Military action
After dispatching a small patrol of young chromatic dragons, the Ubers again try to take to the skies to deliver you to the Well of Dragons. Alas, as you get closer the skies become thick with dragons and dragonkin and they are forced to drop you off still an hour’s walk from where the Alliance basecamp is located. They bid you well and exclaim as they leave, “Remember – if you need us just whistle!”
An hour later you see the tents of the basecamp – the various colors of banners of the different factions that have come together to defend and fight for the Sword Coast against the Cult of the Dragon. The caldera of a long-dead volcano rises from an ashen plane ahead. Along the cinder cone’s steeply sloped sides, thousands of creatures mill about or are lining up into ordered infantry ranks. In the air above, dozens of chromatic dragons wheel and shriek like a flock of immense crows, awaiting the bloodshed of the battle to come.
You are escorted, upon entering the encampment, to the command tent of Sir Isteval where a large table has a map of the area and the shows certain spots marked around the volcano’s mountain. He also reports that Little remains in the territory surrounding the Well of Dragons, and the constant drone of the Draakhorn has forced the local animals to flee or driven them mad. A handful of villages in the area are bloodstained ghost towns, and every farmstead is a charred ruin. The few survivors you encounter are headed in the opposite direction, all of them watching the sky for the telltale shape of a dragon on the wing.
The markings on the map indicate seven different entrances that The Harpers and The Zhentarim spies have scouted as ways into the Well of Dragons. The most heavily used is the on the northeast side, where it has been observed as being where most if not all the stolen treasure gets delivered.
Isteval indicates that the forces are ready and have orders to begin to march the following morning as a distraction to allow you to infiltrate one of the entrances. After considering the options you decide to use a and disguise yourselves as Cult members delivering treasure.1 Isteval even gives you access to a a recently captured delivery to aid in the ruse. You of course claim a few items in the pile that you find and think will be useful.
Taking advantage of getting an extra night’s rest before proceeding, you dawn you disguises and make your way to the northeast lava tube of the caldera as you hear the Alliance horns of battle sound in the distance as they begin their attacks.
You encounter a patrol almost as soon as you enter the tunnels, but they are fooled by the disguises and bags of loot you are carrying and not only let you pass but direct you to the main treasure chamber to offload. Upon entering the treasure horde, you see gold — mountains of it. And jewels . . . and pearls . . . silver plate and gilded mirrors . . . jeweled swords and the armor of kings . . . caskets and boxes and barrels filled to overflowing with the treasure of the Sword Coast, packed into a cave the size of a cathedral and stacked to the height of a giant! Pathways wind through a glittering mass whose reflected light dazzles your eyes, like a million twinkling stars close enough to touch.
Guarding and overseeing this horde of gold and gems is a cultist of the Dragonfang rank and a pair of Flesh Golems. He inspects each of your bags (and you at the same time) – Malice and Brehana even spot him slying pocketing a few coins and gems here and there as he does so. Directing each of you to different piles, it becomes clear he did so to separate the group as he informs Pubert and Malice that he does not believe Rikon nor Rargir are true cultists but possibly spies and infiltrators and enlists their aid in apprehending them.
To keep up the pretense, Pubert and Malic of course agree but once the Dragonfang sounds the alarm to have the Flesh Golems, and the Guard Drakes that you now know were prowling among the piles of treasure, Pubert immediately turns and attacks the Dragonfang. Despite the obvious confusion he experiences at first, he soon realizes his mistake but not quick enough to avoid being dispatched along with the golems and drakes.
Taking a few moments to hide the bodies among the treasures, you also find some gems and such of decent enough value to hang on to. But it as you leave this chamber using the south passage that you find the secondary treasure room - Art objects, valuable books, fine linen, crystalware, and especially fragile magic items are stored here less haphazardly than the previous room, piled carefully on shelves and tables and much of it is even labeled. From here you are able to retrieve some rather specific items including:
Spell Scrolls:
Scroll of protection (undead) x2
Spell scroll (Mordenkainen’s Faithful Hound)
Spell scroll (Summon Greater Demon)
Spell scroll (Aura of Life)
[bri]Spell scroll (Reality Break)
Consumables:
Elixir of health
Oil of etherealness
Potion of healing
Potion of healing (greater)
Potion of healing (superior) x7
Potion of Flying x5
Miscellaneous:
Necklace of adaptation
Quaal’s feather token (bird)
Ring of air elemental command
Staff of swarming insects