Dragon Slayers Incorporated

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.

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.


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