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Dark Encampment

  "Grimbald leads you through the underbrush just off the well trodden trail. As you travel through the underbrush you start to see the evidence of closest campfire.   The encampment is a chaotic sprawl of makeshift shelters and crude tents, fashioned from animal hides and bound with twisted branches. At the centre of this grim tableau stands a towering stone monument, a monolith of ancient, weathered rock. It is adorned with macabre decorations—skulls and bones of fallen foes, impaled on sharpened stakes or hanging from crude ropes. A great horned skull rests at it's zenith. Dark symbols are carved deep into the stone and painted with blood.   Nearby, a campfire burns fitfully, its flames flickering and casting grotesque shadows across the clearing. The firelight reveals the grim details of the scene—bones, charred and blackened, lie scattered around the fire, perhaps the remnants of a grisly meal. The fire itself seems almost reluctant to burn, as if the very wood and bones feeding it are cursed.   The feel of the place is oppressive, a palpable sense of dread hanging in the air. Every rustle in the underbrush, every snap of a twig, sends shivers down the spine, as if the forest itself is watching and waiting.   On the east side of the camp, on the otherside of the campfire, you see a roughly hewn cage made of wood and bone containing a number of muddy and blood splattered individuals. You can't see who they are but they appear to be humanoid and of various sizes. John your acute eyesight spots a number of adult men with their backs to you, between them is clearly a child.   Amongst the rawhide tents and camp detritus you see horned creatures roughly human in size, some wielding crude spears, clubs and bows. For the most part they are milling about, some are drinking and interacting in a fairly leisurely way."   Hard (-10) Intelligence or Average (+20) Lore (Reikland) check. On success, identify the denizens as Beastmen of Chaos otherwise Adrik will.   Extended Average (+20) Cool check, keep count.   Average Perception (+20) or similar, for every success gain 2 (SL6 = 3) Advantage points. Lose 1 Advantage for every -2SL on Extended Cool check as Grimbald has to spend time raising morale.   Grimbald begins a hushed whisper "We have a window, we have to go get our people! Those beast bastards are mostly asleep or half-cut. It looks like its just the little un's about at the moment and they ain't much meaner than a man but don't under estimate them. Kill quiet, kill quick.   We need to get to those cages at the back. Our people maybe in 'em." He points to the cages beyond the campfire.   "If things goes sideways, run back the way we came. Get to the Caravan and tell Ulrich 'the sun has set'. He'll know what to do.   Oh, and don't fa'get Karl on the way back!"   Average Stealth (+20) or Athletics (+20), to take up a better position.

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