Innkeeper

You decide to tell Edmond that you think that you'll wait it out. Edmond nods and remarks that perhaps it's best you don't get yourself into this game since it's slippery slope that you're libel to get yourself in a lot more trouble that you wouldn't be equipped to handle.

Before you leave he trusts that you won't be speaking to anyone about your meeting, because if anyone finds out, it won't matter how many militia buddies you have. You assure him that you remember his pet lizard and that it won't be a problem.

You're able to get a coach back to inn, naturally it's a lot later now and everyone is asking you where you've been. You explain that you forgot to do something at campus for a class, which seems to satisfy as an excuse.

You are a little nervous now about reporting this to the militia after Edmond's threat, but you figure as long as you keep his name out of it, you'll be fine. You walk over to one the tables where several militiamen are drinking. Their leader, Sergeant Keller greets you and asks if Wendy's coming back to the table soon. You aren't sure how to approach this so you just explain the situation while omitting the way you came about the information. Keller of course is skeptical and naturally asks you how you know this. After dodging several questions, Keller realizes he isn't going to get anymore information from you.

"Alright, something shady is going on here…however if you're serious about these demons at the Flying Griffon, I suppose it can't hurt to check it out. We're not doing this favor for free though. Fifty silvers."
"What!?"
"Hey while I'd love to just harass people on a daily basis I really can't go around abusing his position like that, at least not without a little incentive."
"(Sigh) Yeah, yeah I get it, everyone's gotta get paid. Fine, let me get it from the back, but you better shut Frank down."
"Oh don't worry about that. Tomorrow we'll check the place out and if anything is out of the ordinary, we'll handle it. If Frank turns out to be an unlicensed mage we'll run him in, demons or not."

You pay Keller, feel a little better about handling it this way and go about your business for the rest of the night.

The next day you get out of class you're about to board a coach to take you to the inn, but two militiamen stop you.

"Sir, you need to come with us."
"What? What did I do?"
"Just come with us quickly. Sergeant Keller wants to see you."

Not wishing to cause a scene you board a different coach with the militiamen. You continue to ask them questions, but they say they don't have any answers. All they know is that they were sent to get you and that you'll have to speak to their Sergeant about everything.

You get very nervous when the coach passes several barracks and through the Klyton south gate. Eventually it stops miles away from Klyton and the militiamen tell you to get out.

"What's going on? What are we doing out of Klyton? Hey!"

The two men at this point grab you and roughly throw you out of the carriage. You pick yourself up as quickly as you can and find yourself in front of Sergeant Keller.

"You should've left well enough alone, college boy." Keller says.
"What the hell's going on? Did Frank put you up to this?"
"Don't know what you're talking about, but what I do know is you need to leave Klyton now."
"What?! But…look, you need to tell me what happened. Did you find the demons at Frank's or…"
"Don't know what you're talking about and you need to just shut the fuck up and be thankful you're alive. Now I suggest you go far far away and don't think about entering Klyton for any reason. Come on let's go men." Keller says pushing you aside and heading to the coach.

You stand in disbelief as they leave you stranded in the wilderness.

It's obvious something has happened to Keller and probably some of his men. You can only guess that Frank or his demon girls have had something to do with this. The problem is that you can't really do anything about it. Keller probably already has told his subordinates to capture you if they see you in the city and will probably report you to his superiors as well.

The only thing you can think of to do is to head to Teckleville where your aunt Enora lives and send a message to your mom what has happened from there. Of course walking there is a long way from where your current location. They dropped you off practically on the border of elven/sotakan territory which is not a good place to be even if you're a member of one their savage races let alone an outsider like yourself.

You decide the safest course of action is to follow the road back to Klyton and then skirt around it's edges until you reach the road that will lead to Teckleville. With luck you'll run across some friendly adventurers or something.

As you walk you think about your future and how your plans are now severely altered. Your mom is going to be worried until she hears from you and she'll probably sell the inn, which is just as well since it'll no doubt be losing money now. You won't get to complete your schooling; you won't get to achieve lots of things really.

Shortly after nightfall you begin to tire from all the walking and try to find a place to rest. Following the road might be slightly safer than wandering the wilderness, but highwaymen and ruthless bandits love the roads.

A couple of them find you asleep and violently wake you up with a knife to your chest. You gasp one last breath before sleeping forever.
End Of Story