<div class="floatleft">(https://i.pinimg.com/originals/92/38/be/9238be8625e38d36b6e8a4b6fa80c211.jpg)</div><span class="bbc_size" style="font-size: 18pt;">THE DRAGON'S DEMAND </span><br/>A Pathfinder Adventure<br/><br/><strong>Push!</strong><br/><br/>"Aye, m'lord," Talia said in response to Flint's query.   "The witch tower once stood where that plume of smoke rose up in the distance.  It's just across the bridge, past the furriers."<br/><br/>Talia gladly agreed to store any extra equipment for safe keeping.<br/><br/>There was pandemonium in the streets as the party made its way to the ruins.  People all stared towards that billowing smoke plume with disbelief and wonder.  Though Belhaim was a small village, with less than some odd three-hundred inhabitants souls making it home, it now felt like a bustling city-center.  You pass the Mason's Guildhall (#19); the stables (#17), the tinkerer (#23), and the barber (#21).<br/><br/>The party finally arrived at the bridge, where three people were arguing.  The first two appeared to be watchmen, while the other looked like a priestess of some kind.  The deputies spot your party approaching, and one of them stepped forth to address them:<br/><br/>"The tower is off-limits!" he said.   "No one is to go there."<br/><br/>"Look, Deputy, if you will not go ask Hunclay if he knows anything, I will do it," the priestess said.   "I am not afraid of him."<br/><br/>"No one is afraid, ma'am," responded the deputy.   "We're just protecting people, as it were."<br/><br/>"Oi," the other deputy said as he stared at the party, chewing on a stalk of grass.   "Go on, get out of 'ere!  Haven't you anything better to do."<br/><br/>The priestess, if she was a priestess, appeared to be despondent towards the adventurers.<br/><br/>(https://i.imgur.com/hHryAcJg.jpg)<br/><br/>#3 = Garrison;<br/>#4 = Wise Piper Inn;<br/>#5 = Apothecary<br/>#6 = Scribe<br/>#7 = Butcher<br/>#16 = Smithy<br/>#17 = Stables<br/>#19 = Mason's Guildhall<br/>#21 = Barber<br/>#23 = Tinkerer<br/>#24 = Furrier