Saturday, March 1, 2014

Margr Pit Tribe

Game's tomorrow night and I figured I should get some more game planning out of the way. I decided earlier in the week that the margr tribe that the group has been hunting down has been mutated by an artifact they discovered at some previous point. The tribe's leader and his three lieutenants have gotten mutations from the tables in the core book from this.

The tribe has set up their camp a respectful distance from the Pit's western entrance/path. In the camp are a grouping of tents, enough for about 40 margr, and some slave pens holding 18 people. Most of them are a traveling merchant caravan one of the tribe's raiding parties ambushed a week back, killing all 10 of the guards in the attack. Since then another 5 of their number have been butchered for meals along with all of the group's aneen. Five of the living captives are a group of prospectors that the tribe captured coming out of the Pit. They're kept in a slightly better pen (there's a roof for example) and are given a slightly higher quality of gruel. This is because they've managed to pass themselves off as priests from the Pit and showed the margr chieftain how to operate the artifact/show reverence to the god of the Pit. The merchants offer the PCs 250 shins (but will go up to 500, all they have assuming the group raids the chieftain's tent) for an escort back to town. The prospectors will give the group half their haul of cyphers (up to 3/4) for the same thing.

If the group goes back they'll be created by the headman, the clave's high priest and an Angucan knight. All are greatful to see the group return to town and the knight offers to take news of their actions back to the baron and the deacon.