
Gurr Onyxbreaker greets his returning son.
'And what did you find out there, my boy', he asks. 'Are the rumors true? Are the goblin numbers decreasing, as the scouts have told us?'
This is hard to answer because no one has any clear idea of their numbers before, or now. But the ones you have seen were starving, and poorly organised.
'How does that new axe bear up? Did you use it in a fight yet? It was forged especially for you, and took a whole week to make. I hope it was worth it.'
'And what of the human? Has she proved useful? I believe that she has had visions that can assist us...but that doesn't mean she needs to accompany you, now that we know what lies in the old catacombs beneath the temple.'
'A behir you say? Well, by the sounds of its tracks, it is not a full grown one! They can get up to 40 feet long - as big as our entry hall! Still, it will grow to that size eventually. If you can locate where it's lair is, it would be worth knowing that. Perhaps I could grant you some extra troops in order to kill it. Otherwise, in a few years, we will end up with a real monster on our hands.'
OOC - you raise a decent point about Milly - she hasn't exactly been super useful so far. She will become more useful as the game goes on, but I could understand if the dwarves were considering leaving her behind as a liability. But, she won't gain experience if she stays at home. Being on an adventure triggers her dreams at a much more rapid rate than if she is in safety. I'll lave it up to you to role-play what happens with her - if you want to keep taking her, that's fine. If you want to leave her in favor of a more obviously useful character, that's OK too.
If you want to do any more RP stuff with other people - an Inn, Thann's clerk friends, or whatever - bring it on.


