
Desmond reaches the remote village alone beneath a bruised evening sky. Smoke drifts between shuttered homes, while broken carts and scattered grain mark the raiders’ latest passage.
Near the well, a young adult man lies propped against a stone trough. His lean face is dust-streaked, one sleeve darkened with blood, and a torn green scout’s cloak hangs from his shoulders.

the dying scout
You came too late for the first attack... but not for them. The raiders took villagers alive.
The scout, with sun-browned skin, close-cropped brown hair, and a narrow scar through one eyebrow forces a trembling hand from beneath his cloak and presses a small black token into Desmond’s palm. Its carved mark is unmistakable: George’s sign.

the dying scout
They are carrying the captives toward the mountain road. Follow the ravine east. You may still catch them before night settles.

the dying scout
Please, stranger. Do not let the mountain swallow them too.
His grip slackens, though his eyes remain fixed on Desmond. Beyond the village, the ravine cuts toward darkening peaks, and faint dust hangs over the distant road.
✓ Quest Accepted
Rescue the captives
✓ Quest Accepted
Confront George
+ New Item Acquired
Black Token
“Can I still catch the raiders before night settles?”
YES (Likely, rolled 19)

The dying scout’s eyes close, but his final direction proves true. Eastward, fresh wheel ruts cut through the dust, and bootprints follow them toward the ravine.
A gust clears the road ahead. Far beyond the village, a moving line of figures appears between the rocks, their burdened wagons silhouetted against the fading light.

the dying scout
There... you can still reach them.
The raiders have not yet entered the mountain pass. Their pace is slowed by the captives and wagons, leaving a narrow but real chance before darkness settles.
The black token rests against Desmond’s palm, its carved mark catching the last red light. Ahead, the ravine mouth waits beneath the gathering dusk.

the dying scout
Please... let them see freedom before the peaks close over them.
“I pursue the raiders before they enter the pass”
FAILURE (Great Health, rolled -2)

Desmond launches down the eastern track, his grey ape feet striking hard-packed dust as the wagons rattle toward the ravine mouth. The gap narrows, but the fading light works against him.
He cuts across a gravel slope to shorten the distance. Loose stones break beneath his weight, forcing him into a sliding descent while the raiders’ silhouettes reach the pass.

Desmond
The slope is unstable.
Desmond catches himself against a jutting root, but the stumble costs precious moments. Below, the lead wagon disappears between the cliffs, followed by the others and their guarded captives.
He reaches the ravine floor as dusk settles. A freshly overturned handcart blocks the narrow track, its broken axle wedged across the stones and its spilled grain scattered underfoot.
Beyond the obstruction, wheel marks divide: one set climbs toward the main pass, while another turns sharply into a dark side gorge. The raiders are out of sight, and the open pursuit is lost.
“I follow the tracks into the side gorge”
SUCCESS (Great Agility, rolled +3)

Desmond follows the sharp-turning tracks into the side gorge, moving lightly over stone while the last daylight drains from the cliffs. His pace never falters.
The gorge bends behind a curtain of hanging brush and opens onto a concealed shelf. Two wagons stand there, their wheels chocked, with bound villagers guarded beside them.

the captive woman
Quietly, stranger. They have not seen you.
A middle-aged woman with a sturdy build, weathered brown skin, and braided black hair kneels among the captives in a torn ochre shawl. Her eyes fix on Desmond.
The tracks reveal more than the raiders’ route: one wagon bears a fresh black mark matching George’s token, and a narrow footpath climbs behind the camp toward a watchpoint.

the captive woman
That marked wagon came from the mountain road. Its leader went uphill to signal the pass.
Desmond reaches the hidden camp unseen. The captives are within the gorge, the raiders gathered below, and George’s sign points toward the elevated path.
“I free the captives before confronting the raiders”
SUCCESS (Great Strength, rolled -1)

Desmond slips from the shelf to the wagons, keeping the brush between himself and the guards. His grey fingers work through knots while the camp murmurs below.

the captive woman
This way. Quietly, all of you. Follow the rock wall and stay low.
One rope gives beneath Desmond’s disciplined hands, then another. He frees the captives in a quick chain, guiding them toward the narrow shelter behind the shelf.
The final knot snaps loudly against a wagon rail. A guard looks up, and Desmond takes a shallow cut across his forearm while pulling the last captive clear.

the captive woman
They are free. Move now, before the signal reaches the pass.
The villagers disappear into the rock’s shadow, carrying the weakest between them. Below, raiders shout and seize weapons as the broken camp reveals their escape.
Desmond remains beside the marked wagon, blood beading along his forearm. The captives have escaped, but the raiders now turn toward him beneath the darkening watchpoint.
Quest Complete
Rescue the captives
Attribute Upgrade: Health Great→Superb
“Fight the raiders, hold off for the captives”
SUCCESS (Superb Hand-to-Hand Combat, rolled +0)

The raiders rush up from the lower camp, blades and cudgels raised. Desmond plants himself beside the marked wagon, placing his body between them and the hidden rock shelter.
The first attacker, a stocky young adult man with a shaved head, russet skin, and a patched dark vest over loose gray trousers, lunges. Desmond turns with the strike, redirects the raider into a second man, a wiry young adult man with a narrow face, cropped blond hair, and a red scarf over a brown tunic,, then drives a sharp palm into the wagon rail, splintering their formation.

the raider captain
Bring him down! The villagers must not reach the pass!
Three raiders, all young adult men in mismatched dark leather and dull metal helmets, converge converge. Desmond’s gold-trimmed sleeves flash through the dusk as he ducks, sweeps one leg, and uses a burst of ki to hurl another against the stones.
Behind him, hurried footsteps fade along the rock wall. The captives reach the deeper ravine, while the raiders lose sight of them beneath the rising dust.

the raider captain
Stop chasing the prisoners! Surround the ape and hold him here!
Desmond keeps the circle tight around himself, striking hands aside and forcing the raiders backward from the shelter path. Above, a whistle answers from George’s watchpoint, and the captain looks uphill.
✓ Quest Accepted
Break free of the raider encirclement
“I feint toward the captain, then burst through the weakest gap uphill.”
SUCCESS (Superb Hand-to-Hand Combat, rolled +0)

Desmond feints hard toward the raider captain, gold-trimmed sleeves snapping forward. The captain raises his weapon and the surrounding raiders instinctively close toward him, abandoning the uphill side.

the raider captain
Hold the line! Do not let him reach the watchpoint!
Desmond pivots beneath a sweeping cudgel and bursts through the weakened gap. His shoulder catches one raider aside, while a surge of ki drives another stumbling into the wagon.
He climbs the steep path in three rapid bounds, grey ape feet gripping stone. Shouts and clattering weapons fall behind as the watchpoint rises above him.

the raider captain
After him! Signal the pass! The ape is coming uphill!
Desmond reaches the elevated shelf overlooking the ravine. A crude signal brazier burns beside stacked stones, and fresh footprints lead beyond it toward a narrow crest.
Quest Complete
Break free of the raider encirclement