RoSD 1: Slave Camp Plot in Crimson Aegus | World Anvil
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RoSD 1: Slave Camp

Tsark wiped the sweaty grim from his forehead with an achy arm, watching the distant galleys slowing pushing into the lapping blue eaves. The Asfa'hair task master's whip cracked nearby, calling Tsark back to the mine. Tsark dropped the rock veined with silver ore into the pile and shambled back into the dusty shaft.   The mine was nearly empty now, with the all the compliant slaves and even most of the task masters removed for rowing duty. The campaign season was notorious for draining mines. Tsark and a few other problems had been left behind.   Tsark's ribs still ached from the last beating, but he planned his escape. He'd been a captive for two weeks, taken when the city of Filbipius fell. This wasn't nearly the time needed to break Tsark's hate-fueled spirit. He resolved to move fast, before the sparse rations sapped him of his strength.

Plot points/Scenes

Mission 1:   Escaping the Camp:   The best time to escape would be when the slaves exited the mine to load their quarry with the silver ore. Each ranger may start with a rock as an improvised weapon (-1 F, -1D). The table is 2.5' x 2.5' with the mine entrance on the West, with a rock quarry 12" away.   Enemies: Archer- elevated vantage point.   House rules: +2F for defenses obstacle   Intro: both slaves, unarmed. Weapons on field. Meso forces pulled back to draw troops for a deeper press into Drichea. Characters must pick locks before and escape the dungeon, room by room. An improvised weapon may be seized in room one. (Rock, chair (-1 hit, +1 damage), tankard, etc). Have shadows and night in your side. Want to murder without raising the alarm. Buloo, a tribal darter, escaped and though the slave masters said they caught and executed him, it lacked the traditional public execution. Escape was possible.   Room two, guard quarters. Weapons.   Room three, torture chamber.   Room four, pit boss lair. Pit boss in drunken sleep with concubines. (1-5 they attack you. 15-20, they join. Count as unarmed civilian).   Flight: cutting across the battlefield with archers and dogs in pursuit. There is a bridge/ ford that must be crossed. It’s manned by two guards at a fire and one on the bridge with bow. Night: viability limited to 12” Dogs are bloodhounds (TN distance in inches to rangers) every turn to find rangers when not in sight. One treasure token at campsite.   Events 1-2: 2 pursuers and 2 enter starting edge. 3-6: one pursuer arrives from starting table edge. 7-10: Quicksand! Random ranger submerged in quicksand. Survival roll (TN7 or lose activation). If other ranger spends an action to help pull, add +2. 10-12: Buloo’s trap! Random warrior takes +0, -2D attack, poisoned. Survival roll TN 7 before to get a re-roll of results. 13: large snake emerges. 14-15: rain. All shooting at -2. Bloodhounds suffer -10 tracking. Or rain stops. 16- random ranger stubbles in pool with healing powers. +3 Health. 17-19- clue 19-20: Buloo found. Place 4” from a ranger. (Leadership TN 8). If passed, tribal darter joins. If 1-2 is rolled, Buloo shoots a poison dart at you and flees.   Boat Theft: Board: 2.5 x 2.5 If guards in the previous mission weren’t alert, then two soldiers guard the dock. If they were alerted, then 4 guards. 1 treasure token at dock house. Boat requires an action spent and a Navigation roll TN 7 to push off 2”.   Events 1–4: guard with bloodhound leaves forest 5-6: guard emerges from the boat house 7-10: 11-13: sea creature arrives 14-16: 17-19: clue 20: treasure in the boat house. 2nd time : +1 Treasure in boat.

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