Once the PC's depart from New Ostering, they face several days of travel. Each day in the wilderness, roll 1d20 to determine encounters.
1) No encounters of note, but the terrain is grueling, the weather is terrible and no good shelter is found. Everyone must make a CON Save of DC12, or they are Exhausted for the next day's encounter. Multiple instances are cumulative.
2-9) Nothing of note happens, it is a nice day of walking in the mountains with the usual sorts of critters around.
10) A Hill Giant and 1d4+1 Ogres heading towards a farmstead visible in the distance.
11) A strike team of 1d6+2 Ghouls and a Ogre Ghoul led by a Wight with armor and a magic item are bound for the Nyremian plains to raise undead auxiliaries.
12) A group of 2d6+4 Scouts out looking for Nyremian war parties and civilians to ambush. The leader is also a Cult Fanatic for spell purposes.
13) 2d6+3 Hobgoblins riding Worgs are stalking the party and will attack when they are stopped to rest.
14) An Chimera explodes out of the brush, attacking the PC with the lowest initiative score.
15) A pair of Perytons dive bombs the party, aiming to kill and devour the person with the lowest initiative score
16) A fey grove, home to a Dryad and other angry fey creatures. A small group of bandits is holed up in a cabin, surrounded by fey creatures. If they are escorted out safely, the bandits will join the PC's as unreliable allies.
17-19) A Hazard - a cliffside path with treacherous rocks, a rope bridge across a chasm, or a dangerous landslide. DC12 Survival or Perception to spot the hazard, and DC12 Athletics or Acrobatics to negotiate it. Anyone who fails falls and takes 4d6 bludgeoning damage or half that on a DC15 Dex Save.
20) A Settlement in the mountains, inhabited by suspicious farmers. The PC's will be able to get lodging and good food and provisions, as well as intelligence on what the locals have seen. Roll the next encounter check in advance... if it is an encounter, the PC's have Advantage as well as a clear idea what to expect.
The "tower" is an old human fort on a cliff face that has been improved on by various tenants. It gives a good view of the valley and countryside of the lowlands, and is easily defensible from attack. The front and back approaches are easily held by small numbers of defenders, and the side of the fort is three hundred feet above the closest place someone could fire at defenders.
A group of bandits with a bandit leader and a wizard are holed up in the fort, which is quietly surrounded by a band of Orcs who want it for themselves. The Orcs are actually a small tribe with a couple of Ogre buds. There are signs of an obvious fight near the entrances to the fort, with arrows in the ground and bodies lying in the open. The Orcs have set up a camp at the base of the cliff, on a gently sloping shelf. They sleep under trees where they are safe from archery from the fort. There is currently a pause in the fighting when the PC's arrive.
Ostera Keep - (Gorthond) - 75 Vork troops, ten Black Riders
Ostera Manor - Deathlock mastermind stats, two wight knights, 2d6 guards, shrine guarded with traps and swarms of necrobeetles. Concubines are daughters of nobles houses - playthings and hostages.
Current spells: Prot. Evil and Good, Guiding Bolt, Command, Inflict Wounds, Enhance Ability, Hold Person, Warding Bond, Animate Dead, Dispel Magic, Spirit Guardians Cantrips: Guidance, Mending, Resistance, Sacred Flame, Spare the Dying
Spell slots: 4 first level, 3 second level, 2 third level Spell save DC: 14 Spell Attack Modifier: +6 Can prepare 10 spells