Road Reconaissance (Day 0)

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Reconnaissance To The Highway
Once the party makes their choice, Cagrun thanks you and asks you to go with his Lieutenant, Eliser by name. Eliser leads you out of the hall and round to the crates, which have had the oilskins pulled off and been opened. Another of Cagruns sidekicks is there, Human – bulky – if not tending towards overweight, with a Mace hanging from his belt and a large shield on his back.
Eliser is reasonably talkative now that the party has chosen to help out, and yes he is a fighter/mage, although he admits to not being particularly skilful, and has only recently joined the Sky Knights but hasn’t been allocated a Hawk mount yet. His armour is Elven in origin, loot from a battle in which combined Alveran and Giant forces routed an early Elven expeditionary force. Whilst not as protective as “proper” chainmail, it does not hinder spell casting too much and so is allocated to spell casters within the elite military units. Not that Magic is that much use on a large battlefield except in one on one situations. Cagrun it turns out is a Druid/Ranger and obviously a reasonably senior officer.
In the crates there is a variety of equipment, nothing special but better than you have. As first to choose a mission you have also first choice of kit – BUT no taking stuff simply because you need a spare or it might be useful or it looks pretty etc. Eliser indicates that if you have any special requests that might be found in the village, he will see what he can do.
Equipment Available:
* Basic road travel kit	(1/character)
** Blanket
** Flint & Steel
** Cloak
** 2 Weeks Iron Rations
** 2 Waterskins
** Snare wire, fishing lines and		hooks
** 20’ Rope etc.
* D4 Healing salve (1/character)
* Armour
** Chainmail (Human) x 5
** Chainmail (Giant) x 1
** Chainmail (Dwaf) x 2
** Chainmail (Hobbit) x 2
** Leather (Human) x 10
** Leather (Giant) x 2
** Leather (Dwarf) x 3
** Leather (Hobbit) x 5
** Shield (Human) x 12
** Shield (Giant) x 2
** Shield (Dwarf/Hobbit) x 6
* Weapons
** Longbow x 2
** Composite Bow x 6
** Arrows x 14 Quivers of 20
** Spear x 6
** Sling x 4
** Sling Bullets x 8 pouch of 10
** Longsword x 4
** Shortsword x 8
** Scimitar x 1
** Staff x 6
** Mace x 6
** Club x 2
* SPECIALS (total of 4 items may be	taken by the party)
** Scroll: Detect Magic x3
** Scroll: Detect Invisibility x2
** Scroll: Bless x2
** Potion: Invisibility x2
** Potion: Healing x2 (2d4)
** Wand: Magic Missile (5 charges)
Whilst you are looking through the equipment you see one of the other groups coming out of the hall, instead of heading your way – they instead move off into the village. Eliser mutters something under his breath about “idiots” and makes a sign to his bulky companion. Surprisingly, given his size, the soldier moves extremely gracefully (and quietly) and goes into the village hall – only to emerge a few minutes later and head off in the same general direction as the recently departed group.
Once you have selected, Eliser suggests you either set out straight away (it is mid-morning), or if you are comfortable with travelling at night wait until early evening. In any event Cagrun has given instructions to get the scouting parties out quickly. In any case, he hands each of you a small badge and explains that the track from Braerk meets the Royal Highway near a large bridge. The bridge will be manned by Alveran soldiers who will need to see your ID. If there are any messages for Cagrun please bring them back with you when you return.
Things the party needs to decide:
* What kit to take (plus any	“special” requests)
* What your approach will be to	travelling towards the bridge
** On the track, either side, well		away from etc.
** What attempts at stealth/scouting		you will make (the terrain is pretty open so stealth is generally		difficult except in the rare patches of woodland/scrub
** Any special precautions
* Your approach to overnight camping
** Who takes what watches, how many		watches etc.
* PARTY MARCHING ORDER (or do I	assume rabble!)
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