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. With him is a new group member, a dwarven druid named Luna, who previously had a similar experience as their last adventure. The group asks Chelnadatilar if anything can be done about 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 attacks by kobolds, cultists of various races, and even dragons 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 blue dragon is flying around the keep at the center of town. The adventurers enter the town along the main road, and soon find a family who are fleeing several attackers. These are dispatched with relative ease, in large part due to the bard's timely sleep spell and the druid's powerful wolf form. Agreeing to escort the family to the keep, the party works their way along the side streets, avoiding several more roaming invader groups and gathering additional survivors. Upon reaching the keep, the survivors and adventurers find their way blocked by several more kobolds and cultists. Rather than risking a fight with vulnerable survivors nearby, the wizard and bard use their magic to create a distraction while the rest of the group sneaks around into the keep. Unfortunately the kobolds are not entirely taken in and manage to capture a few of the survivors, but the adventurers and other survivors make it into the keep. As they enter, many more invaders surround the keep 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 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, which open the rusty old grate at the tunnel exit. The ranger notices a pair of cultists just outside, and the party captures them with a well-timed application of the bard's sleep spell. A group of kobolds from the other side of the stream notices and attacks, and the party is able to quickly dispatch them to avoid raising a more general alarm. The captured cultists are questioned, and prove to be remarkably forthcoming once the ranger and bard persuade them that talking is in their best interests. 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 cult has a camp to the southeast, which includes a cave where the loot is stored and a clutch of dragon eggs are being incubated.