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72

Suddenly, three robbers confront you, looking nacing. One has a Great Double Axe, the next a Dwarven Musket [ranged weapon, Power 6, single shot, unusable afterward], and the last a strange dwarven weapon that shoots clouds of pepper: a Pepper Gun.

“Your money or your life?”

You can pay 30 Coins to pass unhindered (for less, the bandits will suspect you of not giving them everything and will attack you), or confront them as a collective enemy. They will fire once at range with a Power of 6.

Taken from , this narrative should be reported if found on Amazon.

THREE ROBBERS

DEXTERITY

POWER

EVASION

ARMOR

ENDURANCE

2

2

2

18

Group: -1 Dexterity for every 6 Endurance points lost by the gang.

Pepper Spray: You lose 1 Dexterity point for the first 1d6 rounds (including at range)

Loot: the weapons ntioned. Dwarven weapons are unusable (even if you are a Dwarf) but have a sell price of 150 Coins. Also find 1d6 x10 Coins. Then go to the morized number.

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