Players: As before. No absences thus far.
Game started in the the island where a particular tribe of lizardfolk lives. Vulcanus meets a blind shaman and gets instructions for building an amulet that provides protection for birds and their kin and then carries on them (feathers from birds of three species; once done, the heartblood of a bird). The others interact a bit more with the island lizardfolk. It is discovered that Hafnir forgets his hostility as easily as becomes sulky. (Hafnir’s idea of building a large bird cage for capturing the aforementioned birds was soundly crushed.)
Isla goes scouting and discovers what might be a sleeping, or dead, dragon. Further research confirms this. First attempts of waking it are unsuccessful and attract the attention of a largish bird of prey. Once Isla reports of these incidents others decide to awake and dig out the dragon, though Zaphádoranon complains, as his desire to conquer liberate the cave-dwelling lizardfolk is strong.
Once everyone is near the dragon, the size of a hill and buried under one, with trees growing on it, it becomes clear that it indeed is a dragon. It has a powerful aura that is somehow turned inwards. Digging ensues and within few hours a scale is revealed. It is dark greenish brown in colour. The dragon is evidently capable of rudimentary communication via feelings, but even Vulcanus’ formidable roar does little to awaken it. Three griffons, one clearly larger, do circle the area for some time while the dragons hide under trees (luxury of being small).
Some hunting, and an oath of loyalty from plains-dwelling lizard-tribe commence. That out of the way, the Plan takes place.
The four dragons get close to the relevant mountain. Zaphádoranon changes shape, adopting that of a lizardman, and pretends to be a king from far away. This is aided by the three dragons being his servants, and one his mount (Isla has that honour). Audience with the ruler of the mountain folk is demanded and granted. The creature is large, fat, ugly, scaleless with uneven body hair, roughly humanoid in shape, and lives in the egg chamber of the mountain folk. The entreé of the dragons is suitably impressive. Zap is as arrogant as the monsters, so things quickly devolve to the creature grabbing a huge stone club and trying to smash Zap (and Isla) with it, with little success. It then threatens to smash the eggs unless the dragons and their lizardman leader behave. Isla responds with an icy breath, Zape by changing shape, Hafnir by wimpering in a corner and Vulcanus by roaring for aid.
A frozen monstrous despot. Many frozen eggs. The monster falls on the eggs. Lots of smashed eggs and shells thereof. Few almost born lizard-things, dead and shattered.
Zaphádoranon tries to figure out a way out of the mess. The others want to surrender, as is soon done. The dragons make a blood oath to come to the meeting of the lizardfolk leaders to be judged. They depart, though many do mutter angrily.
Notes and commentary
This is exactly why I love letting the dice fall where they may. I would not have forced this on player characters. The game took a distinctly dark turn, completely out of blue. This is why gaming is good.
There arenon-trivial analogies to certain countries liberating others, for various reasons.
The endgame is among my best roleplaying moments. I am happy. No matter what happens, I am happy with this game.
My concerns with Zap’s players were unfounded; he is doing well enough, as are all the others.