Here is the beginning of my promised post. I'm having less time than I expected to write out how I would approach it, but I thought I would at least start. More to come.
The party finds a journal on the body of a slain adventurer. In the journal are the usual miscellaneous things, but also notes on some sort of tower, building, fortification- not sure. Between the pages are a couple of foolscap sheets that are a rubbing of a stela somewhere. Notes on translations of an old Elvish script that discuss astrological effects on moon light. The party spends a little time and discovers that the former owner pieced together some clues on a lost outpost and has an idea where it might be.
“Sorry you’re dead, buddy. But we’ll continue your work.”
The party is a fairly basic one, with a fighter, wizard, cleric, thief err rogue, and a ranger all at 6th level. They have a strong front line, scouting / flanking ability, and magical support. After spending some coin and referencing some larger scale maps, they figure out that there are two paths they can take. The perhaps safer one is a three week journey by sea from Grossburg to Vurzendorf, home base to a number of traders that trap beasts for their hide and others that grow and harvest spices that proliferate in the area. There is also an old road that leads from the outpost to a large ruin that was discovered by the first explorers here. While the ruin seems to have a very different culture to what is expressed in the journal, the road could make for some easier travel part of the way. Also, there would be a chance for resupply in Vurzendorf. If the party forgets to pick up something in Grossburg they have a second chance there. It would take six weeks of time to get from Vurzendorf to the area of the site.
The second option is a little quicker. As you would have to sail past the site to get to Vurzendorf, you could instead stop roughly at the point closest to it on the shore. This would be only a two week trip by sea, and four week trek through deep forest. It should be 2-3 weeks shorter travel time, although they won’t have access to the port of Vurzendorf and any goods or information that might be there. The ship certainly isn’t going to wait for them, as it would be a couple of months at best at anchor.
Another factor is that after the wizard reads through the journal and associated notes, assisted with a comprehend languages, she states that there is a door that opens only by the light of the Harvest Moon. When the party gets ready to go, that is about ten weeks away. Given the choice of a potentially easier nine week trip or a hard six week trip, the party chooses the six week long route as it gives them a broader window of time. If they are a couple weeks early that gives them more time to scout the area.
They’re off!
Current assumptions:
The cleric prepares detect poison and disease, purify food and drink, lesser restoration, protection from poison, create food and water, water walk. This takes about half his capacity.
The wizard prepares burning hands, comprehend languages, longstrider, misty step, fly, tiny hut, water breathing. This takes about half her capacity.
The ranger’s favored terrains are forest and wetlands, which coincidentally are the only terrains the party expects to travel through. Hurray!
The fighter is wearing his heavy armor while travelling.
The rogue is actually a thief! Notably, they are rather good at climbing.