Some thing with a Kanarli flavour.
41. The lord of the land where the adventurers are currently based has been struck down with a terrible disease the only cure is a rare herb only found in the Gurlu marshes.
42. The adventurers have been dispatched to the Gurlu Marshes to try and recover the eggs of a Ooslo bird a reward has been offered for the recovery of the eggs so that the young birds can be raised by hand and trained for use as mounts for scouts and messengers.
43. While in the swamp the adventurers come across many Shadakine hunters and the corpses of many dead Chaksu stripped of there hides. Should the adventurers intervene to save a Chasku they will find themselves approached by these gentle yet powerful reptilian creatures for aid. If they can help, they will have made powerful allies in the marshes.
44. Escaped slaves throw themselves at the adventurers mercy just as a group of Shadakine slave masters run them down. The party discovers that many slaves escape but either perish in the swamp of get captured on its edges. The challenge for the party is to discover safe havens for the escapees in the swamp and establish a network of volunteers to help the slaves win there way to freedom in the marshes.
Options:
The excavation of a tunnel beneath the city walls.
Setting up a smuggling operation to raise funds to buy the slaves their freedom.
Raids on Shadakine slave groups working in or being herded past the marshes.
Spy network within the city to provide intelligence.
Interfere with the channels running for Karnarli to the sea grounding slave ships.
45. Furious at the steady stream of escapes by slaves the Shadakine Warward orders a massive invasion of the Marshlands. Hundreds of Shadakine warriors and Magdi hounds pour into the wetlands determined to track down and destroy the growing freedom movement. Word reaches the adventurers of the horde of hunters heading into the wetlands. They must try to lead some kind of resistance to the assault after all they are the ones responsible for the slaves revolt.
Options:
Strike along the Shadakine lines drawing them away from the encampments giving time for those too weak to fight to be moved further into the swamp.
Hit and run raids as the Shadakine advance targeting the Magdi Hounds, perhaps with poisoned meat, to reduce the Shadakine ability to track in the swamp.
Draw the invasion forces into the deepest parts of the marsh and let the Swamp Giants deal with them.
Strike at Kanarli it's self to draw the Shadakine forces out of the swamp to defend the city.
Call upon the Chasku to strike in an allied effort.
46. After the failure of the military assault on the Gurlu Marshes the Shadakine Wytch who commands the city sends out terrible undead spirits into the marshes to slay any found living there. These dread creatures are Death Gaunts slow but eternal bringers of the long sleep. They move through he marshes uncontested, invulnerable hunting down the rebel slaves. The only hope is for the Adventurers to travel to the rain forest of the Azanam and bring back a great store of Azawood leaves. The smoke of these leaves is an anathema to the Death Gaunts and is the only defence that the rebels have. A race against time is on....