After fighting off bandits and orcs, you finally make your way to Waymoot. As it is well into the evening, it is clearly too late to continue on to the dig site, and so you take a look around town to find a way to occupy yourselves for the evening. While there is little to do, you manage to kill some time (and lose some money) gambling with some unscrupulous townspeople before bedding down for the night.
Once the sun rises, you meet with Amira, your wagon driver, and head out to the dig site. Out in the forest, you find a compound surrounded by a high wooden wall and a large gate. The guards clearly are expecting you, and allow you to bring the wagon inside before closing the gate behind you. Once inside, it becomes clear that something is the matter. In front of you is a small stone structure, which is clearly not an ancient ruin, with a wide set of stairs leading downward. As the guards begin to offload the wagon, a elven man with wire-framed glasses emerges from the structure and proceeds to collect the alchemical supplies. Looking over both the alchemy equipment as well as your group, he seems pleased with what has been brought. Suddenly, at a flick of his hand, you feel small darts strike each of you; some bounce off armor, but others find flesh, and those struck feel a seeping slowness entering their bones. You make a valiant attempt to defend yourselves. But as each of you one by one succumbs to the drug or, in the case of Carric and Arden, the strength of the guards, you are soon all incapacitated.
You wake up a while later in a prison cell, with your feet in chains. It appears that you have been taken into the underground complex, by the looks of the room. In the other cell, you see a number of other prisoners, mostly showing signs of exhaustion, and all showing signs of abuse or injuries. Across the room, two guards stand on either side of the only door out of the room. After some failed attempts by Carric to bluff the guards, and other unsuccessful attempts to remove the shackles, the sole awake prisoner warns you to conserve your strength.
Shortly afterwards, a team of guards come into the room and usher you down a short hall. At the far end, a door is opened, and you are tossed in with the key to your shackles. You find yourself in a small barred chamber off of a large octagonal room, with a similar chamber directly across the way:
You find your armor in a pile with you, and quickly don it, but your weapons appear to be on weapon racks within the next room itself, which you note has bloodstains all along the floor.
Suddenly the door across the way opens, and you see what appear to be a group of wolves, including an enormous dire wolf. But you have little time to be surprised, as the bars in front of both you and the wolves slowly lift up.
After quickly rushing in to grab weapons, you immediately work to fend off the wild animals. Fortunately, while the dire wolf is intimidating, they are no match for your skills as warriors and are quickly dispatched. However, the doors you have came from have not opened, and there are two other barred chambers to go. And you notice the elven alchemist from before appears to be watching interestedly from the high windows around the room…