The party takes a few moments to savor their victory, and then sets about the enjoyable task of collecting loot. It is discovered that the bulk of the hoard - coinage, gems, and finely wrought objects and weapons – can fit into Morgan’s Handy Haversack or Modisto’s Bag of Holding. Naturally, a Detect Magic is used, and several choice items are plucked out of the pile of treasure for special attention.
A few of these items include a wooden ring, a metal ring, a blackened long sword in a ruby-encrusted sheath, a barbed spear, a silver-edged short sword, and of course the plain-looking censer that is the party’s primary goal. Combined with the loot previously collected in the area, the total represents shares that even Morgan may have a hard time spending.
Considering the poor shape the party is in, it is decided that experimenting with any of the magical items is best left for a safer venue. Instead, the party sets about butchering their la
With the bulky, heavy, and somewhat moist and nasty dragon-parts secured, considerable caution is used on the way out of the caves - but not so much that any loot is left behind. In the party’s earlier haste to prevent spells from expiring, several potentially valuable objects were passed by. Therefore, on the way to the surface the dragon-statue’s large, matching ruby eyes are collected, along with a dozen or so large crystals from a dead-end cavern that was only casually searched on the way in.
Not surprisingly, the group of mold-covered lizard-zombies are encountered in the same area where Salla last turned them. He once again calls upon the power of Kord to banish his foes, and three of the four shuffle off into the darkness. Burdens are dropped, missile weapons readied, and the fourth is treated to a large helping of bolts, arrows, and magic missiles, each impact sending up clouds of yellow spores. Its broken form still manages to shamble forward a few steps before Salla calls instead upon the power of a thrown hammer to “banish” the creature in a more permanent manner than its brethren.
The heavily-burdened group moves on, finally emerging into the remaining daylight. Pausing only to attempt a bit of vulture-molestation – which is for some unknown reason thwarted by the capricious gods – they make their weary (and wary) way back to Whitefang. There they find their invisible mule still alive and grazing contentedly, and even more amazingly, a peaceful night’s rest is achieved.
The morning dawns bright and clear, a fine day for travel, but the group finds that the heavily-burdened mule can only be pushed (or pulled) so hard. Dusk finds them still two hours from their objective - the ruins of the first dwarven fort (where the ogres were fought). It is decided to push on through the twilight in order to camp within what little protection those ruined walls can provide. Some small amount of healing magic is performed, wands are charged, and another night’s rest, praise the gods, passes uneventfully.
The party sets off in the morning, at a similar slow-but-steady speed, but this is not to be another uneventful day of travel. An hour or so after the lunch break the road begins heaving in the throes of a violent earthquake. The group is caught between a steeply rising slope on one side, and a perilous drop on the other. Stones on the upper slopes are knocked lose by the quake and come rapidly bounding down towards the road. Most of the party is pummeled, though miraculously all survive. Jon’l of course, dances among the crashing boulders as if it were a daily occurrence, but the normally nimble Snake, not willing to risk losing the bulky Dragon head, takes more than one solid blow from the flying boulders.
The gods are cruel, but not without a sense of humor. Somehow the least-protected members of the party - Modisto and the mule - both come through the hail of stone completely untouched. The consensus is that Modisto threw the 0-level spell “Meat Shield” (i.e. he took cover behind Chul). Since both he and the mule were invisible at the time, and neither is talking, the accusation is impossible to confirm.
The day is not over yet. Loose, piled stone and missing chunks of road caused by the earthquake make the going extremely slow. To add insult to injury, about three hours outside of Cauldron, the party is ambushed by a dozen bugbears. Strangely, although hiding right in the rocks upslope, the bugbears do not seem to have been damaged by the recent earthquake – capricious gods indeed. Six charge and attack the party via melee, while the other six fire longbows from further upslope. Thankfully, Modisto and Jon’l are invisible, so avoid being overrun or pin-cushioned in the initial rush. However, the party is in poor shape from their hard push into the dragon’s lair, and the earlier avalanche, so the outcome of the battle is by no means certain. Even worse, it is soon discovered that the attackers – bearing shields marked with a white bull’s head – are well organized, trained, and equipped.
The battle proves much like a dwarven maiden – ugly, short, and brutish. Jon’l makes his way upslope in preparation for a sneak attack while Chul ties up two attackers who mistakenly expect to gut his unarmored form in seconds. Morgan adopts his usual tactic of wearing out his opponents by absorbing their blows with his body, as Snake reluctantly drops the prized dragon head and clashes with an opponent. Salla wisely and immediately “Holds” one of the two attackers facing him, and Modisto calls for reinforcements by casting a previously unused spell – Summon Monster. Suddenly there are five bearded-axe-wielding hobgoblins gleefully chopping at the bugbears’ backs.
The battle continues with much hacking, sweating and cursing. The bugbear leader is identified upslope directing the devastating missile fire. After firing a fireball at the archers, Modisto is almost killed by one such volley, saved only by his shield spell and the hasty use of a second invisibility spell. Jon’l successfully sneak attacks, uses a Tanglefoot ball on three archers, and then bravely closes with a fourth. Salla uses a Cause Serious Wound wand to great and grisly effect, while Chul, Morgan and Snake eventually pound, hack, and slash their opponents down. Even the summoned hobgoblins manage to both inflict and absorb a decent amount of damage before disappearing.
Jon’l manages to hold his own in one-to-one melee combat with one of the archers, and eventually four of the remaining five, including the leader, are forced to close into melee with the party. Morgan, facing two opponents and rapidly nearing the point where he will have absorbed more punishment than even he is capable of withstanding, tries a desperation move. Reaching into his haversack he withdraws and quickly unsheathes the blackened long sword recently discovered in the dragon’s hoard. He is as surprised as his opponents when a gout of flame bursts forth, enveloping the entire blade, along with his arm up to his elbow. Fortunately for Morgan the flame causes him no harm, and in the brief respite, Salla is able to provide him with some healing. Unfortunately for the bugbears, the searing flame is far from harmless to them, charring flesh, fur, and armor with equal ease.
Meanwhile, now that the archers are otherwise occupied, Modisto gets back into the battle from behind the solid cover of the mule. Acid Arrows begin shooting into exposed bugbear flanks with deadly and painful accuracy. Snake lives up to his namesake, somehow (perhaps with the judicious use of a Potion of Shield of Faith) avoiding blows from two circling opponents and eventually dispatching both with help from Modisto’s well-placed artillery. Chul moves up to support Jon’l, unleashing a flurry of stunning blows and dodging arrows from the final still-entangled archer. Finally, the last bugbear goes down with an Acid Arrow literally catching him squarely in the ear – an outcome not at all displeasing to Modisto.
Never once, even with their leader spilling his life-blood onto the rocky slope, did the bugbears show any signs of failing morale. This group using the sign of the white bull, whatever it is, is a force to be reckoned with - the party count themselves lucky. The creatures are searched, but only their equipment is found. The leader’s body is loaded onto the already-burdened mule for later “interrogation”.
The party limps the remaining three hours to Cauldron without further incident, only to find the town guarded by half-orc mercenaries dressed in the colors of the Blue Duke. While disconcerting to the Tears, the troopers simply do their jobs and offer the party no trouble (yet). Apparently the city is now hiring mercenaries to supplement the town guard, and they are doing a creditable, if unenthusiastic job.
Before resting and gathering news at the Drunken Morkoth, the party drags their stinking, bloody, dirty selves around town to make some priority stops. Magic items are dropped off for identification with Skye and the censer is delivered to Maavu before something untoward can happen to it. Finally the party cleans up, eats some hot food, and gathers rumors before rolling around in gold coinage and gems and turning in for the night.
The next day sees various errands taken care of, including the interrogation – via Speak with Dead – of the Bugbear leader. Apparently he is part of a mercenary band that has done work not only with the Blue Duke, but also with the Necrocants (whom they do not love) and the Ebon Triad. Their female minotaur leader, Gau, and some troops are apparently located in a nearby mine, helping control the non-human workers there. Modisto reveals that he has seen this minotaur in a strange dream he had, and his further research at the Blue Crater academy confirms that her mercenary band is both well-known and powerful. She apparently serves a master known only as Dyr’ryd.
All signs indicate that an evil noose indeed appears to be tightening around (and even within) Cauldron…
…but there is loot to be split and spent, ale to be quaffed, and wenches to be comforted - such is the adventuring life.