The Vampire's Thrall
The laughter starts when she says “vampire.” You are a Spellblade in Frosthaven, where disappearances have brought a worried woman to the Frosty Frog. She has asked the tavern’s dwarf owner, Dorn, to circulate a contract. She wants answers—and she thinks her friend Adela may be connected. Their last meeting left bruises around her wrist. Adela’s grip was too strong to break. When she finally released her, she moved too fast to follow. There might have been fangs. Vampires were wiped out centuries ago. The woman has heard that several times tonight. It hasn’t explained what happened to her arm. Brator wants the contract. The scarred Jotun is willing to go looking, whatever is responsible. Dorn refuses to send business his way, and Brator isn’t accepting the dismissal quietly. Their argument keeps interrupting the person offering the money. She knows the way to Adela’s home. She can tell you what happened during their encounter. What she cannot do is investigate alone. A Spellblade could give her a chance at answers. You can name your terms, hear her out, and decide whether another fighter would be worth taking along. Adela still remembers the woman asking for your help. The vampire who turned her can make her kill that woman anyway.
