Governor Nighthill gives the party news from around the war, highlighting several different areas that could use their help. They choose to deliver a mysterious sealed magical crate to Chelnadatilar at the front lines, a task which will almost certainly draw the attention of Skalnaedyr's cultist allies. Mounted on the fastest horses that Greenest can provide, they set out at speed. After several hours of riding, the adventurers spot a group of cultists at a distance through the trees. Such was the swiftness of their travel that the cultists are caught unprepared, not yet set up to ambush the delivery! The early warning gives them plenty of time to dismount and prepare for the assault. Between George's fireball, Al the monk's speedy attacks, Induris' bowshots, and Bron's axe, the cultists stand little chance. At the battle line, Chelnadatilar is pleased to receive the delivery. He tells the party that he must remain here to guide the battle, but would appreciate anything more they can do to help the governor back in Greenest. The trip back is uneventful, with a night spent on the road, and the next morning they arrive again in Greenest. Here they are met with troubling news. The enemy dragon princes, Skalnaedyr and Domborcojh, have taken the field in their dragon forms, violating the most fundamental pact of the dragon prince council of Murghôm. Chelnadatilar and Astanalan have done the same and have thus far held the line, but it is only a matter of time before fallout from their battle destroys the land and everyone living in it. This battle must be stopped, and soon! If Chelnadatilar and Astanalan could focus on Skalnaedyr, they could subdue him or drive him away, but for that to happen Domborcojh would need to be dealt with. The most effective way to pull a dragon away from a battle is simple: steal from his hoard. Governor Nighthill calls Jardeth to the council: When I was held prisoner, I saw Domborcojh take many rich items taken deeper into the cave system. I remember he was particularly taken with a magical beacon which could be lit to shine a great light in the sky, and a massive jewel. He boasted of how together they created the most beautiful rainbow. Most of his hoard is stored elsewhere, but those items I saw placed in a chest and given to a water elemental, who disappeared into the pool near my cage. The adventurers agree to retrieve these treasures and use them to distract Domborcojh, at no little risk to themselves. Jardeth is able to provide one potion of waterbreathing for underground diving, and some cheap jewelry for distracting the Xorns that they party remembers from their last trip to this cave. Mounting up again, they speed across the land to the cave entrance. Gnomes still guard the entrance, but now Induris is one of their kind and asks that they step aside. His attempt to convince them is less than successful, but George has his back. As the rogue distracts the gnomes with an illusion, the bard throws a mighty fireball that burns them all to charcoal. The Xorns are easily distracted by the cheap jewelry, Bron and Al are able to pull the clumsy cleric past the spiders safely, and Induris easily disarms a rock-fall trap. Soon they are once again by the cage where Jardeth was once a prisoner. Al and Bron dive into the underground lake to explore, but are met by giant octopuses! George is equal to this challenge, though, and quickly distracts the beasts with an illusion to allow the swimmers to cross the lake. He then provides invisibility to the others so they too can cross unmolested. Emerging from the lake, they find a cavern that holds only an ornamental fountain. They feel an oppressive mental force, but it seems weak with Domborcojh engaged elsewhere. Shazz'm detects magic in the area, revealing that the fountain is indeed inhabited by magical beings. George sings a dispelling song, revealing two water elementals bound to the fountain and suppressing the mental force. Shazz'm banishes one elemental and the party strikes the other down before it can react. Having obtained the treasures, the party exits the cave and moves up into the rocky ground above it. They set what traps they can, lay plans to silence a zone near the treasures, and prepare themselves for battle. Induris sets up the beacon, and it slowly comes to life, shining a light into the heavens, refracted through the gem into a rainbow of colors. Within minutes, a sapphire blur speeds through the sky from the northeast, and the earth shakes as Domborcojh comes to land next to the beacon! A blur of activity follows as the trap is sprung. Rocks fall on the dragon, George casts a zone of silence around him, and several tree trunks are launched to hit him from the side. Meanwhile the dragon has eaten the beacon and jewel, and he briefly glows with a strange light. The adventurers capitalize on their opportunity and hit Domborcojh with everything they can, and they do significant damage before he can react. But once he recovers, he is able to burrow out from the rocks and unleash several deadly attacks, including a ultrasonic blast with devastating effect. As the battle continues, several of the party fall, but the bard and cleric are able to heal their comrades and keep them in the fight. The dragon continues to attack, but it's clear that he is weakening. Finally, with a burst of light, he teleports away, leaving the adventurers victorious. Having subdued Skalnaedyr, Chelnadatilar and Astanalan arrive on the scene expecting battle, but are surprised to find that Domborcojh has been driven away! They express great respect for this feat, and Chelnadatilar promises that this victory will allow them to consolidate their hold over all of Murghôm. He decrees that the cult will find no safe refuge now in his lands. Additionally, he will use his influence with other good dragons to support any action that the Council of Waterdeep chooses to bring against the cult elsewhere. He brings everyone back to town, to rest and recover. The party will return to Waterdeep in the morning.