The Gravel Route Gambit
The vital Gravel Trade-Route, a lifeline of crushed limestone connecting the Sunscorch Mines to the port city of Alabaster, has become a death trap. Merchant caravans vanish, not just to the gnoll packs that howl in the dunes, but to a more insidious threat: forged travel passes sold by the very guards sworn to protect the road. Caught between a desperate, territorial gnoll tribe and a corrupt garrison funding a secret war, you must navigate a web of lies where every choice has a cost. Veteran players will find no heroes here, only survivors and those who have already paid the price.
Chronicle Prelude
You arrive at Fort Basalt, the fortified toll-gate and last 'safe' outpost on the Gravel Route. The air is thick with dust, desperation, and the scent of cheap ale. Merchants huddle in fear, guards eye everyone with suspicion, and a palpable tension hangs over the courtyard. The fort's commander, Captain Verrick, publicly blames the gnolls for the attacks, but whispers speak of another danger on the road.
Environmental Traits
The Gravel Trade-Route is dying. The twin threats of the gnoll 'Carrion Tribe' and a corrupt guard network selling forged passes have strangled commerce. Caravans are caught between being devoured or extorted. The players are hired by a desperate merchants' guild to investigate, but will quickly discover that 'solving' the problem requires choosing which predator to feed—and which desperate faction to condemn.