
Three weeks later, Kynes steps into a new life in Phandelver. The inn’s common room glows with hearthlight, roasted meat, and wet wool, not vault ash. Mara is already there. Bren follows close, taking in the room with a hand near her blade.
The common room buzzes with mugs, low laughter, and a fiddler in the corner. No one looks at them twice. Outside, rain taps the shutters, soft and ordinary.

Kynes
Phandelver smells like smoke and bread, not records.

Bren
No doors under the floor. No names hiding in the walls. I could get used to this.

Mara
If we are finished with vaults, then what do we do now?
A serving girl leaves three tankards and a folded notice beside them. The parchment bears a wax seal from the town reeve, broken once and hastily resealed.
The top line is plain enough, a call for capable hands beyond the town walls. The rest is smudged, but one phrase stands out in fresh ink, old road, new trouble.
✓ Quest Accepted
Take up the reeve’s call for work beyond Phandelver
✓ Quest Accepted
Learn what the old road’s new trouble is
“I unfold the reeve's notice to read the full details of the trouble on the old road.”
SUCCESS (Legendary Reasoning, rolled +2)

Kynes lifts the folded notice and opens it wide. The reeve’s seal flakes at the crease, and the smudged lines settle into plain words under the firelight.

Kynes
The road work is posted as a recovery job. Someone wants the old route cleared, and they want it done quietly.
The notice names the old road beyond Phandelver, says wagons have stopped returning, and warns of tracks where no cart should pass. A second hand has added fresh ink in the margin, briefer and colder, warning of something moving after dark.
Kynes turns the page, and a rough sketch shows a split in the road near a collapsed mile marker. Under it, the reeve promises coin for anyone who brings back proof of what is taking travelers.

Mara
That is not bandit work. Not with that kind of warning.

Bren
No, it is the sort of thing people post when they are already afraid.
Beneath the seal, a final line catches Kynes's eye, scribbled by the reeve himself. He is asking for capable hands at once, and offering a guide who knows the road by moonrise.
Quest Complete
Learn what the old road’s new trouble is
“I ask the reeve’s guide to speak at once”
SUCCESS (Legendary Persuasion, rolled -2)

The reeve’s promise earns a hard look from Kynes, and the room seems to wait with him. He speaks for the guide at once, and the innkeeper at the far end of the room turns sharply toward the table.

Innkeeper
If you mean the guide, she is here. She asked for the first table by the fire.
A hooded woman rises from the shadow near the hearth, pushing back her cloak. Road dust clings to her boots, and a map tube hangs at her belt.

Guide
I speak for the reeve. The road beyond Phandelver is bad, and the bad parts have names now.

Guide
He has the look of a man who will not be comforted by half-truths.

Guide
If you take the work, you go before moonset. If you want the full route, I can show it to you now.
Mara straightens, attention fixed on the stranger, while Bren stays close to Kynes, reading the guide’s hands and the map tube alike. The table is no longer just a meal, it is a decision.
✓ Quest Accepted
Get the full route from the road guide
“I gesture for the guide to unroll her map on the table so we can see the route.”
SUCCESS (Legendary Reasoning, rolled +0)

Kynes gives the guide a sharp, wordless motion toward the table. She answers at once, unfastening the map tube with practiced speed.
The guide lays a rolled road map over the reeve’s notice, then pins both edges with two tankards so the parchment stops curling in the fire heat.
Ink roads spread across the wood grain, showing the old road north of Phandelver, a fork by the washout, and a fresh mark near the wagon ruts.

Guide
There. That is the route the reeve sent me to show. The warning is mine, and it is not to be ignored.
Mara leans in over the map, and Bren shifts beside Kynes, one hand still near her belt, eyes cutting from the route to the guide’s face.

Guide
If you go, you leave before moonset. If you need shelter on the way, there is an old stone waymark at the bend, but I would not trust it for long.
A soot-dark thumb marks the bend on the map, and beneath it the guide has added one extra line in cramped script, naming a narrow crossing where tracks vanish into the mud.
Quest Complete
Get the full route from the road guide