After staying in Demast to rest for a day or two (and gain level 2), Chelnadatilar returns to consult with the party on next steps. The dragon prince knows they'd like to deal with Domborcojh, the dragon prince who put them under mental influence previously, but he says that they are currently not equipped to go up against such a powerful foe. Chelnadatilar tells the party that there have been reports of kobold, cultist of various races, and even dragon attacks in his lands. The town of Greenest has reported suspicious activity most recently. He himself is occupied with conflicts with the other dragon princes, so he asks the adventurers to investigate. The party heads to Greenest, and arrives near dusk to find it in chaos! Kobolds and cultists roam the streets, civilians flee in terror, and a dragon is flying around the keep at the center of town. The adventurers move along the road into town, and soon come across a family who are fleeing several kobold attackers. These are dispatched, though not without injury to both the party and the family. But no one is killed, and the party agrees to escort the family to the keep. They work their way along the side streets, avoiding roaming invader groups and gathering additional survivors. When they reach the keep, there is one last group of invaders barring the way, but the mage puts them to sleep and the party captures two cultists. The survivors and adventurers enter the keep, at which point the invaders surround it and prevent further access. They don't attack immediately, instead simply sealing the keep off from the town, where they continue to plunder whatever valuables they can find. Inside, the party meets Governor Nighthill, who thanks them for their help, but can offer little reward other than the services of the town's healers. The captured cultists are questioned, and prove to be remarkably forthcoming once the dragonborn Lariat provides some "encouragement" in the form of looming menace. They are members of the Cult of the Dragon, and their mission is to gather loot to build a hoard worthy of the Queen of the Dragons. The mage Malkior is a learned scholar who knows that this refers to Tiamat, ancient queen of the evil chromatic dragons, who was long ago banished to the infernal realms. Her return would be a great evil affecting the entire land. The cultists reveal that their leader is Frulam Mondath, a human woman who has the high cult rank of Wearer of Purple. The governor asks the party to rescue more survivors, who are trapped in the town's temple. To get there, they must find a way to avoid the mass of cultists outside the keep. They choose to use an old tunnel that leads out to the stream in the south. A dwarf named Escobert leads them to the tunnel and provides the door keys. Unfortunately the key does not work on the tunnel exit, so the party must break it open, and the noise alerts some cultists. Exiting the tunnel, they are ambushed by those cultists, but dispatch them with ease. At the temple, the party overcomes a group at the rear entrance by the simple expedient of frying them with dragonborn fire breath. They manage to evacuate the survivors inside before the cultists at the front can break in. Another group of cultists approaches as the last survivors are leaving, but the mage and cleric manage to distract them with some clever, if strange, uses of simple magical cantrips. Shortly after returning to the keep, the adult blue dragon stops circling overhead and attacks! The town's defenders try to bring him down with slings and other weapons, but to no effect. A few defenders are killed before the party calls the survivors down off the parapet and has them hide inside the keep buildings. No one is able to actually harm the dragon, but he eventually leaves of his own accord as there is no one exposed for him to attack without landing. By this time the night is nearly over, and the cultists begin to retreat with their loot. The party spots an organized group of a purple-robed human (Mondath) and a dozen guards who appear to be leading the effort. Before they can take any further action, a cultist champion marches up to the keep followed by a crowd of kobolds and human hostages, and shouts a challenge. The half-blue-dragon champion will fight one champion from the keep in single combat, and release the hostages no matter who wins. Lariat the dragonborn fighter takes the challenge, and fights valiantly before ultimately falling. The cultist champion is true to his word and releases the hostages, then retreats. Fortunately, Lariat survives her injuries. As dawn approaches, the cultists have retreated to the southeast. The town is largely intact, though many buildings are damaged and scattered small fires still burn. The true damage, though, is in plundered valuables...most of the town is stripped of anything more valuable than common tools. Governor Nighthill is grateful for the party's help, but can offer little beyond a few healing potions and a place to stay for the day. The cultists' trail is obvious and can be followed easily, but first the party must rest. They do so (and gain level 3), and by midafternoon are prepared for further action.