The briefing
Early the next morning, Councilor Karolin of the High Council of Northending approaches the party with another request. She informs them that Falx is unable to fly the Egg to Doc's Island as they had discussed earlier. He was severely injured while flying reconaissance over Fairway and will not be able to fly long distances for quite some time. The Egg must be returned immediately.
The Council has determined that an overland route to the west coast, through the Charwood and over the High Peaks would be shorter and wiser. The Tangg-lord's grip beyond the Firedrake mountains is looser in the north. A small merchant caravan should be able to slide through unnoticed. A ship will be waiting at Clam Cove, south of Shell to take the party to Doc's Island, where the Egg can once again be put to nest.
The Egg is to be given to the near mythical hero, Doc, who is reputed to have been a veteran of the War of Ending nearly two centuries ago. Magical communications with him have ensured that he is aware that the PCs are coming. Doc will place the Egg back into its shrine.
The Council provides (within reason) for all the basic needs of the caravan; warm clothing, food, drink, grain and fodder for the animals, and repairs or replacements to weapons and armour (not magical items) lost in the previous mission. The High Council suggests that the party do whatever it can to disguise its true nature. For example, typical caravan guards do not wear full plate armour and it's uncommon to see any in anything heavier than scale with ring mail being far more common. Any displays of magical power are likely to draw the attention of Garythane spies and endanger the mission.
The caravan consists of three ox-drawn wagons, one bearing six large kegs of dwarven ale (although one barrel is specially lead-lined and contains the Egg), a second containing travel supplies and trade goods, and a third enclosed cook wagon with a private chamber for personal needs enroute.
Six oxen pull each wagon (total of 18) (AC 7; HD 3; hp 20; Move 12"). Up to a dozen standard riding horses are provided for the party and their followers, henchmen or hirelings (the latter limited to those necessary to drive the animals and carry out the basic tasks associated with the caravan).
The recommended route is north through the Charwood to the northwestern mountain range known as the High Peaks, through 'Bandit Pass' and on to a small, ruin-ringed harbor known as Clam Cove. Here, a ship will be waiting to take you to Doc's Island.
The humans to be encountered along the route will be mostly aligned with Neutrality; but, in general, will be favorable to New Empyrea and its causes. The people of Enders' Glen are isolationists opposed to anything that might escalate the tensions between Garythane and New Empyrea.