
The Sacred Wyrmling is missing. Whispers lead from market stalls to slum alleys, an old seer drops a riddle, and a trail of clawed prints pulls the party beneath the trees.
In this recap: a quiet orphanage check-in, political stonewalling in the capital, a cave raid through kobolds and zealots, and one terrified captive who reveals the handoff: a carriage, two hours ahead. Press play and join the chase.