TEXT: Sample Mission
  I’ve taken Mouse Guard Issue One, Belly of the 
  Beast, of the Fall 1152 series and refigured it as 
  a sample mission for the roleplaying game. Note 
  that many of the cool twists in the story are not 
  preplanned by the GM or the players. In the 
  game, they arise organically from play.
  Also, this sample mission is presented before 
  you’ve had a chance to delve into the mechanics 
  in the next chapter, Resolution. Therefore, this 
  sample focuses on the structure of play. 
  Gather
  Gather your friends together to play. For this 
  mission, three players are best, but you can play 
  with two or four as well.
  Form Your Patrol
  Once you’re sitting around the 
  table, decide who’s going to be 
  the GM for this mission. Then 
  pick your characters from the 
  four sample templates: Sadie, 
  Kenzie, Saxon and Lieam. You 
  can pick any combination of 
  the four. You can play Kenzie, 
  Saxon and Lieam or Sadie 
  and Lieam or just Kenzie and 
  Saxon. Whatever you want.
  Prologue
  Since this is your first session with a new patrol, 
  you don’t need to do a prologue. Skip this step. 
  If you continue this mission in another session, 
  one of the players will give a prologue then. He’ll 
  recount what happened during the previous 
  session—the one you’re about to play.
  Assign Mission
  This mission is called Find the Grain Peddler. It 
  starts in Fall 1152. The weather is clear and 
  crisp.
  Gwendolyn says, “I need you to patrol the trail 
  between Rootwallow and Barkstone. A grain 
  peddler has gone missing. Find him.”
  
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  The GM says, “Gwendolyn pulls Kenzie* aside 
  and says, ‘This grain peddler might be a spy 
  selling secrets about Lockhaven. I need you to 
  determine if this is true or not.’”
  Everyone at the table hears the special 
  assignment, but it’s understood that it’s an item 
  for Kenzie to worry about, not the rest of the 
  patrol.
  *If Kenzie’s not in play, give the special 
  assignment to the mouse leading the patrol.
  Write Session Goals
  After hearing the mission assignment, you write 
  a Goal for your character for this session. Listed 
  here are the Goals for the sample characters for 
  this mission. You can keep them or change them 
  if you like.
  Kenzie: I must find evidence that will determine 
  if the grain peddler is a traitor or not.
  Saxon: I will protect Kenzie and Lieam on this 
  patrol.
  Lieam: I will show Kenzie and Saxon that I am 
  a valuable member of the patrol.
  If you’re using Sadie on this mission, you 
  definitely want to change her Goal to something 
  more appropriate.
  Sadie: I will discover why Conrad’s communica-
  tions from Calogero have stopped. (This goal isn’t 
  appropriate for this mission. It’s for Sadie’s solo 
  adventure in Fall issue 2. You should change it 
  to something like, “I will ensure our tenderpaw 
  is not harmed during our patrol.”)
  Designing a Mission
  The plan for this mission is for the patrol to 
  track the mouse through the wilderness using 
  the Scout skill. If they find him, they’ll need to 
  interrogate him. A wilderness obstacle and a 
  mice obstacle, that’s all you need to get rolling.
  GM’s Turn
  The GM starts the game by saying, “You’ve been 
  on the trail for quite a while. There’s no sign 
  of the missing mouse. If you want to catch him 
  before he reaches Barkstone, you’re going to 
  have to make a Scout test.”
  Scout is tested against the grain peddler’s 
  Nature 6—searching versus hiding. If the test 
  is passed—if the player rolls more successes 
  than the GM—the patrol catches up to the grain 
  peddler on the trail.
  Animals Twist
  If the Scout test to find the grain merchant is 
  failed, use an animal twist. Rather than finding 
  the grain peddler, they only find his overturned 
  cart. The grain peddler was eaten by a snake. 
  The snake’s nest is nearby, so it attacks the 
  patrol, too. 
  
  At first, the snake just tries to drive the 
  patrol away from its nest: Snake Nature 7 
  versus Mouse Nature. The patrol may use 
  teamwork.
  If the patrol persists in remaining in the area—
  if they continue to search for the missing 
  mouse—the snake attacks. Use a fight animal 
  conflict to resolve the situation. The snake’s 
  goal is to defend her nest. 
  Player Suggestions
  The players might ask to search the area for 
  clues. Ask them what they’re looking for. They 
  can use Nature or Scout depending on what 
  they’re look for. If successful, they find the 
  map. If unsuccessful, they find the snake’s 
  burrow and her eggs. 
  Found Mouse
  The grain mouse has a cart full of grains and 
  his straw hat. Hidden in the grain is a very 
  detailed map of Lockhaven. In order to find the 
  map, the patrol must do one of two things: They 
  must interrogate the mouse using Persuader 
  or Deceiver or they must dig through the cart 
  searching for it. 
  To interrogate the mouse, one of the patrol 
  mice must question the GM, pretending he’s 
  interrogating the spy. Make a versus test 
  between the player’s skill and the grain peddler’s 
  Persuader 4 skill. The grain peddler should try to 
  convince the patrol that he’s innocent.
  If searching for the map, one of the players must 
  state that his character searches the cart. It’s an 
  Ob 4 Nature test to find the map. Why? Because 
  it will require a stroke of luck. According to the 
  Factoring Obstacles list, tasks that require a 
  stroke of luck are obstacle level 4.
  If the interrogation or Nature test is failed, it’s 
  an excellent chance to experiment with using 
  conditions in the game. Try giving the player 
  the map under the condition that his character 
  is made Angry by it.
  The Grain Peddler
  These ability and skill numbers were pulled 
  from the Peddler listing in the Denizens of the 
  Mouse Territories chapter. They were modified 
  to suit this adventure.
  Raw Abilities
  Rating
  Special Abilities
  Rating
  Nature 
  
  
  
  
  
  
    
  6
  Resources
  3
  Will
  3
  Circles
  5
  Health
  4
  Skills: Haggler 5, Persuader 4, Grain-wise 4
  Traits: Cunning (1)
  The Snake— Nature 7
  The snake in this mission is a milk snake. 
  Its Nature aspects are: Hunting, Secretive, 
  
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  Slithering, Constricting. Its weapons are: Bite—
  +1D to Maneuver. Rattle—+1s to successful 
  Feint. Coils—+1s to successful Attack.
  Weapons are described in the Resolution
  chapter.
  Players’ Turn
  Once the snake has been dealt with and the map 
  discovered, the GM should say, “I’m done. It’s 
  your turn. You each have one free check that 
  you can spend, plus any others you earned. You 
  have a lot you can do now. 
  “You can recover from your conditions, you 
  can head into Barkstone and investigate there, 
  you can head back to Lockhaven to report or 
  something else that you might have in mind. 
  What would you like to do?”
  The simplest option is to try to recover from any 
  conditions and then make a Pathfinder test to 
  head to Barkstone. 
  End of Session
  After the players have spent their checks and 
  played out their scenes in the Players’ Turn, 
  the session is nearly over. There’s one last bit 
  to do. Each player should read his Belief, Goal 
  and Instinct aloud. The proper rewards should 
  be given for playing Beliefs and Instincts and 
  accomplishing goals. Then the group awards the 
  MVP and workhorse rewards. 
  In this mission, the player who discovers the map 
  is probably the MVP. The player who defeats the 
  snake is probably the workhorse. Lastly, talk 
  about moments of great roleplaying and give 
  those players an embodiment reward.
  After that, you’re done!
  Continuing the Adventure
  Obviously, this adventure isn’t over. Someone 
  is trying to find secret information about 
  Lockhaven. What are they going to do with it? 
  Who are they? 
  
  If you want, you can play out the continuing 
  adventures of your patrol as you try to answer 
  these questions. Next time you sit down to 
  play, everyone should keep the same roles—the 
  players with the same characters and the same 
  player acting as the GM. 
  Now that you’re in the field, Gwendolyn’s not 
  there to help you out. You’ve got to cut your own 
  path. The players and GM should briefly discuss 
  what direction they want to go in. Then the GM 
  can assign the mission for the night: “Discover 
  the traitors in Barkstone,” for example. Once you 
  have your mission, play the session in the same 
  manner described above.
  Continue this process until you’ve played out the 
  season. Once winter comes, you’ve got to return 
  to Lockhaven. See Winter in Seasons for what 
  to do then.
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 13-15 (Competent readers, competent writers, Able to do all basic math, can handle darker themes)/Mouse Guard/Mouse Guard Example Mission.pdf