** belladonna, please don't read. You know the drill **
My players' covenant needs to recruit some grogs, and I'm working on a scenario that might offer them some candidates. This is also an excuse to give the more combat-oriented mage a little something to do, since there hasn't been much of that lately.
It's the year 1200. The covenant (winter ruins) lies just north of the Andalusian border. One of the major projects going on in my Iberian saga is that the Mercurian Mercere are improving, and in some case re-building, all of the original roman roads. My players don't know about this yet, because they are all new to Iberia.
Background info: An emir in Andalusia has been contracted by the redcaps to work on the roads that run through his lands. He has put one of his younger sons in charge of the project, who has charged a captain to oversee a band of muslim slaves to rebuild the roads.
There are two rival djinn in the area, one is infernally aligned, and has been encouraging the slavemaster to be more cruel. This djinn is fairly powerful, has a few minions, and a lair that is ripe for exploration.
The other djinn is much less powerful, but has escaped his own personal slavery at the hands of a muslim summoner. He roams Iberia, doing his best to free slaves. He has very few powers.
Scenario: A few of the slaves have escaped, with the aid of the lesser djinn. Most fled south, further into al-Andalus, where've the've since been re-captured. Another escaped, and fled North, and will be found by the characters. Should they choose to aid him in freeing the others, the characters will get more grogs to add to their turb.
I'm hoping this will give me a chance to introduce the Mercere project into the story organically. I'm hoping the players will have some fun rescuing slaves, potentially introducing some muslims into their turb (which could prove troublesome for members of both religions in the covenant, as well as the Christian town nearby.) Finally, this could lead to an interesting encounter with an infernal Djinn at the end of the adventure, with some exploration of it's lair, and some potential magical finds.
So I'm posting this to gather general opinion, and see if there's anything that you SG's would add. I also invite ideas as to what may be found in the Djinn's lair. I figure the creature has taken over an abandoned castle in New Castile, (perhaps even one abandoned by a Christian Military Order, which could have a defiled crusader's sword or something?!?)
Thanks in advance,
Eric