Skip to content
CreatePricing
The Quarry Before Dawn - AI-generated fantasy Quest

The Quarry Before Dawn

4 scenes · about 3 hours · 2 encounters

The Quarry Before Dawn

Reach the quarry before dawn, and bring a captive home.

Read aloud

A caravan factor catches your attention in Cairuun, her hands still stained with road dust. “A barbarian named Harkun was taken by iruxi slavers, two days southwest from here. They mean to move him before dawn tomorrow. Bring him home, and do not let the slavers disappear into the marsh.”

Run the session

Scene
1/4
A Job Before Dawn
Objectives
0/3

Objectives

A complication

Cheat sheet

Objectives

  1. 1Find the iruxi slaver camp before Harkun is transferred.
  2. 2Rescue Harkun.
  3. 3Free the other captives.Optional

The clock

The slavers plan to move Harkun before dawn on the day after the party reaches the camp. On each major delay or failed stealth attempt, make the transfer preparations more visible. After three significant delays, the cart begins to leave.

Scenes

  1. 0:00A Job Before Dawn
  2. 0:25Two Days Southwest
  3. 1:05The Quarry Yard
  4. 2:10The Last Cart Out

Cast

  • Sella VennQuestgiver
  • Tavi ReedscaleAlly and captive
  • Kesh-of-the-Red-ReedsAntagonist
  • Harkun StonejawWitness and rescue target

The hook

Set the scene

Sella Venn meets the party in a busy Cairuun caravan yard. She offers a rough map marked with a quarry, a spring, and a southern trail, and explains that Harkun's transfer is expected before dawn. She can provide travel supplies and a description of Harkun, but does not know the camp's exact defenses.

How Sella Venn asks

Sella approaches the party openly in Cairuun's caravan yard, offering a modest advance and a hand-marked route map.

Rumours

Roll a rumour

1“The quarry bell is audible from the southern trail, but marsh wind can carry its sound in confusing directions.”
2“A peddler says the slavers have used the old quarry as a stopover for years, though no one agrees on how many captives are there.”
3“Someone saw an iruxi scout near the spring and claims the scout was helping travelers rather than hunting them.”
4“A Cairuun teamster insists Harkun once walked away from a wagon crash without a scratch, though the story grows with every telling.”

Scenes

about 3 hours
  1. 0:00

    25 min

    socialThe table is here

    1. A Job Before Dawn

    A caravan yard in Cairuun, amid wagons being loaded for departure.

    Sella explains the deadline, provides a rough map, and asks the party to prioritize Harkun's safe return. The players can ask questions and choose their supplies.

    NextOnce the party has a plan, Sella points them toward the southwest road and the last known quarry track.

  2. 0:25

    40 min

    exploration

    2. Two Days Southwest

    A scrubby track giving way to reed marsh, with an abandoned spring and signs of wagon traffic.

    The party follows the route to the quarry region and studies tracks, camp smoke, and patrol patterns. Let them choose a direct approach, a marsh route, or a vantage point; the chosen approach should matter at the camp.

    NextThe quarry wall comes into view, and the party can see the cage wagons and warning bell from a concealed overlook.

  3. 1:05

    65 min

    combat

    3. The Quarry Yard

    The quarry yard, its cages, and the first line of reed-covered approach.

    The party learns that Harkun is held in a wagon cage and that other prisoners are nearby. They can seek Tavi's help, bluff their way inside, sneak past sentries, or attack the guards.

    The Quarry Yard

    NextWith the cages reached or the camp distracted, Harkun urges the party to get everyone onto the southern trail before the transfer begins.

  4. 2:10

    45 min

    skill

    4. The Last Cart Out

    A muddy track from the quarry to a shallow river landing, with reeds that conceal both escapees and pursuers.

    The party must get Harkun and any rescued captives beyond the camp perimeter. The handler and cart can be stopped by force, deception, or a risky pursuit through the marsh.

    The Transfer Trail

    NextThe party follows the safer return route to Cairuun, where Sella is waiting for news and Harkun can decide what to do next.

Behind it

What people believe

A caravan factor in Cairuun hires the party to rescue Harkun, a captured barbarian held by an iruxi slaver crew at a camp two days southwest of the settlement.

Background

Two days southwest of Cairuun, an old quarry and its surrounding reed marshes have been turned into a temporary iruxi slaver camp.

The stakes

If the party does not act before the transfer, Harkun and possibly the other captives will be taken to a remote buyer.

Encounters

2
  • The Quarry Yard

    Combat or social

    A muddy quarry yard with waist-high stacks of stone, a warning bell, two cage wagons, and a narrow path leading to the reed marsh.

    Foes

    • Kesh-of-the-Red-Reeds, slaver captain

    • Two iruxi camp guards

    ComplicationA quarry bell can be rung to call reinforcements. A character adjacent to it can silence it with an action or suitable skill check. If the party frees the penned captives, they create a distraction that gives the heroes time to retreat.

    ScalingFor a smaller or struggling party, use Kesh and one guard, and have Kesh surrender when clearly outmatched. For a larger or stronger party, add one guard arriving after the bell is rung. Use suitable level-appropriate Pathfinder creature statistics, reskinning as needed.

  • The Transfer Trail

    Skill or combat

    A narrow, rutted track between quarry scrub and flooded reeds. The cart is slow, but its wheels can bog down or break free depending on the party's actions.

    Foes

    • One iruxi handler

    ComplicationThe transfer cart is prepared to leave. If the party takes too long, the driver starts moving it toward the southern trail, turning the scene into a short pursuit rather than adding more foes.

    ScalingThis is intended as a brief obstacle, not a mandatory fight. For a very capable party, the handler has already fled and the challenge is catching the cart. For a party in need of help, Tavi distracts the handler.

Cast

4
  • Sella Venn

    QuestgiverQuestgiver, a Cairuun caravan factor

    WantsSecure Harkun's rescue before his captors move him out of reach, while avoiding a wider clash that could endanger Cairuun's trade route.

    “Bring him back breathing, if you can. He has friends in Cairuun, and he is no use to anyone on a chain.”
  • Tavi Reedscale

    Ally and captive, an iruxi scout who was forced to guide the slavers

    WantsHelp Harkun escape and find a way out herself, without provoking retaliation against the other captives.

    “If you have come for Harkun, keep your voices low. The guards change when the quarry bell rings twice.”
  • Kesh-of-the-Red-Reeds

    Antagonist, leader of the slaver crew

    WantsDeliver Harkun to a buyer on schedule and keep the camp disciplined enough to avoid drawing attention.

    “The big one is worth more alive, and the rest of you can decide whether you want to make this difficult.”
  • Harkun Stonejaw

    Witness and rescue target, a captured barbarian

    WantsResist the slavers and protect the other captives, even if delaying escape puts Harkun at risk.

    “I will leave when everyone else can leave. Do not ask me to trade one cage for another.”

How it ends

Rewards

Experience: Award experience appropriate to the party's level and edition for completing the rescue, overcoming any encounters, and freeing additional captives.
Gold: 30 gp per character, including Sella's advance, with up to 20 gp per character more if the party returns the other captives safely.
In the story: Harkun becomes a grateful ally, and Tavi can provide information about iruxi routes and camp practices.
Standing: Cairuun's caravan community owes the party a favor; grant a modest positive reputation with any relevant local faction.

Items

  • A travel kit with trail rations, waterskins, and basic bandages, provided before departure

  • One modest alchemical or healing consumable per character, chosen to suit the campaign

On a win

The party brings Harkun safely back to Cairuun.

What it leaves open

If Kesh escapes, he can return with a new crew or seek revenge against Tavi.
A rescued captive recognizes the buyer's courier and can point the party toward a future investigation.
Harkun may ask the party to help locate other people taken along the same route.

If it fails

The party loses the trail or spends too long gathering information before setting out.
Harkun is moved to a second holding site before the party arrives. Sella can provide a lead to the river landing, turning the rescue into a follow-up adventure rather than ending it.
The party is defeated or forced to retreat from the quarry yard.
The slavers escape with some captives, including Harkun if the heroes do not reach him in time. Tavi remains behind to help the other prisoners, creating a clear rescue lead.
The heroes free Harkun but fail to protect or account for the other prisoners.
Harkun survives but refuses to leave until the other captives are released. The party must choose whether to take additional time or persuade him to trust them.

Complications (d6)

  1. 1A sentry spots movement near the outer reed screen. The next camp patrol checks the nearest approach before the party can use it again.
  2. 2A sudden squall floods the shallow path. Anyone carrying bulky gear must choose a slower route or risk losing one unsecured item in the mud.
  3. 3A captive coughs during a stealth approach. A nearby guard investigates, but the party can redirect suspicion with a convincing distraction.
  4. 4The quarry bell rings once by mistake. The slavers begin an early headcount, reducing the party's time to reach Harkun unnoticed.
  5. 5Tavi recognizes a patrol member from an earlier escape attempt. Tavi freezes briefly, then can identify the patrol's blind spot if given a moment to recover.
  6. 6A tethered pack beast breaks loose and bolts through the camp. The commotion creates cover for one action, but also draws guards toward the animal.

Connections

Media

0 images

No images yet.

Visual sheet

Turn The Quarry Before Dawn into a sheet

A high-res, share-ready sheet you can post or print.