Nightal 13-15, 1358 DR
Encounter 1: Two Ice Drakes coup de grace’d by Ian and Kaldur
Encounter 2: Five Dragon Cultists in the northern halls
Encounter 3: Six Dragon Cultists and two Ice Drakes in the common room
Encounter 4: Ciraxis (Mature Adult White Dracolich) on the icy summit
- The Claw of Boareskyr (gauntlet granting +4 bonus to intelligence, +2 bonus to charisma, +4 bonus to AC, grants Fly once per day as the spell, can polymorph into a red or gold dragon (depending on user alignment) for one hour as a Ring of Dragonshape from the Draconomicon.
- Ring of Protection +2
- Clerical Vestments of Mask (1000 gp)
- Gold and Jewelry from the cultists (4000 gp)
- Ciraxis’ Hoard:
Alexandrite (400 gp)
Aquamarine (600 gp)
Blue Quartz (7 gp)
Bright Green Emerald (5000 gp)
Emerald (800 gp)
Lapis Lazuli (13 gp)
Moonstone (60 gp)
Moss Agate (8 gp)
Obsidian (7 gp)
Rhodochrosite (8 gp)
White Opal (1000 gp)
Bottle of Fine Wine (300 gp)
Dragonscale Talisman (200 gp)
Fox Fur Boots set with Rock Crystal (900 gp)
Leopard Fur Boots (800 gp)
Pewter Brazier (100 gp)
Pewter Circlet (50 gp)
Silk Choker trimmed with Ermine (130 gp)
Tooled Leather Talisman set with Lapis Lazuli (500 gp)
Boots of Striding and Springing (5500 gp)
Bracers of Armor +2 (4000 gp)
Full Plate +3, SR 13 (26650 gp)
Horn of Fog (2000 gp)
Lens of Detection (3500 gp)
Ring of Jumping (2500 gp)
Ring of Mind Shielding (8000 gp)
Ring of Protection +1 (2000 gp)
Ring of the Ram (19 of 50 charges) (3268 gp)
Rope of Climbing (3000 gp)
- After a night’s rest, you ascend the treacherous rope bridge to the highest heights of the upper halls. The wind and cold whip about you like vengeful spirits, biting and tearing and howling. As you near the top, the aged bridge gives way under the weight of Kaldur. Only through strength and dexterous action does he avoid plummeting to his death in the chasm below.
- You enter a narrow hall. A strange feature in the stone work on the floor catches your eye. It is a narrow groove that spans the entire length of the very long hall. Suspecting some foul mechanism, Reif reshapes the stone to ruin the track, and it is well that he did so. A buzzsaw blade spanning the height of the hall careens into Dorn while a second blade is stopped by the marred track line.
- As you emerge from the narrow hall Ian hears the sound of large animals growling. He stealthily approaches and finds a pair of sleeping ice drakes in the chamber beyond. Noiselessly, Ian and Kaldur approach the fell beasts and dispatch them before they can pose any threat. They skin them and plunder their carrion filled den, noting that many of the drakes’ prey were men clad in purple robes.
- You hear muffled voices conversing behind a door northwest of you. As you approach you hear movement, like they have moved out of the room into adjacent passages. Sensing a trap you don’t give them time to prepare. Dorn kicks down the door, great sword at the ready. He is attacked by a red robed cultist who strikes at him with a terrible bolt of crackling lightning. The smell of ozone and brimstone fills the air as the battle unfolds. You cut down the cult’s mages as they battle you with fireballs and hideous laughter. As the tide turns in your favor, Ian brandishes the Fang of Ukisor, a relic of the god Tiamat, before the last cultist. He yields, convinced that Ian has been chosen by the dragon god. The cultist’s name is Yalen Drachengyld and he is a half crazed lordling from the Vale.
- You learn much from Yalen about the cult’s presence in the monastery and he guides you to the southern halls. You enter a large common room. “Traitor!” calls out a cultist from the far wall. You see half a dozen purple robed figures and with them is one of the deadly ice drakes. Yalen is cut down as you attack. You best these foes and explore the room, gathering the wealth of what are clearly a number of noblemen of the Vale. You find a large, ornate key on one of the bodies.
- As you plan your next move, Ian hears a faint voice calling for help at the eastern edge of compound. You find a massive stone door, coated in basilisk blood and covered in runes of warding. From the keyhole you hear an oddly familiar voice. Using the key, you open the door. Inside is Prince Volhym.
- He is emaciated and has grown a beard that is at least several months old. He should not be here. He is in Iriaebor, fighting a battle against the Zhent armies, or so you believed. Volhym tells you that he was kidnapped several months ago and knows nothing of the events since before the King’s tournament. As you contemplate this you hear the antagonizing call of the cult leader in draconic. “Come out and die!”, he says, “Ciraxis hungers!”
- Ian reconnoiters and finds the cult leader arrayed in an elaborate helmet sporting the five heads of Tiamat. He is brandishing a scepter and is flanked by his underlings. Behind him is Ciraxis the White, a huge dragon, now undead, it’s piercing blue eyes glowing like coals. Gouts of frost fire erupt from its mouth as it spots Ian. Ian withdraws as Ciraxis slams into the door frame of the narrow corridor, pouring frozen death into the hallway beyond.
- You are trapped. Exploring the halls you find no passage out save one, a window above the precipice looking down on the glacier hundreds of feet below. You climb out and up the steep cliff to the summit. In an icy, snow filled clearing you run for a tower outcropping, the top of the monastery, but Ciraxis is in the air now and descends upon Reif and Dorn. Battle is joined.
- You stand your ground, bringing all you have to bare on the abomination. Celestial bison summoned by Reif gore and trample it’s decaying flesh as he rains fire upon it. Ian nimbly brings the terrible fang to bear as Dorn and Kaldur mercilessly attack with all their might. The battle rages and with one final blow you smote his ruin upon the mountainside.
- The cultists have fled and you explore the remaining halls, recovering the hoard of Ciraxis. In a corner of it’s chamber you find a large statue made in the likeness of the mage Hestan. Hidden inside its dais you find the Claw of Boareskyr.
- Using the Claw, Reif takes the form of a gold dragon and you fly off the mountain and back to the village of Tridic with Lynn and Volhym. It is there that you learn of the terrible fate of Iriaebor. A rider from the south has just arrived. The Zhents broke the main gate of Iriaebor and had begun to sack the city when a flight of dracoliches burst forth from the palace. They rained dragon fire upon the Zhents and Iriaeborians alike. The Zhents army is destroyed utterly, but thousands of Innocents perished and the city is a smoking ruin.