The first encounter with the dragon cult was when the party dealt with the kobolds at the shrine, very early in the adventure. They were fervent worshippers, but they were more kobold than cultist. The kobolds had been living in their warren within the mountains when a cultist arrived, offering them whatever promises necessary to get them to help him locate the lost shrine and artifact.
Keen to attach themselves to anything dragon related, they quickly became devout worshippers, particularly after finding the shrine and artifact.
I worked out a framework for what the artifact would be in the Decisions, Decisions... entry. For that, I had it attracting fire-based monsters. I wonder if draconic monsters might be better. Also, I think (and couldn't decide what I wanted at that time, or now) that it should have a dual power that shifts depending on who has the item. What I mean, is that in the party's hands, it attracts monsters and has benefits against dragons, but in the dragon's hand, or its minions, it shifts to a beneficial effect for the dragon. Even something as simple as +2 on skill checks or saving throws for the party, +2 AC for the dragon. I think the best option is that for the party it offers protection from charm or fear, but if the cultists have it they gain the ability to Charm Person or radiate fear. I like that. For the kobolds, possessing it made them more confident and assertive.
I do like the idea of coupling the item with another one to boost their powers. This doesn't need to be another artifact, with augmented powers in that sense. I just think a weapon, like a battle axe, that works well in concert with the necklace. The necklace has powers that allow the wearer to control the scene, while the axe would take advantage of those powers to hit easier or do extra damage. The theory being that either one is useful, but both wielded together complement and enhance the strength of the party.
I suppose the hobgoblin warlord's axe could be what they're looking for, but it seems like an item they should have to work to get. That encounter was more of a humorous diversion than a challenging contest. We can assume that searching the bodies and caves gave the party the scrap of parchment with instructions/directions and a crude map. The map leads to a fortress high in the hills to the west of the river. From the directions, it seems you continue upriver about three miles to one of the granite spurs jutting into the river's path. The ridge forces the river to swing wide to the east before turning back along the northern edge of the outcropping. On the western side of the river, there is an old road, barely recognizable, running up into the hills in the shadow of the steep, upthrust ridge.
Following this road the party soon notices that it leads gradually up to a lone, smaller peak, tucked inside a small bowled valley encircled by taller peaks. On the lone hilltop, there stands an imposing looking fortress, half-built of the mountain itself. Unfortunately, the fortress was abandoned decades before, and has fallen into a bad state of ruin. Unknown to the party, the dragon cult has established themselves in this location as their northern base. There is yet another cult shrine somewhere deep in the mountains to the south, much nearer the smoldering slag of Antaraxes Glavenis' lair.
There is still a kobold influence at this base, and with their love of tunnels and torture, they fell in love with the dungeons underneath the fortress, expanding and enhancing them while the walls above fell to ruin.
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