There is an old road that leads through the Mountains, and connects Hunter's Quarry and Aethylford. It is overgrown, and many ghost stories exist about travelers who have tried to use the pass and have never been seen again. The Hunter's are being offered a large amount of funding for the lodge to clear out any dangers along the pass.
The Hunters investigate the source of the missing bodies, and the strange figures seen just outside of town.
"The Isle of Bounty is no longer safe, no longer the bastion of civilization on the Isles. It started a few weeks ago, not long after the Hunters left on their Expedition to the Mountain Throne. The common folk are being constantly attacked and harassed by otherwordly forces. Tales of a Hellish Headless Rider, of farmers being run down by ravenous hounds, families being savagely hunted by werecreatures, of Shadows and Wraiths rising in the night. And yet, through all this, the Jarls do nothing. Nobles hide away safely in their castles, commoners clawing at the gates, pleading for protection, for something, ANYTHING to be done. But no help has come. Some have risen up in revolt, refusing to work, and even taking up arms against the Jarls and Ealdormen and taking control of some small villages, declaring martial law. Something is rotten among the people here now, something is very wrong. Darkness has gripped the hearts of everyone, common folk and nobleman alike. I don't know what is happening, or why, but if this continues the heart of Aestwyl will crumble. We cannot let this happen, especially not with Rivenwald and Jorvia at war. We must remain strong. And we cannot let the people continue to suffer these attacks, these haunts, these massacres. If the nobles won't do anything about it, someone else must. Good Hunters, please, find the source of these Hauntings. Find where the Hellrider comes from, what drives the bloodlust of the werefolk, what drives the dead from their rest. Find what is causing this, and bring an end to it, before it brings and end to us."
"The Hunters are becoming a nuisance. "Heros" always do, really. Eliminating them is the simple option yes, but as with all heros their deaths may prove... difficult. Like a rat, or a cockroach, they almost always seem to come back. Besides, perhaps they can be put to good use. Right now, Count Rhodar is far from full strength, Priestess Tylieri has been eliminated, and many of the others are in the middle of executing our other plans. Plans that cannot simply be abandoned, and have a strict deadline to keep. Ser Karsten seems to be available at the moment, having already secured leadership in Fljot and moving our forces into the town. Perhaps the young Lordling would like the chance to prove himself further. While it is far from ideal to use such a blunt instrument in a delicate situation like this, he is far from mindless, and a show of force applied in the optimal weak point can shatter their resolve. Or, at the very least, give them pause before moving against us again. Ser Karsten will quietly move into the area, a simply traveler at first, along with a few choice agents, and spread throughout the Quarry. One by one, he'll Dominate their own people, and turn them to our side. By the time the Hunters return, they'll have enough to wreak havoc, and strike in the dead of night. Many will die, and likely we'll be able to take a considerable amount with us before they can mount a counterattack. The Crimson Death is no spy, but he has a mind for tactics and should rout them in no time. However, we must keep the casualties low. Ser Karsten must be under STRICT ORDERS. We must show them what they are up against, not make them martyrs. That can only make the situation worse. When the time is right, we parlay, and offer the Tome. A Peace Offering. After all, we have all we need from the Hags already. At this point, they're just in the way. A loose end, and a dangerous one at that. Once they have the Tome, and we reveal the Coven of the Darkmoon, they are sure to remain occupied. Karsten... DO. NOT. FAIL US."
Even when the snow thaws in the south, Winter is ever-present in the Isles. Yet even now, it clings to the land unnaturally so. By this time of the year, even the Northern village of Grimmfrost should have seen some respite from the icy grasp of the North. Yet, it seems that the cold still clings to the land, and with it ravenous beasts that prey upon the settlement. In such a small, remote place, superstition runs rampant, and exact information is hard to come by, but it seems that something is stalking the people of Grimmfrost , with over a dozen having gone missing or turned up dead in the past two weeks. The village can't survive much longer like this. Something stalks the ice and snow of Winter's Bite. A creature of Fang and Claw, one that can seemingly freeze its prey solid, and blends in to its environment so well most can't see it coming. Find this threat, eliminate it, before the rest of Grimmfrost meets the same fate as Forewyst...
Tales of Kings are abundant across the Isles, the Land having been shaped by Great Heros of Old. Many look to the past for inspiration, for guidance, for the wisdom of those that came before. And, of course, many look to the past for more... Opportunistic endeavors. After all, if the Kings of Old were so great, surely their coffers would match their grandeur. Among these many Tales few are so widely known as the Old Stone King, who sat upon his Mountain Throne. Said to be one of the first Kings of the Isles, a Giant who slew the Greatwyrm Fafnir, the largest and most powerful Linnorm to have lived. Many have sought the Halls of the Old Stone King, but with the reign of Giants having ended countless centuries ago, none have successfully found it... At least, until now. Trig has a colleague that has been staying in Hunter's Quarry recently, a scholar of the Giants of Old, and he is confident that he has found the Halls of the Mountain Throne. He wishes to contract you, as Hunters, to escort and guard an expedition to this site, allow him to survey and catalogue it, and ensure his safe return.
"Even inaction has consequences... Perhaps the Coven of the Shoals had good reason for what they did, what they are doing... But even so innocents suffer the consequences. The Hunters let them go, free to do as wished. Were they unsatisfied with the reward Jarl Borg offered? Believed the crones had more altruistic motives? Perhaps they were right. But now, it matters not... The Hags are now at the doorstep of the Isle of Bounty, wreaking havoc on the southern coast. Aethylford has been hit the hardest, but Greywatch, Barley's Gate and even Hunter's Quarry have begun to feel the effects. Countless storms wrack the seas and even the harbors, seemingly without end. Ships disappear from waters with no notice, and no clear explanation. Many a fisherman's haul has yielded nothing but foul, inedible creatures. And, rumors have spread of a massive creature that prowls the coast, just out of sight, ready to bring any to a water end. All of this, surrounding a small, normally inconspicuous island just north of Eelry, that seems to now be the eye of a storm that will not yield. Perhaps it is not too late to negotiate? Though Jarl Borg certainly doesn't seem to have the temperament for it... Or, maybe the Crones are as unreasonable as he says they are, and some of the old tales are true? Either way, it doesn't seem to matter. Something needs to be done. The Hags are clearly at the center of this, and need to be confronted. We've got our sturdiest ship ready to go, whenever you're ready boss."
It's not a rare thing in this world for the dead to rise again, especially where so many corpses are kept together. The Priests of the Raven Queen are used to dealing with this sort of problem... But the town of Raven's watch has been understaffed as of late, and a new threat has taken up in one of their many nearby crypts. This one, more formidable, malevolent and cunning than usual. It has already claimed the lives of three acolytes, who delved within never to return. Only one body was reclaimed, large chunks of flesh ripped from bone. The Priesthood of the Matron can't afford any more losses, and so they turn to you, Good Hunters... Rip out the malevolence, root and stem, and you shall be rewarded.
Having accepted the contract from Krieg to remove the Flame Drakes from the coal mines in Coalfell, the Hunters have already made one foray into the mines, encountering two young Flame Drakes and saving two miners. Armed with some firsthand experience, a night's rest, refreshed equipment, and more intel from the rescued miners, the Hunters prepare to delve into the mines once again to root out the threat for good.
Hrunndar has a cousin, Krieg, who's calling in a favor. He's a foreman for one of the mines in the town of Coalfell, in the northern harbor of the Crag. It seems a small clutch of Drakes have moved into the mines, putting a complete stop to production and threatening the whole operation. He's putting in a contract for you to go in and get rid of the Drakes.
The Hunters track down the threat that is causing trouble for ships traveling the fjords near Hunters Quarry.