You decide to stop by near the stubby, hard-working dwarven trader and pay him twenty pieces of gold. In exchange, he gave you the access to the stone golem, which you proceeded to haul away with your hands, much to his surprise.
Do you want to name the golem?
[] Yes. (Write-in.)
[] No.
You take the golem with you and activate it, by issuing some of your mana into it. The stone servant opens his eyelids near a small alleyway, revealing a pair of blue, glowing eyes. He then proceeded to follow you into the nearby shop and helped you with carrying some food for several days you decided to purchase just in case.
The extensive shopping left you lighter by three pieces of silver, which was comparable to the weekly pay of some commoners. Of course, that's not a problem to you.
***
You and your new pet golem set off alongside with Dullahan. You ride north.
It takes you three hours to finally arrive at the place you have on your map.
On your way there, you stop and look around the trees for any ingredients you can find buried under the snow. Ultimately, you don't find much and you don't have any tools on hand, but with the use of a rock, some magic, and a few tools and empty bottles you have on hand, you manage to make several primitive brews and smoke bombs.
***
Before you is a valley. Surrounded by several hills and mountains, as well as a river flowing down toward the east. There are little to no trees, so the air is very fresh and the wind is very harsh, at least right now, in winter. Truth be told, you've never been to this part of the land.
You ride down a path paved out of rocks and you finally arrive in the place of the dragon sighting. It goes like this.
A month ago, a villager from this valley was working his field to prepare it for the first snowfall, when he heard the growl of a beast. He looked around but saw nothing. It was only when the wind blew off his hat that he looked up to see a giant dragon flying over him. It was the biggest monster he'd ever seen in his life, so naturally, he ran for his life. The dragon, according to the report, was agitated for some reason, as it attacked by breathing fire and leaving almost half of the field scorched.
You begin your investigation.
You look for any clues of a dragon under the snow, but it's been a month, and your search for anything –– scales, footprints, razed crops –– all were long since washed away by the white blanket of cold snow. You waste ten minutes this way until you saddle up again and proceed to one of the nearby houses, asking around the villagers for any hints and pointers about the dragon attack that happened one month ago. No one is able to help you directly, but they steer you to Old Bert, who was apparently the one to see this beast. He claims that after he ran away, the dragon flew in the direction of the rising sun, which means east.
With that, you saddle up again and move.
***
You move east for one hour. On the way, you come across the huts of several villages, but none of them seem to remember anything about a dragon one month ago. Perhaps this whole report is a fake, and you're following a ghostly trail? You're about to find out, it seems.
Finally, you stumble upon the hut of some forest witch.
***
"Well, yes," the old woman nods, "The dragon's name is Pyndwyn. He's a mean one, I tell you. Very nasty type. Almost feral. I wouldn't mind if you got rid of him ––– in-fact, it'd be a great help to me ––– but you'll never manage to do it in your current state," she muses, taking a sip of the tea.
You sit opposite of the old woman that calls herself Beronica. She is the local witch and somewhat of a guide to the local people. Contrary to (our world's,) popular belief, only a contingent –– a fraction –– of witches perform black magic. Most of them are herbalists, crafters of magical items, and spiritual advisors. The old woman even offered you a cup of tea to warm you up in that horrible weather, which you graciously accepted.
"So, what you're saying is..." you begin, but don't want to figure, so you don't end the sentence.
"I'll help you, darling," the old woman smirks. "But I can't do so with my presence, I'm afraid. This old woman is too senile and aged to help you in the field. I can, however," she stands up, "point you toward your target."
The woman moves over to a desk in the corner of the room and grabs a compass. She takes it close to her mouth and says aloud "Pyndwyn," before giving it to you and explaining the item's purpose.
"This, my darling, is a Scrying Compass. Name it and this compass
will and
can point toward it. It can be anything. From a specific person to something as broad as 'a good place for sleep,' or the nearest city. You can take it. It's yours," she sits back down and takes a sip of tea.
"Woah, awesome!" you exclaim. "Dullahan!"
The compass' needle suddenly shifts behind you, pointing toward the outside of the hut.
"Erm... Leona Baragar!" you say.
The compass points back south, exactly as you would have suspected.
"How about..."
"Darling, don't get distracted," Beronica reminds you.
"Oh, right... Pyndwyn!" The compass' needle moves eastward.
"Thank you, miss Beronica!" you stand up, take the last sip of your tea, and wave to the witch as you leave. The gadget is really cool and it feels like a continuation of your birthday from yesterday.
"Oh, by the way," the woman stops you. "It has a few other features. When you put it next to a map, it will automatically show the target to you with a dot. And if you say 'show me' before giving it a command, it will actually show you the thing you're looking for, as if you were looking into a crystal ball. It
is a
Scrying Compass, after all. However, it won't work if the command is too vague."
The woman finishes up her tea. "For an example, you can't ask it to show you someone you don't know or whose identity isn't public. You can ask for 'the nearest guard,' but not 'the local serial killer.' This is because you need to know who they are for the compass to work, or their identity needs to be readily accessible knowledge. It also won't work with someone who has scrying protection, regardless of you knowing their name."
"With that, I wish you good luck. Goodbye, Artoria Baragar."
This rocks. You thank the witch once again, then leave. This will definitely help you with investigating in the future.
***
Halfway of the road to Pyndwyn's lair, you realize that, somehow, the witch knew your full name, even though you never mentioned you are a Baragar. Only that you are 'Artoria.' Huh, that's weird. A thought crosses your mind that she might be an associate or friend of Cervitou, but that seems to be ridiculously impossible, especially that Cervitou, according to your mother, cut all ties with society save for coming to the Baragar Mansion ever since he ended his sinful ways.
***
You, your golem, and Dullahan finally arrive near the dragon's lair. It appears to be atop a small hill, in some kind of cave. Caves are indeed popular hiding spots for both goblins and dragons. They are dark, have a de facto roof, and are excellent for making ambushes. Their natural ambiance is also very beautiful in the right circumstances, or extremely scary and intimidating in others - both of which are good conditions for either race of creatures.
You should probably prepare some plan before going in. It'd be very reckless to just rush inside.
[] Leave Dullahan outside. Take your golem and wait for the dragon to go to sleep, then attack when it is dreaming.
[] Leave Dullahan outside. Take your golem and begin a full, frontal attack.
[] Ride inside on Dullahan. Its speed will be a good perk to have. Use the golem as a distraction.
[] LEEEEEROOOOOY... JEEENKIIINS!!!
[] Write-in.
Calendar: 1005-01-01
Time: Evening
Mana: 191/200
Money: 29GP, 7SP.