as mounts.

Skills Benefits of a Mount


Insectrist, Militarist A properly trained and controlled mount grants
Traits the benefits of its Nature, size and weapons to
Nimble,
N
Ni
imble
mble
mble, Defender
D fe
Defend
nd
der iits rider.
T
Thus if your patrolmouse is riding a hare, you
u
use its Nature 6 (running, hiding, foraging)
rrather than your own mouse Nature. Therefore
a hare makes an excellent mountyou can use
ssix dice for running to cover ground quickly
w
whereas a mouse could only use his Nature to
eescape, not necessarily to travel.
D
During a conflict in which you are mounted, you
must use the animals Nature instead of your
m
o
ownits rank and descriptors. You also may
u
use its weapons in place of your own.

Mounted Weapons
M
Most mouse weapons dont work from the back
M
of an animalthey dont have the reach. Only
o
sshields, bows, spears, slings, and hooks and
llines can be used effectively while mounted.
E
Everything else is either too short or too
u
unwieldy.

11

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Capturing a Mount Mounts in War
It is very dangerous to try to capture an animal As noted earlier in the Weapons section, mounts
for use as a mount. Typically, a Fight Animal can be used in warfare. Use all of the modifiers
conflict must be used for the capture. But just and weapons that apply. For example, if you
capturing one isnt enough. The animal must be have two hawk-riding warriors, you gain +1s to
tamed and trained. dispo, +1s to your Attack actions, and +2D to
any action type of your choice.
Capturing Young
Young animals have reduced Nature statsby As before:
one or two. If you can find and capture them,
Mounted Brigade
theyre easier to train.
+1s to disposition. If you have a force of
mounted mice, you increase the resilience of
Taming a Mount
your force.
To tame a mount, a mouse must engage it in a
Taming conflict. The mouse uses Loremouse to Predators
Attack and Feint, and Hunter to Maneuver and +1s Attack. Mounts that are predators add to
Defend. Disposition is generated with Will plus the potency of the attack force.
Hunter or Loremouse.
Flight
The animal uses its Nature for all maneuvers,
+2D to any action (as sword). Flying mounts
just as any other conflict. It may use its weapons
add to the versatility of the fighting force.
as appropriateto run away, to hurt its trainer
or to otherwise be difficult.

Hitching Rides
Mice with the Loremouse skill can speak to an
animal and convince it to allow the loremouse to
temporarily mount up. Make the test versus the
animals Nature.

12

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All manner of beasts dwell in sky and land and sea.
Covered with feather and fur and scale, they never agree.
Excerpt from The Crops of Our Burdens by the Scribe Roibin

T
hree new missions are presented in this section: Mission of Mercy, Dam Beavers and Danger
on the Scent Border. Mission of Mercy recreates the events as described in the Winter 1152
comics. Kenzie, Saxon, Sadie and Lieam have each advanced one or two abilities. And
theyre joined by Celanawe on this dangerous winter trek.
Dam Beavers presents a spring mission for Dains patrol. The members of Dains patrol have all been
out on the road for a full year and have changed to reflect their experiences. This new mission sends
them off to Lonepine to deal with a pernicious beaver problem.
Danger on the Scent Border introduces Siennas veteran patrol. Theyve been dispatched to repair the
southwestern scent border, but when they arrive, they find that trouble is afoot.

13

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Mission of Mercy
Character Templates
Kenzie
Kenzie is a patient and calm patrol leader. As
a veteran of the Winter War, hes seen many
adventures and hardships in his tenure. Kenzie
is loyal and devoted to his best friend, Saxon.
Though they are of different temperaments,
Kenzie always consults his friend before taking
action.
Age: 31 Parents: Ailfrid & Laurel
Home: Willowroot Senior: Fabron the Assistant
Weaponsmith of Lockhaven
Fur Color: Gray Mentor: Odell (deceased)
Rank: Patrol Leader Enemy: Katlynn the Archivist
Cloak: Royal Blue Fr iend: Jasper the Storyteller
Raw Abilities Rating Special Abilities Rating

Mouse Nature 5 Resources 5


Will 5 Circles 4
Health 4
Belief: A threat can come from anymouse.
Goal: I must guide my patrol safely to Sprucetuck.
Instinct: Always consult Saxon when trouble arises.
Skills: Persuader 5, Fighter 4*, Healer 2, Instructor 2 ,
Survivalist 4, Weather Watcher 2, Archivist 2, Smith 2,
Path-wise 2, Duck-wise 2, Escort-wise 2, Patrol leader-wise 2
Tr aits: Calm (1), Tall (1), Leader (1)
Gear: Staff, map and orders from Gwendolyn
*Kenzie advanced his Fighter in the Fall sessions.

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New Missions

Saxon
Saxon is a fiery and stubborn mouse, famous
in the Guard for his skill in battle. Although he
had enough experience to be promoted to patrol
leader, Saxon passed on the opportunity to
remain in his friend Kenzies patrol.
Age: 28 Parents: Gill & Anne
Home: Flintrust Senior: Briar the Textile
Master of Lockhaven
Fur Color: Brown Mentor: Loukas (deceased)
Rank: Patrol Guard Enemy: Roarke the Smith
Cloak: Red Fr iend: Samuel the Printer
Raw Abilities Rating Special Abilities Rating

Mouse Nature 4* Resources 3


Will 4 Circles 3
Health 4
Belief: The best solution is always found at the point of my sword.
Goal: I will prove to Kenzie that my methods are the best.
Instinct: Always draw my sword at the first sign of trouble.
Skills: Fighter 6, Pathfinder 5, Survivalist 2, Carpenter 2,
Weaver 3, Deceiver 2, Weasel-wise 3, Darkheather-wise 2
Tr aits: Short (1), Fearless (1)
Gear: Sword and a belt

*Saxon advanced his Nature in the Fall sessions.

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Sadie
Sadie is a well-regarded patrol guard from Port
Sumac. Gwendolyn trusts her with independent
and difficult missions.
Age: 26 Parents: Thane & Ilsa
Home: Port Sumac Senior: Quinn the Cook
Fur Color: Brown Mentor: Leith
Rank: Patrol Guard Enemy: Shane the Trader
Cloak: Plum Fr iend: Bonnie the Innkeeper
Raw Abilities Rating Special Abilities Rating

Mouse Nature 5 Resources 2


Will 4 Circles 3
Health 4
Belief: A guardmouse needs to be able to think with her head
and act with her heart.
Goal: I will ensure Kenzie and Saxon stop squabbling and
focus on the mission at hand.
Instinct: Never delay when on a mission.
Skills: Weather Watcher 4, Survivalist 4, Fighter 3,
Pathfinder 3, Scout 3*, Haggler 2, Boatcrafter 2, Cook 2,
Persuader 3*, Coast-wise 3, Star-wise 2, Herb-wise 2
Tr aits: Clever (1), Tough (1)
Gear: Sling, stones, a pair of well-balanced knives

*Sadie advanced her Scout and Persuader in the Fall sessions.

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New Missions

Lieam
Lieam is a young guardmouse who proved
himself a determined fighter during the defense
of Ferndale in the Weasel War two years ago.
Based on his service in the brutal fighting,
Saxon and Kenzie took him under their care
as a tenderpaw. He was quickly promoted to
guardmouse and given a dusty green cloak to
represent his ever-renewing spirit.
Age: 19 Parents: Jeph & Jann *
Home: Ferndale Senior: None!
Fur Color: Red Mentors: Saxon & Kenzie
Rank: Guardmouse Enemy: Nicoll the Brewer
Cloak: Dusty Green Fr iend: Maya the Merchant
Raw Abilities Rating Special Abilities Rating

Mouse Nature 4 Resources 2


Will 4 Circles 3
Health 5
Belief: Its not what you fight, but what you fight for.
Goal: I will prove to Celanawe that I am a true guardmouse.
Instinct: If theres work to be done, always offer help.
Skills: Fighter 4 , Pathfinder 3, Scout 5, Harvester 3,
Laborer 2, Persuader 2, Harvest-wise 2, Hidey-hole-wise 2,
Scent Border-wise 2
Tr aits: Determined (1), Defender (1)
Gear: Broadsword, whetstone
*Lieams parents are deceaandsed.

Lieam was inducted into the Guard under special circumstances in
the Winter War. He never apprenticed with an artisan in Lockhaven,
but hes always willing to help anymouse who asks.

Lieam advanced his Will and Fighter in the Fall.

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Celanawe
Celanawe is the mysterious bearer of the Black
Axe. Pulled from retirement by the Midnight
affair, hes agreed to aid Gwendolyn and the
Guard for the betterment of the Territories. Even
though he knows quite a bit about the Guard,
hes not exactly a guardmouse himself.
Age: 72 Parents: Cadell & Marein
Home: Lockhaven Senior: Madllyn the Armorer
Fur Color: Light Gray Mentor: Genevra, Survivalist
Rank: Guard Captain* Enemy: Wolvesall of them
Cloak: Spun natural cloth Fr iend: Lieam
Raw Abilities Rating Special Abilities Rating

Mouse Nature 5 Resources 6


Will 6 Circles 5
Health 3
Belief: The greater good must be served above the individual.
Goal: I will test each of my patrolmates to see if he is worthy of
becoming my apprentice.
Instinct: Put the needs of all mice before my own.
Skills: Armorer 3, Survivalist 5, Stone Mason 2, Orator 2,
Fighter 3, Hunter 5, Pathfinder 2, Weather Watcher 2,
Instructor 2, Scout 2, Short-Cut-wise 3, Predator-wise 3,
Guardmouse-wise 3, Loremouse 6
Tr aits: Guards Honor (1), Stoic (1), Oldfur (2)
Gear: The Black Axe , pauldron (light armor), cloak, acorn
snow shoes, rope and tarpaulin (survivalist tools), and a pipe
*Celanawe is not officially a Guard captain, but his experience is
equivalent.

The Black Axe: +2s after successful Attack, -2D to Defend or Feint.
Its reputation allows it to be used as tools for Loremouse tests.
Due to its size and weight, the Black Axe causes its bearer to be
counted as one size greater on the Natural Order scale. If part of

18 a team, the whole team gains this benefit for purposes of forming
a conflict goal.

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New Missions

Mission of Mercy
Mission of Mercy is a new Mouse Guard
adventure based on the events at the start of
winter 1152. The patrol has been ordered to
make a circuit to Sprucetuck and collect any
medicine they can. Their brother Rand is sick
and dying. He needs urgent care lest he expire.
medicine that can be ffound. Rand is very ill ffrom
Form Your Patrol his wounds. He doesnt have long. You must
Youre setting out on a dangerous winter mission. make the journey there and back in a week.
Kenzie, Saxon, Lieam, Sadie and Celanawe all
have volunteered for this mission. You can use
Write Session Goals
The Goals have been included for the patrol,
any and all of them. Thats right, you can use
but if youre using different guardmice for
five players for this mission. Its very dangerous.
this mission, be sure to adjust their Goals as
Prologue appropriate.
If your group has played together previously,
conduct a prologue as per the standard rules. If
Mission Structure
This mission uses a complex obstacle to arrive
your group is sitting down for the first time, one
quickly at Sprucetuck (Pathfinder) and get the
player should use this opportunity to recount
medicine (Persuader). The patrols return to
some of the events of Fall 1152 that lead to this
Lockhaven is handled with a journey conflict.
mission. Be sure to remind everyone that Rand
was badly wounded during the battle with GMs Turn
Midnight. When we begin, our patrol is rushing toward
Sprucetuck in a heavy snowfall. They must gain
Assign Mission
Sprucetuck and treat with the governor there.
Gwendolyn calls Kenzie and Celanawe to her
Then they must immediately set out again and
briefing room: I am looking for volunteers to
head for home. Theres no time to waste!
make a circuit to Sprucetuck, collecting any

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Pathfinder to Sprucetuck Convince the Governor
Getting to Sprucetuck in the snow is a The patrol need only announce they are
Pathfinder obstacle. The factors are long guardmice and the governor will come and
journey (+3), well-traveled (+1) and meet with them. Use Persuader vs Will to
snow (+1). Thus the total obstacle is 5. convince the governor to relinquish some of
his precious elixir. If the test is failed, apply a
If this test is failed, you can use it to give the
condition like Angry or Tired.
patrol conditions like Hungry or Tired. Or
you can use this chance to introduce the owl Theres no time to tarry in Sprucetuck. Once
through a twist. If you want to keep true to the players have the elixir, they must head out
the pacing of the comic, bring in the owl and immediately. Therefore, theres no Players
offer a clue that the patrol is being hunted, but Turn or any other test in the city.
dont say by what just yet. When they emerge
from Sprucetuck, describe the owl perched on
The Return Trip
The return trip from Sprucetuck to Lockhaven
a branch, waiting for them. You can use a full-
requires a journey conflict against winters
blown Fight Animal conflict or just a simple
Nature of 7. Winters goal is: Prevent the
versus test between the owl and the patrol.
patrol from reaching Lockhaven in time to save
I recommend the latter. In the comic, Sadie
Rand. Winter throws snow, ice and cold at
handles the behemoth on her own!
the patrolmice.

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New Missions

If winter wins without compromise, then member to succumb to the coldsacrificing


Rands fate is sealed. If the patrol gains any himself for his guardmate, Rand.
degree of compromise, they should demand
that they make some progress toward their
The Governor of Sprucetuck
Raw Abilities Rating Special Abilities Rating
goal. They can ask that another obstacle
Mouse Nature 2 Resources 5
be introduced. The greater their level of
compromise, the easier the obstacle will be to Will 6 Circles 5
overcome. Health 3
Skills: Orator 4, Persuader 4, Haggler 3, Scientist 4,
If the patrol only gains a minor compromise,
they only make small progress toward their Medicine-wise 4, Coin-wise 4
Traits: Quick-Witted (1), Curious (2), Oldfur (2)
goal. They should be confronted with the owl
or diverted into the Darkheatherforcing The Owl
a new, riskier challenge in order to get back Great horned owls are dangerous predators
to Lockhaven in time. If the patrol earns a who hunt mice, rabbits, skunks, porcupines,
compromise, they can ask to be stuck halfway snakes and even other birds.
to Lockhaven with another obstacle between
While its horns are just tufted feathers, the
them and their mission. If the patrol earns a
great horned owl has excellent hearing. It hunts
major compromise, they are most of the way
year-round and it doesnt build its own nest; it
to Lockhaven. I would simply end the GMs
captures the nests of crows and hawks.
Turn here and have them spend their checks
to complete the journey. Great Horned Owl Nature 8
If winter loses but gains a minor compromise, Silent, Excellent Hearing, Flying, Predator
you could split the patrol as happens in the
Great Horned Owl Weapons
comicintroducing the Darkheather, as well.
Talons+1s to a successful Attack.
If winter wins with a straight compromise, you
Silent Wings+1D to Maneuver, +1s on
could reintroduce the owl and dive right into
successful Maneuver.
a Fight Animal conflict. If winter wins with
a major compromise, you can combine the
above two results or you could cause a patrol

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Players Turn Continuing the Adventure
Turn the reins over to the players at the End the session after the Players Turn as per the
conclusion of the journey conflict. They dont standard procedure. It is likely that the patrol
necessarily have to be in Lockhaven. In fact, I will be in the wilderness, in disarray. Continue
recommend that you give them their turn while play from there next time. New mission goals
theyre in the wilderness, if at all possible. Force could be to explore the Darkheather, defeat the
them to choose how to spend their checkswill owl or something that arises in your session that
they use their own resources to save Rand or we havent even thought of yet.
will they stop and tend to their own conditions?

End of Session
It is possible to end this session with Rands fate
still in doubt.
An astute reader will notice that the mission
as described in the comic goes horribly wrong.
The patrol is separated, and theyre all nearly
killed as a resultwhile Celanawe pays the
ultimate price. Therefore, dont be timid with the
compromise results. In the spirit of the comics,
introduce big twists.

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New Missions

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Dam Beaver
Character Templates
The Dam Beaver mission uses a four-mouse
patrol consisting of Dain, Quentin, Baron and
Robin. These four characters have advanced and
gained traits from a full years patrol. They are
not the same as they are in the main rule book.
However, we didnt mark each change. The
characters would be too cluttered.

Dain
Dain is the patrol leader. Together with his
lifelong friend, Quentin, he serves the Guard in
the name of reason and right action.
Age: 26 Parents: Damon & Dara
Home: Sprucetuck Senior: Darrow the Insectrist
Fur Color: Brown Mentor: Conrad (deceased)
Rank: Patrol Leader Enemy: Tuk the Bandit
Cloak: White Fr iend: Kenzie
Raw Abilities Rating Special Abilities Rating

Mouse Nature 4 Resources 5

Will 5 Circles 4
Health 5
Belief: Reason is the best guide to right action.
Goal: I will take Robin under my wing.
Instinct: Check the weather early each morning.
Skills: Loremouse 4, Fighter 4, Hunter 2, Instructor 3,
Pathfinder 3, Scout 3, Survivalist 3, Weather Watcher 3,
Persuader 5, Administrator 3, Archivist 4, Insectrist 2,
Scientist 2, Snow-wise 3, Owl-wise 3, Weasel-wise 2

24 Tr aits: Teacher (2), Stoic (1), Weather Sense (1), Leader (1)
Gear: Sword, lyre and spectacles

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New Missions

Quentin
Quentin had a rough season. While attempting
to delve into the scientific properties of the scent
border brew, he caused an industrial accident.
Now he smells like a weasel. Nothing seems to
be able to cure his condition.
Age: 29 Parents: The Von Rods
Home: Sprucetuck Senior: Konard the Scientist
Fur Color: Amber Mentor: Julian the Scout
Rank: Patrol Guard Enemy: Firbean of Sprucetuck
Cloak: Fiery Red Fr iend: Marcus (guardmouse)
Raw Abilities Rating Special Abilities Rating

Mouse Nature 3 Resources 4

Will 4 Circles 2
Health 4
Belief: All possibilities should be explored for the well-being of
the Guard.
Goal: I will save Lonepine with science!
Instinct: Always draw maps of all the new locations through
which our patrol travels.
Skills: Fighter 4, Instructor 3, Scout 3, Survivalist 2, Weather
Watcher 2, Scientist 3, Cartographer 4, Cook 3, Deceiver 3,
Owl-wise 2, Bonehead-wise 1, Rain-wise 2, Grain-wise 2
Tr aits: Inquisitive (1), Curious (1), Brave (1), Musk (1)
Gear: Bow, pipe, paper, ink and pens

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Baron
Barons heart of gold was thoroughly tested
in the previous years patrol. In service of the
Guard and his patrol, he tortured and killed a
weasel spy. This event has made him even more
watchful and protective of his mates.
Age: 23 Parents: Ma & Pa Twistwood
Home: Elmoss Senior: Feris the Carpenter
Fur Color: Brown Mentor: Gavin
Rank: Guardmouse Enemy: Paul (guardmouse)
Cloak: Gold Fr iend: Tuk the Bandit
Raw Abilities Rating Special Abilities Rating

Mouse Nature 5 Resources 3

Will 3 Circles 3
Health 5
Belief: I ll build a good name for the Mouse Guard.
Goal: I must protect Dain and Robin.
Instinct: Anticipate what the patrol leader needs.
Skills: Fighter 5, Healer 3, Hunter 3, Survivalist 3, Scout 2,
Deceiver 4, Carpenter 4, Armorer 2, Stone Mason 2,
Lockhaven-wise 2, Governor-wise 2, Darkheather-wise 2
Tr aits: Compassionate (2), Watchful (1), Protective (1)
Gear: Halberd, two weasel knives, wood carving knife

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New Missions

Robin
Robin earned his cloak from his mentor, Quentin,
after the last years patrol. Quentin declared his
color to be orange to represent Robins warm,
generous disposition.
Age: 18 Parents: Kem & Bram
Home: Barkstone Senior: Vernon the Weaver
Fur Color: Light Brown Mentor: Quentin
Rank: Guardmouse Enemy: Thom (Patrol Leader)
Cloak: Orange Fr iend: Curran
Raw Abilities Rating Special Abilities Rating

Mouse Nature 5 Resources 4

Will 2 Circles 3
Health 6
Belief: I must embody the true ideals of the Guard.
Goal: I must personally ensure the safety of the townsfolk.
Instinct: Always create useful things in my free moments.
Skills: Fighter 4, Pathfinder 2, Scout 4, Survivalist 3,
Weather Watcher 4, Orator 2, Persuader 3, Potter 3,
Cartographer 2, Smith 2, Weaver 3, Snakes-wise 2,
Tunnels-wise 2
Tr aits: Fearless (2), Steady Paw (1), Generous (1), Idealistic (1)
Gear: Spear, knitting needles, masons tools and rope

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Dam Beaver Mission Structure
This mission is built around two complex
Last fall, on the river to the north of Lonepine, a obstaclesthe threatened town and the beavers
beaver erected a dam, created a pond and built themselves. One is a mouse obstacle, the other
a lodge. No one took much notice. The river level is an animal obstacle. The town must be dealt
was low. The pond was small. If anything, it was with immediately, otherwise it will be wrecked.
more of a curiosity than any trouble.
However, spring is here and the snow melt is GMs Turn
rapidly filling the new pond. The water level is When the patrol arrives at Lonepine, start the
threatening to flood Lonepine. mission with the mayor entreating the Guard to
help Lonepine. Hes lost control of the town.
Form Patrol
Floodwaters
The Dam Beaver mission can be used as a spring
The floodwaters are rapidly rising. The
mission for a patrol out of Lockhaven, or it can
townsmice are in a panic. The patrol must act
be inserted into a longer patrol.
immediately to save the town.
Assign Mission Before any real work can be done, the populace
This mission can be assigned by Gwendolyn or, must be calmed. This is a test of Orator versus
if the patrol is out near Lonepine, the mayor can Will 4. If this test is successful, the patrol can
send word and beg their help. organize the townsmice into two groups of
laborers. Each group can help with one task.
Session Goals The helping laborers provide one helping die.
The mission goal is to save Lonepine by
alleviating the beaver problem. At least one Once the mice are in order, the patrol must
player must take that as his Goal. The other fight the flooddigging trenches, laying
players can take Goals as they see fit. sandbags, etc. Use the spring season rating 6
for versus tests. The players can test Laborer
and Scientist.
You can use the results of these tests to tire
the patrol outto give them conditions and
bang them up a bit before the next obstacle.

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New Missions

Alternately, if the test to save the town is failed,


you can flood the town: Mice float by, clinging
to their belongings. This will provide serious
motivation to confront the beavers.
If the test to organize is failed, you can also
use a twist to bring Dains enemy, Tuk, into
the picture. Tuk is a bandit. He and his crew
will start exploiting the chaos in Lonepine for
their own benefit.

Beavers
Theres a stream to the east of Lonepine that
drains the Grasslake and runs out into the bay.
Late last year, the beavers built a damn across
it and then built a lodge in the center of the
pond they created.
Destroying the dam requires a full Scientist
conflict. Test Scientist plus Will for disposition.
Skills for actions are: Scientist for Attack
and Feint, Laborer for Defend, Carpenter for
Maneuver.
For the dam, you can use the Beaver Nature 7
or, if the beavers have been removed, use the
season, spring 6.
The beavers will come forth and defend their
dam if it is attacked. They wont directly attack
the mice, but theyll move about patching up
the structure as the mice try to tear it down.
There are two beavers living in the lodge. They
act as a team and help one another. Thus they

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roll 7+1D for all actions in this conflict (due directly compete with mice for food. Beavers
to their Building Nature descriptor). eat bark, green leaves and aquatic plants,
which are all plentiful in the Territories.
If the patrol decides to attack the beavers
before taking on the dam, then use a Fight The problem beavers pose is that they fell trees
Animal conflict first. Regardless of the result to build dams on rivers and lodges on lakes.
of the fight, the dam must still be tackled The trees could be home to mice or fall on a
afterward with a Scientist conflict. nearby mouse settlement. Even if thats not
the case, a beaver dam can block the flow of
Beavers are really bigtwo steps above mice
a river and ruin mouse industry downstream.
on the Natural Order scale. A savvy patrol
could mobilize the mice of Lonepine and turn Beavers are active year-round.
this conflict into a war on the beavers and their
dam. In this caseif the group has successfully
Beaver Nature 7
Gnawing, Building, Swimming, Tunneling
used Orator to mobilize the townuse a War
conflict. The beavers will try to defend their
Players Turn
dam. The patrol can lead the townsmice into
The Players Turn in this mission can be used
battle to kill the beavers and destroy the dam.
to rest and recover, of course. The patrol can
Choosing the correct conflict type depends on also help Lonepine cope with its new situation.
how the players react to the obstacle of the Maybe the populace must be evacuated and
dam. If theyre stuck, try something like this, relocated. The patrol must find a suitable
You must confront the beavers and get rid of location with shelter, food and water. Sandbags
that dam. You can tear it down, but its going and dikes are only temporary measures. The
to be an herculean effort. Any other ideas? patrol might have to carve a canal to redirect the
In a conflict, the beavers objective is to make flow and reduce the water level. Maybe Lonepine
their dam impregnable. If they succeed, needs to be rebuilt after the floodwaters recede.
Lonepine will either become flooded or If Tuk was introduced in the GMs Turn, then
completely cut off by the beaver pond. the patrol might have to deal with him in the
Players Turn. As a bandit, hell capitalize on the
The Beaver Lowdown
misfortune of others to enrich himselfstealing,
Beavers are massive rodents with large, flat
kidnapping and sowing confusion.
tails. They live on lakes or rivers and do not

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New Missions

Tuk the Bandit Another fun follow up is to have Thom and


Raw Abilities Rating Special Abilities Rating Pauls patrolRobin and Barons enemies
Mouse Nature 4 Resources 2 arrive at Lonepine. They come over the water in
boats, ready to solve the problem. If the beavers
Will 2 Circles 3
have been dealt with, they attempt to take
Health 5
credit and boss the patrol around. If the patrol
Skills: Scout 5, Fighter 4, Deceiver 3
failed, Thom berates Dain for incompetence and
Tr aits: Young (1), Driven (1)
inexperience. Thom then tries to take command
Weapons: Halberd
of the situation and solve it his way. His method
Ar mor: Light Armor
will be the opposite of whatever the patrol did
Tuk leads a band of six bandit mice armed with if they used science, hell go to war; if they used
bows and spears. warfare, hell use science.

Ending the Mission Given that Baron is Pauls enemy and Thom is
This mission ends when either the patrol has Robins enemy, there should be plenty of room
dismantled the dam and chased the beavers for conflict. The first obstacle in the next mission
off, or when the beavers have triumphed and should be a mouse obstacleThoms patrol!
rendered their dam impregnable to attack.
The former case is a victory for the patrol. The
latter is a disaster. Lonepine will be ruined if the
beavers triumph!

Continuing the Session


If the patrol successfully overcomes the beavers
and saves Lonepine, they can return to Lockhaven
and report in or they can take another mission in
the field. If Tuk wasnt captured or killed in this
mission, you can begin the next session with
him and his mice raiding Burl. The patrol will
have to deal with him before they move on.

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New Missions

Danger on the
Scent Border
Character Templates
Siennas patrol has been formed to repour a
section of the scent border in the summer of
1152. While in the field, they encounter Elymis,
who has lost his patrol in a weasel ambush.

Sienna
Age: 25 Parents: Argus & Loralyn
Home: Sprucetuck Senior: Volker the Apiarist
Fur Color: Sandy Brown Mentor: Odell
Rank: Patrol Leader Enemy: Ernst the Quartermaster
Cloak: Orange Fr iend: Kenzie
Raw Abilities Rating Special Abilities Rating

Mouse Nature 5 Resources 6

Will 5 Circles 4
Health 4
Belief: The Territories belong not to mice; we only own what
we can safely hold.
Goal: I must ensure the scent border is properly repaired.
Instinct: Always circumnavigate an obstacle before you fight it.
Skills: Scientist 4, Glazier 2, Persuader 3, Orator 2,
Apiarist 2, Fighter 4, Pathfinder 5, Scout 4, Apiary-wise 3,
Apothecary-wise 3.
Tr aits: Inquisitive (1), Clever (1), Natural Bearings (1)
Gear: Mace and a small pot of honey

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Bastian
Age: 33 Parents: Allyn & Maura
Home: Grasslake Senior: Kelwyn the Insectrist
Fur Color: Brown Mentor: Hunter
Rank: Patrol Guard Enemy: Goryn, Magistrate
Cloak: Deep Orange Fr iend: Timook the Fletcher
Raw Abilities Rating Special Abilities Rating

Mouse Nature 3 Resources 4


Will 4 Circles 4
Health 4
Belief: Hunting predators improves the quality of life for mice
in the Territories.
Goal: I will repour the scent border in order to prevent big
predators from entering the Territories.
Instinct: Aim twice, fire once.
Skills: Militarist 2, Hunter 6, Insectrist 3, Persuader 2,
Weather Watcher 2, Pathfinder 3, Scout 4, Turtle-wise 2,
Archery-wise 2, Lake-wise 2
Tr aits: Nimble (1), Scarred (2)
Gear: Bow and sword

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New Missions

Delvin
Age: 39 Parents: Garey & Nancye
Home: Flintrust Senior: Maire the Baker
Fur Color: Warm gray Mentor: Fabron
Rank: Patrol Guard Enemy: Shane the Harvester
Cloak: Grey (fur) Fr iend: Rand
Raw Abilities Rating Special Abilities Rating

Mouse Nature 5 Resources 2


Will 4 Circles 3
Health 4
Belief: A balance between aggression and defense is the
solution for mouse autonomy.
Goal: I must convince Sienna to hunt and destroy these
weasels before we do anything else.
Instinct: Always care for the mice in my patrol before caring
for my own needs.
Skills: Weather Watcher 3, Healer 2, Deceiver 2, Baker 3,
Survivalist 5, Cook 4, Fighter 3, Tool-wise 2, Shield-wise 2,
Herb-wise 3
Tr aits: Determined (1), Generous (1), Jaded (1)
Gear: Sword, shield and belt

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Elymis
Age: 42 Parents: Caitlin & Finnegan
Home: Sandmason Senior: Roibin the Scribe
Fur Color: Dark Brown Mentor: Oriana
Rank: Patrol Leader Enemy: Clarke the Cartographer
Cloak: Dark Violet Fr iend: Leith Weathermouse
Raw Abilities Rating Special Abilities Rating

Mouse Nature 3 Resources 5


Will 5 Circles 2
Health 4
Belief: Anymouse can become a threat worse than a predator.
Goal: I must rescue the rest of my patrol from the weasels.
Instinct: Always remain hidden and observe.
Skills: Fighter 3, Archivist 3, Deceiver 2, Healer 4,
Loremouse 2, Scout 4, Survivalist 3, Instructor 2,
Dune-wise 2, Poison-wise 3, Scent Border-wise 2,
Camouflage-wise 2
Tr aits: Quiet (1), Leader (1), Suspicious (1)
Gear: Sword, knife and belt.

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New Missions

Danger on the Assign Mission


Gwendolyn summons Sienna to her map room
Scent Border and informs her that shes dispatching her to the
Siennas patrol has been dispatched during high scent border outside of Ferndale. Sienna is to
summer to patch up the southwestern scent pick up a barrel of the scent fluid at Sprucetuck
border. The scent border is usually repoured and then head out for the border.
during the spring and fall. However, since Start the mission at the scent border. Simply
Ferndale and Woodruffs Grove fell in 1150, describe the journey and the transaction at
Gwendolyn has paid extra attention to the Sprucetuck. Theres no need to make any rolls.
border, ensuring that it is well-maintained.
GMs Turn
Form Patrol The GMs Turn begins with Sienna, Bastian and
Siennas veteran patrol consists of herself, Delvin arriving at the border outside of Ferndale.
Bastian and Delvin. Elymis is not technically Bastian and Delvin have been hauling a barrel
part of the patrol. of scent brew and theyre beat. They want to get
However, at the start of the mission, Sienna and this over with.
company encounter Elymis at the border. His
patrol was attacked by weasels! He joins up with
Sienna to help them complete their mission and
hopefully find his mates.
If youre playing with two or three players, use
Sienna and members of her patrol. The GM will
control Elymis. If you have four players, each
player takes on one of the patrolmice.

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Before they can get started, Elymis staggers Repouring the Border
from the underbrush. His patrol was ambushed Repouring the scent border is an Ob 4 Scientist
by weasel scouts. Hes lost and alone. He needs test. Laborer and Scent Border-wise can be
help. used to help. A map can be created using
Begin play here. Encourage Elymis player to Cartographer to act as tools or supplies.
take the lead. Its a dramatic scene! Dont tell the players the odds until they decide
if theyre going to tackle this obstacle or the
Choosing Between Two Obstacles
weasels.
There are two obstacles for the GMs Turn
wilderness and animal. The wilderness If this obstacle is tackled first, failure on this
obstacle is the repouring of the border. The test should result in conditions for the patrol.
animal obstacle is another weasel ambush. Make them Tired or Hungry. If this obstacle
The patrol can decide to repour the brew is tackled second, introduce Elymis enemy,
now and then hunt weasels or they can hunt Clarke the Cartographer. The patrol stumbles
weasels first and then repour the border. into his camp as hes being dragged off by
weasels!
If there is a dispute in the patrol, make a
Persuader versus test to determine which Weasel Hunt
party wins out. Unbeknownst to Sienna and Elymis, there are
two groups of weasel raiders operating in the
area. One group has captured Elymis patrol
Sela, Cerise and Annika. A second group
g p is

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New Missions

lying in ambush, waiting for the rescue party! Weasel Raider ChiefAlfo
This ambush is the second obstacle for this Raw Abilities Rating Special Abilities Rating

mission. Weasel Nature 5 Resources 3


If the patrol hasnt poured the scent brew yet, Will 4 Circles 5
the weasels ambush the party and attempt Health 5
to capture the liquid and make off with it (so Skills: Fighter 5, Scout 5, Pathfinder 4, Hunter 4,
weasel scientists can study it). Its a Fight Deceiver 4, Orator 4, Brambles-wise 4
conflict. The weasels goal is to get the barrel Tr aits: Jaded (1), Cunning (2)
of brew and get away. Gear: A weasel bow, maps of the Territories

If the patrol has poured the fluid out, then the Weasel Nature
weasels will attempt to capture the patrol in Weasel Nature is quite different from Mouse
its entirety. Nature. Their Nature does not encourage
This raiding party does not have Sela, Cerise them to hide and flee. Instead, it drives them
and Annika, but they know where theyre to trick their prey, kill them, take their stuff and
being kept. gloat about it. Their Nature descriptors are:
Aggressive, Gloating, Clever and Burrow Stealer.
Weasel RaidersMim, Fank, Go
Fighting weasels is an interesting undertaking.
Raw Abilities Rating Special Abilities Rating
Theyre intelligent and they use tools. However,
Weasel Nature 4 Resources 2
they are also savage animals. Thus, use the
Will 3 Circles 2 Fight Animal conflict when confronting them.
Health 5
Skills: Fighter 4, Deceiver 3, Scout 4, Hunter 3 Players Turn
Tr aits: Cunning (1) There are a lot of options for the Players Turn.
Gear: Light armor, an axe, an empty sack The most pressing issue is recovering Elymis
missing patrol. Their rescue is not part of the
GMs Turn. It must be accomplished in the
Players Turnthe players must spend checks
to do so.

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To find the weasel camp, the patrol must using Nature and try to use a ruse to free them.
make a Scout test versus the Weasel Nature 5 Or they can launch an attack. Or something else.
(Burrow Stealer). Theyre hiding out in an old Its up to them.
rabbit warren. Theyve just finished torturing
Sela and Cerise are full up on their conditions
and interrogating Sela and Cerise. Now theyre
hungry, angry, tired, sick and injured. Once
preparing to eat them. The players can decide
rescued, they need to be tended to.
how they will effect a rescue. They can sneak in
Annika is missing. She escaped the ambush,
y , but is in much worse shape. Shes
like Elymis,
wandering the Darkheather,
lost and alone. If questioned,
the weasels will claim that
they killed her in the raid.
Sela and Cerise, once theyre
tended, to will recall a different
picture. They remember Annika
escaping capture and making a
run for it. To find Annika, the
patrol must make an Ob 6 Scout
test. Shes lost and wandering
tired and injured.

Weasel Kidnappers
Use the stats from the previous
page. There are four weasels
Mung, the chief, and three
raiders, Huiy, Kol and Ren.
Their mission is to kidnap and
interrogate guardmouse patrols.
Whereas Alfos raiders are to
follow Mung and intercept any
mice who try to mount a rescue.

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New Missions

Both groups are gathering intelligence for their Continuing the Adventure
Tunnel Lord, Fin the Brutal. Hes planning on This mission is rich with possibilities. The patrol
making some raids into Sprucetuck, Dorigift could be stuck in the Darkheather and have to
and Gilpledge. find their way home during the GMs Turn. And
holy cow, that gives the GM the opportunity
Ending the Mission to throw in some monstrous Animal and
Once the mice from Elymis patrol are rescued,
Wilderness obstacles. All sorts of wild beasts
the patrol can head home to report and
roam the wilderness out here!
recuperate. This requires an Ob 4 Pathfinder test
to get back to civilization. Or they can send the Theres also the matter of Fin the Brutal, the
wounded home and stay in the field to deal with weasel Tunnel Lord. The patrol can head back
the weasel problem. No test is required for the to Lockhaven and report in about him. Or they
wounded if theyre sent out on their own. Their can decide to track him down and take him out
fate is entirely up to the GM. themselves. The risk is that if they fail in their
mission and fall before the Tunnel Lord, there
Of course, this presumes that the patrol itself
will be no one to warn the Territories. But if they
didnt get lost in pursuit of the kidnappers. If they
wait, Fin might begin raiding before they can
did, then the Pathfinder test to get home is much
mount a defense.
harderOb 6 (and thats being generous).
And if any of Elymis patrol werent found,
If theyre out of checks, then the next GMs Turn
the patrol can engage in a concerted search
begins in the Darkheather.
and even gather help from nearby towns. This
Check Check mission can potentially spawn many sessions
This is at least a six-check Players Turn: of action.
find the camp, effect a rescue, tend both of
the wounded, find Annika, get home. And
thats provided everything goes smoothly and
simply. To pull that off, someone is going to
have to earn some checks in the GMs Turn.
And that count doesnt leave room for the
players to recover or reequip. Theres a lot of
pressure on the patrol for this mission.

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T
he boxed set comes with a suite of new materials for playing Mouse Guard: cards, dice,
new sheets, a GM reference screen, a map and even a figurine. This chapter describes how
to incorporate the materials into your game.

New Character Sheets


Name:
Age:
Home:
Parents:
Senior Artisan:
Mentor:
Relationship Rules
Parents: If in your home city, your parents will help
you recover from being hungry, thirsty or tired. They
can also provide supplies or tools where appropriate.
Raw Abilities

Mouse Nature
P:
F:
Abilities
Rating Advancement Special Abilities

Resources
Rating Advancement
P:
F:
Mouse Guard
Basic Dice Rules
Weve redesigned the character sheets to be square, to match
Senior: When in Lockhaven, your senior will provide P: P: When testing, roll the number of dice
Will Circles
Fur Color: Friend:
help and supplies as appropriate to his trade. F: F: listed with your ability or skill.

the book. Square character sheets are cool. In the redesign,


Mentor: If available, Mentors will help only in P: Independent Tests: The player must roll 4s or
times of great danger. They will never do your duty Health F: better (successes) equal to the obstacle.
Guard Rank: Enemy: for you.

Skills
Versus Tests: The player must generate more
Friend: If available, a friend will help with tests in successes than his opponent.
Cloak Color: which hes skilled.
Skill Rating Advancement Skill Rating Advancement I Am Wise: The player may add +1D by
Enemy: Your enemy will hinder you at every incorporating one of their related Wises.
P: P:
Belief opportunity. Fighter F: Orator F: Teamwork: Help from another player adds +1D
Rewards Playing a
Conflict Goal Healer
P: P: Nature Rules
Belief earns Deceiver
Fate a Fate Point F:

P:
F:

P:
Mouse Nature can be used for escaping,
Hunter F:
Persuader F:
climbing, hiding, and foraging.
Goal

we changed out some of the rules information on the sheets.


Acting with your Nature: Use Nature in place
One point alllows you to reroll P: P: of any relevant skill.
any axes ( ) as new dice Accomplishing Instructor F: F:
a Goal earns a Acting against Nature: Use Nature in place of
Persona Point P: P:
Pathfinder any ability or skill, if test is failed, Nature is taxed
Persona F: F:
by the margin of failure.
Conflict Actions Scout
P: P:

Add one die per point


Instinct Action 1 Action 2 Action 3
F: F: Tapping Nature: You may spend a persona point
to add your Nature rank to any roll aside from
Playing an P: P:
spent or tap Nature Instinct earns Attack Attack Attack Survivalist F: F:
Resources and Circles. If outside of your Nature,
a Fate Point the ability is automatically taxed by 1. If the roll
Defend Defend Defend P: P: is failed, Nature is taxed by margin of failure.
Feint Feint Feint Weather Watcher F: F:

We added the relationship rules, and took most of the conflict


Maneuver Maneuver Maneuver P: P:
Advancement Rules
F: F: P= Pass; successful tests. F= Fail; failed tests.

Disposition P:
F:
P:
F:
Advancement requires: Passed tests equal to the
skill rank and Failed tests equal to one less than
Starting Current P: P: the rank.
A D F M
F: F:
Learning a new skill requires: tests equal to
A I V I V
P: P: Nature rank.
D V I V F: F:
F I V I Using Traits and Checks
M V V I I
Conditions Traits Earning Checks by Using Traits

rules and put them on the front left panel of the GMs Screen.
Trait Name Trait Level Used For Used Against Against Yourself
Draw your mouse. Hungry/Thirsty 1: 2: 3: 1: -1D to any test earns one check for the Players
Gear and Possessions -1 to disposition to any conflict.
1: 2: 3:
Turn.
2: +2D to opponents versus test earns two
Gear is limited to what you can carry (as depicted by you on the sketch above). Successes Angry (Ob 2 Will)
Dice: checks for the Players Turn.
{

Possessions are kept in Lockhaven or another location. -1 to disposition for any conflict
that uses Will as its base. 1: 2: 3: 2: Breaking versus test tie in opponents favor
earns two checks for the Platers Turn.
Tired (Ob 3 Health) 1: 2: 3:
Contacts -1 to disposition to any conflict.
1: 2: 3: Spending Checks in the Players Turn
Snakes Swords Axe Injured (Ob 4 Health) 1: One test during Players Turn costs one check.
-1D to skills, Nature, Will and Trait Benefits: Level 1: +1D per session; Level 2: +1D per 2: Recovery during GMs Turn costs two checks.
Health (but not recovery).

All weapons for all conflicts are now listed on the inside left
appropriate roll; Level 3: Reroll failed dice once per session. 3: Elevate trait for remainder of session costs three.
Sick (Ob 4 Will) 2010 Luke Crane and David Petersen. All Rights Reserved.
2/4:It costs two checks to recharge a used level 1
2010 Luke Crane and David Petersen. All Rights Reserved. Sheet design by Ben Morgan. http://www.burnafterreadingpress.com/ trait, four checks for level 2.
-1D to skills, Nature, Will and Sheet design by Ben Morgan. http://www.burnafterreadingpress.com/
Health (but not recovery).

panel of the GMs screen.


We also redesigned the trait list to make it simpler and clearer. We hope you like it.

42

boxedsetsupplement_r6.indd 42 10/1/10 7:42 AM


New Materials

New GM Sheets Axes are 6s. You can spend fate points to
explode them, just like you would for a 6 in the
We also made the GM
Mouse Guard gm sheet original game.
Player Name: Character Name: Missed Session/Prologue:
Parents: Home: Specialty:

Sheets square, like the book.


Senior Artisan: Mentor: Friend: Enemy:
Belief:
Goal:
Instinct:

Player Name: Character Name: Missed Session/Prologue:

GM Reference Screen
Parents: Home: Specialty:
Senior Artisan: Mentor: Friend: Enemy:
Belief:
Goal:
Instinct:

Player Name:
Parents:
The front face is pretty much
Character Name:
Home:
Missed Session/Prologue:
Specialty:
Senior Artisan: Mentor: Friend: Enemy:

the same as the original, but


Belief:
Goal:
Instinct:

Player Name: Character Name: Missed Session/Prologue:


Parents: Home: Specialty:

In order to put some information right under


Senior Artisan: Mentor: Friend: Enemy:
Belief:
Goal:
Instinct:

Player Name:
Parents:
Senior Artisan:
weve changed the backCharacter Name:
Home:
Mentor:
Missed Session/Prologue:
Specialty:
Friend: Enemy:
Belief:
Goal:
Instinct:

significantly. Rather than


2010 Luke Crane and David Petersen. All Rights Reserved. Sheet design by Ben Morgan. http://www.burnafterreadingpress.com/
your whiskers, we cooked up a GMs screen.
make them solely conflict Its not meant to hide anything from the players
sheets, we shrunk down the conflict stuff and per se. The GM should still roll in front of the
added procedures for the whole sessionfrom players.
building the mission to giving rewards. But the art is pretty and the tables handy; we
thought youd find it useful.
Dice
David Petersen designed some really sweet Cards
custom dice for the boxed set. Faces 1-3 have Weve provided four sets of cards to help you
snakes on them. Faces 4 and 5 have swords. The play Mouse Guard quickly and colorfully.
6th face has an axe.
Action Cards
Weve included three decks of 12 action cards.
Thats each of the four actionsAttack, Defend,
Feint and Maneuverrepeated three times in the
1-3: Snakes 4-5: Swords 6: Axe deck. Give one deck to each teamplayers or GM.
{

Successes A
Attack Defend
D FFeint Maneuver
M
Ma
a

Pretty, right? But how do you use them? Its


simple. Snakes are not successes. In the Mouse
Guard rulebook, we called them cowards. But Actions A D F M
Actions
Actions
titions
ioons
ns
ns A D F M
Interactions Actions
Actio
A
Action
iion
ons
nss A D F M

well call them snakes from here on out. Much I


Ob 0
V I
Ob 0
V
Actions
Actio
Actions
Action
titions
ioons
ionnnss
IInteractions
Inte
Interact
nteract
n eraacttion
ioon
iions
oons
nnss
A
V
D
I
F

IInteractions
Interact
nteract
ntera

V
te cttiions
M
ioon
ion
ons
nnss I
Ob 0
V
Interactions
In
I
Intera
Interact
teracctions
teract
Ob 0
tion
ioon
io
ions
ons
nnss V V I
Ob 0
I
Ob 0
Ob 3
cooler.
Swords are regular successes. Count them as
you would count 4s and 5s.
43

boxedsetsupplement_r7.indd 43 10/20/10 5:24 PM


In a conflict, choose your three actions from the
deck. Lay them in front of you in the order you
intend to play them. Reveal them one at a time.
All teams reveal at the same time. Use the action
Hungry, Thirsty A
Angry Tired
T Injured
IIn
n
interactions as normal. Disposition: -1 in
any conflict
Disp
Disposition:
D i po
W il
Will-based
-1 in any
conflict.
Disposition:
D
Disp
i po -1 in any conflict.
--1D
1D to
R
N
ess
t all rolls except
Resources
ot
and Circles.
o applied to recovery.
Not
Recovery: Ob 1 Baker, Cook Recoo
Recovery: Ob 3 Health test,
or Resources test, or use Recovery:
Recoov Ob 2 Will test. Ob 2 Resources or use one
Ob R ecoov
Recovery: Ob 4 Health or
one of your relationships. o your
of y relationships. Ob 3 Healer test.
Ob

At the end of the round, put your cards back Recovery Order: 1
Recovery
Recoov Order: 2
Reeec
R ecoo
Recovery Order: 3 R ecoov
eec
Recovery Order: 4

in your deck and choose three new actions.


Dont discard anything. Lay out your new set of I also recommend checking off the condition on
actions in front of you as described above. Rinse your character sheet. That way, you can keep
and repeat until the conflict is over. track of your conditions even if you misplace the
card or the condition carries over to the next
Weapons Cards session.
Weapons cards are largely self-explanatory.
Pick your weapon from the deck. Keep it next to Other Cards
your character sheet. Weve also provided the conflict disposition
and conflict skills/action tables on cards for
easy reference. And to round out the collection,
we added cards with the action mechanics
Bow
Quality
uality
ity
it
tyy Effect Halberd
Ha
Halberd
a descriptions.
Sword Axe Missil
Missile
issile
ssile
sile
le
le Attack: Attack versus;
Quality
Maneuver independent
y
le ((a
le
Versatile axe))
(axe)
Effect
+1s Attack,
Quality Effect Quality
Quali
Q
Qualit
Qua
uality
u lity
ity
ty Effect
Eff
Ef
f oD
Hard to efffe
e end
Defend d +1D Attack vs Def. -1D Defend or Feint.

Map and Figurine


Useful +1D to any action Deadly
Dead
Deadl
D dly
y
Deadly +1 Attack
+1s ang
an
ang
nge
Long Range +2D Maneuver Versatile le ((s
le (sp
ssp
pea
ar
(spear) +1D Maneuver as Spear
Choose action during conict. Slow
lo
low
lo
Choice -1D Defend, Feint
-1D against shorter-ranged
Choose mode before
sticks for remainder of conict. weapons rst action.

Length: NORMAL SPEAR THROWN Length:


Length
LM
eng
ength:
ngth:
ng
n
ngtgttth
gth
gth:
g
ISSILEh: NO
ORMAL
ORM
OR
RM
R
RMA
M
MA
AL SPEAR THROWN Length:
MISSILE NO
ORMAL
OR
ORM
RMAL
RM SPEAR THROWN Length:
MISSILE NO
ORMAL
ORM
OR
R
RM
M
MA
AL SPEAR THROWN MISSILE

We provided the map and figurine just for fun,


Condition Cards so you can mark out where your patrol is on the
When your character suffers a condition, grab map, just like Gwendolyn does. She marks each
an appropriate card from the condition deck and patrol leader. Then she place a colored stone,
lay it next to your character sheet. corresponding to cloak color, for each of the
patrol members. We didnt provide the stones,
but Im sure you can find some to match your
patrol.

44

boxedsetsupplement_r6.indd 44 10/1/10 7:42 AM

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