Plot Summery: In a City-State, Post Kalak Tyr and Gulg would not be suitable, lived a lovely slave girl named Heba. She grew up as an attendant for a noble woman named Esraa. While Esraa treated Heba well, the distinction between noble and slave was always present, the two were never friends. Now, at sixteen years old, Heba is growing into quite a lovely young lady and has been granted some authority over the other house slaves.
Another slave, Jamila, is a house slave and is extremely jealous of Heba's beauty and her elevated status. Jamila knows another slave, Ziad, is infatuated with her. She used her feminine wiles to convince Ziad to lie to their mistress, Esraa. Jamila then met with Heba in the kitchen and handed Heba a knife, the knife had blood on it and Jamila had a cut on her arm. Before Heba knew what was going on, Jamila screamed and Ziad rushed in and grabbed Heba by the arms. They then lied to Esraa about Heba attacking Jamila and in an attempt to escape.
Esraa was appalled and ordered Heba to be taken outside, whipped and beaten. Heba had never been whipped or beaten and was very panicked. Once outside, she broke free of the house guard and fled into the streets of the city-state. The guards gave chase.
This is where the player characters enter the adventure.Heba runs into the player characters, being chased by three house guards. Heba begs them for help, but the house guards demand her return. The player characters have an immediate choice: Save the slave girl, or hand her over the house guards for punishment.
If the player characters hand her over, she is beaten and whipped. Shortly afterward, she will be sold to a noble in another city-state, although the player characters may never discover this.
If the players intervene, they should drive off the house guards with some difficulty, but not so much that it reduces the player characters to below twenty-five percent of their resources. Heba is very grateful, but she knows that Esraa will not give up so easily. She knows that Esraa will only go to the templars as a last resort, but she will send more and better trained house guards after them.
Heba should be roleplayed as a sweet and innocent young lady. She knows nothing of the world and is very friendly. She knows how to cook, clean, and care for a household. It would be ideal if the player characters liked her.
If the player characters attempt to flee the city with Heba, they have very little time to do so. Esraa will send guards, within the hour, to every city gate to watch for the runaway. If the player characters want to get her out, they will have to disguise her, use magic or psionics, or leave through an unconventional route.
If the player characters do not flee the city with Heba, Esraa will eventually find them. She has a number of paid informants in the city and will send a group of guards after them. These guards should be a real challenge for the player characters. Their goal is not to kill the player characters, although they would do so without a second thought, but to capture Heba.
If Heba is captured, she is taken back to Esraa's estate, beaten, and imprisoned. She will be sold at the next slave auction and sent to another city-state. The player characters, if so inclined, can attempt to free her from the estate, buy her from the auction, or rescue her during transport to another city-state. Esraa will have an agent drive up the bidding if the player characters are attempting to buy her. Heba is worth about twenty-five ceramic pieces, but the bid will be raised to twice that much.
If Heba is rescued from the estate, or if she is never captured, Esraa will be very bitter, petty, and resentful. She will send a group of guards to kill the player characters and Heba, if they do not flee the city-state. If this group of guards is defeated and the player characters continue to reside in the city-state, she will send a group of mercenaries after them. If they too fail, she make one final attempt. She will send an assassin to kill Heba and, if possible, any of the player characters.
If the assassin fails as well, Esraa will turn the matter over to the templars. She will report Heba as a runaway. The templars rarely take such things too seriously, unless the player characters have been causing other trouble in the city.
If the player characters take Heba and flee the city-state, Esraa will put a bounty on the slave. The bounty will be for a modest sum of thirty ceramic pieces. Most slave-catchers will not go out of their way for such a paltry sum, unless desperate or if it is not out of their way. If the player characters ever return to the city-state, especially with Heba, the adventure will proceed as if they never left.
If the player characters choose to help Heba, Esraa will be their enemy for the rest of her life. She does not have much personal power, but she is wealthy and politically influential. She does not forgive or forget their transgression against her.
Heba will, however, be eternally grateful. She will not know what do do with herself and will need guidance on how to proceed. She has never known freedom and never dreamed of it. She may join the party as an apprentice or love interest, it's up to the dungeon master and player characters.
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