Mission in Mash Mashel

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Mission in Mash Mashel( Swedish: Uppdrag i Mos Mosel) was the first adventure released to the first version of Mutant. Questioning it's importance is not allowed. Let us start, shall we?

You have all seen a poster saying that you should contact Nicholas fon Rinj for a dangerous but well-paid mission. You all meet at his palace in the trade district. It is a magnificent building made of white stone and with black pillars around it. Inside, you get greeted by a servant of his. The servant leads you to him.

"Godday!

My name is Nicholas fon Rinj and I am one of the wealthiest traders. One of my suppliers is named Varg and lives in Mash Mashel, a small village in the northern Cyllmauntens. The deliveries stopped two weeks ago and I haven't heard from him since. I sent an Inspektaré Jerry Kokky but I haven't heard anything from him either. Your mission, if you accept it, will be to find the hindrance and... remove, shall we say? Remove it from the trading. And find also out what happened to Kokky! You get 50 Iron for it. After it is finished. Well, do you accept?"

Fon Rijn's uneasiness is justified. Varg is dead. The whole village is paralyzed in fear after the horrible events that has happened that last months. Villagers have disappeared for about a week and then suddenly come back. But they have changed - cold and emotionless copies of their former selves. A Slaughter Tree has secretly been eating and copying the villagers. The people who disappear get captured by the lils at night and fed to the tree. The tree is rooted in Biobunker VII. Varg suspected that the answer could be found in the mayor's safe, but got detected and shot at while trying to investigate it. However, the lil didn't manage to capture Varg, who is severly wounded. There is nobody in Varg's house. The two bodyguards got killed in an ambush the same night and their corpses lay in the basement. The police, who are lils, have sealed off the house to prevent anybody to get in there. The police also caught Kokky, who is starving in a prison cell. If the players tell their true intentions, the lils will closely observe. They are just waiting for a good time to ambush them.

The PCs get to the village with a ferry. Nothing dangerously important happens during the trip.

Mash Mashel

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 goup 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 pistole in a shoulder holster. If they try to break in at night they will have to get a succeful 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 succed 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 inhabitated 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.

Tariff Bridge

"There is a tree shed beside the stone bridge. At the left side of the bridge is a sign with the text 'Tariff - 1 Ir for everyone that passes.' Two men with guns stand outside the shed. They wear hardened leather with scrap strengthening."

The tariff guards are lils as well. They demand one Ir of the players for every person each time they want to go over the bridge. If the PCs ask the guards if anything strange is happening in the village they will answer that they have not noticed anything unusual.

Valdmar's Inn

Farmhouse

Forge

Carpenter

Farmhouse

Varg's House

Farmhouse

Wine Merchant

Police Station

"These two buildings seem to be very well built. They are unusually burly and strong. There is a sign above the larger house with the text 'Police Station' and by the smaller one hangs a sign with the text 'Penitentiary'. There is a heliograf at the police stations roof."

Farmhouse

Farmhouse

Tailor

Farmhouse

Fishmonger

Jeweler

Farmhouse

Farmhouse

Miller

Graveyard

"A trodden path leads through a thick and dark forest to the graveyard. The graveyard is surrounded by a low stone wall. A storage shed is located in the north and it is completely silent"

Nothing special happens if the player arrive during daytime. However, at night... In a series of paths and labyrinths there lives 1t6 chipmunks. They will flee if the PCs try to attack them but talk to them otherwise. The chipmunks know that something strange is happening down in Mash Mashel. The only specific thing they can mention ,however, is that they saw the Mayor and the police meet in secret in the forest around the graveyard. They did not even hear what they talked about.

About Mash Mashel

Mash Mashel is a village built by a river. Varg used it every once in a while to ship heavy finds. All houses in the village have two floors and are made of timber. The roads are covered with gravel and the bridges are made out of stone. The villager all have 35% in AGI-based skills and got 13 in all basic attributes.

All villagers who are not lils(except the couple in house 19) knows that something strange is happening. They know people disappear to return shortly thereafter. When asked they just answer that they would be away for a while. The people in the village still think that they seem strange and stiff after their return.

All villager except the chipmunks in the graveyard, who are not viewed as citizens, are Non-mutated humans.

Bunker cleaning

Biobunker VII is in the frobidden zone. It is two days walking to get to the zone and three days from there to get to the bunker.