Recap: After resting up in the caves of the bandit king, the party returned to Tugren's tower. Attempting to deal with the large plant creature that had engulfed the ruins of the tower, Faeradd poured over Tugren's spellbook in an attempt to glean what information he could from it.
In the latter entries of the large tome, there were several references to 'Blue', someone who took care of the old man, and was an invaluable aid in Tugren's later years. The handwriting was nearly illegible, and the name could as easily have been Bluc or Blur or some such. The party tried speaking to the massive plant-like creature inside the rubble of the tower, and called it by name, "Blue."
It hastily vacated the premises.
Free to clean out the basement of the tower, and puzzle over the mystery of Blue, the group set up camp. Over the next several days, they discovered the secret flagstone in a corner of the dug-out basement that would let them down into the old mage's workshop. They found out he had ensorceled a number of steel spikes with darkness, nondetection, and Nystul's undetectable aura to prevent intruders from entering his workshop. They also discovered that old Tugren had incorporated a number of deterrants to theft and plundering -- and then discovered Tugren's remains, still hunched over his desk, creating several scrolls.
After letting Faeradd work and study there for several days, they stripped the workshop and library bare, before sealing it all back up again. The party then set out south, to escape the Mule Mountains, and hopefully find some way to reach the far distant land of Rakore.
They were followed by a massive behir, it's purplish-blue scales dark in the distance. Setting up an ambush with one of their donkeys as bait, they carefully prepared a small box valley to kill the massive creature. After a brief battle, in which the creature walked through Sam's spiked stones, received a critical attack from Faeradd's fiery spheres, a flame strike from Phoenix, and several crippling attacks from Poy and Sam. The massive behir died, probably as much from shock as from anything else.
After cleaning up the carcass and taking some souveniers, they continued on again for several more days.
The current date is the 1st of Lan -- the first day of the year in 1328 Avard. The sky is clear, the temperature just above freezing, and the wind merely a whisper of its usual self. The party is just south of the western tip of the Mule Mountains, winding their way into the territories of the Toomaran Peoples.
Earl*: male goblin; Rog1; CR 1; Size S (3 ft., 2 in. tall); HD 3d6 (16hp); Init +2 (+2 Dex); Spd 30 ft.; AC 16 (+2 Dex, +1 Size, +1 leather armor, +1 buckler, +1 ring of protection); Attack +2 melee (shortsword, 1d6-1, crit 20 x2), or +7 ranged (+8 w/in 30ft) (hornet dagger, 1d4+2 [1d4+3 w/in 30ft], rang inc 20, crit 20 x2); SV Fort +1, Ref +5, Will +1; AL N; Str 8, Dex 14, Con 11, Int 12, Wis 11, Cha 8. Languages Spoken: Goblin, Common. Skills and feats: Craft (wood carving) +6, Disable Device +5, Escape Artist +6, Hide +11, Listen +7, Move Silently +7, Spot +7, Use Rope +3; Alertness, Evasion, Uncanny Dodge, point Blank Shot, Precise shot. Possessions: ring of protection +1 (silver with gold-rune inlay) (2,000 gp), Amaran hornet dagger (32,000gp), three-note 3" flute on a leather cord about his neck, 2 healing potions, travel rations, waterskin, woodworking tools, donkey named 'Steven'.
DM Notes: Seeker Devray has destroyed the monastery of the Order of Devon, for its role in harboring and aiding the gnome. The monks will of course return to rebuild, but in the meantime, they are being taken to the capital of the Empire for further questioning. The monks did not fight back, and managed to secret copies of all their texts, scrolls, books, and the like. Devray and his people then tracked the party to the ruins of Tugren's tower, only to stop and destroy the plant-like creature that had returned to it. Thinking it a ploy of the elven druidess in the party, Devray and his minions resumed tracking the party.
Accompanying Devray is Imperial Guardsman Toth and several retainers. Just behind them is Duke Zavastar's hunters, who also seek to take the gnome.
Cali-bras has rescued Moon Break, and the two have set about to find Travis Duraset and enlist his aid. Travis has moved through the capital of Brevit and left a swath of chaos and church rivalries in his wake. He has freed the Moon clan from the Imperial courts as only a paladin of Rahne can, and forced the Ten Churches of Rahne in Brevit to bow before his logic. Brevit is only now returning to order, but the Moon clas has returned to the Vridaran Forests with prayers for the gnome and his friends, and for Travis Duraset.
Tangala'asaleph, a very old white dragon-druid, has roused from his slumber in the Mule Mountains. The dragon sensed the death energies of Blue, released by the party's slaying of the great behir. Tangala wishes to know why they killed Blue -- and why they carry the scent of Tugren Halbot's tomb about them.
Tangala'asaleph: very old white dragon; Drd8; CR 22; AL TN; Str 31, Dex 10, Con 23, Int 14, Wis 15, Cha 14.
Under cover of night, with a freezing fog to roll in at midnight, Tangala (preceded by a faint, chemical scent) will move into the party's encampment. The white dragon is by no means stupid, and is not out to slay the party. Armed and armored with druidic spells, Phoenix should have considerable sway with Tangala. Fearful as the dragon is of the Inquisition, Tangala will use stealth and wile to see if they are members of the Inquisition, or something else. Having never seen a gnome -- but remembering what they are -- the white dragon may take pity on the party.
If all goes well, he is willing to show them the way to his lair, where he will help them with maps, trading magical items, freely-given information, and the like. Tangala's lair lies in the western end of the Mule Mountains, in a small valley tended by the Hoar Frost Clan. The Clan is a small community that raises minotaur lizards for their own use in the mountains, as well as for Tangala to eat. They are hostile to outsiders, and exist solely to defend 'their' dragon. The dragon, in return, serves as their healer, guardian, and mystic. Tangala has a druidic +2 scimitar of scales that can give the bearer a +4 armor bonus by altering the skin of the bearer to resemble thick snake scales. It can do this a number of times per day equal to the bearer's wisdom bonus. The dragon's hoard has no greatswords, rapiers, or anything else the party might drool over in terms of weapons, though it does have lances, great shields, and the like, as well as a great deal of gold and gems. The Hoar Frost Clan -- Toomaran Plainsmen whose new mounts are minotaur lizards instead of horses -- is capable of tending to the party's armor and weapons needs.
If the conversation with Tangala goes bad, then the dragon will probably throw down a sleet storm (DC 28) and withdraw into the cold, swirling fog, suggesting heavily that the party go west, and not south.
The Toomaran Plainsmen will not accept the party -- not only are elves not welcome among them, but neither is anything magical.
To the west lies only jungle...