The adventurers start their day in the Stonehill inn, taking in breakfast before heading out southeastward towards Umbra Hill to warn a midwife, Adabra Gwynn, of the dragon in the area. Bellies full and ready to go, they head out to the hills where they find the windmill and a Manticore bashing in the door. Briar, knowing a thing or two about these creatures, knows this is an odd thing to find as they tend to stick to mountains. None the less they tried to reason with the manticore, only failing as half the party didn't take the manticore seriously. This made the Manticore grow tiresome of the conversation and he attacked the party. The party swiftly dealt with the beast, felling it and collecting its quills for later use. After dealing with the threat they head inside to check on Adabra, urging her to return with them to the town. Adabra unfortunately refused adamantly, saying this mill is how she creates her health potions for the town, and she's grateful enough to sell them at a discount to the adventurers, giving them one as thanks for saving her. The party picks up 2 more before heading back, taking the task of ordering her a new door with them, they split momentarily to perform various tasks of need. Naisys goes to commission the blacksmith to turn the quills into throwing needles Kia goes and rents a cart from the dwarven couple they rescued the day prior Briar goes and gets their payment, exchanging at the miners exchange some of the money to turn into 4 even pouches and Alatar goes to get a drink, and comes back After the group takes care of their tasks, they reconvene at the townmaster's home to set out south-east to Gnomengarde, passing by the mill to give the midwife her invoice for the door. Upon arrival, they're met with a cavern-like place devoid of sunlight as a waterfall carved away a cavern that dribbles into the creek. The group tentively head inside, exploring the gnomish dwellings for any sign of life. They find one, as a crazy gnomish lady tests her autoloading heavy crossbow mechanism on Briar as soon as he rounds the corner. Quickly disabling the device, the crazed gnomish lady bickers in half broken sentences as she gets lost in fixing her device. The party figure it's best to leave her behind and press on. After letting Naisys take point, they come across two female rock gnome guards guarding a ledge above them, pressuring them to prove they're not shapeshifters. After doing so, the group is lead by one of the gnomes deeper within, learning about the two kings of the gnomes and how one of them went mad, ordering them to attack shapeshifters on sight. She doesn't seem to really buy the shapeshifters story from her king, but she fulfills her orders out anyway. The party is lead to a workshop filled with useless trinkets and knick-knacks that dont work, and two bickering gnomes. This is where the adventure pauses...