The party awakens at first light. They stay at Reidoth’s long enough to eat a hearty breakfast and contemplate what became of the cultists and their foolish quest to slay the dragon. When they head out, it’s in a southerly direction — the quickest path out of Thundertree. While they are curious to know of the cultists’ fate, they figure it’s not worth the danger that could accompany finding out.
They take their normal marching orders with Dare in the lead, Ajax in the rear and Mystic navigating as they make their way towards the High Road. Several hours in, and they still haven’t found it. As they’re grumbling about Mystic’s navigational skills, a small animal comes charging at them from a copse of trees. It’s a white furred weasel, and it seems to want them to follow. It leads them to the copse of trees from which it came. Within the trees (literally) they meet the weasel’s master, Waldo — a wizard in desperate need of assistance. He’d gotten himself in trouble, he says, when he tried to perform a Misty Step spell. His left arm and left leg are embedded inside the tree. Dare’s able to use a crowbar to pry him free. Grateful, Waldo shares some of his possessions with the group — a potion of health and five garnets. Before departing, the adventurers ask Waldo if he by chance knows which direction leads to the High Road. The direction he gives is almost the complete opposite of the way Mystic had them going, but it’s right. They find the High Road a few hours later.
Their travel back to Phandalin is, thankfully, uneventful for the most part. They do find a wolf cub while camping one night. It’s family, three very large wolves, shows up shortly after. Dare throws them some of his rations, and the wolves depart without further incident. They also witness a green dragon flying high overhead in a south-west heading. It looks as if they have their answer as to how the cultists did taking on the dragon back at Thundertree.
After three days of travel, the adventurers arrive back at Phandalin. It’s nearly midday and they waste no time exchanging their treasures for gold. Well, not all their treasure. Lilvari suggests that they return Mirna Dendrar’s gold necklace — the family heirloom she’d left behind in Thundertree when she was a girl. She’s incredibly grateful, and the look on her face is worth any amount of coin they could have received. They also visit Sister Garaele at the Shrine of Luck. Sister Garaele is excited to learn the last known location of Bowgentle’s spellbook from Lilvari. After writing down the details she gives them three potions of health as promised. There are a few moments of conflict when Townmaster Harbin Wester finds them. He’s demanding payment for the horses the party borrowed but failed to return. Quickly, they come up with an explanation. “They ran off,” Lilvari tells him. “It’s not our fault they were so poorly trained. We should be asking you to pay us. Do you know we had to walk all the way back on foot?” While he’s not happy, he accepts their story.
The sun starts to set and dinner time is fast approaching. They decide to take care of one last loose end. They head to the Townmaster’s Hall in search of Sildar. Lilvari tells him about Halia Thorton’s interest in the note from the Black Spider. He seems interested in Halia’s intentions, but refuses to part with the note. Instead he suggests that they attempt their hand at forging the note and passing it off to Halia as the original. It’s a good idea, but things do not go as planned. First, Lilvari swaps the real note for the forged copy, her intention being to play both sides. They visit Halia and tell her that they have the note. Halia, though, isn’t interested in hearing what the note says as much as wanting the note itself. Since it’s the real thing, Lilvari isn’t too keen on handing it over. Threats are exchanged, and the party leaves the Miners’ Exchange with the note. They inform Sildar what happened, and he promises to investigate the matter further.
Their last stop for the night is at The Stonehill Inn. They sit at their usual table. Mercarri takes in the strange new atmosphere. When the barmaid asks for their order, Mercarri asks about hibachi. Her request draws strange looks from everyone at the table as well as the barmaid. she settles for roast pheasant and a big bowl of peanuts. They eat dinner, and then Mystic takes to the front of the tavern. It’s been a few days since she’s played in front of an audience, and it feels good. The patrons enjoy it as well. Slowly the conversations cease as they all listen.
The rest of the adventurers are doing the same when a young blond man known as Narth approaches the table. Two of his friends are behind him, urging him forward. He seems a bit nervous. He says that his buddies challenged him to a drinking contest, and they picked Dare to face off against him. Dare, who planned on drinking heavily anyway, accepts the challenge. Lilvari whispers to him, “This is going to be the easiest 20 gold pieces you’ve ever made.”
For 11 rounds, Dare and Narth pound down drinks. Lilvari attempts to help ‘unseat’ Narth by giving him a little shove. Despite drinking very little she somehow misses and ends up falling off the bench. If anything, it adds to the merriment as Narth and Dare continue to drink and drink. As Mystic is finishing her set, Narth sets down the twelfth mug of ale and pukes all over the table. His friends help carry him out, and Dare drinks to victory.
Meanwhile, Mystic gives the crowd one final bow. She’s pleased with her set… and incredibly thirsty She makes a quick stop at the bar for a pitcher of water and a glass. She shoves the flute in her belt so she can carry everything. She then weaves her way through the crowd to her seat and sets the pitcher and glass down. It’s when she reaches for the flute that she realizes its not there. She lets out a cry. Dare, though in a drunken stupor, manages to catch sight of someone fast-walking towards the bar’s exit. It’s a human that he’s dealt with before in his days as a bounty hunter — Grim Greycastle, a lowlife thief from the Waterdeep area. It looks like he’s up to his old ways.
The five of them jump up from their table and hurry after him.