Harnic Caravans:
Trials Along the Salt Route

Introduction

by John Scammato
art by Chris Dornaus



An Adventure of Overland Travel in the Real Middle Ages

This is a different sort of adventure from the run-of-the-mill dungeon scenario. It is a background adventure intended to last several or even many sessions depending upon the GM's desire to insert additional excitement along the way.

The main thrust of this adventure is to help the GM provide exciting travels for the PCs. Travel in medieval Ham is slow and perilous, with adventure at every turn. This adventure provides some of those perils, along with details to help make the journey realistic and memorable. Modes of transportation include foot, cart, and boat travel. Weather effects, natural hazards, and brigands are just some of the hurdles the party must overcome.

Much of this adventure involves travel. This adventure can easily be adapted to any fantasy game, but the World of Harn, rich in economic information, is a great setting for the Salt Route. If you have the green HarnWorld book you will find useful travel information on the last few pages. The timing in this adventure is set up from those numbers, but you may adjust it to the travel rules provided by your system.

One of the most important aspects of medieval travel is the lack of conveniences to which we have all grown accustomed. Hungry PCs cannot simply grab a sandwich at a corner deli, and there are no ATMs dispensing cash. Roads are often impassable and there are no streetlights or head lamps to relieve the dark of night. The tank of gasoline that carries a modern one-ton pickup truck 300 miles becomes 500 pounds of food. The GM must be able to convey a sense of peril and uncertainty associated with life on the road.

PCs should have clearly recorded supplies and move rates. Entire caravans can be destroyed for the want of some fairly mundane items.

Setting

Along the highways, by-ways, and water-ways of western Harn, then a dangerous caravan trip from Coranan to Tashal along the Salt Route.

A Cry in the Night

The party is at the respectable Bridgetower Inn in Golotha. One PC should hear a cry for help and sounds of an altercation from the alley to the north. Upon investigation, they see a trio of thieves attacking an older man. Party members may remember seeing some or all of them in the inn just a little while ago. The older man left with one younger man, and the other two left almost immediately after. Now all three are beating their victim amid curses that the price of disloyalty is pain and death.

Feel free to adjust the conflict to be a minor challenge for the party. They should be able to rescue the man whoever, as he becomes the catalyst for this adventure.

The older man is Jayk of Limon, an associate of mercantyler and usurer Oparn of Zarainsen. Opam is a powerful member of the Lia-Kavair (Thieves' Guild) and his brother is the guildmaster.

Jayk is in pretty rough shape, but he refuses to see a physician and he does not want to go home. He is grateful to the party, and tells this tale:

I've been a businessman in Golotha since before you were born. I know how this place works, and I know it's time for me to retire. Now. Tonight. You see, in Golotha, if you aren't in, then you're out. I was in, but now I'm out. Those boys -- they're in. They want me out. I've a son up the river in Thiri. If you can help me to get to him tonight, then I will reward you very, very well.

GM Note:

Jayk is a loanshark and enforcer for his employer. He is ruthless, vicious, and intelligent. He knows that he made a mistake attempting to take some business for himself, and that his employer will have him killed. The first attempt was foiled, but he will not always be so lucky. If you have Golotha from Cities Of Harn, feel free to set up an adventure in town as the party helps him to get his things from his home, and as he tries to call in some favors owed him by other associates; almost all will express sorrow that they cannot help, but you understand, don'tcha Jayk? Finish the adventure with the party on the bridge to Chakta.

Oparn would make an excellent recurring villain. He can be very stubborn and it is assured that he will be furious about being foiled by the party. He may decide to dispatch thugs to follow and capture/kill the PCs. Of course the players could they learn his identity and bring him to justice first (which would not be a high percentage play). To make him truly lovable, make him a devout worshipper of Morgath (Lord of Chaos) as well!

Harnic Caravans Trials Along the Salt Route


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