Dragon Slayers Incorporated

Gnaw-Gnaw-Burn-Burn

Working your way further into the bandits’ caves you meet a dragonborn named Hallabiri. She is a water elementalist who is seeking after rumours of a magical water in the region. Unsure if you can trust her or not, you do not reveal the location of the aquifer that you found in Brunfax’s lair.

Pressing deeper into the bandits’ caves, following the sound of arguing, you come upon the bandits in the middle of a quarrel with a burning face that rises from a small idol. The bandits appear to be arguing that they want out of some sort of bargain, and the burning face with long sharp teeth, who calls itself Gnaw-Gnaw-Burn-Burn, will not let them out of the deal that they have made with Bezenthal.

Meanwhile, you attack the bandits, attempting to slay their armor-plated fighter.

Gnaw-Gnaw-Burn-Burn conjurers a dragon and tells the bandits that they will die for their insubordination. The dragon attacks the bandits, and Grae attacks the dragon, starting a three way fight as the dragon takes on both your party and the bandits.

Gradually the bandits flee the caves, shutting you in and leaving you to fight the dragon on your own. Just when you think you are about the defeat the dragon, Gnaw-Gnaw-Burn-Burn returns and banishes the dragon. He claims to be the servant of Bezenthal and warns you that Bezenthal is no longer in your debt now that you have allowed the bandits to escape punishment and have nearly slayed his dragon.

At least your treasure is safe, and you find more among the supplies of the villagers of El Shalal—many of whom are conscious in holding pens in the back of the caves.

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Disaster in El Shalal

As you emerge from the caverns you see a pillar of smoke rising from where you think El Shalal resides. When you investigate you discover that El Shalal has been sacked, the women and children appear to be missing and many of the young men are dead.

You track what appears to be an army to some distant mountains and find the caves there to be guarded by humans. You make contact with them and determine that they are the ones who sacked El Shalal, taking prisoners for slaves and taking all of Agabar’s treasure—your payment!! It seems that there is a dispute between two tribes over the ownership of wells in the area.

You demand to see Agabar. They bring him out. He has been tortured and is missing a hand.

You try to bluff your way in to the caverns hoping to retrieve your treasure. They do not believe that anyone who has water would be willing to trade it. As negotiations fail, a fight breaks out.

You slay the guards and two wizards who seem to be directing them, then force your way into the caves where you are attacked by trained coyotes and two fire sword-weilding guards. These are not easily defeated and you take significant damage.

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Brunfax

With stealth you enter the chamber of Brunfax—although he knows that you are coming because of the connection that you make with him through the wooden medallion.

The chamber is lit by torchlight. It is the largest chamber that you have encountered so far. The doors open onto a wide bridge over a dark pool of cold water. Many walls and columns block your view of the entire chamber. As you make your way into the chamber you are shot at by a small goblin. He distracts you from noticing the Orc Berserker that is hiding under the bridge who attacks you from behind. After dispatching these two you work your way further into the chamber, ignoring any other danger that might lurk under the bridge.

The dragon explodes out of the sand at you and attacks while simultaneously, four kobold dragonshields emerge from under the bridge trying to flank you. He seems particularly interested in tasting and eating Mercaiden and Grae as he has never tasted an elf or a tiefling before. A long battle ensues but finally you prevail against the dragon and his servants.

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The Kobold Trapmaster

You enter what could very well be the antechamber to the dragon’s lair.

In the centre of the room is a small platform. On the platform stand two kobolds, one large, well armoured one, and one smaller, slick looking one.

In front of you are four smaller kobolds.

When you enter the room to fight the kobolds, you discover that the room is booby-trapped. Tiles drop from the ceiling on Breena and Imgodid. Imgodid steps into a pit trap of quicksand. Amon get caught in a sand vortex.

More and more kobolds fill the room, but you defeat them, taking down the mighty dragonkin champion with bold charges from Imgidid and Breena.

You search the room and find gold beneath a tile on the platform. Dr. Carrion shows some interest int he shock spear of the dragonkin champion.

The medallion indicates that the dragon could be in the next room. You are aware of his presence, but he is also aware of yours.

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Vault Key Puzzle

You enter a room with a tiled floor covered in runes. On the far side, the wall glows.

You determine that the runes are written in an ancient form of draconic. You can’t read them, but from your knowledge of draconic you determine that there is some reference to opening something, summoning something, and a vault key.

A careful examination of the tiles reveals that some of the tiles are more heavily used than the others, so you attempt to jump from one different tile to the next. When you fail to jump far enough you step on the non-different tiles and are immediately shocked by lightning and tossed across the room.

Mercaiden finally manages to make it all the way across the room, stepping only on the different tiles. When she lands on the final tile, four iron defenders (iron constructs in the form of dogs) appear as if summoned. They speak in unison demanding to know who has summoned them and then they ask for the word of opening.

When you realize that you do not know the word of opening, the dogs attack. After a vicious fight, you search the room and find two chests of gold.

Dr. Carrion uses his shock attack to disrupt the spell on the wall. After a search of the wall, a small drawer is revealed that contains an odd looking key.

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Dragonkin Trap

You continue to follow Palehorn’s wooden medallion deeper into the mountain. As you round a corner you see a Kobold locking away some sort of treasure in a chest. He then slips into a pile of rubble through which small creatures can pass, but not medium ones without a squeeze.

As you approach, you soon find yourselves surrounded by Dragonkin Kobolds and Kobold minions. Their magic continually dazes you, making fighting them off difficult.

Eventually you defeat them and use their hiding holes as s place to take an extended rest.

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Pool of Gems

You enter a room with a fountain that spills water into a pool. The water issues from a face, possibly of a demon. There are two treasure chests in the middle of the room—one of which is trapped. Imgodid takes some damage from a dart that springs from the chest.

After collecting treasure from the chests, Grae approaches the fountain, and seeing gems at the bottom, plunges in his hand., Unfortunately, he does not pay attention to the tile pattern in the floor of the pool. It depicts two sleeping dogs. Suddenly the dogs spring to life, they are Iron Defenders. They immediately begin to bite Grae. You defeat the dogs and continue to explore the room.

Behind some thick cobwebs in alcoves beside the fountain you discover more treasure that is, unfortunately, guarded by burning skeletons. You take some fire damage before subduing the skeletons and obtaining the rest of the treasure.

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Imgodid

Dr. Carrion discovers that he can sense the presence of a dragon when he holds the medallion worn by Palehorn. Unfortunately, he also realized that the dragon is aware of him. Reading the inscription on the medallion, Amon find a name, Brunfax, and two words: air & sand.

After leaving Palehorn’s chamber you follow the wooden medallion through the caverns until you come upon a guarded chamber. The sounds from within sound like fighting. You take out the guards and enter the room to discover that some goblins, along with two skeletons and two orcs are having some sport with a dragonborn and a human.

The human, clad in the garb of a guard or soldier of El Shalal, is dead on the floor. The dragonborn is tethered to a pole and is fighting for his life against very high odds.

You quickly even the odds and take down the goblins and their allies.

The dragonborn, Imgodid, is not too forthcoming about why he is in the caverns, but he is very grateful for your aid and pledges his swords to your cause.

Some investigation of the room leads to a secret door that opens to a chamber. Along the back wall of the chamber is a glowing fountain in the form of the face of a demon. Water pours from the demon’s mouth into a jewel filled pool.

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Palehorn

After your rest, you press onward and come to a locked and trapped door. Tampering with the door triggers a blade trap and awakens a skeleton warrior which you quickly dispatch. After disabling the trap with Breena’s spear and opening the doors you find a treasure chest. Grae rushes over to it, only to be fired upon by a couple of goblin archers. After killing the archers and obtaining the treasure you notice laughing noises coming from behind locked doors you open the doors and discover an albino goblin with the tattoo of a bull on his face.

This is Palehorn, the being that you have been hearing about since your arrival in these caves.

Palehorn is no ordinary goblin. He has many great an unusual powers, including the ability to raise a vortex of sand the ensnare and blind you, a wave of sand to blast your face, and even a breath of sand to push you back and knock you down.

Palehorm stands atop a glowing red platform that you soon discover enhances the damage one receives while standing on the glowing stonework. Palehorn also takes the extra damage, but he is tough.

As the battle begins to turn in your favour, another goblin in the room calls in some orcs and together they try to remove two treasure chests before you can get to them. Acting quickly, the team rallies to kill the orcs and the goblin and finally bring down the mighty Palehorn.

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No rest for the weary

After freeing the demon, you try to seal the room to take an extended rest, despite the early hour. Unfortunately, your activities in previous areas of the caves has been discovered, and you hear the approach of something big, along with several grunting voices.

At the same time, someone is banging at the other door to the room and shouting in giant.

You open that door and surprise two orcs who seem to be expecting to talk to the orc that you had found dead in the room earlier. You attack the two orcs. At the same moment, a large dire boar comes crashing against the barrier that you have laid across the entrance doorway. It makes a spectacular leap and clears the barrier after some prodding from two more orcs behind it—one of whom also makes it into the room. The other orc is not such a good climber and is not able to clear the barrier.

The orcs and boar try to pin you down, but you continue to move them around the room as you hatch a plan to trap them in the room and bomb them with the poison gas canister that Grae freed from one of the chests in the room.

Another orc arrives. Unlike his axe wielding friends, this one carries only a club. Perhaps this is his first battle—sadly, it is also his last. You down him before he is even able to swing his club.

After taking a few good hits, you manage to knock down all the enemies in the room and escape. Dr. Carrion uses Mage Hand to trigger the canister while the rest close the door and seal the room.

The canister contains a sleeping gas that also poisons its victims. You estimate that the orcs and the boar will be out for at least 6 hours.

You really need a place to recover. Amon uses his dungeoneering skills to find a small side passage that lead to a small, defensible chamber where you are able to hide, heal your wounds, and get an extended rest.

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