
Quest Giver: Perrin Holt, Quartermaster of the Caravanserai (“River’s Rest”)
Perrin bumps into the party and invites them for a drink at the Crooked Pike Tavern, if the party takes him up on the free round, and tells you about a proposition, but not here. He hands you a silver coin with a wolf’s head on it – barbarian silver. Come to the caravanserai tonight, the night porter will let you in and have a cask at the table ready for you…
Perrin Holt eyes you over the rim of his mug, having poured a round of some braggot ale (honey spiced, very good quality). “Got a problem, quiet-like. Some Grosskopf traders got hit on the far bank last night — their wagons turned inside out, goods gone, men left with bruises and pride worse. The bastards that did it aren’t big enough to pick a real fight — just scavengers trying to look fierce in front of bigger clans. But it’s killing business. If word gets out along the Silver Road, caravans are going to dry up. You want some silver, there’s a chance to earn it.”
He gestures to the dim backroom, the Wolf’s Den, where two barbarian traders, Einar and Runa, sit in the lamplight, scowling into their cups. They look you over doubtful but desperate.
The Bloodtusk Raiders
Talking to Einar and Runa, if the party asks, they will tell them about the Bloodtusk Raiders, a small, scrappy splinter-tribe of 20–25 raiders led by an ambitious young chieftain named Korr who calls himself “Thane of the Bloodtusk” tribe.
They are not officially recognized by Sigurd One-Eye or the larger Grosskopf clans along the west shore. Instead, they are younger warriors and outcasts trying to gain honor and wealth through opportunistic raids. The clans can charge more for safety but if not, the Redmaw and Stonebinders don’t seem to care -for now.
Mind you, if they gain standing among the tribes, the mudpigs may decide to start raiding on your side of the river.
Perrin will cut in, “and that’s bad for everybody’s business.”
Additional DM Notes for reference:
Culture & Motives
- Tribal Crest: A boar skull daubed in red clay, tusks bound with cord.
- Origin: Mixed-blood warriors and exiles from other tribes.
- Reputation: Called “mudboars” by other barbarians; sneered at for cowardly tactics.
- Base: A hidden riverside camp made of reed huts and a palisaded boar pen about 2 miles north/northwest (brown icon in the Bloodtusk territory), they’ve launched downriver from near a half-sunken ferry dock east of their camp.
- Tactics: Use the river fog to ambush crossing merchants, hurl javelins, and flee in light canoes or flat out accosted them along the road right before the bridge; of late, they’ve been getting closer and closer to the bridge by Westwatch.
- Goal: To deliver stolen silver and furs as tribute trying to get the Redmaw’s chief, Vargath, to recognize them.
- Vargath is watching their progress but unimpressed right now calling them by their derogatory moniker, ‘mudpigs’ for now. If they were to start harassing Westwatch though – which they will in a few weeks if left unchecked, Vargath will be favorable. Sigrun One-Eye from the Skytalon clan to the south despises Khorr, and has cautioned Vargath about them seeing them as reckless. While she too might be emboldened if they start attacking the Tenh, she – for now – has a longer term view that that course of action will go poorly in the long run, or so the omens say.
Hooks for Scaling
| Party Level | Composition | Environment |
|---|---|---|
| Level 2 | 4–5 Raiders + 1 Tracker | Fog, light rain, difficult mud |
| Level 3 | 6 Raiders + 1 Shaman + 1 Tracker | Night attack with alarmed sentries |
| Level 4 | 8 Raiders + Korr Thane + 1 Shaman | Hidden camp, mixed ranged/melee, firepit hazards |
Encounter: Bloodtusk Camp
Features:
- Concealed under riverbank reeds (DC 13 Survival to find by tracks or smell of smoke).
- Two canoes tied to submerged stakes east of the main camp.
- A hanging rack of half-cured furs and sacks of stolen silver coins is in Khorr’s hut.
- A crude idol of a boar skull pierced with arrows — “for strength.”
Terrain:
Muddy bank (difficult terrain), reed thickets (light cover), central firepit (may ignite oil jars).
Condensed Stat Blocks
Bloodtusk Raider (CR 1/4)
AC 13 (hide), HP 16 (3d8+3), Spd 30 ft.
Atk: Spear +4 (1d6+2) or Javelin (30/120) +4 (1d6+2).
Traits:
- Pack Hunter: +2 dmg if ally within 5 ft of target.
- Reed Step: Advantage on Stealth in fog, marsh, or riverbanks.
Bloodtusk Tracker (CR 1/2)
AC 14 (leather), HP 22 (4d8+4), Spd 35 ft.
Atk: Shortbow +4 (1d6+2) or Shortsword +4 (1d6+2).
Traits:
- Mark Quarry: Once per short rest, bonus action to mark a creature; next 2 attacks against that creature deal +1d6.
- Skirmisher: Doesn’t provoke opportunity attacks when moving after ranged attack.
Serrut the Shameful – Bloodtusk Shaman (CR 1)
AC 12, HP 27 (5d8+5)
Spells (2nd-level caster): Guidance, Sacred Flame, Entangle, Cure Wounds, Thunderwave (1/day)
Atk: Quarterstaff +3 (1d6).
Traits:
- Totem Focus (Boar): Allies within 10 ft gain +1d4 temp HP when reduced below half HP.
Khorr Thane of the Bloodtusk (Leader) (CR 2)
Medium humanoid (barbarian), chaotic neutral
AC 14 (furs), HP 45 (6d8+18), Spd 40 ft.
Atk: Great Axe +5 (1d12+3); Rage (2/day): +2 dmg, resist B/P/S.
Tactics: Opens by intimidating shouts, then charges PCs; may flee if 50% of his men die.
Treasure & Rewards
- Recovered goods:
- 5,000 sp worth of Grosskopf silver pieces (beautifully hammered with wolf’s head on the coin, used in trade); weighs 100 lbs.
- 3 crates of tanned furs (wolf, fox, stoat) worth 450 gp total.
- 1 Fur-lined cloak of warmth (common magic item).
- Camp Loot:
- 2d6 gp in crude coinage, a bone charm (50 gp), and a half-empty bottle of spiced Tenh brandy.
- Reward:
- Perrin offers 50 gp + favors (free stabling and wagon space in future).
- The traders promise a “thank you” in kind (high-quality silver arm rings for the party). These are carved and embossed with a rune which identifies them as having befriended barbarian traders and will grant them passage in barbarian lands as ‘trade guards’ in lands up to 100 miles west and north of the Zumker and in any barbarian city in the Grosskopf or Barrens (DMs option). They will also offer to mark the players with a tattoo allowing them to do the same without the armband on their left wrist.
The Barbarian Traders
1. Einar Wolfmark – Silver Trader of the Northwest
- Appearance: Tall, blond-bearded, wearing furred cloak and silver arm-rings etched with knotwork.
- Demeanor: Proud, easily insulted, but values courage and directness.
- Background: From the northern Barrens; deals in smelted silver and crafted trinkets traded along clan routes. Dreams of becoming recognized by the Redmaw chief as a “clan speaker” for the Wolf’s Mark clan.
- Quote: “I cross your river in peace and pay my toll. But peace cannot buy back stolen silver. Bring me the heads that took it, and my gratitude will shine brighter than my wares.”
2. Runa of the Hollow Hide – Fur & Leather Trader of the West
- Appearance: Wiry woman with streaked hair braided with beads, travel-stained cloak, and a weathered smile.
- Demeanor: Pragmatic, less proud than Einar; quick to bargain or joke to defuse tension.
- Background: Deals with Bandit Kingdoms and Grosskopf hunters; her trade routes skirt lawless regions. Keeps a hidden cache of magical trinkets for discreet clients which she deals with Perrin on. Occassionally trades along the south Market’s Way road to Narleon for some discreet (magic using) customers. Shrewd with goblins and bandits to the west and south.
- Quote: “It used to be that silver could make enemies, but fur made friends — and now, BOTH get stolen just the same. You look like the sort that could remind thieves of their manners.”
🪶 Optional Threads (DM Discretion)
- Moral Dilemma: If captured raiders are questioned, they reveal hunger and lack of recognition drove them to theft — could be turned into allies or informants against Redmaw.
- Local Impact: Success raises PC reputation in Westwatch and rumors in the western barbarian tribes across the river; failure causes tension with barbarian traders and reduced availability of exotic goods.












