The Missing Caravan
A Starter Adventure for Steel Age — Barony of Omsk Version
The Situation in One Paragraph
A caravan carrying ore from the mines south of Krak Guillenfre was taken by organized bandits on its return. A resentful younger son named Davan Drakon fed them the timing — recruited by a cell leader named Zoryn who operates out of the warehouse district. The players are hired by Simon Guillenfre to find the caravan before the evidence goes cold. They arrive while the ore handoff is still happening. What they uncover points toward a network that runs deeper than any of them expect.
Scene Sequence
| # | Scene | Key Outcome |
|---|---|---|
| 1 | Entry Hook | Players meet Aldric, get taken to Simon |
| 2 | Simon's Briefing | Job established, Pell's name given |
| 3 | Talk to Pell | Someone asked about caravan timing before it left |
| 4 | Road South — Segment Play | Travel pressure, Rule of Two introduced |
| 5 | Road Bandits Combat | System introduction; waystation at end of segment |
| 6 | Harmund's Mine | Caravan confirmed loaded and departed; backtrack begins |
| 7 | Vasil Drakon's Manor | Last sighting on return route; Davan was watching |
| 8 | Waystation Camp | Cold camp, tracks east; Optional: Predator |
| 9 | The Clearing | Main encounter — Kest, mid-handoff, Davan present |
| 10 | Davan — Taken or Fled | Players have Davan OR follow trail to manor |
| 11 | Dead Drop | Points toward warehouse district |
| 12 | Zoryn Confronted | Optional: turns violent |
| 13 | Return to Simon | Resolution, payment, the offer |
The Conspiracy — Only What the GM Needs
Davan — passed caravan timing to a contact point. Thinks he's number two in a small operation. Doesn't know Zoryn.
Zoryn — cell leader, warehouse keeper, runs Davan through a dead drop. Doesn't know who is above him.
Above Zoryn — unknown. Players will only learn that someone above Zoryn exists.
Above the underlier — the Black Isle. Everything above this belongs to future adventures. Do not introduce it here.
Adjustable Dials
If the party is cautious and slow: Zoryn’s buyer completes the handoff. The clearing is empty when they arrive. The tracks are a day old. Investigation still works — but the players feel the cost of lost time.
If the party skips Pell: They miss the “someone asked about the timing” detail. Zoryn is harder to identify. Harmund’s observations can fill that gap.
If Davan runs and reaches his father: The manor confrontation becomes the emotional heart of Act Three. Play it slowly.
If the players want to let Kest go: Let them. He has no loyalty to Zoryn. He’ll be honest in exchange for a clean exit.
Closes when the caravan is found, Zoryn identified or arrested, and Davan’s situation settled. Players do not need to catch Zoryn or identify the underlier. Award at the start of the following session.