Monday 2 September 2013

In the Spider's Web - part III

The mercenaries, and possible brigands, hand over their captives in the meager shadow of the city's wall to guards with bright, red sashes wrapped on top of purple surcoats. These men, for they were also human, leads them through a twisting, narrow entry. Platforms on the wall allow the exchange and entering to be overseen by archers and even magi. There is no city like Rimmen in the remnant kingdoms of Elsweyr, domes of gold and alabaster crowning circular buildings and as many canals and waterways as there were streets.

City-guards utilize the iron and chain already placed upon them as our adventurers are forced forward along mostly empty back alleys. Between some houses they spot a bustling square with a mass of cheering spectators that have gathered beneath an iron cage that holds two bleeding and fighting khajiit. They are lead down underneath an immense structure without a dome on top. The exhaustion from their travels makes them easily handled when the guards strip them of manacles and chains. In their weakened state they failed to spot the black and gold emblem that adorned their door. All five are thrown into the same narrow cell with a high ceiling with a grate at the top. It allows a few rays of a setting sun into the dungeon that reeks of rancid blood and refuge. Again the only sustenance is a bucket of water and pieces of dried bread chucked in by a bored guard. Despite discomfort and hunger, sleep soon grips all five of our adventurers.


Their rest is cut short when a dull bustling coming from above turns into an immense roar. Guards line up outside their cell, shoulder to shoulder, dressed in clean and more adorned uniforms. Through the bars they are given five tabards made from dark wool with gilded borders. They are lead from the cell by two guards each, through the snaking dungeon up to a massive, wooden door reinforced with steel. Several men are required to swing the it open. One of them reveals that they are to be executed through gladiatorial combat. Before being pushed beyond the door, the adventurers are handed "weapons"; a rope, two crude clubs and two simple daggers.

Sunlight sting their eyes but as soon as their eye-sight normalizes they see the arena floor dotted with grates similar to the one above their cell and the iron gate separating them from this area. A strong, female voice demands the silence of the excited crowd and welcomes everyone to this battle to the death.


Author's Note - Right now most of my time dedicated to this project has been spent on adapting the system further and making custom character sheets for it. And I planned to host a separate adventure set in my campaign at an RPG convention and that has taken some of my attention. Sadly lack of inspiration and time put a stop to that this time. So today I offer you a longer post and I aim to have another one done this weekend (if everything goes according to my planning as it rarely does).

1 comment:

  1. I really like the sewer-cell they are put in, it's ingenious!

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