Background: King Hesketos II's scouts and spies tell him that Emperor Fermas is massing forces to the north of Nyremi, out on the Rannik Plains. When the attack comes, it will likely be provisioned from Hyrcala or Tempel or possibly both. The most likely target will be the Kingdom of Halak, as it is weak and politically fragmented between various kings and clan lords. If Halak falls, this will bring the Dark Empire into a position to strangle Nyremi quickly. Later, they will have access to the Crater Sea, and be able to attack the rest of the Free Kingdoms. However, Vorokhoi forces constantly probe the borders, and while their army stays on its side of the river, the various tribal auxiliaries, Orcs and bandits, are frequent unwelcome visitors of the region.
Ride to Mekranov: The party will leave in the morning, stop in the village of Pult for mid-day rest and lunch, and then reach Mekranov by sunset. The meeting is in the morning. Here, the Earl will inform his combined host of developments in the north. He explains that those nights who still owe their forty days of service will join him and his entourage as they ride north. The rest will remain in the Nyra Turn, and fulfill their obligations along the border defenses and the local fyrd. When the list is read, Caratilla is one of several remaining here. Lord Cantwell is disappointed at being left out but grateful that he needn't bear the expense of supporting his retinue in the fields.
Mundane Activities: PC's will ride patrols on the roads, escort travelers, and occasionally serve duty at Pelost Tower. Be sure to note the area where the roadway passes through the rocks south of the Kruzrodda Forest as a possible point of ambush. The PC's should get an eerie feeling every time they go through this pass. Each week, roll on the following table:
1) An owlbear has come down from the mountains and is ravaging farms and forests.
2) 2d6+4 human bandits, led by a double bandit, raiding homesteads and attacking travelers on the roads.
3) 1d4+1 Ogres raiding homesteads and attacking travelers on the roads.
4-6) Nothing major happens.
Meet the Neighbors: The nearby manor of Entarod is attempting to expand its holdings at the expense of New Ostering, which has less pull at the Earl's court than they do. Entarod's ruler is not directly going with the Earl's retinue, but has selected this time to make a move against the little riverside village of Mirno, one of Ostering's outlying holdings. This is happening directly ahead of the harvest, before this year's collections can be had. What is known is that Lord Wuzna is presenting a petition that will be backed by Lord Pult to make it official. Simultaneously, Pult will grab an outlying village along the road to the east of New Ostering. None of this is especially sinister, just nobles being shitty while the earl is not around. Additional troops have been hired, several of whom are actually spies for Sargo the Cold. The typical raiding party will include a Knight, 1d4+1 mounted Guards, 2d6 Bandits, and a 3rd Lvl Ranger.
Scenario: Cross-Border Troubles - The PC's notice a sudden uptick in bandit and humanoid activity over the span of a couple of weeks. More travelers are missing off the roads, and several entire homesteads are missing. If a band is tracked, it will lead to a nearby rocky area. A dozen or so Bandits have camped here, raiding for supplies and taking captives. These are later transferred to the main fort before being sent across to Korastown.They are led by a Veteran in chain mail (AC-16). Everyone is armed with axes and short swords, with about 1/4 armed with short bows. The Bandits are encamped in an ancient hill fort now overgrown with trees, with a couple of scouts up on perches in concealment. There are 1d6+1 captives bound with ropes, guarded by two bandits at all times.
The PC's will discover the main bandit fort in a small canyon, with a stockade with 3d6+2 captives in rudely constructed cages. The front of the canyon has a simple palisade wooden wall and a watchtower. There are 3d6 bandits in the camp, including a 1/2 bandit chief. They are reinforced by several humanoids, including some orcs and a couple of ogres. Several other groups are out in the field, as the PC's will find stores for a few dozen men here.
The group is led by a wight, "Sargo the Cold" (Wight with spells of Cult Fanatic), who is along to ensure that the bandits and raiders do as they are instructed. Sargo lives in a stout wooden cabin with no windows at the back of the canyon, and normally wears chain mail and a cloak (AC-16) when outdoors. The plan is that when the group has accumulated a sufficient number of slaves, they will be marched across the border to join the construction of a new castle and bone citadel near Korastown. The slaves will then be turned into minions, so that the regular castle workers needn't be consumed.