Dragon Slayers Incorporated

Black Petal and the Bloodtower of the Grey Downs

The next morning, leaving Fra’nika in the care of Lady Bleth at the inn, you set out for the Bloodtower. After riding for about an hour you see the tower north of the road, surrounded by fen and water that appears to be near the top of the first floor. The only door to the 96 foot tower is under water. The tower has a wide base and a narrow neck, topped by a large two storey chamber and a sloping roof.

You tie off the horses in the trees off the south side of the road, perform the water breathing ritual, then swim out to the tower to search for the entrance. You find it and swim into a large, dark chamber. You find stairs heading up and also a door leading to other chambers. Before ascending, you investigate the other chambers, finding old, rotted furniture and supplies. As you move further into this level, you discover a group of former kitchen staff and servants who have been changed into wailing ghouls. You dispatch the ghouls and then head up to the second level after finding no sign of the Dragons’ Bane.

The second floor is a library. The library has been ransacked and many choice tomes are missing. You take four tomes that you believe have resale value and also a scroll of Consult Mystic Sages. You use the scroll to determine that the Dragons’ Bane is a small crystal stone that has been worn historically in either a ring or a necklace. The stone has the power to turn away dragons.

You proceed to the third floor which you discover to be a necromancer’s laboratory, full of tools and tables for dissection and unnatural acts upon the body. This floor is also guarded by a Stench Ghoul, a Skull Lord, and eight Putrescent Zombies. You battle the undead creatures and destroy them.

The fourth floor contains a Sanctum devoted to Vecna as well as a priest’s office and a room used to store some unknown items that have recently been removed. The only evidence is marks on the floor where storage boxes once stood. Grae pillages a golden plate from the alter to Vecna.

The fifth floor of the tower contains only empty sleeping quarters for the former living inhabitants of the tower. It has all moldered and wasted away.

The sixth floor appears to be the private chambers of Black Petal. You give a cursory look over these chambers but do not find anything of value.

At first the seventh floor appears to be nothing but a storage area, then you find a secret door that leads to a chamber that contains three teleportation portals. Words are written on them in ancient runes. You decipher that one says Fallcrest, one says Nera, the lost ancient capital of the Nerath empire, and one has a proper name, but you do not recognize it.

On the eighth and final floor you discover Black Petal herself, along with three undead guardians. You quickly defeat the Boneclaw, but the Marrowshriek Skeletons prevent an easy victory. Black Petal unleashes her fire and necromantic powers against you, seeming to be about to defeat you. She is almost impossible to approach due to a zone of Spectral Tendrils that surround her and a teleportation portal.

Finally you wear her down and she attempts to flee through the portal but uttering the word “Vecna”. You pursue her through the portal and down the stairs, at last slaying her on the steps.

You search her but find no evidence of the Dragons’ Bane. You return to the eighth floor and investigate a sarcophagus which contains a body matching the description of Scarthrog Bleth, Lord of Tingerwick Keep. You determine that the Dragons’ Bane is inside his corpse, so you remove it, then perform Gentle Repose upon him.

Mercaiden takes and examines Black Petal’s Symbol of Power, determining that it has some sort of curse on it.

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The Nen Ferry Crossing

After a night in the Mistborn Tower, you decide to leave the petrified Tobolor behind but take Hallabiri’s rucksack and the Book of Lore Regarding the Dragon Queen.

As you leave the tower, Fra’Nika falls through the floor into a cavern beneath the tower. Grae, Beandr, and Mercaiden crawl down after her. She is badly injured, having a badly broken leg and sword arm.

Beandr and Mercaiden explore a passage leading out of the waterfilled cavern. It seems other-worldly, not quite matching the rock of the cavern. In the tunnel are statues of adventurers, appearing to be frozen in motion. Beandr determines that they are more victims of a Medusa.

You haul Fra’Nika out on ropes and leave the drowning town of Fastormel behind.

When you reach the hills overlooking the Nen ferry you see that the dock has been fortified by a tower and a sharpened pole pallisade. The pallisade appears to be guarded by archers in the tower and two firebelchers by the dock.

Beandr approaches and requests passage but is rudely refused by the northmen guards.

The party works its way through the woods and prepares an ambush when the ferry returns from the far side. Grae teleports into the twoer and lights it on fire. This draws the ferry back across the river. You engage the archers, a dragonborn raider of the Red Hand and the firebelchers.

Grae manages to board the boat and take out the archers, only to be attacked by a fen hydra hiding in the weeds along the shore.

You all board the ferry and cross, leaving the hydra blinded.

After retrieving your horses, you sail down the river to avoid the ferry docks on the other side.

You land down river and scuttle the boat by making a slow leak and casting it off into the river flow.

It rains heavily as you make your way across the Grey Downs. You come to an old, poorly used road which you assume to be the Grey Road which traverses the Grey Downs from the Nen Ferry to the Winter Ferry.

From here you could take the road straight across to the Winter Ferry or Clun, or travel south to Ainderby, Tingerwick Keep, and The Fork. At the crossroad where you could head south or continue west you come to an inn called The Grey Stone Inn. As it is getting late and the rain worsens, you decide to stay at the inn.

The stable boy, Williem Greyson, stables your horses for you. Inside you meet Ondrie, his father, who is the innkeeper. He says with only two other guests staying at the inn, there are many rooms available. After settling in your rooms, you go to the common area for a meal. Only one of the two guests is present—a lone woman.

You strike up a conversation with her and learn that she is Lady Bleth of Tingerwick, and that her father Scarthrog Bleth, sworn bannerman of Lord Markelhay of Fallcrest, is lost at the Bloodtower. He had gone there in search of the legendary Dragonsbane, a stone that is purported to drive off dragonkind from any settlement that holds it. You know of the ancient legends that the Dragonsbane was taken by Black Petal, a sorceress and hidden away in her tower. You do not know whether Bloodtower is her fabled tower or not.

She is seeking adventurers to retrieve it for her since her own guards were killed on the road by northmen. She is willing to pay 340pp for the return of her father and the Dragonsbane.

She warns you that the land north of the Grey Road is sinking and the the entrance to the tower is now below water. She provides the party with a scroll of Water Breathing.

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The Mutant Dragon and the Tower of Mist

You move in on the Tower of Mist looking for the dragon that Beandr is pursuing.

Outside the tower is a camp of dragonborn raiders and a group of reptilian hybrids who seem to be working for them. These hybrids are similar to the ones that you saw fishing earlier and whom you fought along with the giant eel-like reptile.

You surprise the dragonborn and their guards and take them out. Then a strange dragon emerges from a large pond near the tower. The dragon looks like a black dragon, but upon closer inspection you notice that it also has features of a bronze dragon and a definite bronze tinge to its black scales.

The dragon does not have the typical powers of a black, but rather has a mix of black and bronze dragon powers, including healing while under the water.

After you defeat the dragon, you explore the camp and find a stash of gold and platinum. On the body of the dragon you find an Eladrin Ring of Grace.

You investigate the tower that the dragon was guarding, and discover the body of Tobolor, turned to stone, Hallabiri’s backpack, and the book of the lore of the Dragon Queen, the book that Nimozaran originally sent you to find.

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The Drowned Temple of Melora

You follow a black dragon into the drowning town of Fastormel. A town long in ruins.

The dragon lands behind a tower, disappearing from view.

The tower, known as the Mistborn tower is shrouded in mist.

As you approach the town, you see reptilian fisher folk fishing in the streets which are flooded, and the marshes that engulf the ruins.

To pass through the town and get to the tower, you must cross a shallow body of water. When you attempt to, you are attacked by reptilian humanoids with tridents, a giant humanoid reptilian/eel hybrid, and a giant eel.

You slay them all and continue moving towards the tower.

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Hadzor and the Hill Giants

You set off down the road in pursuit of Jarcath who is no where in sight.

As you travel, you notice a human armed and in armor walking towards you. He hails you and tells you that he is heading to Ramsgate, over the Dawnforge Mountains, to participate in the gladiatorial games. He is surprised that you do not recognize him, as he claims to be a famous gladiator.

He tries to recruit you to join him and become gladiators.

Suddenly rocks rain down upon you and you realize this is a ruse, and he means to rob you. The party is attacked by a group of giants.

You fight them off, killing all, including Hadzor. You find gold, jewels, and other money is Hadzor’s pack totalling 4400gp.

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Saruun and Paldemar

Saruun and Paldemar are two wizards who seem to be competing to capture you.

Saruun leads two creatures that appear to be an amalgamation between humans and drakes, while Paldemar leads a band of ogres.

You destroy both parties. During the skirmish, Jarcath moves on.

Searching the bodies, you find 2000gp in gems, but little else in the way of clues.

You also notice shallow graves in the area, one of which contains the body of a giant. It looks like it has been buried for a couple of years.

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Journey From Five League House

In the morning, Mercaiden awakes to find Hallabiri has gone, left a note, and her share of the treasure from Hammerfast. The notes simply says: I have to leave. I’m sorry.

At breakfast, the soldiers have gone. The tiefling gambler tries to get you to join him in a game of three dragon-ante to gamble for the gold that Mercaiden placed on the table, as well as any magic items you might want to ante up. Grae beats him in a battle of wits and without saying so much, implies that he’d better leave you alone or face trouble.

You head out on the road with the six horses that you procured from Barton. After a day’s ride you stop for the night near Lake Nen. During watch, Tanharath hears another camper nearby. On her watch, Mercaiden investigates, and encounters a dragonborn wizard.

Conferring in the morning with the party, you determine that this person is likely a practitioner of elemental magic. Investigating his campsite you find him gone, but later in the morning encounter him walking on the road.

His name is Jarcath. He is an elemental wizard from the Elementatl Chaos. He is working with Nimozaran and other wizards to stop a series of Far Realm incursions. He is travelling to Fallcrest to deal with the one in Nimozaran’s tower since Nimozaran is indisposed, and Tobolor cannot handle it all alone.

He tries to convince you to join him and to forget about dragons and cults and empires. He believes that empires come and go, but if the far realm is not stopped, all the world will be lost.

Fra’Nika and Baaki think that the party should stick to its original plan of freeing the Orcs and raising an army against Infernus. Grae and Mercaiden are inclined to join Jarcath. Tanharath is neutral.

Mercaiden performs a sending to Amon to find out the status of Fallcrest. He informs you that the fortress is lost but that he can investigate whether or not there are alternate ways to enter Fallcrest without passing through guarded gates.

As Mercaiden completes the sending, from the front a wizard appears over a hilltop with a group of what appear to be humanoids grafted onto the bodies of drakes like some kind of reptilian centaurs, and from behind another wizard appears with a group of ogres. Both proclaim that they have come to capture you!

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Return to Hammerfast

You make your way into Hammerfast. The place seems deserted. Much of the fungus has died off or been cut back. You begin your search for Gimlan and Finnick. Eventually you find signs of occupation. Foottracks lead you to recently occupied barracks and dining areas. You find evidence that dwarves are again occupying Hammerfast.

You track the dwarven movements to both the forges and the throne room. You decide to investigate the throne room first.

When you enter, an ambush awaits you. You face dwarven archers and the wrath of Finnick the Arcanist, sitting upon the throne of Ourun.

Gimlan is covered in fungus and attacks you not only with her great cutlass, but also a blast of fungal spores. She eats fungus from her arm to revitalize herself.

In the middle of the fight, Grae walks in, seemingly from no where, to join the fray.

You finally wipe out all the dwarves and toss their bodies into the pit that seems to have opened in the room since you were last here.

A search of the room reveals treasure and a magical shield. Coins in the treasure appear to have been minted in Forgehome, Hammerfast, and Fallcrest.

You search the dragon lair. It is empty, cleaned of treasure, and the dragon gone. You find a circle of runes that has been partially erased.

You trace a path that leads up to the mountain side—an escape route from the King’s Chambers. You travel back down into Hammerfast, then rejoin Fra’Nika and Lutun.

Fra’Nika is overjoyed to be reunited with Grae.

You leave the mountains and make your way to Five League House. You inquire about rooms and horses. Barton sells you rooms and says he’ll have horses for you in the morning.

In the dining hall, there is a dragonborn and 6 northmen sitting in the corner. A tiefling invites you to a game of three-dragon ante.

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Travelling to Hammerfast

After parting ways with Uinan, you make your way across country about 7 miles to the White River. As you approach the river, you realize that Grae is not with you.

Hallabiri retraces your steps and notes that Grae’s foot tracks end at a puddle. Looking into the puddle she sees a bright purple light receding as if into a great distance. She tries to step in after it, but the portal is gone.

You want to cross the river, but you know that the ferry will be guarded, and that is probably where the loads of lumber that were passing through Harkenwald are being taken. The river is too wide and deep to swim.

You notice some fishers and decide to barter for boat passage across the river. At first the fishers are wary of you, but eventually you convince them that you are here to remove the threat of the Red Hand and the Northmen. You offer to help bring in the lines and nets, hang fish to dry, and untangle gear.

Tanharath meditates by the river and watches for trouble.

An Orc notices Baaki’s spear of Uruk and tells of enslaved Orc brothers in the Stonemarch being forced to mine for the “dragonborns”.

As a barge passes, a gnome begins calling to Baaki. He scrambles on top of the load but is whipped and falls into the water. Crossbowmen take aim at him, but Mercaiden kills several of them before the boat is out of reach.

The gnome turns out to be Luton, Baaki’s uncle. He tells Baaki that her father is working in an open pit tin mine near the Witchlight Fens while her mother is working as a servant in the house of a wealthy person in Fallcrest.

You take a boat across the river, faking an assault on the boat owner so that they are not culpable for your escape should anyone learn of it.

You march the rest of the day, then convince a family of shepherds of your good will and sleep at their sheep ranch.

You travel the next day up to the Trade Road then head towards Hammerfast. You encounter a wagon train with 12 drivers and 12 guards. You convince the drivers and guards that you work for the dragon and that they are to abandon the wagons.

You search one of the wagons and find that it contains only ore.

When you arrive at Hammerfast, you find Ourun’s head on a pike and the doors broken down.

You make another sending to Finnick and are told they are waiting for you inside.

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Harkenwald

Your tout, Kylie Devilsworn, finds a portal for you that leads to Harkenwald, two days journey South West of Hammerfast.

The portal brings you to a temple of Corellon which is boarded up. Upon inspecting the temple, you find that a funeral had been in preparation at the time the temple was looted, desecrated, and boarded up.

You open the coffin and find the body of an elven warrior, Finguay of Harkenwood, prepared for burial in his armor. His body has been preserved by the Gentle Repose ritual. Mercaiden takes his bow, Dragon Slayer, and Hallabiri takes his hide leather Elven Battle Armor. You also find about 1000gp.

You leave the temple and explore the town. It appears to be under the control of The Red Hand.

Slaves of many races, including elves, humans, gnomes, tieflings, and orcs are hauling lumber through the town.

The only town gate not sealed is heavily guarded, and every wagon load of lumber and every person is being inspected before they can pass out of the gate.

You decide that Baaki will destroy one of the other gate portcullises, and you will escape that way. Upon leaving the town, Uinan announces that she wishes to return to Harkenwood to rejoin her people.

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