Dragon Slayers Incorporated

Cultists of the Queen of Waters

The party decides to allow Grae to finish his ritual.

Grae completes drawing a teleportation circle that transports you to an ice cave in a frozen waste. All around is ice and snow. There are no plants or animals or other signs of life. In the sky, instead of clouds, there are great mountains of ice. You surmise that you have been teleported to the Elemental Chaos.

No one, including Grae is sure of what to do next, so Grae seeks Delban’s guidance. Delban indicates the direction that the party should travel.

After a while you notice another party travelling on a parallel course, heading in the same direction.

There are 12 individuals. Three elf-like warriors leading a party of human who pull a sled that contains a fire in a cage.

The other party notices you and moves towards you. They ask if you are coming to worship the Queen of Waters. Hallabiri mentions Solkara, but the other party do not recognize this name. Once they realize that you are not followers of the Queen of Waters, they attack you.

During the battle, the fire in the cage breaks free and joins the battle. It is a fire elemental.

You defeat the other party, which after you question them, you discover comprised a Hierophant, two Initiates, and and nine cultists. They were bringing the fire elemental to sacrifice to the Queen of Waters. Grae convinces the Initiate that he and your party are part of an elite cult of the Queen of Waters. She wishes to join you, but once Grae extracts all the information from her, he knifes her in the throat.

Grae then dons the robes worn by the Hierophant to mascaraed as a cultist of the Queen of Waters.

The party continues to follow Delban’s directions.

The Circle of Delban

You question Graggnor of the Blood Nut clan further, then bring him with you back to your camp. You debate about what your next course of action will be and decide to head to Fiveleague House for supplies and information while you await the return of Gimlan and Finnick from Anvil of Moradin.

You also decide to set up a plague clinic at Fiveleague House to make some extra money.

During the night you take watches. During Grae’s watch, he begins to draw a circle of obscure runes around the camp site. When Tanharath awakens for his watch he finds Grae just finishing the marks. The others are awakened and attack Grae to stop him.

There is some debate about letting Grae finish or not. All but Mercaiden, Ourun, and Graggnor, who has wandered off, reenter the circle. Mercaiden remains on the circle, blocking the spot where Grae needs to complete it.

The Young Red Dragon

Grae and Mercaiden start to fight the two dragonborn as the young red dragon begins to descend.

Off in the woods, Baaki, Tanharath, and Hallabiri hear the loud whistle, see the dragon, and move swiftly to join the others.

The dragon insists that you all drop your weapons and then come with it to meet with Infernus in Fallcrest.

You continue to resist and fight and kill the two dragonborn and the young red dragon.

You then follow your horses’ trail back to the dragonborn camp. When you arrive there you find a pile of dead orc bodies and a naked orc, crucified on an X of logs. He is beaten and is near death.

Mercaiden heals and revives him. He claims to be Graggnor of the Blood Nut Clan. A group of orcs from the southern end of the Dawnforge Mountains. He claims his party was hunting the dragonborn who have been taking over orc territory and demanding tribute for Infernus.

He claims he is the unworthy wielder of the spear of Urrok the Brave, an ancient orc warrior who once slayed four dragons. The spear has been passed down through the generations from champion to champion.

Hallabiri also finds other treasure and magical items within a tent of one of the Red Hand of Tiamat.

Graggnor is not able to confirm how many dragonborn were camped here. He estimates ten, plus the dragon and two dragon beasts (the fire belchers that you fought earlier in the day).

Gladiators of Tiamat

While you are camping with Ourun, Mercaiden notices a nearby campfire. In the morning you investigate and see evidence of a recently abandoned camp. You follow a trail out to the road and notice three dragonborn and two dragonspawn firebelchers walking along the road. You confront them when they spot you. They ask you to come with them to Fallcrest to parley with their lord, Infernus.

You engage them in battle and kill them all.

Upon searching the bodies you find small change and a scroll that contains a message in draconic. The message describes your party and contains orders to bring you to Fallcrest to meet Infernus. They are to bring you in alive but can kill you if you attack them.

You head back to camp. Grae and Mercaiden go looking for your horses. Their ropes have been cut and they appear to have been lead away.

You discover a large dung pile that contains horse bones.

You notice a red dragon flying high above.

As you turn to head back to the camp, two dragonborn approach you and identify you as being two members of a party that they are searching for. They request that you come with them to Fallcrest. You refuse and try to run. One of them blows a loud whistle.

Hammerfast: The Lair of the Dragon

The dragon’s lair appears to be magically warded with a haze that zaps any who enter it or who use certain magical powers from within it.

There are also mushrooms present. Some that create clouds of concealment and some that attack with spores.

You defeat the remaining troglodytes but are unable to do much damage to the dragon. The dragon allows you to leave with your lives as it seems to have no interest in continuing the battle and risking its treasure.

You leave Hammerfast and rejoin Ourun who has been joined by two dwarves from Anvil, over the mountains. There is Gimlan, and female dwarven warrior, and Finnick, a male dwarven sage. Finnick suggests a plan to kill the dragon now that you know that it is a purple dragon. He suggests that he creates a teleportation circle and that the party lure the dragon into it and be teleported away from Hammerfast to El Shalal. He believes that the sun will kill the dragon in less than a minute. He will need two weeks to return to Anvil and gather the components and the ritual to make the portal.

You decide that during the two weeks you will go back to Five League House and find news.

Hammerfast: The Forges

You reach the Forges area of Hammerfast. After exploring different mine shafts, you come across some troglodytes who are guarding the way to the chamber where the dragon is hiding. They are able to drive you off, and then escape to the chamber.

Hammerfast: Ourun's Hall

You enter Ourun’s Hall. It is abandoned, but you find a secret door under the throne that leads to a chamber where Ourun is hiding. He is almost dead. You lead him out of Hammerfast to safety. He draws a map for you of where he thinks the dragon and the treasure might be.

You camp with him for the night then head back into the city.

Hammerfast: Haunted Living Quarters

Just outside the Hall of Ourun you enter the living quarters of the King’s Guard. It is full of ghosts and a zombie. They almost defeat the party.

Hammerfast: Guard Living Quarters

You find guard living quarters protected by ghosts and zombies who keep telling you that you will never find it. Unfortunately, you never learn what “it” is.

You have an extended rest in the guard quarters.

Hammerfast: Guard House

You press deeper into Hammerfast looking for the dragon when you come across some dwarves who are wights. As you fight the wights a ghost spider is also drawn to the fray.


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