ATCL09 Brightwater to Thistledown

The date in Cerwyn calendar is 337 - Brth - Shrivetide - Preas-ir-khan (337 - 2 - 2 - 6 - 96). The skies are clear, and the temperature warm with just a light breeze.
  The road out of Brightwater initially heads northeast, passing by farm fields and running alongside a small river flowing in the opposite direction. You recognize this route from two evenings ago when you returned to the village from your adventures. It's a peaceful day, with the wagon teams happy to be back on the road, especially in such pleasant weather.   However, the three of you are now more vigilant, scanning ahead and around for any signs of trouble. Much to your relief, none seem present at this time.   Progress is good, with a solid road and only gentle rolling grassland hills and the occasional tree to contend with. There seems to be no reason to worry about encountering anything here, except the odd traveller or farmer heading in the opposite direction.   Around midday, the caravans stop for a lunch break under a small clump of trees, and the mood noticeably lifts. There is a palpable sense of relief among the party, and everyone is hopeful for good fortunes at the new market tomorrow.  
  About mid-afternoon, as the wagon train meanders along the road, the soft murmur of the nearby river grows louder, hinting at its proximity. The suns now beginning their descent giving a warm glow across the green landscape, the scent of fresh water mingles with the earthy aroma of the wild grasses, creating a serene atmosphere.   A stone bridge crossing the river comes into view, and just before it, the road splits into two. The main track, marked by well-worn ground, continues toward the bridge and northwest. The other path, slightly overgrown and less used, heads due east, running parallel to the river. A signpost at the junction has three boards attached. The one pointing back the way you came reads "Brightwater 4," the one pointing ahead reads "Thistledown 2," and the final one reads "Rockholm 10," although someone has scored through the name to suggest that this destination no longer exists. And hanging over the sign is a leather cord with a key attached.   Suddenly, a familiar shriek pierces the air, and you recognize the voice of Hannah Mills. "A body! Oh... mother," she cries, her voice trailing off into a whimper as she is cradled by her mother, Miriam.   By now, the wagons have come to a standstill, and it is clear to everyone that a body lies sprawled along the bank of the stream, near a clump of bushes, some 50 yards away. A few of the wagon drivers locate their weapons in preparation for any surprise attacks. But ultimately, everyone looks around to Asus, Suilven and Suzi, seeking reassurance that they will in fact deal with this situation. Father Mark is busy saying prayers.  
How do the players react?   Maybe stealth skill by Suzi or Asus?
  Suilven cautiously approaches the body. The body is that of a dwarf, showing no visible signs of injury. In fact, there are indications that he is still alive, as the flies buzzing furiously around his face are caught in the maelstrom of his breathing.   He appears quite solidly built, with a large red beard and blonde-red hair framing his heavily sweating face. His robust physique suggests a life of hard labor or constant travel or maybe just plenty ale drinking. His clothes, though travel-worn and dusty, are of sturdy material, and his carrying sack is bulging with what looks like his life’s possessions. Judging by his appearance, it seems he has journeyed a long distance, bearing the weight of his belongings along the way.  
How do you proceed?
  Suilven calls out to him to try and arouse him from his apparent sleep. He shifts slightly, opens one eye and without moving any other muscle, he scans all around for a few seconds, before grinning and opening the other.   "Aha", he says as he slowly rises to his feet, dusting down his clothes as he goes. "Well met, travellers! And who might you be that would disturb a gentle-dwarf from his afternoon nap?"  
How do you respond?
  When asked, the dwarf introduces himself as Rockholm's final guardian. "If you'd like to take ownership of the village, yer more than welcome. I've left the key on the sign-post."   "Err, oh my name? I'm Ben, Ben Leoid! Now you wouldn't mind giving me a lift to the next village would ye? Ma feet are killing me."  

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