After defeating the evil intruders you search their bodies and find the following:
Boots of Stealth
The soft leather soles and down lining of these supple boots quiet your footsteps.
Item Slot: Feet
Property: Gain a +2 item bonus to Stealth checks.
260 gp + 2 turqoise gems
You then move back up to the Audience Chamber where you use the communication node to tell Coppernight that it is now safe to emerge from his hiding place. Soon enough he joins you, accompanied by his rag-tag band of survivors. He relates the tale of the attack on the hold, the dwarves fighting retreat, the arrival of the Fallcrest militia during the melee, the decision to lay traps within the mines and the eventual decision that all they could do was hide and hope that help arrived. He thanks you for rescuing and offers you some “small reward” for your troubles though he says with damage to the mine he can spare no coin:
Battleforged Armor +1
The dwarves and the dragonborn argue over which race invented this enchanted armor.
Armor: Plate (Dwarven Size)
Property: If you use your second wind when you are bloodied, regain an extra 1d10 hit points.
A thunderstone splits when it is strikes a hard surface, mixing the powerful reagents to create a deafening boom. On impact, this clay sphere unleashes a clap of thunder that can deafen creatures and knock them back.
Power (Consumable ✦ Thunder): Standard Action. Make an attack: Area burst 1 within 10; +8 vs. Fortitude; on a hit, the target takes 1d4 thunder damage, is pushed 1 square from the center of the burst, and deafened (save ends).
2 x Potion of Healing
This simple potion draws on the body’s natural healing ability to cure your wounds.
Power (Consumable ✦ Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
Copperstone says they will remain here and continue to mine the area. He seems unfazed by the whole incident as if it is routine for such an incident to occur. This dwarf is obviously made of hearty stuff! He talks with Hazkal at some length about the situation of the kobold activity in the region. He says that the Hold (once finished) will hopefully provide security in this area and if the PCs ever find themselves in trouble in the future, he will be glad to help them out or offer them a safe-haven.
They bid you farewell and you head back to Fallcrest where you report back to Faren Markelhay. He is shocked to hear of the death of his militia men and seems worried at the mention of Duergar, “These scaly reptiles are one thing, but Duergar are another story all together. Perhaps this recent kobold activity is driven by some other faction. I have heard news from the town of Winterhaven that they are also having trouble with kobolds raiding caravans. If this situation goes on too long it could seriously impede trade.”
The Lord Warden gives you the 200GP you had agreed upon for investigating the missing militia men and thanks you for resolving the mystery.
Quest XP = 1000/6 party members = 166 XP each