After making minimal preparations, which include Ran’s pamphlets of propaganda for our Stronghold, we begin our travels toward the Elf city.
One day, the scenery begins to change; the underbrush suddenly becomes very dense, severely impeding travel. We come to an opening (meaning just a few trees, but still severe underbrush) and see a single female elf, who seems princessish, surrounded by nasty plant monsters. We dispatch the plants, and follow the grateful princess, named Marlinthasa, toward her village. Along the way, she says a group of snake-like creatures, who are a dark sickly-green in color, often steal her village’s items, especially magical potions.
After many hours, we come upon a well-hidden village in the trees. She introduces us to Alon, the village elder. He explains that over the last 3-4 weeks, a multitude of Snakes, a green Dragonborn, and a large/huge green dragon have been seen. Alon mentions that associated with these sightings is the usual symbol of Zehir along with the face of some unknown woman. Alon asks us to help dispatch the green dragon, and agrees that in exchange for our help in defense, he will do everything in his power to have more open trade relations with other civilizations.
The next morning, we follow Marlinthasa toward what she says is a trail where the dragon was spotted. We follow her to strong iron doors embedded in an outcropping of rock. Upon entering, four creatures and a verdant sacrificial flame are seen. We kill ’em.
At the end of that room is a green fire of stoppage. After much struggling, we finally use Arcana to open it, revealing two Yuan-Ti Abominations and a green dragonbron. We waste ’em. The green Dragonborn was killed by Droden. Szar, enraged that his fellow adventured stole his kill, attacks Droden and vows never to heal Droden until he feels his mistake has been made up.
At the far end of that room lies a wall of nearly dead elves. We bash and slash ’em and break our way through to a new room that contains a green dragon and her followers. At the base of the floor of this room lies eight glass tiles with elvish faces showing through and a swirling vortex of wind at the center of the room. After some huff and puff, we kill all the baddies.
Loot to be given out later (MUST PUT ITEM LEVELS IN WANT-WIKI).