Dragon Slayers Incorporated

Hammerfast: Mercantile Area

You make your way through the mercantile area looking for the apothecary and are attacked by mummified dwarves and zombies. You escape to the apothecary and become pinned down when the troglodytes that you avoided at the temple track you to the apothecary.

After defeating the troglodytes and the zombies you find the ingredients that you seek for the cure.

Hammerfast: The Temple of Moradin

As you press deeper into Hammerfast, troglodytes that were hidden in the temple of Moradin attack from the shadows. You escape into the dwarven market area.

Everywhere that you turn there are dead, rotting, fungus infested dwarves. Mercaiden thinks she can concoct a cure for the fungus plague if you can find an apothecary.

Hammerfast: The Great Hall

A passage from the secret door leads you into the great hall of Hammerfast. It is dark and smells strongly of fungus. As you cross the hall, five darkmantles drop from the ceiling and attack. After a short fight they are defeated.

Five League House

The party decides to go to Hammerfast to deal with the fungus dragon. It is at least a three day journey. Along the way the party stops at the Five League House to get supplies.

While you are there you notice an unusual cast of characters in the tavern, including a dwarf, a human, some elves, a group of halflings, and a mixed race group playing Three-Dragon Ante, including a Satyr, a Tiefling, a Kobold, an Eladrin, and a Human.

You speak briefly with the halflings who are hoping that you will accompany them to Fallcrest where they are going to arrange taxes and tribute for the dragon Infernus.

The owner of Fiveleague House, Barton, sells you your goods and warns you off Hammerfast, informing you that it is under quarantine.

After a brief visit, the party heads to Hammerfast. There are signs and blockade along the way warning of a plague in the city. You arrive at nightfall to find the gates barred.

The next morning you approach the gate and see a sign that reads: Enter not Hammerfast lest you suffer the plague of undying rot.

You find a secret door, and Baaki uses her skeleton key to gain entry.

Midnight Arrow Ambush

After a night in Nenlast you head south towards Fiveleague House with the intent of moving from there to Hammerfast to investigate why the dwarves have not been heard from in weeks.

You camp for the night in a barren, rocky area. During Mercaiden’s watch, a young man hurries down the road. Mercaiden stops him and investigates him, but he seems to be legitimately trying to reach Fiveleague House. He says he is travelling for a family emergency. He is carrying a magic rabbit’s foot that enables him to travel at twice his normal walking speed. Mercaiden allows him to continue on his way after Grae frightens him.

During Grae’s watch, a band of human archers and dragonborn spear fighters, lead by an Exemplar of Tiamat ambush the party. You dispatch the attackers with some difficulty. The humans are not Northmen. They appear to be local cultists. A pair of Gloves of Missile Avoidance are found on the Exemplar.

The next morning you track the attackers back to their lair in the hills. It appears to be empty. Within you find a large cache of stolen property including food and trade goods. Grae discovers a bag of holding containing 2600gp.

Knowing that you can ride fast to Hammerfast by nightfall, you speed down the road to the King’s Road, stopping only briefly to pick up some thieves tools from the Fiveleague House.

While Grae is in the Fiveleague House, he notices an unusual assortment of individuals sitting in the common room as well as the young man that Mercaiden stopped the previous night. You learn that his name is Al-ra-in. He accuses you of being thieves and brigands and flees Fiveleague House. Others in the common room included a dwarf merchant, a human merchant, a group of elves, five halflings, and a group of gamblers playing Three Dragon Ante: A satyr, a tiefling (who eyes Grae carefully), a kobold, an eladrin, and a human.

In Fiveleague House, Grae purchases a set of thieves tools from Barton, the human owner of the establishment. Barton asks a lot of questions and learns that you are dragon slayers. The halflings overhear this, and one, named Biddo, approaches and asks if you plan to travel to Fallcrest to kill the dragon that has taken over the town and who is exacting tribute from all the towns, villages, settlements, and farms in the Nentir Vale.

When they learn that you plan, instead to travel to Hammerfast, everyone warns you away. They claim that Hammerfast has been destroyed by a plague.

You do not heed any of the warnings, but travel to Hammerfast. The road is blocked in many places, and there are signs warning of the plague. When you reach Hammerfast, you discover that it appears to be locked and abandoned. Using her Skeleton Key, Baaki opens the great gates to the city.

The Commandant and the Black Dragon

After being warned of a dragon you press on and discover two dragons. A black dragon that is being ridden by a armoured dragonborn, and a bronze dragon that is being attacked by the black.

You interrupt the dragon fight. The bronze dragon, Aesofax, is from Lake Nen. It has a broken wing and is severely injured. It begs you to let it escape to the lake. It claims that the black dragon, Gallinfax, has stolen its hoard and is planning to burn Nenlast.

Gallinfax is being ridden by Meh-al Gar, the local cult leader that you learned of when you interrogated the prisoners back in Nenlast.

You quickly dispatch Meh-al Gar, but Gallinfax puts up a fierce fight, striking from his cloud of darkness. Finally he is brought down.

You contact Aesofax with a sending:

“Gallinfax dead. If you find hoard you are free to reclaim your part. We consider Gallinfax hoard as payment for assisting you.”

Aesofax responds:

“You have my gratitude. I must recover. I will inform you if I find Gallinfax hoard.”

You are treated to a hero’s feast when you return to Nenlast and spend the night at Baron Erik oachin’s keep. Mercaiden is very suspicious of the Baroness Wallinda Joachin.

The next day you set out on horse back and make about 35 miles down the road toward Fiveleague House. You stop for the night in some low hills in barren, stoney lands. You set up camp and set watches. Mercaiden takes the first watch. During her watch a figure hurries by along the road in the darkness. Mercaiden halts him and detains him for questioning.

Mounted Northmen Hunters

You decide to head south to Hammerfast to determine why no one has heard from the dwarves in weeks and all commerce seems to have ceased.

The road is still blocked to the south, so you head out to join the fighters of Nenlast who are trying to break the blockade. On the way you are attacked by mounted Northmen whom you defeat and take their horses.

As you press south, you encounter the fighters of Nenlast fleeing a dragon who has arrived and routed them.

Trial at Nenlast

The next morning, you learn that one of the town guards was caught allowing access to the town to the assassins who attacked you. A trial is scheduled for later in the day.

Uinan, the Cleric of Melora, breakfasts with Mercaiden. She tells Mercaiden that she must leave Nenlast and journey to the Harken Forest, south of Fallcrest, where the Elves of the Winterbole Forest have taken refuge.Her services are needed to heal the injured and to help inspire the Elves to fight for their homeland.

Ulmenar, a monk, approaches Tanharath and presents him with the Staff of the Adaptable Mind, which once belonged to Tanharath’s staff fighting instructor, Khun-al Khan.

At the trial later in the morning, Baron Erik Joa-Chin presides. A young man, Endon, stand accused. He admits to the crime and claims that the Nerathians stole this land long ago from the Northmen, and that it belongs to the Northmen by birthright.

Endon is sentenced to death, but before the sentence can be carried out, in the crowd, three suspicious individuals are spotted. Grae manages to bring one down and he is captured.

You later question both prisoners in jail and learn that they are both members of the Cult of Tiamat. You gain some conflicting information from them. You later learn that one is Bartok, the local leader of the cult, and that they are in collusion with the Red Hand of Tiamat in the attacks on the region.

Knives in the Night

As you bed down for the night at the inn, a group of Northmen assassins arrive and attack you.

Mercaiden fights off a lone attacker in her room while the rest engage with the main group in the common room. The attackers are soon dispatched.

You find that some of them bear the tattoo of the Red Hand of Tiamat.

Journey to Nenlast

You search the Northmen’s camp and find what appears to be their pay chest—funds for their campaign against the Eastern Nentir Vale. Among the coin you also find two small dragon statues encrusted in rubies—potentially ritual items.

You consider taking the camping equipment with you to Nenlast to provide shelter for refugees from the invasion, but leave it behind in favour of a rapid, unencumbered journey.

Thanks to Tanharath’s knowledge of local history, you journey on a little known hunting trail through the woods, using stealth and other adventuring skills to by-pass scouts, guarded bridges, and spying dragons. A local hunter aids you in finding a path to Nenlast.

Upon reaching Nenlast, you discover that the city is not fully under siege, but rather has access routes blockaded. After briefly getting mired in the mud near the lake, you manage to reach the gates of Nenlast undetected and gain entry to the town. A meeting is arranged for you to meet with Baron Erik Joachin in the morning to discuss what intelligence you can bring him regarding the invasion.

You get rooms for the night in the Laketown Inn.


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