Skymountahin Cronicles, Book I Caravan of heroes
Chapter 1: Fog hills
Kronk the half-orc rogue and his friend Godfrey, a pair of up-and-coming youngsters to notice, are invited to lunch by Master Cob a caravan master in Shiboleth. Master Cob is an old family friend, and in the last couple of years he let Kronk and Godfrey train with his caravan guards.
They learn that the rumours of caravans attacked and killed to a man are true – lately several caravans taking the western route to Hochoch have failed to arrive, and there are signs of battle at the dangerous stretch of road through Dim Forest where the forest and northern part of Rusmoore meet (always a favourite site for robbers). A large double strength caravan with extra guards and militia was the last to go missing, and the western caravan route north of Rushmoore is essentially closed.
Caravan to Hochoch (minor quest):
Master Cob, wants a waggon of furniture and other goods taken to Hochoch for a friend of his, a former adventuring partner and wizard who has been offered a position at the famed Tower of Wizardry in Hochoch. Lately goblinoids in Dim forest has attacked caravans caravan on the route north of Rushmoors. An old route south of Rushmoors, abandoned many years ago when Rushmoors grew after the Skymountain Cataclysm, should still be be passable. Travel SW to start of Sheldomar river to small village of Heathermist, then west along old caravan trail south of Rushmoors
Some brilliant negotiations by Godfrey makes Master Cob agree to pay 180 gp for delivery to Hochoch, and throws in the wagon – you think he might be humouring you like a friendly uncle impressed by your chutzpah. He gives you a letter in code, and say to present it to caravan guild in Hochoch with the goods to get pay.
In order to afford 3 mules and food, party borrows 20 gp from Master Cob. Kronk also manages to sell 10 gold pieces of shares in their newly formed caravan company – guess there is one born every minute.
Magic Delivery Service
After Kronk and Godfrey accepted job, Cob offers chance to make monies. His friend the Wizard Baltazhar the Brown has request from his college and study pall Thomas the Thaumaturge for magical supplies (has list). Thomas lives in woods north of Heathermist. He will pay 250gp on delivery. Cob offers guild membership if delivery and southern caravan route opened. This is happily accepted.
With good use of skills, and the help of a magicians apprentice, Kronk and Godfrey collect the magical components on list – Kronk even finds some at zero cost! What luck.
On the road again
The party takes passage on a river barge on it’s way to pick up honey an mead from the head waters of the Sheldomar river. After travelling SW to the head waters of Sheldomar river you proceed along rutted dirt road. Once it was paved with the distinctive hexagonal pavement stones of Keoland, but now many are missing and road in ill repair after winters and flooding from the swam north of the road. Mist and fog drifting in from Rushmoor is common, especially at night. As mist from swamp is blowing south across road, and evening approaches, the road turns south towards a small wood. The walls of an abandoned burned farmhouse is by the side of the road (not recent). As it gets darker and the mist heavier, you hear the sound of wolves howling from the south, and the mules are scared and unmanagable. The party sets up camp in the ruin, but is attacked by wolves, which they easily drive off the wolves killing 2 before the rest run away – and the mules are unhurt. Then a terrible winter/spring storm with thunder and sleet breaks, and they decide to continue to Heatermist rather than sleep in the rain / sleet without a roof.
Making their way through he woods they are attacked by not particularly competent bandits, who are instructed by their Hobgoblin leader to get it right “take their lives, not just gold”. After a murderous fight the party prevails, and loot the brigands, who all but the leader had gold, not just the silver and cobber one would expect.
Finally late at night, having travelled south through in the road through the small forrest, they see the friendly light from windows through the sleet and rain, and hear singing and music. A small cluster of houses sit where the road fork. A surprisingly large two story Elizabethan half timber building has a sign with a white helmet sideways on a blue pillow, and with peeling gilded letters proclaiming it “The good knights rest”. Despite the timeworn appearance and obvious sign of having seen better days, there is a friendly air about the place, with sounds of laughter and music from inside.
You have arrived at “The good knights rest” – the old caravan inn of the long unused south-of-Rushmoor caravan route, and are greeted by Hob Hebbinford, the inn keeper, while locals and guests a like give soaked travel worn party curious looks.
Travel to Heathermist for Kronk and Godfrey
- skill challenge getting magical components from list =100 xp,
- wolf attack 3 @ 125 xp = 375
- Bandits (hobgob commander 200, bandit 125, 3 lackeys @ 75) = 550
total 1025 = 512 each