
Two weeks into mid-Spring, Valornor reaches Haven from the southwest, following game trails through wildlands where hunted meals, sparse forage, and clashes with Foul Folk mark the journey.
Haven rises behind stout timber-and-stone walls, its watch platforms repaired in places and scarred in others. Mixed-race Fair Folk move along the battlements beneath bright council pennants.

Gate Sergeant
Hold there, ranger. Your trail signs and bowwork speak plainly enough. State your business, then enter under Haven's peace.
The guards admit Valornor after a brief inspection. Inside, strained voices carry across the gate square, where townsfolk argue over contradictory watch reports and damage along the western defenses.
A delegation waits beneath the council hall awning: five elected members, including a broad-shouldered dwarf woman with a silver braid, an elderly elf man in blue robes, and three wary figures of mixed Fair Folk heritage.

Councilor Brinna Stonebraid
Ranger, Haven has work for capable eyes and a steady hand. We need facts before fear turns our neighbors against one another.

Councilor Elian Vey
Will you hear what our watches claim, and decide whether any of it concerns you?
✓ Quest Accepted
Determine what threatens Haven's western defenses
“After listening to the watch's reports, the Elf Ranger asked where the damage on Haven's western defenses began. He then went there to inspect for tracks, breaches, and signs of attack.”
SUCCESS (Good Survival, rolled +2)


Councilor Brinna Stonebraid
The west watch reports damage at three points. Stonework cracked from within, timbers bent outward, and no sentry agrees on what they heard.

Councilor Elian Vey
The first signs appeared beside the old western sally path. Inspect it yourself. We need facts, not another argument beneath this roof.

Valornor Gladewarder
Where did the damage to Haven's western defenses begin?
A council attendant, a young adult human woman with a slim build, warm brown skin, tightly curled black hair, and a blue-grey wool tunic guides Valornor across the gate square and along the inside of the western wall. The delegation remains behind, watching him go beneath the council pennants.
At the old sally path, Valornor finds the first breach: three loosened stones, splintered timbers, and a shallow scrape beneath the wall. Dust lies undisturbed inside the passage.

Valornor Gladewarder
The damage begins outside the wall, but the force struck outward.
His keen eyes recover broad, clawed impressions in the damp earth, accompanied by smaller boot marks and a dragged bundle. The tracks leave westward toward the scrub, while no breach reaches Haven's interior.
“Are the tracks and drag marks fresh?”
YES (Likely, rolled 18)

The broad clawed impressions remain sharply edged in the damp earth. Their walls have not softened, and loose grit still clings to the marks, undisturbed by rain or wind.
The smaller bootprints overlap the claw marks without mud filling their edges. The dragged bundle has carved a fresh furrow, its broken stems pale against the dark soil.

Council attendant
These were made since yesterday's watch, perhaps within the last few hours. Nothing this clear has stood here through a full night.
Beyond the wall, the trail points west through scrub where the ground dips from view. A faint metallic tang hangs in the air, mingled with crushed sage.

Council attendant
The sentries heard something before dawn, but they could not agree whether it was stone breaking, beasts moving, or someone calling.
The fresh tracks establish that whatever damaged Haven has not merely passed through. It has carried something away recently, leaving the settlement's western edge behind.
“Valornor tries to identify who may have made the tracks. Using his Reasoning Attribute. His first reaction was that they were Goblin and Warg tracks. But takes a closer look to be sure.”
SUCCESS (Great Reasoning, rolled +2)
Valornor crouches beside the impressions, studying depth, stride, claw spacing, and the way the smaller boots avoid the deepest mud. He compares each mark against the other.

Valornor Gladewarder
Goblin feet and warg paws, but the pattern is not a hunting passage.
Closer inspection confirms the broad tracks belong to at least one warg, its weight pressing the outer edges of each print. The smaller marks are goblin-made, narrow and uneven.
The bootprints show hurried movement rather than a patrol. One goblin walked beside the dragged bundle, while another set of lighter impressions circles the furrow and returns west.

Council attendant
Goblin raiders with a warg, then? That explains the damage, but not why they came so close to Haven.
The crushed sage and metallic tang strengthen the conclusion. The creatures came from the western scrub, struck the outer wall from beyond, and carried something living or weighty away.

Council attendant
I will report it plainly to the council. Your reading gives us a trail, and a name for what made it.
Quest Complete
Determine what threatens Haven's western defenses
Skill Upgrade: Survival Good→Great
✓ Quest Accepted
Determine what or who is missing
“Does the dragged furrow lead into the western scrub?”
YES, BUT (VeryLikely, rolled 83)

The furrow continues west, cutting through crushed sage and thorn scrub toward a shallow ravine. The goblins and warg did not turn aside; they dragged their burden into the wilderness.
Near the scrub's edge, the trail crosses brittle deadwood. A freshly broken branch bears dark fibers from the bundle, while loose stones have rolled into the furrow.

Council attendant
Yes, it leads in. But they were not careful. Something broke loudly enough to carry back to the wall.
From within the western scrub comes a brief, harsh yelp, answered farther off by another. The raiders have noticed the disturbance behind them, and secrecy is gone.
The tracks descend into the ravine, where warg prints deepen in damp soil and the dragged furrow widens around a low stone shelf. The burden was heavy, and still moving when carried.

Council attendant
That was no abandoned load. Whatever they took is ahead, and now they know the wall has eyes on their trail.
✓ Quest Accepted
Learn what was in the dragged bundle
“Can I hear the missing captive or burden ahead?”
NO (Likely, rolled 75)
The ravine holds its breath. No cry, plea, or scrape rises from beyond the stone shelf, only the faint trickle of water threading through the mud.

Council attendant
Nothing. Not even a whimper. If the captive is alive, the raiders have kept it silent.
The warg prints continue around the shelf, deep and fresh. Goblin marks cluster beside them, then vanish beneath a scatter of stones where the ravine narrows.

Council attendant
They may have stopped ahead, or taken shelter beyond the bend. We cannot hear what waits there.
A second yelp comes from farther west, shorter than the first and answered by a low, distant growl. The sounds reveal movement, but nothing from the burden itself.
Above the ravine, Haven's damaged wall is already hidden by scrub. The trail remains clear ahead, while the silence around the dragged furrow offers no sign of its condition.
“Is the captive alive beyond the bend?”
YES, AND MORE (Likely, rolled 10)

A muffled cough rises beyond the bend, followed by three deliberate knocks against stone. The dragged furrow ends there, but a narrow crack opens beneath the shelf.

Council attendant
Alive. And signaling us. That is no raider's call.
The warg snarls sharply. Goblin voices answer from farther west, agitated and hurried, while the captive knocks twice more from within the hidden passage.

The Captive
The waterway runs through. They cannot see this entrance. Do not follow the furrow.
A thin trickle seeps from the crack, carrying a strip of torn red cloth and a small iron key. The key lies on Haven's side of the stone, an unexpected way through.

Council attendant
A key, and a hidden route beneath the ravine. Whoever this is, they have been resisting them from inside.
Beyond the bend, goblin feet scramble over stone as the warg pulls back. The captive remains alive, and the concealed waterway offers cover before the raiders return.
“Valornor leaves the council attendant near the passage. Telling her, in a low voice, that he is going to stealthily ambush the goblin and the warg from a distance, using his longbow. If she hears him yelling. That means his plans did not go as he hoped. And she should run back to Haven as fast as possible.”
SUCCESS (Legendary Ranged Combat, rolled +0)


Valornor Gladewarder
Stay here by the passage. I will circle wide and ambush the goblins and warg from a distance with my longbow. If you hear me yell, run to Haven as fast as you can.

Council attendant
Understood. I will keep the entrance hidden and return the moment your warning comes.
Valornor slips away along the ravine wall, keeping below the broken shelf. He moves through thorn and shadow until the raiders come into view beyond the bend.
Two goblins drag a the captive beside the watercourse while the warg prowls ahead, a large adult beast with shaggy gray-brown fur, yellow eyes, and a scarred muzzle, nose low. Valornor settles behind a fallen cedar and draws his bow without a sound.
His first arrow strikes the nearer goblin's weapon hand, knocking its crude blade into the shallows. The second catches the other raider's shoulder and spins it against the stone.

The Goblins
Arrows! Find the shooter! The warg, get him!
The warg lunges toward the cedar, but Valornor's next arrow cuts across its path and drives it back snarling. The goblins scatter, leaving the captive and bundle exposed beside the hidden waterway.
“The Ranger continues his stealthy ranged attack against the Goblins and Warg. Targeting that which is closest to him.”
SUCCESS (Legendary Ranged Combat, rolled -1)

The warg closes fastest, claws churning through the shallows. Valornor releases before it reaches the cedar, and the arrow strikes high in its foreleg, halting the charge.

Warg
A harsh snarl tears through the ravine as the beast recoils, snapping toward the hidden bowman.
The nearest goblin drops behind the captive, a young adult human woman with a narrow face, brown skin, dark braided hair, and a torn gray tunic,, dragging the bound figure toward the watercourse. The other scrambles for its fallen blade, glancing between the wounded warg and the trees.

The Goblins
Keep low! Find the archer before he shoots again!
Valornor shifts along the cedar's shadow and looses at the closest goblin. The arrow punches through its leather shoulder guard, knocking it backward into the mud.

The Captive
The waterway! The stones conceal a second way out!
The warg limps toward cover while the remaining goblin seizes the captive's bindings and hauls them toward the narrow passage. Water flashes around their feet as the ravine erupts into confused motion.
✓ Quest Accepted
Free the captive
“Is the captive someone taken from Haven?”
NO (Likely, rolled 86)

The captive twists against the goblin's grip, her torn gray tunic marked by mud and travel rather than Haven's colors. The council attendant stares, recognition absent from her face.

Council attendant
She is not one of Haven's people. I have never seen her within the walls or among the western watch.

The Captive
I came from beyond the scrub. They seized me on the road and dragged me here.
The statement settles the question: the raiders did not strike Haven to abduct one of its inhabitants. Their burden came from elsewhere, and the damaged wall was only the route they used.

The Goblins
Enough talking! Get her through the stones before the archer finds us!
The remaining goblin jerks the captive toward the narrow passage. Behind it, the wounded warg bares its teeth and plants itself between the ravine and the hidden cedar.

The Captive
I am not from Haven, but they will use this passage to reach it if they escape.
− Scene Quest Removed
Learn what was in the dragged bundle
“Valornor shoots at the goblin with the captive.”
SUCCESS (Legendary Ranged Combat, rolled +0)

Valornor draws and releases in one smooth motion. The arrow strikes the goblin clutching the captive, driving it sideways and breaking its hold without touching her.

The Captive
Now! The passage is clear!
The captive tears free and darts toward the concealed stones. The wounded goblin collapses into the shallows, while its companion freezes beside the fallen blade.

The Goblins
Leave her! Get the warg and run!
The remaining goblin whistles sharply. The warg turns from the cedar, limping toward the western bend as the captive reaches the crack beneath the shelf.

Council attendant
She is through. I am moving after her, ranger.
The captive slips into the hidden waterway, then looks back toward Valornor and the ravine. Behind her, the passage opens into darkness beneath the stones.
Quest Complete
Free the captive
✓ Quest Accepted
Defeat the raiders, secure the captive, and examine their belongings for clues
“I loose an arrow at the fleeing warg before it reaches the bend. Then shoot the remaining goblin with the blade.”
SUCCESS (Legendary Ranged Combat, rolled -2)

Valornor looses at the fleeing warg. The arrow strikes its hind leg, folding the beast into the shallows before it reaches the bend. The bowstring snaps with the release.
The remaining goblin raises its blade and turns toward the waterway. Valornor draws another arrow from the quiver, working with the spare string already looped around his wrist.

The Goblins
No! Keep her from the stones!
The arrow strikes the goblin's weapon arm, knocking the blade away and dropping it to one knee in the mud. Its cry echoes sharply through the ravine.
The wounded warg claws toward the western bend, but the arrow holds its leg useless. The ravine is loud now, and distant answering calls stir beyond the scrub.

Council attendant
Both raiders are stopped. The passage remains open, but those calls may bring more of them.

The Captive
Bring the wounded one inside, or leave it. We must move before the others reach this ravine.
“Valornor examines the two Goblins belonging for anything useful. Taking their weapons he enters the passage. Leading the way as stealthily as possible. With arrow on bowstring, ready to fire. Using his elven Darkvision, he can see in the darkness ahead.”
SUCCESS (Great Stealth, rolled -2)

Valornor searches both fallen goblins quickly, finding a chipped knife, a coil of cord, flint, three iron hooks, and a small pouch of dried berries. He takes the usable weapons and supplies.
He strips the remaining goblin's short blade and the fallen raider's crude knife, securing both at his belt before turning toward the concealed passage.
The bowstring's spare loop bites into his fingers as he nocks an arrow. Behind him, the wounded warg thrashes once, sending a sharp splash through the ravine.

The Captive
Quietly. The stones carry sound farther than they should.
Valornor enters the waterway first, placing each moccasined step along the dry edges. His elven sight separates the black tunnel from slick stone, shallow water, and a low ceiling ahead.
A loose hook slips from the pouch and strikes a stone with a muted click. Far behind, goblin calls answer through the ravine, and the captive follows close in the darkness.

The Captive
They heard that. Keep moving, ranger. The passage bends toward an old crossing.
✓ Quest Accepted
Get the captive safely through the hidden waterway
+ New Item Acquired
Short blade
+ New Item Acquired
Crude knife
+ New Item Acquired
Coil of cord
+ New Item Acquired
Flint
+ New Item Acquired
Iron hooks
+ New Item Acquired
Berry pouch
− Scene Quest Removed
Defeat the raiders, secure the captive, and examine their belongings for clues
“I check the tunnel ahead for danger before advancing.”
SUCCESS (Superb Perception, rolled +3)

Valornor halts and lowers himself beside the tunnel wall, listening before advancing. His keen senses separate dripping water, the captive's breathing, and distant goblin calls.

Valornor Gladewarder
The passage is clear ahead, but the old crossing opens beneath the ravine.
He studies the darkness without moving, finding no fresh tracks, disturbed silt, concealed wires, or waiting shapes. The shallow water follows the left wall toward a broad chamber.

The Captive
What do you see?
A faint draft reaches Valornor from the chamber, carrying clean woodland air rather than the ravine's mud and blood-scent. The crossing offers an unobstructed route onward.

The Captive
Then we can leave this tunnel before the raiders reach it.
His inspection also reveals pale scrape marks along the right wall, old handholds leading to a narrow dry ledge above the water. It provides quieter footing and keeps them hidden from anyone entering below.
“I guide the captive along the dry ledge”
SUCCESS (Legendary Agility, rolled -2)

Valornor signals silence, then leads the captive onto the narrow dry ledge. He places each step along the pale handholds while shallow water murmurs below.
The captive follows his pace, one hand braced against the wall. The ledge carries them above the crossing and around the chamber without exposing them to the tunnel floor.

The Captive
I can manage this. Keep to the stone, and they will pass beneath us unseen.
A loose fragment shifts beneath the captive's heel and clatters into the water. The sound echoes through the crossing, and distant goblin calls abruptly fall silent.

The Captive
They heard us. We must reach the far side before they search this chamber.
Valornor steadies the captive at the ledge's narrowest turn, then guides her onward. They reach the far side together, concealed among roots where clean woodland air enters.

The Captive
We are across. Your footing saved us, though now they know this passage has another way through.
✓ Quest Accepted
Discover why the raiders carried the captive toward Haven
“I ask the captive what the raiders wanted from her near Haven.”
SUCCESS (Great Reasoning, rolled +0)

Valornor Gladewarder
What did the raiders want from you near Haven?
The captive glances toward the dark tunnel behind them, then lowers her voice. Roots frame the opening, and clean air stirs the mud from her torn gray tunic.

The Captive
They wanted the iron case I carried from the western ruins. They saw it beneath my cloak and thought it held coin or relics.

The Captive
It holds neither. Inside is a broken seal, marked with the same violet stain people fear near Haven.
She touches a hidden pocket at her belt but does not open it. Her expression tightens as distant water carries faint echoes from the crossing.

The Captive
The goblins knew enough to call it a key. They planned to trade me and the case to someone waiting west of the ravine.

The Captive
I do not know who waits there, but I know this much: they were taking the seal away from Haven, not toward it.
− Story Quest Removed
Discover why the raiders carried the captive toward Haven
✓ Quest Accepted
Escort both companions back to Haven
“I lead both companions outside and circle around toward Haven.”
SUCCESS (Legendary Agility, rolled +2)

Valornor leads the captive and the council attendant through the roots and out into the western scrub. Daylight washes the mud from their faces as the hidden waterway falls behind.

The Captive
The ravine mouth lies east of us. If we keep below the thorn line, we can circle toward Haven without crossing the raiders' trail.
He guides both companions along a shallow depression, keeping the broken stones and scrub between them and the ravine. The wind carries no fresh goblin calls.

Council attendant
The wall is close, but we should approach from the south. The western watch will challenge anyone emerging from this direction.

The Captive
The case must remain hidden until we know who inside Haven can be trusted.
They circle east beneath thorn and bent cedar, reaching firmer ground where Haven's timber-and-stone walls rise beyond the scrub. Watch platforms turn slowly above the damaged western defenses.

Council attendant
There. We are outside Haven's southern approach. I will take you and her to the council, unless you choose another way in.
Quest Complete
Determine what or who is missing
Skill Upgrade: Survival Great→Superb
Quest Complete
Get the captive safely through the hidden waterway
Skill Upgrade: Survival Superb→Legendary