As the day begins, you find yourself traveling down the old King’s Road. Your journey of several days has taken you north and west through a dangerous wilderness toward the small town of Winterhaven. You seek news of a man named, Douven Staul. You met the missing man’s wife at the Blue Moon Alehouse, the finest tavern in the town of Fallcrest. After hearing her plea for assistance and her offer of a handsome reward for his safe return, you decided to join the band of adventurers she was recruiting to find him.
You learned that Douven bade his wife farewell three months ago and headed for Winterhaven. Douven, a rabid explorer of old ruins, had found a map that revealed the location of a dragon’s tomb not far from the village. He figured if a dragon was buried there, why not also its hoard?
The explorer should have returned home some time ago, and his continuing absence bodes ill. You fear the worst and are determined to find out what happened to him.
Clearing a rise in the road, you can faintly see the outline of Winterhaven’s high stone walls. The sun is beginning to fall in the sky and spending another guarded night in the open is something you’d like to avoid. The wind is cool and comfortable. The road beneath your feet is level. An occasional ancient cobblestone peeks through the dirt road, indicating decades of neglect. You notice footprints leading up and down the road, many of which were made by small, clawed feet.
The party takes notice as there are many skilled rangers among you. Suddenly an object whistles past your head and sticks into the ground farther behind – it was a javelin and kobolds are on the attack. Small creatures hiding behind the rocks spring into view and begin to move toward you. With a shriek, the small humanoids attack. Scaled and rust-colored, they have reptilian heads and tails.
This ambush is not without challenge but the party and their superior skill win the day in the end. Momentatily sparing an injured kobold, you manage to learn the name “Irontooth” through a bit of intimidation – apparently this was their leader. After gaining this information, Dvaark ended his wretched life without a troubled thought and bade the party to continue on.
Finally arriving in Winterhaven, the party splits up in order to learn a little bit about the town before finally seeking shelter and some hot food – for it had been many days on the road without either. A few head early for the Wrafton’s Inn, content to grab a stool and some ale. Another small group goes to the Market Square, others to the village Smithy, and still others to the local temple.
Those in the Market Square find an elven lady by the name of Delphina Moongem. She is quite beautiful and has a bushel of flowers in her hand. She tries to sell them to you for way too much – you seem to think. She knows nothing of Douven.
A few steps away from the main path of the village lies the village smithy, and a couple enter. Undettered from his work a large dwarven man tirelessly wails on the anvil before him. You can hardly hear yourself speak over the noise, but eventually the man turns and realizes you are there. This stout dwarf gruffly asks your business and reluctantly states his name as Thair Coalstriker. He knows nothing of Douven either but makes a few comments to you about the koblds you encountered. He beckons you to take a look around the shop, seeming very impressed with his own handiwork.
Brandis heads to the temple and meets a gentle soul named Sister Linora. She knows little of the man you seek although fears much about the encroaching kobolds.
When everyone comes back together they meet the proprietor named Salvana Wrafton. She indicates that she has several available rooms for the group for as long as needed. You begin to engage in conversation and soon ask, “Have you seen Douven Staul? He was headed up this way to look for a dragon tomb.” You show them the worn parchment and the sketch of his face. Salvana and other patrons in the Wrafton’s Inn have seen Douven Staul – but not lately. A regular that goes by the name Eilian the Old is willing to sketch you a map showing you the way to “the burial site.”
Before too long a regal looking man walks into the Wrafton’s Inn and takes a table that one might think was reserved just for him. He seems to be looking your way and Brandis gets up from the table and walks over. He introduces himself as Lord Padraig, and mentions that he heard the group had a run in with some kobold brigands on the road. A few others rise from the table and approach Lord Padraig as well. Before long, the group has been commissioned to deal with the problem kobolds with the offer of 100gp and the rights to whatever loot the kobolds may have in their possession.
Feeling satisfied with the information you’ve to aid in your quest to find Douven and in the process gained some additional work, everyone retires for the evening awaiting the promise of the morning to explore the town and get to know some of its inhabitants.