Dragon Slayers Incorporated

A Visit to the Septarch's Tower

The party secures their quarters in the old Moonstone Keep. Markelhay sends workers to reestore the damaged gates and the roof of the training arena.

Amon enters a period of meditation upon the mysteries of life and so decides to remain in the Keep for the time being.

The party heads to Fallcrest to answer Nimozaran’s summons. Grae goes on ahead to get the word on the street about the current market conditions and investment opportunities. He learns that he should seek out a merchant named Orest Naerumar.

Along the road to Fallcrest the party meets a shifter named Bengal of Clan Razorclaw. He is a former denizen of the Feywild who has lived in the Nentir Valley for the last 20 years after accidentally crossing into the natural world. He has been enjoying the recent influx of kobold, green “devils” (the Abishai), and the soldiers from the Northern armies as it has given him more monsters to hunt. He says that he witnessed the party’s attack on the roadblock and then followed them to Fallcrest where he witnessed their assault on the old keep. He asks if he can join their “hunting” party. The party agrees to allow him to join.

When the rest of the party arrive at Fallcrest they run into Grae who is on his way to Naerumar Imports. Since it is on the ay to the Septarch’s tower, they all stop in. Grae invests 1000gp of his money in caravans that are bringing raw materials to be used for making arms and armour for the town militia. He hopes to get his money back plus 10% of the profits.

While Grae is negotiating his deal, Breena overhears mutterings about people in black raiding communities and selling their ill-gotten gains outside the Fallcrest gates. These people are said to be abnormally thirsty and are very attracted to water.

The party heads to the Septarch’s tower. When they arrive, it seems unnaturally quiet. Nimozaran lets them in. When they arrive in his chamber they note that he is tired and worried looking. He speaks of disturbing dreams—invading dreams. He sees eyes and hears voices.

Hallabiri inquires after Gerdis of Forgehome, cleric of Moradin and Nimozaran’s acquaintance. Nimozzaran says that he has not heard from anyone in Forgehome since the party left there.

Grae mentions that he too has been having disturbing dreams and asks if Nimozaran has been recording his dreams. Nimozaran has and presents Grae with a large tome in which he has written down his dreams. Despite his obvious frailty, Nimozaran has no problem lifting the book, but when he passes it to Grae, he can barely lift it.

Grae reads of Nimozaran’s dreams of the void and of strange formless shapes.

Suddenly Nimozaran cries out “The Wards are Failing” and grips his head in a daze. Grae determines that the wards are to keep out extraplanar incursions.

The walls appear to melt and very warped kobolds appear. Their features shift and move about. They seem to be twisted. Grae determines that they have a condition that twists lifeforms and allows madness to take over.

The party defeats the invaders and everything returns to normal. Nimozaran has no memory of the encounter. He tells us that there are invaders in the city who are seeking us. They are servants of the “Dark Goddess” (probably Tiamat, Goddess of greed, who never lets an insult go unpunished).

After asking too many questions, Nimozaran teleports the party out of the tower and informs them that he will contact them soon.

The party are suspicious of Nimozaran’s apprentice who is said to be in the catacombs of the tower. The party seek for an entrance but are not able to locate one.

They search the town for the people in black, then put the word out that they will meet them along the road north of town near a well known rocky outcrop and that they are looking to buy the goods that the people are selling.

They camp on the rocky outcrop at a spot that Bengal knows. They gather food which Grae unfortunately spoils. Bengal goes out to hunt a meal for Breena’s rage drake when he is ambushed by the people in black. They approach him to attack claiming that they are seeking revenge for the Brown One in the Place of Sand. Bengal has no idea what they are talking about, but sensing his peril, he shoots a Blazing Flame arrow into the air as a signal to the party that he is in peril. Akira has already sensed the attack and is moving towards the attackers. The party is about 300 feet from Bengal with nothing but difficult terrain between them.

Return to Fallcrest: Moonstone Keep

Amon uses his mental powers to lift the ballista down from the tower. The party then takes it along to use against anything that might be in the Keep. The door is smashed in by Breena’s rage drake. Inside you find another Abishai, green like the others, and a Kobold Dragonkin defender. They are quickly dispatched. The party hears voices speaking draconic in an ajoining room. Hallabiri fools them into thinking that their master is angry with them, so they hide.

But then a dragon that was slumbering on the lower level is awakened and it flies up to attack. It is a young green dragon. It goes after Breena and dashes her to the ground in the pit. The dragoon calls for aid from what sounds like Kobolds in the adjoining room. At first they are confused, then they are unable to find the keys to unlock the room.

The dragon deals out significant damage, especially to the rage drake. When it becomes bloodied, it flies up throught he roof and attacks the party from the doorway, damaging the ballista.

The combined efforts of Mercaiden and Amon finish off the dragon.

The Kobolds, realizing that they did not come tot he aid of their master kill themselves.

The party finds a small horde of treasure in the lower level.

After the battle, a familiar demon, Gnaw-Gnaw-Burn-Burn, appears and offers a message to teh party from Bezenthal, the demon that they had freed from teh jewel. He says:

“Greetings Dragonslayers. We meet again. My master Bezenthal has sent me to parley with you. He has not forgotten that you have freed him. If you seek him out he will aid you in your quests. He resides in the Elemental Chaos. As a token of good will he offers you this piece of information: ‘Nimozaran is not what he appears to be.’”

Gnaw-Gnaw-Burn-Burn disappears.

Lord Markelhay and his men arrive after Mercaiden sending a message that the dragon is defeated.

In gratitude, Markelhay gives ownership of the keep over to the party.

Return to Fallcrest Attack on Moonstone Keep Guard House

After a brief rest you move out from Inferno’s Tower and try to sneak up to the Moonstone Keep. Unfortunately, the guards in the tower spot you and begin firing a ballista at you as you approach. You take some serious hits, but manage to reach the keep fortress and break down the doors.

Once inside the keep you take down the archers controlling the ballista and then defeat the main company who rush out of the guard house to meet you.

Time is running out. You are not sure how much longer the diversion will keep the main forces off your back, nor are you sure how long it will be before the dragon notices you are comes out to get you.

Return to Fallcrest Assault on Inferno's Tower

When you open the trap door you find yourself assaulted by a green skinned, winged, demon- or devil-like creature with horns and a tail armed with a stinger.

With some effort you manage to get the whole party out of the passage. Other creatures of the same kinds, which at first appeared to be gargoyles leap down from the top of the tower to join the fray.

After defeating the five creatures, you determine that they are green Abishai—known to be servants of Tiamat.

You rest briefly, then prepare to assault the main keep.

Return to Fallcrest Assault on Castle Korvald

You receive a message not to proceed to Fallcrest, which is currently occupied, but instead you are to meet Nimozaran and Lord Markelhay in the woods north of the city. It seems that a dragon and the main force that are controlling the region are operating out of the old keep in the castle.

Markelhay presents you with a plan to get in to the keep and kill or drive out the dragon. His forces will attack the fortress with ballistae and catapults from the western bank of the river to draw attention away from the bridge long enough for you to get across to Korvald Island.

You agree to this and set out the next morning. At the appointed hour the attack begins and you cross to the island. In the first tower, you encounter six dragonborn, two of which are flattened under the door when you break it down. You defeat the other four, then find yourself under attack by two arbalesters in the adjacent tower. You destroy the arbalesters and then shelter in the tower while you decide how to stealthily cross the battlements to the south tower.

Mercaiden finds a trap door buried in the floor. The door leads to a passage that seems to head to the south. You decide to see if the passage connects with the southern tower. As you sneak through the passage you come to a junction passage going east/west. You estimate that one passage leads to the battlement where Markelhay’s forces are attacking and the other to the eastern tower. You continue south until you encounter the end of the passage and a ladder that leads up to another trap door.

Roadblock in the Nentir Vale

You arrive in Hammerfast in the Dwarforge Mountains from Forgehome by portal. The Cleric of Moradin is somewhat startled by your arrival since you come well armed and in the company of two reptilians.

After picking up supplies and gathering the local news, you head out to Fallcrest, about two weeks journey.

The dwarves had informed you that there were rumours of a dragon in Fallcrest, and that there were wandering bands of creatures harassing travellers and collecting some sort of tribute or tax. Along the road you find very little traffic—especially leaving Fallcrest. The inns are all but empty and are anxious for customers. Most travellers that you meet are wary of you because they think that you are part of the wandering brigands.

After a few days journey you encounter a roadblock set up by some rather tough kobolds who have human archers hidden in the hills providing them with cover.


You follow the map to Forgehome, but find that you are not welcome to enter the city until you found a place to board the drake. You go to an Inn outside the city walls called The Silver Lode where you get rooms and a stable for the drake.

You meet with Gerdis, the cleric of Moradin, who tells you that you can only use her teleportation portal if you first have a letter of authorization from the Mayor of Forgehome or from the local wizard.

You visit Mayor Garrdai’in who offers to give you the letter if you put your dragon slaying skills to work for the city and kill a Fungus Dragon that has been causing them problems and has stolen the Hammer of Forgehome. He also offers you a reward and tells you that the dragon has started to amass a horde since it arrived in the Hunting Grounds.

You elect to visit the local wizard, Bardrin, instead to obtain your letter of support. You contact Nimozaran who sends you the following message:

“Did not know about the Fungus Dragon. Can dwarves kill it? Get back soon. Dragon has attacked Fallcrest. Need you. Market bullish.”

Gerdis gets your drake into the city and you use her teleportation portal to get to Hammerfast, a dwarven city in the Dwarforge Mountains, about 150 miles from Fallcrest.

Claws of Death

You continue to follow the tunnels, hoping that you are heading in the direction of Forgehome.

As you pass a chamber you hear noises and what might be chanting. As you enter the chamber you are attacked by crawling and swarming hands—obviously the work of a necromancer. You fight your way into the room and discover a Dark Creeper who seems to be a necromancer in training. You discover the successful and not so successful attempts to reanimate the hands that have been cut from many creatures. The Dark Creeper is guarded by two very large colonies of myconid swarms.

The defeated Dark Creeper kept his animated hands in a Handy Haversack, which you add to the gold and potion of healing that you take from him.

You also find a detailed dwarven map on his person that he must have been using to navigate the mines and set up his ambushes on the dwarven miners.

Rust and Rot

When you awake you move into the next chamber of the mine and discover more slaughtered dwarves with their hands removed. These dwarves are soldiers wearing the crests and sigils of Forgehome. As before, all metal appears to be missing. This time the answer is clear. As you enter the room you discover a Rust Monster that is trying to climb up to a rocky shelf. You also notice more myconids who take a strong interest in you. You kill the Rust Monster and destroy the myconids.

The Rust Monster was trying to retrieve a dagger that had been thrown up on to the shelf by one of the dwarves.

Dark Fungi

Your explorations lead you into more recently carved tunnels and recently worked silver veins. Following a tunnel you come to a shaft that descends to a lower level of the mine. The elevator appears to be gone. You climb down the shaft and to your horror you discover a room full of dead dwarf miners whose hands have been removed. You also notice that all the metal equipment is gone. It is not long before you realize that the room is actually full of miconyds and clouds of spores. A long and difficult fight ensues, but you manage to destroy the myconids. It seems unlikely that the myconids had anything to do with the removal of the miners’ hands.

During the fight with the myconids you heard some noises and possibly shouting from the adjoining room, but there are no more sounds after the fight—only the noise of a waterfall. You take an extended rest to recouperate from all of your fights.


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