Our story begins according to tradition: in a tavern.
The party is enjoying a meal, a drink, and each other’s company, when a conspicuous, cloaked figure makes his way through the crowded hall to the bar. Her interest piqued, Rosie the rogue sneaks over to eavesdrop on the man. She soon discovers the man is looking to hire a few adventurers to do some work.
Eager to make easy coin, our heroes leap at the opportunity. The man explains he needs a package delivered to the Arcane Conservatory to the west of Traylen. Realizing the potential gain, Landir is able to negotiate a higher paycheck out of their employer. The rest of their evening is spent gathering information about the conservatory and what might await them on the road.
The next day, our crew outfits themselves for a few days’ journey and picks up the package from the man at the city gates. However, in their haste to depart, the group neglects to ask their employer’s name, or where they will meet for payment when the job is complete. Frustrated in themselves, the group plunges onward to complete their mission.
On their first night of travel the group is attacked by a lone hobgoblin. With a group effort, the team is able to take him down. But hobgoblins are not known to travel alone. Not long after that first night, our heroes are ambushed again by a hobgoblin scouting party. Though victorious in another battle, the team is now on high alert. The next day, they spot a third ambush in time to ready themselves. With great effort and a few injuries, they are able to fend off their attackers. They worry that they will not be so lucky if another ambush lay ahead.
Guided by Wafflez and Rowan’s woodland knowledge, the party ventures off of the road and into the woods in search of a village at the base of the Whiteknife Mountains. They arrive at the inn, weary and wounded, near nightfall.
The innkeeper informs them in the morning that the town has no supply of healing magic, but directs them either to the midwife in the mountains or the wizard cottage further in the woods. During breakfast, Elspeth meets Sir Daniel Kalan and they talk about their quests. Sir Kalan offers the group what little healing ability he has.
The party decides to try their luck at the wizard’s. After a short hike through the woods, they come upon a picturesque cottage, with tidy garden and quaint shutters. Seeing the door slightly ajar, the group immediately becomes concerned. They enter cautiously, but are immediately attacked by the animated objects in the parlor. Thrown off by the unusual encounter, our heroes decide to search the cottage in two groups.
Wafflez, Rowan, and Flapjacks head into the kitchen and find it in total chaos. Red liquid covers the walls, flour and cooking implements are strewn everywhere. Shelves and cabinets have been ripped from the walls. As they move to investigate further, the oven swing open and a fire elemental leaps at Flapjacks.
Landir, Rosie, and Elspeth move down the hall toward the bedroom. Opening the door, they discover an unconscious Gendrew tied up and tortured by an imp. Startled by their entrance, the imp shrieks and attacks.