Mausritter - SALAMI HEIST ONESHOT
One last job. In and out. Stick to the plan.
THE PLAN
The Dirty Can. Home of the SALAMI. A diver's bar that was once the center of the mouse world in this hell of a city; until Mimi, the Cat, came around. Now, it's a ghost town.
But word on the street is, for a single day, Mimi is out of commission. A 24 hour window is open, and the SALAMI is up for grabs to any mouse with nothing to lose. It's a race, and the clock is ticking. Whoever gets it won't have to worry another day in their lives.
Get in. Find the way to the SALAMI. Drag it out. Easy.
THE GAME
This is a oneshot, five act story for Mausritter. The mice are in a race for the SALAMI, a huge cilinder of meat hanging above the counter of the Dirty Can - a dirty, cheap diver's bar. The mice have to climb up the bar through a handful of possible paths, reach the SALAMI, and take it with them back to the drain while dodging others that are also after the big prize.
The oneshot plays in five big story beats. These are expected ways the story should probably go; no obligations.
- ACT I - THE DIRTY HOLE
Players have the rumor of the old mice bar called Dirty Hole. Wise mice should seek its old owner inside for information.
- ACT II - ASCENSION
Either through the fridge or through the sleeping giant, the only way is up.
- ACT III - THUGS ABOUND
The Party is not the only mice after the SALAMI. The Bar also has its residents.
- ACT IV - THE SALAMI
Everything that climbs up must eventually come down.
- ACT V - MIMI AWAKENS
It's never that easy.
BEFORE YOU START
Roll some mice, or have some ready for the Players. Help them decide why they are one of those brave enough - or desperate enough - to go after the SALAMI.
Anyone entering through the drain immediately sees the SALAMI, hanging above the counter.
The Players should know beforehand that the DIRTY HOLE - an old abandoned mice bar inside the human bar - is back up for the day. Those going for the climb to the SALAMI should consider meeting the old owner that still lives there for some information.
THE BAR

0. Drain. Start here. The only entrance, the only exit. The entire bar is visible, from the fridge to the left, the counter, the SALAMI above, to the stove and the sleeping giant on the right.
1. Dirty Hole. Behind some loose tiles and cracks on the big counter lies the old popular mice bar. The singing and talking stops to the arrival of the Party.
Serving, an Old Mouse called Urban Grey. He is the old owner, now a recluse mouse in long clash with Mimi. Celebrating she is out, but reluctant with all the mice around for the SALAMI. Wants to believe someone can actually get it. Acts of bravery or defiance will convince him to help out. Will freely share the two paths upward; the fridge or the giant. If fully convinced, shares a Secret.
Other patrons sit around. A Huge Mean Rat, calls himself The Brick in third person. Huge and mean. Drinks a lot.
A Musician, asking for pips. Donations will get her grace, and she reveals one Secret for the first pip. Another secret will cost more.
Three Lady Mice, cunning and dangerous. Look at the Party, whisper and laugh. Feign being dumb and girly.
SECRETS (D4):
The Brick was gloating he will take the path through the back of the fridge.
The bottles in the back shelf are the home of the Roaches; they will attack anyone that smell like food or drinks.
The giant won't wake up easily.
The lady mice were speaking of "ambush", and "stakeout".
2. Fridge. Through the front, a half open door causes a freezing wind. Through the back, a mouse glue trap blocks the path upwards. Both lead to 4.
3. Sleeping Giant. Sleeping heavily. Won't wake up short of being scratched in the face. If awaken, calls Mimi.
4. Top of the Fridge. Sticky with old beer, possibly DEX save to avoid. Has a bottle opener (blunt weapon) tied to a string. The Brick will be at 5, shooting bottle caps and small stones at any in 4. Leads to 5 and 6.
5. Shelf. Home of a Gang of Roaches, aggressive with Mice that are dirty with food or drinks. Otherwise, will try to extort the Party, but not brave enough to act on it. Any bottle falling will cause a loud noise. Leads to 7.
6. Counter. Sticky with old beer. The greasy beams lead up to 7, but won't be easy to climb. Broken glass around. Leads to 8 and up to 4.
7. Beams. Almost there. Hanging from it, the SALAMI.
8. Stove. Hot and greasy. Full of tools (matches, flour, oil, salt and other cooking material). Leads up to 7 through the oven hood.
9. SALAMI. Hanging on a hook by a net. Will fall into 6 if cut from the net, making a loud noise. The Brick reappears once the Party arrives. The drain is right there.
The SALAMI occupies 10x2 slot. Requires two mice fully dedicated to carry fast, or one pulling it slowly.
10. MIMI, THE CAT. Wears a cone of shame, and is pissed by it. Awakens with any loud noise. Attacks whomever holds the SALAMI. Use a Cat statblock from the Mausritter book, but weakened.
0. Drain. The Three Mice will wait by the Dirty Hole, and will attempt to steal the SALAMI whenever it reaches the ground. If the Party reaches the drain, they won't fight for it, but will bargain if they help againstl Mimi in any way.