https://drive.google.com/open?id=1XUUmzxMfc2xAFqzaPqtZJW-xw0x4b_mK
Travel - Getting home will be an interesting journey, about a hundred miles through the mountains. Without trails, the journey will take over a week. Losing the way is not really an issue, but there will be many obstacles and encounters. 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 Giant and 1d4+1 Ogres heading towards a farmstead visible in the distance.
11) A pack of wandering undead.
12) A Pine Marcher knight and his retinue traveling overland to raid across the border.
13) 2d6+3 Hobgoblins riding Worgs are stalking the party and will attack when they are stopped to rest.
14) An Owlbear explodes out of the brush, attacking the PC with the lowest initiative score.
15) A Wyvern dive bombs the party, aiming to kill and devour the person with the lowest initiative score
16) An old human fort in ruins, now occupied by a Green Hag and her Gargoyle servitors. She has a Dryad prisoner, who she will use to entrap the PC's. This one only appears once. If it turns up again, it is instead a group of 1d6+4 Scouts out looking for Pine Marcher raiders. If the PC's do not make friendly contact, they will probably attack. The party leader is a Druid, possibly acquainted with Laurana.
17-19) A Hazard - a cliffside path with treacherous rocks, a rope bridge across a chasm, or a dangerous landslide.Anyone who fails falls and takes 2d6 bludgeoning damage or half that on a 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.
1) Fifteen miners from Silverwater have taken up lodging at the "Norwes Hamlet", leading to an increase in disorder and petty criminality. The residents of the hamlet were already thought to be thieves and criminals, and the miners living there has made them wealthier. Also, there is tension between the Sevastin and the miners, who are not nearly so open-minded as Sir Kellen and Squire Elika. They are camped in the pasture between Norwes and Gryffnil Keep, mostly keeping to themselves.
2) Unfortunately, the neighbors are getting jealous of this newfound wealth. One is hiring "bandits" to prey on shipments, while the other is trying to assert the old baronial privilege.
Lord Hastael Ashfall of Murtven Woods controls the largest feudal domain in the area. He is best described as "eccentric, fearless, and cruel". Though still a powerful fighter, he is older, and now prefers to work through intrigue. Though now parted up between various near peers, he is still the wealthiest knight in the region and wishes to consolidate his control. Sir Hastael will demand a cut of anything sent through the Vyland Portage, and when he found out about the silver mines, he annexed the Norwes Hamlet and the mines for himself. He makes no claim on the rest of the fief, though his men throw their weight around in Gryffnil, harassing villagers and herdsmen who must travel past their turf. The mines and Norwes are ruled by a Sir Hesron, a d8 knight who intends to displace Sir Kellen. Last week, his drunken men assaulted Mira when she had had enough of their drunken antics - she was injured, but she put the assailant in the ground. When Sir Hesron came to arrest her or demand payment, it turned into a fight at the castle. One of the archers was killed, and two were wounded, but the gathering villagers convinced Sir Hesron to withdraw. Now things are very, very tense.
The Blackmoor silver is stored in the vault of Castle Kappelan. The castle is guarded by Sir Boren, a d8/d10 knight - Toughness 10 (4), Parry 7/9 w shield, d10+d8 sword. Guards are all Toughness 5 (2) and Parry 5, with various weapons.
Sir Emmreth Jalad owns "Kurtlisch Pines", the domain just downstream from Vyland Portage. In addition to suddenly increasing tolls on the roads and rivers, he is also hiring bandits to prey on traffic out of Upper Gryffnil. Sir Emmreth is greedy and unhappy about his "number two" spot in the region. Most of these are simply bandits, but the worst is a bandit captain and a band of seven "thugs". All of them are displaced Pine March soldiers, former men of the Pine Marcher lords. He has not made overt claims on Vyland, but anything taken by bandits will usually wind up in his storerooms.
3) Predators (Wvyern, and six Dire Wolves) have been drawn by the increasing activity and noise along the trail between Gryffnil and Vryland. Villagers claim to have heard the howling of a pack of wolves, larger and louder than natural, in the woods to the south. Likewise, something has been taking sheep and other livestock from the pastures to the north. As usual, the villagers blame the Sevastin band that has camped out there.
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