Upon arriving in Neverwinter, we make our way to the Hall of Justice. Here we check in with the clerk, Draiden. The guards take our prisoners to their cells. After we receive our payment, Draiden informs us that the Dragonborn of Neverwinter have been fleeing town and no one knows why. The Lord Protector is looking for people willing to help solve this mystery. Ready for a new adventure, we journey to the Lord Protectors office. Apparently we arent the only ones looking for adventure. A long line of mercenaries and adventurers winds its way up to the office doors. Patrin and Zedheir decide to investigate the asylum that is said to be housing Tokul.
After some time I arrive at the front of the queue, but not before Zedheir returns with news that there has been an assault on the asylum. Zedheir alerts the guards while I quickly speak with the the Lord Protector, Dagult Neverremember. He explains that they are offering a bounty of 10,000 gold for any information regarding the flight of the dragonborn throughout the north. Confident that the bounty will be ours, Zedheir and I return to the asylum to see what has happened.
The halls of the madhouse are crawling with all manor of vile creatures; hobgoblins, goblins, gnolls, werewolf, and a strangely resilient flesh golem. We learn that Tokel is being kept in the tower and head there only to find the lock on his door melted and the cell empty. We wander the halls until we find the wardens office. Inside there is a wardrobe behind which winds a secret passage leading to a very different kind of cell than those we have encountered thus far. A giant bolder is suspended by a chain on a winch above a hole in the ground. From within the hole we hear several voices. Inside the chamber we find a dragonborn, presumably Tokul, who is being restrained by several hobgoblins and a man in a crimson robe.
We decide to take advantage of the element of surprise. I cast a web on the two hobgoblins holding Tokul, Zedheir blasts the mage with his Ki, and Patrin jumps down and starts hacking the remaining hobgoblins to bits. What happens next is unlike anything I have ever seen before. The wizard seems to stop time, gather himself, walks over to Tokul, and vanishes with the dragonborn, at which time time starts again. The remaining hobgoblins were easily subdued and we learn that there is another dragonborn, Dralasar, who resides at The Tired Quill bookstore in town.
After a much needed rest we head to The Tired Quill. When we arrive we find Dralasar feverishly packing. At that moment the shop is overrun by bandits attempting to capture him. We quickly dispose of them. Dralasar offers us a large payment and answers to all of our questions if we help him get to the harbor. Naturally we agree and escort him through the city. On the way we encounter several bands of thugs and mercenaries. Some of whom wear the same crimson robe as the wizard in the asylum, others who are simply looking for a pay day.
Safely in the harbor, Dralasar explains that Sulprax, a deity of the dragonborn, has been collecting dragonborn and anyone else with dragon lineage of any kind. When he has them he drains their innate abilities and absorbs them into himself. In the morning we will be this information to Lord Neverremember. But first we need to rest.