For More Than Glory

Before leaving the town, Fleck speaks with the interim magistrate about what business may still be active in these times of hardship. He wishes to buy a wrought silver mirror of higher quality than is available in human lands, and given the state of the town's economy, would insist on paying its full value if such a thing is available.

That night, he pores over the scrolls and spellbook taken from the drow, and the next day prepares enough read magic spells to decode any he can't puzzle through on his own. The wand and potion will take more time and effort to identify than he can give them here.

(OOC: Fleck needs a mirror worth at least 1,000 gp as a focus for a scrying spell. Any scrolls from conjuration or necromancy schools he'll also donate back to the city, since there are casters there and he can't use them.)
 

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Valdir sighs heavily as he sees the enemies mounting heavily against them and shakes his head. "At least they didn't ambush us this time," he mumbles as he nocks more Alchemist Fire arrows. As he takes aim, he shouts to rest, "Entangle the kobolds, and dragon, if you can, then let's concentrate on that damn dragon!"

As an afterthought he adds: "Oh, and I could use a bit more healing when you get the chance."
 

Fleck points to one side, where two armored kobolds approach on their steeds. "Bristletail can get those. Stay back from the dragon as long as you can, and spread out..."
 

Aftermath of the big dragon-and-kobold battle

The party has faced down Oruzanthanax the green dragon, and its four elite kobold minions mounted on giant stag beetles, and somewhat-narrowly won. Fleck was the unfortunate victim of a kobold caster's Silence spell early in the fight, and had to resort to crossbow use whenever he wasn't busy saving unconscious allies with healing potions. Rolf and Pup were both seriously injured during the battle, but Valdir and Fleck kept themselves out of harm's way the whole time, while lending ranged weapon support. Bristletail, Argus, and Snake were all rendered unconscious during the battle but revived by the efforts of Fleck and Rolf, allowing them to help chase down and drop the kobold caster, which had started to flee once nearly all its allies were dead. The foolish kobold had no chance of escape, though, given its heavy plate armor, and the slow pace of the beetle mount's skittering run.

Rolf lended fire support with his bow for much of the battle, occasionally casting spells to heal and empower himself and allies, while summoning a hippogriff to harass the dragon and a wolf to worry one kobold lancer. He briefly Entangled a kobold lancer's mount and nearly the kobold caster to boot, until the kobold caster Dispelled Rolf's Entangle. Rolf also tangled with a giant praying mantis, summoned by the kobold caster, and overcame it with his scimitar while valiantly struggling away from its grip each time the vermin tried to hold him. Pup distracted and wounded a few kobold lancers, while Bristletail mauled several and turned the tide when Argus and Snake most needed it. Bristletail was a powerhouse, after Fleck polymorphed him into hydra form during the earlier battle with a dozen minor kobolds, but one kobold lancer managed to drop him unconscious halfway through the battle, until Fleck revived the familiar with a potion.

Valdir harassed the green dragon throughout most of the fight, peppering its hide with countless arrows, some with pellets of alchemist's fire to further wound the dragon. In the end, it was this constant, precise barrage that drove the beast to climb above the forest canopy and take flight, fleeing southward over the forest to escape after it suffered nearly-fatal wounds. Then Valdir turned his bow towards supporting Rolf, Argus, and Pup, while wounding the kobold caster, and slipping past an invoked wall of air encircling the tree he had been firing from. Argus and Snake helped a bit in harassing the dragon, landing just a few arrows, and Argus was the victim of draconic acid breath after he tried an Entangle spell against the dragon, which only managed to slow its movement. After the dragon fled, these two turned their bows against the kobold lancers heading towards Rolf and Pup. Unfortunately, once they tried intercepting the lancers in melee, both took several vicious blows and fell unconscious. Fleck revived Argus with a potion from the druid-monk's magical haversack, as Pup and Bristletail savaged the kobolds, and Rolf brought Snake around with some healing spells.

During all this, the kobold caster kept trying to enspell the party, trying to interfere with Rolf's free will and blasting both Rolf and Valdir with spells like Searing Light. The kobold caster was somewhat protected by some strange spells, but nonetheless fell after numerous arrows from Valdir and Rolf, along with some support from Snake. Snake was forced to save himself from what would have been lethal attacks, however, before the kobolds were defeated, so he had to cast a Lightning Bolt himself to wound a kobold lancer and its mount. A bit later he had to cast Magic Missile, to blast the kobold caster's giant stag beetle before it could bite him in half.

Now, the kobolds are defeated and the large green dragon has fled, calling out a threat to Valdir as it flew off, mentioning its name Oruzanthanax. Valdir and Argus have found the few giant stag beetles that fled with their dead or unconscious riders in the saddle, and they've cut the saddles free along with the saddlebags and riders. The elf and the Hibridean have slain any unconscious kobolds that they don't intend to question later, if any, and everyone's gathered the kobold loot in a pile for now, while the corpses have been disposed of. The Silence spell on Fleck has finally worn off, and the party must decide what to do next, whether or not to question any kobolds, whether or not to waste any more magic items on healing, whether or not to pursue the dragon yet, and how or when to divvy up the new kobold loot.

((The News & Views thread for FMTG has XP and treasure posted now, btw.))
 

Valdir scratches his head for a few moments while staring down at the huge pile of stuff garnished from the kobolds, then shrugs and starts sorting out what he thinks they should keep for sale or use.

The pile of stuff he considers valuable enough to laden down the party with are as follows:

200 gold coins (total 4 pounds)
140 silver coins (total 2-4/5 pounds)
100 copper coins (total 2 pounds)

2 pieces of blue quartz (unknown value, 0 pounds each)
1 piece of bloodstone (unknown value, 0 pounds)
1 banded agate (unknown value, 0 pounds)
3 pieces of hematite (unknown value, 0 pounds each)
1 solid gold idol artistically depicting Naeron consuming souls (unknown value, 10 pounds)
1 carved bone statuette presumably depicting the green dragon Oruzanthanax (unknown value, 4 pounds)
1 bronze torc inlaid with pieces of jet, sized for a small humanoid's head or a medium humanoid's arm (unknown value, 1 pound)
1 silver medallion inlaid with an elaborate green dragon's profile in malachite stones, upon a necklace of tiny gold and silver chain-links (unknown value, 2 pounds)

4 small suits of masterwork full plate armor (worth 1,650 gp each, 25 pounds each, total 6,600 gp/100 pounds)
4 exotic military saddles specially designed for giant stag beetles (worth 60 gp each, 40 pounds each, total 240 gp/160 pounds)

1 silver unholy symbol of Naeron on a thick necklace of preserved muscle tendon (worth 25 gp, 1 pound)
1 map case (worth 1 gp, 1/2 pound)
1 simple parchment map of the forest (may or may not have any value, 0 pounds)
1 magnifying glass (worth 100 gp, 0 pounds)
1 spyglass (worth 1,000 gp, 1 pound)

8 flasks of alchemist's fire (worth 20 gp each, 1 pound each, total 160 gp/8 pounds)
8 flasks of acid (worth 10 gp each, 1 pound each, total 80 gp/8 pounds)
**(Setting aside 5 flasks of alchemist's fire and 3 flasks of acid to replenish his special arrows)**

4 tindertwigs (worth 1 gp each, 0 pounds each, total 4 gp/0 pounds)
4 signet rings etched with the profile of a green dragon's head (worth 5 gp each, 0 pounds each, total 20 gp/0 pounds)
1 brass ring embedded with six tiny square pieces of different precious stones (unknown value, 0 pounds)
1 copper rod of intertwined 3-foot-long bars, capped at one end with a hexagonal piece of obsidian (unknown value, 5 pounds)
12 vials of murky amber fluid, possibly the same as the Potions of Cure Light Wounds found on the kobold bandits some time ago (unknown value, 0 pounds each)
4 vials of bubbly red fluid, possibly the same as the Potions of Cure Serious Wounds found on the kobold bandits some time ago (unknown value, 0 pounds each)
1 vial of steely gray fluid (unknown value, 0 pounds)
3 vials of effervescent tan-gray fluid (unknown value, 0 pounds each)
4 tiny bags of fine gray-and-brown dust, possibly the same as the Dusts of Tracelessness found on the kobold bandits some time ago (unknown value, 0 pounds each)

12 bags of caltrops (worth 1 gp each, 2 pounds each, total 12 gp/24 pounds)

12 tanglefoot bags (worth 50 gp each, 4 pounds each, total 600 gp/48 pounds)
12 thunderstones (worth 30 gp each, 1 pound each, total 360 gp/12 pounds)
12 vials of alchemical antitoxin (worth 50 gp each, 0 pounds each, total 600 gp/0 pounds)
24 smokesticks (worth 20 gp each, 1/2 pound each, total 480 gp/12 pounds)
5 bundles of flint and steel (worth 1 gp each, 0 pounds, total 5 gp/0 pounds)

Total weight: 405.5 lbs

After gazing at this new pile and scratching his head again, he suggests "What we don't decide to carry on our own persons, I would suggest that we put the large items such as the armor, saddles, caltrops and tanglefoot bags in Fleck's cart. The rest we can divide up between Elfenhaus and the cart so as not to slow us down. I will walk and lead Elfenhaus until we can be rid of the burden. Anything I missed or any alternate suggestions?"
 

Argus replies "Well, the ensorcelled traveler's pack I bought before leaving Mittendien, I think, should be able to hold another 70 pounds or so in the main compartment. I don't carry much besides a week's worth of food and drink, but it does weigh me down enough to slow me, so I got this new pack for convenience..... Anything that ain't more'n a foot wide should fit. 'Bout the only thing I have of value, besides this stave, though the Hand of Malagar ain't as well-carved as my former stave." Argus demonstrates by opening the top of his pack, then slipping the Hand of Malagar staff down fully into his backpack, then pulling it back out a moment later, to show that the pack's really deeper on the inside.

Argus points out the stuff that he thinks is valuable enough, or worthwhile enough, to try hauling to town. He also points out that he doesn't think there's likely a market for giant-stag-beetle-harnesses..... He makes a few random remarks about some of the other items, too:

200 gold coins, 140 silver coins, 100 copper coins

2 pieces of blue quartz, 1 piece of bloodstone, 1 banded agate, 3 pieces of hematite
1 solid gold idol artistically depicting Naeron consuming souls (for selling, likely to be melted down, unless usefully enchanted), 1 carved bone statuette presumably depicting the green dragon Oruzanthanax (for selling, if possible, unless usefully enchanted), 1 bronze torc inlaid with pieces of jet, sized for a small humanoid's head or a medium humanoid's arm (for selling, unless usefully enchanted), 1 silver medallion inlaid with an elaborate green dragon's profile in malachite stones, upon a necklace of tiny gold and silver chain-links (for selling, unless usefully enchanted)

12 small spears (for giving or selling to the gnomes later, for their self-defense if they are now free), 12 small suits of leather armor (for giving or selling to the gnomes later, for their self-defense if they are now free), 4 small suits of masterwork full plate armor (for selling)

1 silver unholy symbol of Naeron (for selling to someone who can melt it down and make better use of the silver, but first discarding the thick necklace of preserved muscle tendon and assorted preserved fingers)
1 map case, 1 simple parchment map of the forest, 5 blank sheets of parchment (either for Fleck or for selling), 1 half-full vial of ink (either for Fleck or for selling), 1 inkpen (either for Fleck or for selling), 1 magnifying glass (for selling maybe), 1 spyglass (for selling maybe)

8 flasks of alchemist's fire, 8 flasks of acid, 4 tindertwigs (for selling), 4 signet rings etched with the profile of a green dragon's head (for selling and melting down, unless usefully enchanted), 1 brass ring embedded with six tiny square pieces of different precious stones (for selling, unless usefully enchanted), 1 copper rod of intertwined 3-foot-long bars, capped at one end with a hexagonal piece of obsidian (for selling, unless usefully enchanted)

12 vials of murky amber fluid, possibly the same as the Potions of Cure Light Wounds found on the kobold bandits some time ago, 4 vials of bubbly red fluid, possibly the same as the Potions of Cure Serious Wounds found on the kobold bandits some time ago, 1 vial of steely gray fluid, 3 vials of effervescent tan-gray fluid, 4 tiny bags of fine gray-and-brown dust, possibly the same as the Dusts of Tracelessness found on the kobold bandits some time ago

12 bags of caltrops, 12 tanglefoot bags, 12 thunderstones, 12 vials of alchemical antitoxin, 24 smokesticks

Total Value & Weight: 10,410 GP plus the un-appraised stuff, 371-and-3/10ths pounds
 
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Valdir looks into the haversack and raises his eyebrows and shakes his head up and down. "I've got to get me one of these when we get to town.

You're probably right about the tack for the beetles. I don't think we'll need to use your haversack though, except for whatever you wish to keep yourself. All of this is easily under 400 pounds and between the wagon and Elfenhaus, we won't be slowed in the slightest."
 

Fleck holds away from the group for a while, until the Silence wears off, then returns, with Bristletail now in his usual form. He takes out a lens and looks over the piles of things, paying close attention to the rod and the ring. He then looks over the potions, and declares that the amber and red potions, and the dust bags, are indeed identical to the previously discovered ones.

He then looks over the statue. "Boy, arrogant lizard, wasn't he?" His eye is drawn to a shed scale, and he kneels down to pick it up, his eyes narrowing as he looks it over. "Between this and the map, I think we can find his lair...
 

The party gathered their loot, loaded it up onto Elfenhaus and Fleck's cart, and divvied up a few of the potions, then moved on to find a good hill to camp on for a bit. After spending the rest of the day there, with Rolf and Pup hunting for food, the party rested through the next day to recuperate, with Rolf and Argus using many healing spells that day. Both nights, Fleck tried to Scry upon the dragon Oruzanthanax, and while his second attempt succeeded, he could only see darkness in his scrying mirror (for lack of darkvision), and could hear draconic speech but not understand it. Fleck determined that the dragon was probably in an underground lair talking to himself or more of his kobold minions.

The party then followed the trail left by the dragon when it had fled. The trail on the ground went only for about ten minutes of walking, but there were also blood stains from the dragon's many wounds. Valdir and Rolf followed the trail over the forest canopy where the dragon had apparently taken flight again, with Rolf taking on the form of an eagle to better sea the blood trail and follow it quickly. After a few hours of travel through the woods, the party found the spot where the dragon landed and proceeded on foot into a large cave, on the side of a low hill. A chlorine stench filled the air around the hill, and the surrounding area was rather sparse in vegetation. Rolf scouted a bit longer in eagle form, and saw no kobolds in the vicinity outside, nor any other entrances or the like, so he shifted back to human form and reported. Meanwhile, Valdir snuck over to the cave entrance and had a look inside, listening for any sounds, but was unable to hear anything from his vantage point. Valdir saw the glint of armor from what was probably two kobold guards on opposite sides of the cave passage, around 70 feet from the entrance. The cave sloped downward at a 30 to 45 degree angle near the entrance, then evened out around 40 feet away, and likely dips downward again around 60 or 80 feet away from the cavemouth.

The party is discussing their options and tactics for this now.....
Rolf has prepared a few healing spells this time, a few light-producing spells, and a few copies of Resist Elements against the dragon's acid breath. Knowing that there isn't going to be much, if any, vegetation down there under the circumstances, and that he won't get to fight the dragon outside, Rolf's prepared some fire spells instead of Call Lightning, Entangle, or the like. Argus just has some healing spells prepared, being only a novice druid, while Fleck has many offensive spells prepared for the upcoming fight. Snake's probably got some offensive magic prepared too, but as yet he still hasn't spoken about his abilities that he had to use last time, against the kobold lancers that nearly killed him. Attacking the dragon in its lair may be difficult, but the party figures it unlikely that the dragon is healed up yet, and they hope that they don't have any more elite kobold minions to deal with this time. In the tight quarters of the cave though, they hope to take away the dragon's advantage of flight and maneuverability, and corner it for a beating.
 

Valdir thinks about their strategy for awhile. After a few minutes he voices his thoughts to the others.

"Seems to me, we may want to divide and conquer. I saw a glint of armor in the first chamber, so it is likely we have some more elite kobolds to deal with. If we can lure them out and send them on a goose chase, we being much more fleet afoot than they, it is my hope to be able to tackle the dragon alone in his lair. Once inside, some way to silence the combat, so as not to alert the elite kobolds of the trick, may be needed along with plenty of illumination. If we can keep the lights on and Oruzanthanax in the cave and alone, we may have a chance to beat him. Perhaps some way to shape stone into bars or something may keep him inside and at a bit of a distance. Once he is killed, then we can use the cave as a way to face the returning kobolds. What think you all?"
 

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