Lingerering around in this busling town, there's always something to do.
After traveling just over one hundred miles southeast along the Trade Way, over the course of about four days--the Party advances to level 2--the characters arrive at the gates of Daggerford, the first city they have seen since departing the metropolis of Waterdeep. As such, Daggerford is the first chance they've had since departing Waterdeep to sleep in an inn with a truly soft bed and to relieve their aching muscles with a hot bath. Little does the party know, however, that they have been followed. A storm has arrived.
While traveling south along the Trade Way, the characters meet an imp named Pip Kip, in disguise as a raven. The raven talks with them for a time, and eventually offers them a deal to make their travels easier. The bird encourages everyone present to take one of its deals, saying that these contracts will surely make their journey easier.
The party has left Waterdeep on a mission along the Sword Coast to Elturel. Their reasons are a mystery, even to them, but they are sure that they’ll have many adventures along the way. The Trade Way is a well-trod highway that, in parts, has been reclaimed by wilderness and monsters, making it the perfect environment for fresh adventurers seeking danger with the chance to return quickly to safety.