1. The document describes a setting called the Sanctuary Within a Silo, which is a massive grain silo that serves as a safe haven for miles around.
2. Inside the silo, factions have formed among the various creatures residing there, including the City Council of mice, the Merchant's Guild, and a teenage street gang of chipmunks called the Chip-Punks.
3. Tensions and rumors abound, including accusations of treason, poison plots, and supply issues, while outside threats lurk in the form of coyotes and other predators in the surrounding wilderness.
1. The document describes a setting called the Sanctuary Within a Silo, which is a massive grain silo that serves as a safe haven for miles around.
2. Inside the silo, factions have formed among the various creatures residing there, including the City Council of mice, the Merchant's Guild, and a teenage street gang of chipmunks called the Chip-Punks.
3. Tensions and rumors abound, including accusations of treason, poison plots, and supply issues, while outside threats lurk in the form of coyotes and other predators in the surrounding wilderness.
1. The document describes a setting called the Sanctuary Within a Silo, which is a massive grain silo that serves as a safe haven for miles around.
2. Inside the silo, factions have formed among the various creatures residing there, including the City Council of mice, the Merchant's Guild, and a teenage street gang of chipmunks called the Chip-Punks.
3. Tensions and rumors abound, including accusations of treason, poison plots, and supply issues, while outside threats lurk in the form of coyotes and other predators in the surrounding wilderness.
1. The document describes a setting called the Sanctuary Within a Silo, which is a massive grain silo that serves as a safe haven for miles around.
2. Inside the silo, factions have formed among the various creatures residing there, including the City Council of mice, the Merchant's Guild, and a teenage street gang of chipmunks called the Chip-Punks.
3. Tensions and rumors abound, including accusations of treason, poison plots, and supply issues, while outside threats lurk in the form of coyotes and other predators in the surrounding wilderness.
reside within? published under the Mausritter Third stifle the safety of the rodents that affiliated with Losing Games. It is power and what troubles seek to ManaRampMatt and are not crime is on the rise. Who holds the independent productions by in the Silo. Factions have formed and Sanctuary Silo and Rittermarch are But things are not all fun and games Spark Tables from the same book. hound himself. McDowall's Electric Bastionland and the silo's only protection is the Prince Mapping Bastionland section of Chris roam and hunt all the lands and the The map of the Silo uses the only safe haven for miles. Coyotes GrayMoth . as well as the Tavern Generator by named Prince Edward; Rain Ry is the Player Species supplement by GrayMoth and a enormous Irish ElK Hound encourage GMs and players to use the to Chipmunks, Squirrels to Sparrows This mini adventure location herein. Denizens ranging from Mice In this "Mini-Zine"... Rain Ry. Over 1000 creatures reside home to the bustling metropolitan of lies a massive Grain Silo. This silo is Attacks: d12 bite, Bark (see Bestiarium 'Hound') locals as the Holt of the Coyotes, 18hp, STR 16, DEX 12, WIL 10 and daunting forest, know by the Warband Scale Surrounded by over a mile of thick Sanctuary Within a Silo... Prince Edward (Irish Elk hound) 1d6 Adventure Hooks 1d6 Encounters in the Holt 1d6 Rumors Around Town Factions: 1 You have been asked to 1 1d2 Coyotes hunting. 1 The Chipmunks are seeking The City Council investigate the murder of a 1d4 Coyotes on patrol. to over throw the mice in Resources 2 • Control of Rations squirrel noble. the City Council. (True) • Taxation Power 3 2d6 Mice running from 2 Rations have been low, and 2 Merchants are sabotaging • Head of the City Guard danger. Goals you have been sent to their own goods to frame the 4 1d6 Coyotes feeding on a oo Maintain order and financial stability restock the holdings. Chip-Punks. (Semi-Truth) kill. ooo Quash the Sporeshroom trade in the Slums 3 You are on a diplomatic 3 The Squirrel Nobles have 5 1d10 Landsknechts with 2d4 mission to Prince Edward made a deal with the Merchant’s Guild Mouse merchants and a seeking aid. Coyotes to poison Prince Resources rabbit cart. • Production of all materials and industry 4 Merchants trade routes have Edward. (False) • Control of trade and pricing 6 Prince Edward battling 2d6 been being looted deep in 4 The mice are hiding a trove • Voice of the common Mouse Coyotes, he has the upper Goals the woods. of over 5000 pips worth of paw. ooooo See the Chipmunks leave the Silo 5 One of you party’s family treasure somewhere in the members has gone missing Silo. (True) ooo Usurp the City Council as the true power near the Holt. Coyote 5 Sporeshroom, a psychedelic The Chip-Punks (Teenage Street Gang) 6 A sparrow flies to you and 10hp, STR 10, DEX 15, WIL 15 drug is ravaging the slums. Resources • Sporeshroom trade tells tale of a massive Attacks: d8 claw No one knows who is selling • Secret passageways in the Silo treasure somewhere in Rain Critical Damage: Hold in Mouth and Flee it. (Semi Truth) • A small horde of pips Ry. 6 The Coyotes are planning a Goals siege of the Silo. (True) ooooo Prove their place in the hierarchy 4 5 6 7