Players as before. There will be two sessions played after this one, assuming nothing changes.
Sleeping and eating done, the dragons go to meet the mountain-dwelling tribe. While entering the settlement proper they meet a gang of of lizardfolk who ask the dragons to follow. Dragons are loathe to cause trouble so they oblige. To trash pit they are taken and demanded to clean it. Though Zaphádoranon snorts in derision, others get to work, which is fairly easy with judicious applications of small-scale wind manipulation, fiery and icy breaths. The gang seems disappointed whereas they were snickering a moment ago. Hafnir hears something akin to chanting and goes on to investigate: A youngish group of lizardfolk notice him and for direction to the others. Once there, they kneel and ask of the sins they did to deserve their eggs being frozen, and of the actions they should take to prevent such disasters in the future. The other group is very hostile to entire idea, as is Isla (who prevents Zape from saying much). The other group is, in fact, hostile enough to ready their spears, though they do not dare attack the dragons. Isla tells the kneeling group to be happy and multiply, which the youngish lizardfolk are fairly certain to approve of, as far as cultish behaviour is concerned. The younglings leave and Zape confronts the other group, which quickly departs as they clearly had no authority to boss the dragons around as they did. Their leader is clearly demoralised by this event and the more followery types scurried away a bit earlier than their leader did.
Zar, the leader of the mountainfolk, was impatiently waiting for the dragons. It soon became clear that cleaning the trash pit was not something the dragons were supposed to be doing and the perpetrator would be duly punished. Dragons are assigned the worthy mission of finding out what the strangers to southeast are about, preferably without starting a war.
The strangers are already have a well-established city on an island, and are constructing something on the mainland, too. To find out more the Zape is to take on the form of a griffon, as some of those seem to be guarding the cities of the strangers. Griffons are larger than the hatchling dragons, so plenty of food is required. A herd of gazelles is driven into a chasm and then eaten, most by Zaphádoranon who then changes shape and eats whatever the others did not. A suitable mountain wherein some cover and a good view are possible is selected and Hafnir and Vulcanus wait there while Zape flies towards the gryphons circling the mainland settlement. Isla creeps along in forest; an activity greatly aided by her scales taking on the colours of her surroundings.
Though Zape looks like a griffon and sounds like them, he has little idea of their language, such as it is. Few attempts at communication prove unsuccessful and he flies away to ponder on the experience. Isla, meanwhile, hears the griffons but decides to go on. He encounters one of the strangers; a guard in silvery metal armour with a sword and a horn at belt and bow in hand, as though it had heard something. As elves are the strangers known. Isla waits until the guard calms down and then freezes it. Sneaking closer Isla finds that the elves are cutting down forest and constructing a tower of marble by forming a circle and chanting at it. Isla leaves. Soon enough two gryphons start circling the area, as if alerted by something. The dragons quickly leave to inform Zar of what they found out.
Zar is busy, so especially Hafnir investigates scrolls present in the common room of the mountainfolk leader. There’s info on local flora and fauna and rumours about wild elves to the north but little factual information, other than that they were territorial (the lore is more than two hundred years old and may not be exactly reliable anymore). More interesting, the treasure hoard of Thunan is somewhere nearby as is a magical divination tool that looks like a stone tablet and a tower that is very rarely visible. The exact locations of all are unknown. Some ritual scrolls are also there, including one for attracting animals by using a large amount of their food and one for summoning winds by blowing a special feather to air.
Zar and the the lizardman who made the dragons clean the trash emerg from Zar’s chambers. One is clearly hostile to the dragons, though does not have the guts to do anything then and there (or is too smart to do so). Information is shared, Zar tells that a few of their people who watched the intruders have disappeared and informs that he has a scroll that might be helpful in communicating with the gryphons, but nothing immediate comes out of it.
Dragons eat (trying the animal attraction ritual, which works as assumed) and those who did not sleep in the scroll chamber do so now. Some further plotting as to how approach the elves is done.
Two sessions to go, which is a bit less than I expected or that would be ideal, but such is life. The climax is likely to be either awakening a dragon, should the players figure out a way to do it (I don’t know how they might succeed, but there’s four of them and one of me, so they have a distinct edge at figuring out solutions to problems), or as is more likely resolving the elven issue in some way.