Caravan Duty
 
The Day's Orders @ Liam's Hold Campsite On the Road Again At The Way Inn
The Trip Back Advanced Dungeons & Dragons - Forgotten Realms N5 Under Illefarn

This adventure introduces the PCs to several
key locations along the Trade Way.
They may also acquire a map that plays an
important part in a later adventure.

The Day's Orders
The time is near the end of Marpenoth
(October), closing in on Uktar
(November). So far, the winter snows
haven't hit Daggerford, but you know
they are on their way.

You are called before Sherlen
Spearslayer, the militia commander.
"We need you to do some road guard
duty today," she says. "A messenger
from Waterdeep tells us that there is
one last caravan coming down from
Waterdeep before the snows come.
The Waterdeep troops are going to
meet them on the road from Waterdeep.
I want you to go south along the
Trade Way to The Way Inn and make
sure things are safe for a caravan, sort
of as an advance scouting party.

"Take it easy, avoid fights if at all
possible, and come back as soon as you
can after you reach The Way Inn with a
report of the conditions, including
anything the folks at The Way Inn can
tell you about conditions further on."
 

Sherlen asks for questions. If the PCs
ask about reports of problems, Sherlen
tells them there have been no reports of
orc or bandit activity of any kind along
the Trade Way. (This is why she feels comfortable
sending relatively inexperienced
militia on this trip.)

The PCs are outfitted with one medium <war> horse each, 
a week's rations, and any
other normal supplies they need. The
Way Inn is about 100 miles down the
TRADE Way. It usually takes 3 days of
easy riding to make the trip. The Trade
Way is well kept with campsites every 20
miles or so where there isn't an inn or
homestead to take in travelers.

The PCs leave the next morning with
instructions to get as far as Liam's Hold
the 1st day.

At Liam's Hold
 
You spend the 1st day riding along
the TRADE Way. The traffic is relatively
sparse. You meet a few farmers who are
making use of the still mild weather to
make final trips to town to get supplies
for the winter to come. 

Finally, you reach Liam's Hold, a
small village of perhaps 50 residents.
The village is guarded by a fortified
tower built a century ago by Liam, <tower=x>
from whom the village takes its name.
The tower is now part of the inn that is
often patronized by passing caravans.
Near the tower is an extensive field for
caravans to park wagons.

If the PCs go in, they find the inn to be
small by Daggerford standards. There is
no one here except for Binn, the friendly
proprietor. If asked, he says that nothing
much has happened around here for several
weeks. Only local people have been
customers for the last few days.

Binn looks favorably on the Daggerford
militia, as they have helped out a
number of times in the past. He generously
offers to let the PCs stay at the inn
for the night at no charge.

Campsite
<Camping && Campfires>

Setting out the next day, the PCs realize
they will have to ride all night or camp at
one of the roadside campsites along the
TRADE Way. There are 2 campsites
shown on the regional map (see Map 2). <link>
The 2nd one of south of Liam's Hold is
the obvious one for the PCs to USE.

Roll 1d6 on the Daytime Encounter
Table when the PCs pass the first campsite.
A roll of 1 means they have an
encounter. Roll on the table to see which
one. Assuming they continue to the second
campsite, which they can easily reach
in a day's ride, check the Daytime
Encounter Table using the same guidelines.

These campsites are maintained for the
use of travelers. Huts and sheds have had
a habit of burning down, so all that is
provided now is a fire pit and a stack of <Table 38: Campfire Characteristics>
firewood. There is always a small water
source nearby. Travelers are expected to
replace the firewood they USE. The rolling <Table 39: Availability of Fuel>
plains around the campsites have many
sturdy bushes and trees to provide this
wood.

Once the PCs are camped for the
night, roll on the Nighttime Encounter
Table. After the encounter is resolved,
assuming there is one, roll a 2nd time
on the table. If the PCs have 2
encounters this night, make sure they
occur on different watches.

On the Road Again
Assuming the PCs spent the night at the
2nd campsite, they have only a single
day's riding left to get to their destination.
After a couple of uneventful hours on
the TRADE Way, you notice the traffic is
a little heavier, much the same as it is
on the road near Daggerford. About
midday, you reach the small hamlet of
Bowshot.

If the PCs want to REST their riding muscles
for an hour or so, they may visit Bowshot's
tavern. The tavern patrons are friendly, but
they have no information for the party. If
they ask, the PCs are told that Bowshot got
its name because it used to be "just a
bowshot away from the Misty Forest." The
PCs may correctly assume that there has
been a lot of lumbering in the last few decades
since the main forest is now about
8 miles away.

There are no incidents in Bowshot, and
the PCs may continue on to The Way Inn.
 

At The Way Inn
 
As you ride into the little village built
around The Way Inn, you notice that
most of the citizens are wearing armor
and are carrying weapons. Approaching
the entrance to the village, you are
challenged by an armed patrol of 6
spearmen. The spearmen are covered
by 4 archers on a nearby rooftop.
The patrol leader steps forward and
asks you to identify yourselves.

The patrol is being cautious, not hostile.
Once they realize the militiamen are
from Daggerford, they let the PCs pass.
The patrol leader refers any questions to
the innkeeper/townmaster, Dauravyn
Red beard.

The village is unfortified, but the inn
looks like it could stand a siege, and it
has. The most recent incursion from Dragonspear
Castle assaulted The Way Inn
until troops from Waterdeep managed to
break it up. Most of the other buildings
in town look like they have been damaged
and recently repaired. Having suffered
extensively from the Dragonspear
Castle assault, the local citizens are
understandably nervous.

At the inn, the PCs are welcomed by
their host, Dauravyn Redbeard. He seats
the party at a large table in his common
room and puts a huge meal before them.
If any of the PCs worry about the price,
remind them that Daggerford is picking
up the tab. If the PCs wish to pay for wine
or other potables, they are available.

Dauravyn has much to do, but he joins
the PCs briefly. He says there have been
no threats on the village lately and hopes
they've had their share of trouble for a
while. Before leaving, Dauravyn says
there is someone who wishes to meet
them. If the PCs are agreeable, Dauravyn
takes them to a smaller table in the back
of the inn. At the table are 3 young
men, an older man, and a beautiful
young woman. "This is Meldar Far-wander,
" says Dauravyn, introducing the older
man. "Maybe you can help him out."
Dauravyn then steps away to go back to
his work.

Meldar seems happy to see the PCs. He
introduces his daughter, Delora Sharpeye,
and his 3 animal handlers, Ian,
Finn, and Dooley.

Meldar Farwander, Vet:
AC 5; MV 9"; hp 8; #AT 1; Dmg 2-9
(long sword); THAC0 18; S 17; I 15; W
12; D 14; C 14; Ch 14; AL N. Equipment:
long sword +1, leather armor and
<large> shield, ring of protection +2, potion of
healing (3 doses).

Delora Sharpeye, 0 level: AC 7 (8); MV
12"; hp 4; #AT 1; Dmg 1-4; THAC0 20;
S 15, I 15, W 13, D 15, C 14, Ch 17; AL
N. Equipment: padded armor, dagger,
potion of healing (1 dose).

Animal handlers, 0 level (3: AC 8; MV
12?; hp 4 each; #AT 1; Dmg 1-6 (short
sword) or 1-3 (dart); THAC0 20; AL N.

Meldar invites the PCs to sit down. He
explains that he is in a desperate situation.
He is a trader leading a caravan on
its way from Baldur's Gate to Daggerford.
His caravan was attacked by bandits
yesterday. His guards were killed, and
NOW he needs help getting the caravan to
Daggerford. Redbeard has been hospitable,
but since they are outsiders, they
aren't certain they can count on his hospitality
much longer.

Delora, who acts as accountant for her
father, also pleads with the PCs for help.
She says it is vital that they leave SOON if
they are to get to Daggerford before the
last Thousandheads Trading Coster caravan <link>
of the season gets ahead of them. She
offers the PCs 40 gp ($400) each if they agree to
accompany them.

Escorting a caravan is not outside the
scope of the party's orders, but they are
under no obligation to do so. If the PCs
hesitate, remind them that it's a good
way to pick up some extra money and certainly
can't hurt their reputation. If the
PCs still refuse to get involved, they
return to Daggerford the next day, with
the chances of encounters as outlined
below.

However, if the PCs agree, they can
leave with the caravan the next morning.
While Meldar and his daughter have
light horses, the animal handlers walk
and lead their animals. At the rate the
pack train can travel, it takes 30 hours to
get to Daggerford. At this Time of year,
there are only 8 hours of daylight,
plus about 4 hours of twilight available
each day. If they push it, the trip can
be made in 3 days, stopping at the
same places the PCs stopped before.
Meldar is all in favor of this plan.

The Trip Back
The caravan and the PCs have a number
of encounter opportunities on the trip
back. Meldar, Delora, and the animal
handlers aren't much help in a fight;
they'll hide or tremble in fear until the
danger has passed.

Roll for a daytime encounter on the
trip from Bowshot to the campsite. Roll
for a nighttime encounter at the campsite.
If an encounter is indicated, use 2
encounters instead of 1. Even if the roll
indicates no encounters, use the orc and
goblin encounters <(daytime, nighttime)>.

Roll again for a daytime encounter on
the trip between the campsite and Liam's
Hold, and roll again on the trip between
Liam's Hold and Daggerford.

Once the PCs have actually fought for
him, Meldar rewards them with a map of
the approaches to Illefarn (see Map 4). <link>
The map was discovered in far Scornubel
a couple of years ago. Meldar intended to
sell it in Daggerford, but he now wants
the brave PCs to have it. The map is
worth 2,500 XP to be split
among the party.

If the PCs manage to actually SAVE
Meldar's or Delora's life, they will be gifted
with 1 or more of the following
magickal items of your choice: buckler
wand (2,000 XP), dagger +2 (200 XP),
3 doses of potion of gaseous form
(300 XP), 1 dose of potion of heroism
(300 XP), spear +1 (700 XP).