A1-S1 — The Town Hires Adventurers
A1-S1 — The Town Hires Adventurers
Premise
The town of Kridorfrost hires the party to descend to river level and inspect the lower pillars of the Bridge of Kridorfrost. The bridge stands roughly 200 feet above the Noyrus River. It is ancient, unknown in origin, and far more massive than any bridge serving a frontier village should be.
Town Request
The town does not yet ask the party to clear a dungeon. They ask for a dangerous inspection.
Key NPCs
| NPC | Role | What They Want |
|---|---|---|
| Master Engineer Volrik Hedd | Bridge engineer | Wants the lower pillars inspected before repair crews descend. |
| Bridge Warden Serah Vonn | Town authority | Wants the bridge safe, trade restored, and panic contained. |
| Worker Tovin Rusk | Survivor | Claims something moved below the pillars and that tools were stolen before the collapse. |
Skill Checks — Investigation & Information Gathering
Before committing to the official rope descent, the party can spend time gathering intelligence in Kridorfrost. These checks determine what they learn about the sinkhole, the smugglers, and potential alternate routes. Clever players may avoid the town‑watched ropes entirely.
| Objective | Suggested Check | DC | Success Result | Failure / Fumble |
|---|---|---|---|---|
| Gather rumours in the tavern | Diplomacy (Gather Information) | 15 | Learn that smugglers use the bridge at night; they have been seen carrying heavy sacks toward the western bank. | Locals grow suspicious; future social checks in town take a –2 penalty. |
| Press Worker Tovin Rusk | Intimidate or Sense Motive | 14 or 12 | He confesses he saw lantern light and heard chiselling below the pillars the night before the collapse — but was paid 10 gp by a “toll‑collector” to keep quiet. | He clams up permanently. If Intimidate fails by 5+, he reports the party to the bridge‑wardens. |
| Inspect the bridge foundations (surface level) | Perception | 12 | Spot fresh chisel marks and tiny obsidian fragments embedded in the mortar — not consistent with normal river erosion. | See nothing unusual; believe the collapse was natural. |
| Find the hidden smuggler’s trail | Survival or Perception | 13 | Discover a narrow, unguarded path descending the cliff face about 200 yards east of the bridge. This bypasses the town‑watched ropes and leads directly to the river shelf. | You miss the trail entirely. If Survival fails by 5+, you disturb loose rocks, alerting the bridge watch. |
| Analyse the structural damage | Knowledge (Engineering) | 15 | Realise the sinkhole was excavated from below, not caused by erosion or age. The stone was cut, not broken. | Assume it is ordinary wear‑and‑tear; no deeper insight gained. |
| Recall local folklore about cyclopean tunnels | Knowledge (History) or Knowledge (Local) | 14 | Remember old stories that the cyclopean builders of Koloran hollowed the river cliffs — there may be ancient service tunnels beneath the bridge. | Nothing useful comes to mind; the tales seem like children’s stories. |
Optional — Aid Another & Group Checks
If two or more characters collaborate on the same check (e.g., two characters searching for the hidden trail), the lead character gains a +2 circumstance bonus if the assistant succeeds on a DC 10 check in the same skill. For gathering rumours, the party may take 10 if they spend at least 2 hours in the tavern.