Trade Route Mission - Year Between HoCK and HoB


Legacy of Fire


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I have been playing around with adding a mission to help re-establish trade north to Osirion. Thoughts?

This takes place assuming everyone stays in Kelmarane after freeing it from the gnolls and trade has started to resume.

Lady Almah calls everyone into her new office (include Haleen and anyone else the group seems taken to except the mercenaries). She again thanks them for the help they have given in the last several months (depending on what they have chosen to do). She explains she has a small tasking for them. “To increase trade to Kelmarane, the northern trade route needs to be stabilized. It has fallen into disrepair since the loss of Kelmarane twenty years ago. There is a village east of here called Bronze Hook and nearby it is one of the few fords across the Pale River available all year long. The ford is called Hook Ford. Please go to these locations and establish contact with them on behalf of myself and Kelmarane and let them know our desire to re-establish trade along this route to Osirion, specifically Ipeq. Follow the trade route that is by the old monastery east and it will take you to Hook Ford and then cross over the Pale River to Bronze Hook. My understanding is that there is still a guard at Hook Ford, though I do not know anything about them. Bronze Hook has also been out of the Pactmasters view since the fall of Kelmarane. Make sure they understand that with Kelmarane’s return, the Pactmasters will be looking at them also.

Once you are done making contact with Bronze Hook, continue north along the trade route until you reach a set of lakes on either side of the trade route. These are known as Giant’s Steps. Keep your eyes alert as this is a known area for bandits. See what you can do to eliminate or at least reduce the amount of bandits in the area. Giant’s Steps is the first relief caravans coming from Osirion encounter after entering the highlands. Part of the reason this trade route has been seldom used is this banditry. I will be working with the Pactmasters to establish a regular patrol of guards through that area but need it to be cleaned out while I get this established. I am sending some of the Mercenaries with you as the first set of guard patrol, but be aware they are not great for establishing any type of contact in Bronze Hook.”

Lady Almah is willing to pay them 250gp each. With a diplomacy check (DC 15) she is willing to go up to 500gp each (this includes anyone else who the players bring along besides the mercenaries). She is willing to lend horses (light) to anyone that does not have one, however if they do not bring back the horse, she will withhold some of the payment to cover the horse (75gp). Each horse comes with a saddle and bridle but they will have to see about obtaining feed for the horse while they are gone.

Travel to Hook Ford takes approximately 1 day by horseback. The party can attempt to interact with the guard that night or wait until morning. On this side of the ford is a small house connected to a watch tower. If the party attempts to interact with the guard at night, he will invite them to join him in a meal inside his place but explains he does not have room for all of them to sleep. The guard is Dasharn and he has been the watchman for this post for over 40 years. He is a veteran militia member and is proud of his service. He keeps a good watch however he is bored and starting to go a little senile. Mention wanting to cross the ford and he asks why the group wants to cross HIS ford. Part of his problem is he is outside the community of Bronze Hook and has gotten quiet lonely for human companionship. He has a eagle companion who accompanies him at all times and is extremely helpful in hunting gazelle to leave for the Dragonne of the Brazen Peaks that he has gotten to be friends with. He’s not ready to retire but would be willing to train another to eventually replace him with the understanding that he would get to remain as long as he wants. Whoever replaces him would also have to be willing to befriend and help the Dragonnes as he has.

It will cost everyone 7gp to get themselves and their mounts across the ford and will take the better part of the morning to cross. A diplomacy check (DC 25) will enable them to reduce it to 5gp for each person and their mount.

The village of Bronze Hook is about a half hour ride away from the ford. There are several farms along the river that provide most of its food. The main source of income has been tolls from the folks crossing the ford. The village looks inhabited but run down. Some of the buildings even have visible holes in them. Bronze Hook is a village of approximately 30 families (about 75 people). There are three small farms, a large inn, a constable building, a common house (which also acts as the mayor’s office), two dozen or so small houses, separate stables with space for wagons behind it, a small general store, and a couple of abandoned buildings. There is no visible shrine or temple (the village is too small to host any clergy). The cost of stabling animals and lodgings is cost listed in Core Rulebook +50%.

Notable figures of Bronze Hook:
Local healer is known as a witch by the villagers and she is ancient by anyone’s standard. She is very bent over and can always be found in the company of a young girl who all say is her protégé. They are Ancient Jaeda and Young Kalka. Young Kalka looks out of place; she looks nothing like the rest of the villagers.

Mayor of the village is a middle aged man of Mwangi descent. His goes by Mayor Sinale. His main thoughts are the longer anyone stays in the village, the more money the village will collect. He is not particular on the laws of Ketapesh as Bronze Hook has not been in their sights and taxes are not collected. The mayor will drag out the discussions as long as possible but can be persuaded that is not in his best interested (especially is Merchant Samuel Kreb is helping the group).

Innkeeper is a heavyset man close to middle age. He enjoys his drink a little too much. His troubles started shortly after he inherited the place from his father shortly before the fall of Kelmarane. The caravan’s that created the money flow stopped coming and he is beside himself to do anything to help. At this point he is debating leaving Bronze Hook but does not know where else to go. Also working at the inn is the barkeep and his wife. The innkeeper is Ridwan and the barkeep is Deo and his wife Brisie is the cook. Deo and Brisie’s children also help out (work) at the inn. Brisie’s cooking is extremely good (some of the best cooking anyone has had).

Constables tend to start at least half of the tavern brawls just looking for trouble and something to do. When there is a large group (such as a caravan), they no longer know how to keep the peace. Some of the problem is boredom, some of it is they no longer know how to do their job and need to be either placed under someone who can control them or replaced. Two of the younger Constables don’t seem to join in unless they are goaded by the older ones. Even the mercenaries are a little put out by some of the older Constables. There are actually 8 Constables (large number is leftover from when many caravans used to come through). Their names are Hunayn, Racham, Kalev, Nuzhat, Bakht, Ora, Taha, Fayiz. The two that sit out could not control the others and are too inexperienced to lead.

Merchant of the general store is a general store who is completely fed up with Bronze Hook and would leave if his wife was willing to but she has lived here all her life and is unwilling to try someplace new. The merchant tried shortly after the caravans stopped coming but his wife went to her sister’s place and refused to leave until he gave up on the nonsense of moving. The merchant, Samuel Kreb is originally from Varisia. The store itself has very little in it, even lacking much of the supplies to require a smithy to make. He used to get his supplies along with exotic items from the caravans and often they were most of his customers. He is the best way to get a meaningful meeting with the Mayor about trade starting back up. Samuel Kreb’s arms are covered in tattoos.

Stable Manager is a young man that is always followed around by a dog. The other villagers will let you know that the Stable Master trained that dog and it was a stray. The Stable Master is good with all animals, not just the dog. Occasionally he will go out hunting so the village can have fresh meat but not very often as he is only an okay shot with his sling. The Stable Master is known as Stable Master al-Hayawan. (Note: the Stable Master would love to be in the wilderness more, possibly become a ranger if he could get the training.)

The mayor will not speak with anyone from the group until at least the next morning (from the day they arrive), even if they have spoken with Samuel Kreb. He figures that whatever they wish to speak with him about can wait until the morning. Without Samuel Kreb’s help, it takes a diplomacy check (DC 30) to get the mayor to believe their message. With Samuel Kreb the diplomacy check is reduced (DC 22). The mayor puts more weight on what locals say versus what strangers say.

During the first night, the Constables attempt to start a tavern brawl involving the group. If none of the players seem to get provoked, they will attempt to provoke the mercenaries. Either way, they are trying to get the group to swing first so they can arrest them, figuring they will need to be bailed out of jail. The two youngest Constables (Kalev and Ora) will avoid the fight if possible and if they have been talked up (diplomacy DC 18) they will warn the group. The two youngest sit apart from the rest of the constables.

The players need to decide how they are going to fix some of the situation in Bronze Hook so that it will not interrupt trade flow that will hopefully be starting up again with the return of Kelmarane.

The journey to Giant’s Steps takes 2 days by horseback. On the first night (around midnight), gnolls attack the group led by a gnoll ranger. Perception Check (DC 25) to spot the gnolls as the approach the camp spot.

Gnolls (6)
Gnoll Ranger – Gnoll Ranger 5
Hyena (Animal Companion)

Background: This group of gnolls has separated from the Carrion King due to the lack of raiding of human villages for slaves. They found about all the banditry around Giant’s Steps and have set up to raid caravans and occasionally other bandit groups. Every once in a while they will bring a group of slaves to Ketapesh for sale, assuming they survive the trip and “breaking”.

With the Giant’s Steps in sight, Perception Check (DC 15) to notice a group of riders approaching at a fast pace. This is one of the many groups of raiders operating out of the Giant’s Steps area. Seeing the large numbers of the party, they assume this is a fast moving (high in money) caravan going back to Osirion for supplies.

Bandits (10) – Human Warrior 2, Fighter 1
Bandit Leader – Dwarf Barbarian (Mounted Fury Archtype) 5
Camels (11) – Bandits are mounted on them

To finish accomplishing the tasking, the group needs to search around Giant’s Steps to see if they can find any other large groups of bandits and raiders. (Need details on how to find) The group finds a small bandit camp. Within the camp are three recent captives, a merchant and his two young sons. Guarding the camp are 8 more bandits and the camp leader. This is actual part of the same group of bandits that attacked the group when they first got to Giant’s Step.

Camp Bandits – Human Warrior 2
Camp Leader – Halfling Fighter (Mobile Fighter Archtype) 3

The merchant and his three sons were traveling to Solku to reunite with family. The merchant’s wife recently died and the merchant had no place to leave his two younger sons while he was on the road. His eldest son died in the attack and often acted as a caravan guard.

Looking around, the camp would make an ideal location as base camp for the new routine patrols. The mercenaries quickly make themselves at home. Also in the camp are 4 backpacks (two being small), 4 waterskins, a scroll case, a tent, MW merchant scale, dyes, belt pouch containing 40gp, a dagger, 4 bedrolls, and several changes of clothing that belongs to the merchant his sons. Also in the camp are wooden armor and a MW scimitar that belonged to his eldest. He offers them up to the party as thank you for rescuing them. He requests they escort him and his sons to Solku but will accept an escort to Kelmarane if that is all they are willing to provide. There is no sign of his eldest son’s body around the camp. (The body can be found floating in Left Step, in some cat-tails. Perception Check (DC 20) to notice when they are near Left Step.)

If the eldest son’s body is found, the merchant asks for proper burial ceremony. He and his family are devout followers of Sarenrae.


It looks like you have some interesting plots started up. I might up the reward to reflect that higher level heroes have higher wages.

I plan on doing a similar type of thing, but not homebrew.

What I did is picked up Desert of Desolation from Amazon (and boy did the price go up since I ordered it over winter). After "Howl" Almah gives them pretty much the same speech but for me she is going to have the party open up the trade route all the way to Sothis in Osirion. This will also allow me to tie in Entombed with the Pharoahs and
Pact of the Stone Pyramid. It helps that one of the characters took the trait "Seeking Adventure" and his Venture Captain is none other than the Mithril Scarab.

I am thinking about having them fight or meet Pazhvann during the coarse of this module and then have it end with "House of the Beast."

I found a 3.5 conversion on line so that shouldn't be a problem. I'm not worried up messing with XP because I am having the players level at certain story points.


I am planning on including Pact of the Stone Pyramid after HoB and already have a way to nab my players from their backgrounds with only a little tweaking. One of the player's characters is from Osirion and his mother is a Osirionologist. I am not using the campaign traits. Not running Entombed with the Pharoahs because it just not my style.


Pathfinder Starfinder Society Subscriber

Some interesting stuff there to be sure. In my campaign, I went with a very different, much seedier version of Bronze Hook (a "hive of scum and villainy," where bandits and prospectors mingled and blew their cash).

For the break between HotCK and HotB, I ran my players through a modified version of Kingmaker, running the players through 16 turns/months.

I did add one specific side encounter the first time the PCs visited Bronze Hook, however. Tiny spoiler for HotB:

Spoiler:

I had the PCs meet Amwyr Yuseifah on his way to Pale Mountain, accompanied by a security detail of burly eunoch guards and a dozen lovely, exotic concubines. Playing Amwyr as insufferably arrogant, my intention was just to highlight the depths to which Amwyr has fallen the next time the PCs meet him, but two of my players surprised me by emptying their PCs' pockets and all but hocking their watches to buy as many of Amwyr's concubines as they could possibly afford. With impressive Diplomacy rolls, they amused Amwyr enough to get the price down to 100 gp per slave, but could still only afford to buy nine of the twelve women. A third PC present had enough cash to buy the remaining three, but took ethical issue with buying the women, pointing out that by falling all over themselves to buy these slaves, they were simply encouraging Amwyr to go straight back to Katapesh and make more profitable runs out to the Brazen Peaks. (And that PC would have been correct, if not for the Carrion King's actions.)

Having already made contact with the Carrion Tribes, Amwyr wasn't willing to wait around for the PCs to run home, grab more money, and come back, so he, his guards, and the remaining three women went off to their doom at Pale Mountain.

As for the nine women who did come back to town, the PCs set them free (either immediately, or via a year of indentured servitude to "rehabilitate" them) and they've filtered out into Kelmarane's society and will actually be replacing a few minor NPCs in The Final Wish. One's become a PC's cohort, and another two are his followers.

I can't say the PCs were upset to discover that Amwyr had been literally rotting away in a cell for the entire year that passed between their first two encounters, and the fate of the doomed women just made the Carrion Tribes (and Thkot Tal) all the more hissable.


I really like the side encounter you added. I think I might add something like it for their trip back through Bronze Hook (as they return from Giant's Steps). I also like the chance of bandits being in Bronze Hook since they are looking the other way as long as coin in being spent.

I don't have Kingmaker, so wasn't planning on using that.


Here are my notes on including the Desert of Desolation plotline into Legacy of Fire. If you have DoD, Entombed with the Pharaohs, and Pact of the Stone Pyramid this will make more sense. If not, maybe it might inspire someone.

Chapters 1-3: irrelevant

Ch. 4:

Town of Bralizzar is removed.

The Mithril Scarab sends the PC with the Seeking Adventure trait a letter warning about the 5 Stars of Pelar and describes the legend of the genies from DoD.

the letter:
Dearest Pathfinder Zedric,

Soon Almah will be hiring you to make sure the old trade route through the Brazen Peaks to Ipeq is clear. Once in Ipeq, I would like you to meet my contact there. He will have a barge charter ready for you to travel up to Sothis where you will meet with me. I have a mission that your group is uniquely suited for. Even up here in northern Osirion, we have heard about the exploits of the Knight Protectors of Kelmarane. Congratulations on this new title.

The mission involves a curse enacted almost five thousand of years ago by Nefeshti, the leader of a group of genies called the Templars of the Five winds, who used to protect the crumbling Ancient Osirion between the first and second ages. Some of the lore has been lost in the eons since her disappearance, but she left behind clues in the forms of some prophecies.

These prophecies tell the story of the imprisonment of a dangerous genie of unimaginable power named Zayifid. This power was bestowed by the Nefeshti, who was a princess among the djinn and was a master of wish magic. For centuries, Zayifid was a loyal templar, but one day he betrayed Nefeshti for the efreet prince Jhavhul. He took up armies against the disparate people of Ancient Osirion as a general in Jhavul’s army and quest to become a god. Nefeshti was severely weakened during this period of time. She and the rest of the Templars or the Five Winds were merely able to imprison Zayifid and Jhavhul. But the magic has limits, and is growing weaker over time. This acted ended with the death of her human lover Andrathi, and eventually Nefeshti herself.

According to the prophecies, the prisons will fail this year.

What I know of Jhavhul’s imprisonment is scarce. All I know is that there is a weapon called the Firebleeder which is said to be lost on a demiplane of some sort; possibly one created by the archwizard Nex.

The prophecies regarding Zayifid are more clear. Nefeshti enchanted five large gemstones she called Star Gems, and hid them in various locations within Katapesh and Osirion. By gathering these Star Gems together in her tomb, she will be able to be brought back to life with her powers restored and she will be able to end the threat of Zayifid for good. My contact will have more current information on how to find these Star Gems for when you arrive. I am working on leads right now.

Of course, the Pathfinders are very interested in containing a threat of this magnitude, but we are also interested in any historical or magical artifacts, archaeological discoveries, and anything else that might be found in ancient tombs. I understand you have an actual archaeologist in your group. That works out perfectly since much of what I am uncovering involves archaeological dig sites.

Please be careful, Zedric. I look forward to seeing you again and hearing first hand of your heroics.

The Mithril Scarab

p.s. Thank you for paying back the loan.

Almah commissions the PCs to scout the trade route to Ipeq and escort a caravan.

Ch. 5: The Northknife Pass goes through the Brazen Peaks and the border to Osirion

Ch. 6: not terribly relevant but I may use some random encounters.

Ch. 7: Remove the Sunken City of Pazar and add Entombed with the Pharoahs. Zayafid is in the sarcophagus in room 8 and replaces both Anok Fere and the efreet from DoD. At this point he is powered up on wish magic. The Aya-Pelar gem is on the sarcophagus.

Ch. 8: The Pyramid of Amun-Re is located where the Pyramid of Doom is on the Osirion map. I am skipping the maze level.

Ch. 9: The Oasis of White Plain is actually the town Wati.

Ch. 10: unchanged

Ch. 11: Crypt of Badr Al-Mosak is located at the Pillars of the Sun (Osirion map).

Ch. 12: Dungeon Crawl Classics Tears of the Genie replaces The Lost City of the Phoenix. This is when the PCs release Pazhvann who is also still powered up by wish magic. He takes the place of the djinn from DoD and immediately goes off to hunt down Zayifid. He'll lose and the characters will witness the epic battle in the sky.

Ch. 13: Pact of the Stone Pyramid replaces the rest. Nefeshti replaces Martek. She will then chase down Zayifid. PC's will witness this battle and will see Zayifid fall. Nefeshti will disappear until she comes back in "The Final Wish." Zayifid will return in House of the Beast as written.

The PCs will now take the year off. House of the Beast will start with "The Beast of Burden" from Dungeon magazine. Zayifid will be a "captive" but otherwise everything should go as written.


After reading Broken Chains, I think I will just slot that into Ch. 10 and save the work of upping the DCs to match Jackal's Price. There is slavery in Osirion too.

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