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Mission in Mash Mashel
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=== The Mayor's Residence === "A broad bridge made out of stone leads to a house that seems to be of a higher standard than the other ones. Before the double front door stands two guards with guns and hardened leather. They look sharply at you and fixes the guns they carry. There is a sign above the door that says 'Mayor'" Everybody in the house is a lil. The group needs a good reason to speak with the mayor. One of the guards escorts them to the office. The mayor and his wife sits in the office. There is a large desk and some chairs. Beside the rooms only window stands a safe. The mayor is named Gottfried and his wife's name is Mariana. They are in their sixties. If the player tell about their mission the mayor will nod and say that he suspects a person, but he has to check one thing first. Gottfried will then ask them to come back the following day so he can tell them more. He will set a trap if the PCs are dumb enough to come at the appointed time. They will get invited to the library which lacks windows and get shot down by the lils. If the players pay attention they will notice that the mayor is acting a certain way; cold, stiff and emotionless. To give the players a chance all the lils has to be played the same way! The mayor got a map on himself with biobunker VII marked. A player who strip-searches the mayor will easily find it. Both Mariana and Gottfried have a pistol in a shoulder holster. If they try to break in at night they will have to get a successful stealth roll. Otherwise they will bump into the two guards doing the night round. By the window the Gm rolls Observation to see if the group spots a tin cooper thread that goes above the window. If it fails the thread will break when the window is opened or smashed an sound an alarm. In that case 1d8 lils will come in rushing in in 1d4 minutes to investigate. The two guards will come automatically in 1d8 rounds. However, if the PCs succeed at the roll they will notice the trap and can easily disarm it and then open the window. Knowing Traps is not needed, unless the GM wants it to be. The players can then try to open the safe. If the players have Fripps code breaker there is 90% chance it will open. The safe keeps a map over the village with all the houses inhabited by lils marked with a red cross. A map which shows an arrow from the forbidden zone to Mash Mashel and then to [[Isle of Kharl]], a plast tree and a can with plant nutrients. There is also a bunch of worthless papers with an considerable pile of dust on it.
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