Adventure of Kamakulzar

Fantasy·Kenny Brewster

10 scenes
Scene4
Delivering the Trophies to the Gatethe north track beyond the bone cairns
Delivering the Trophies to the Gate

Kamakulzar strides out of the thinning marsh haze, one restrained captive over each shoulder like burdensome trophies. At the gate, the Captain and the scattered guards stare, mid-retreat and mid-argument, as if they have not decided whether to run or pretend they meant to wait here all along.

Kamakulzar

Kamakulzar

Lock them away. The two guilty ones.

The Captain’s eyes flick to the ogre and the companion, then back to Kamakulzar’s hands, the mud, and the club left lying behind in the track. The guards bunch tighter, suddenly aware that the situation is being handed to them.

The Captain

The Captain

Guilty, perhaps. Alive, certainly. Fine. Take them to the holding pen, and somebody fetch rope.

Two guards edge forward at last, not brave enough to touch Kamakulzar, but brave enough to gesture toward the side yard. The companion twists weakly under one of Kamakulzar’s grips, while the ogre hangs limp, helpless and public in defeat.

The Companion

The Companion

They mean to cage us like beasts. Let them watch. Let them remember this.

The Captain stiffens at that defiance, then points harder toward the yard. The gate crew parts, making a lane for Kamakulzar and his trophies, and the fortress turns its full attention to the drag of the captives, not the swamp beyond.

✓ Quest Accepted

Bring the captives to confinement

I say, can your jails handle these two, they're desperate

SUCCESS (Great Persuasion, rolled +3)

Delivering the Trophies to the Gate
Kamakulzar

Kamakulzar

Can your jails handle these two? They look desperate.

The Captain

The Captain

They had best. If they cannot, I will know exactly who to blame for the breach.

That lands. The Captain’s mouth tightens, then he gives a short, unwilling nod, as if Kamakulzar has shoved him into admitting the obvious.

The Captain

The Captain

A cell with stone walls, iron bars, and three locks. More than enough for two bound prisoners, and more than enough for the hands I have left.

The Companion

The Companion

Stone, iron, locks, he talks like a man selling strength. At least he sounds afraid of you.

One guard snorts despite himself, another flinches at the companion's jab. The Captain points, not at Kamakulzar now, but at the yard beyond the gate, conceding the route as much as the prisoners.

Old Tusks

Old Tusks

Good. Let the walls meet them. That is what walls are for.

Quest Complete

Bring the captives to confinement

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Delivering the Trophies to the Gate · Adventure of Kamakulzar - LiveTale