You hail from the small town of Fallcrest. Fallcrest stands amid the Moon Hills at the falls of the Nentir River. Here travelers and traders using the old King’s Road that runs north and south, the dwarven Trade Road from the east, and the river all meet. The surrounding ridges shelter several small valleys where farmers and woodsfolk live; few are more than six or seven miles from the town. In general the people outside Fallcrest’s walls earn their living by farming or keeping livestock, and the people inside the walls are artisans, laborers, or merchants. People with no other prospects can make a hard living as porters, carrying cargo to and from the Lower Quays and the Upper Quays.
Fallcrest imports finished goods from the larger cities downriver and ironwork from the dwarf town of Hammerfast, and exports timber, leather, fruit, and grain. It also trades with the nearby town of Winterhaven. The surrounding hills hold several marble quarries that once produced a good deal of stone, but the area has little demand for ornamental stone these days, and only a few stonecutters still practice their trade.
In recent months traders traveling between Winterhaven and Fallcrest have reported increasing attacks along the King’s Road. Caravans, previously employing at most one or two guards in the past, are now forced to hire an entire Hand to provide appropriate protection… and lately even that has started to be insufficient. With prices of goods going up, and quantities and quality going down, and farmers fearing for their lives, Faren Markelhay, Lord Warden of Fallcrest, was forced to take action.
Soldiers and militia were ordered out to patrol farther along the road, and in greater numbers and frequency. Following this action trade with Winterhaven resumed. That is, until two patrols were found dead about a half day’s march from town. Now, all trade along the King’s Road has been ordered to stop. At the Lord Warden’s order, one of the town’s priestesses performed a ritual to divine some clues as to what transpired. With this new information scouts were sent out, and they returned with dire news.
The ruins of the old city that once existed along the Kind’s Road have always been home to various creatures. Most notable, other than wild animals. were numerous kobold tribes. The kobolds, small lizard-like cowardly vermin that lay traps and ambush the weak and unsuspecting, always have in the past fought and stole mostly among themselves, fearing the larger men that traveled through their lands. Now, something is causing these creatures to attack were normally they ran, and evidence point to the various kobold tribes organizing under a single chieftain. This can not be allowed to happen, or the town itself may be endangered.
After several weeks without any new jobs to be found you find yourselves running low on cash. But today your luck has turned, and you find that well earned reputation has paid off. You have been hand picked by the Lord Warden himself to be hired to put an end to the kobold threat and bring stability back to his town. You have been promised a generous reward: for every kobold slain you shall be paid a reward of 10gp. Bring proof that this new chieftain is dead, and a 100gp bonus will be provided. You will be given basic supplies for this mission, and a scout will take you to the location believed to be the chieftain’s lair.
All that remains is to collect your gear and head out at first light. Your adventure awaits!