Just call me Indy Jones

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For their next excursion, the group decides to work on behalf of some archaeologists that wish to explore a desert pyramid. They want the group to scout the place and remove any threats to the scholars. A deal is struck regarding the disposition of treasures and with that, the group is off!
They teleport to the closest spot they know well, then set off across the sands using a combination of flying and mounted travel to traverse the shifting amber sands.

After a couple of days, they see a flame flickering on the horizon. The journey to the place is mostly uneventful – aside from a couple of wights burrowing out from under the sand to attack them. The wights are blasted out of existence by the Justicar and the group sets up shop about a quarter-mile from the place.

A long rectangular base ...

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Yoink!

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Having shuffled the books back to the vault, the group decides to press on. There is a discussion about adopting the standard approach: Move 25 feet, then go up the rope to rest until the next day, but the presence of the army adds a bit of pep to the step.

Off they go, investigating a little bit before discovering the head honcho, the great red dragon itself. The beast has apparently sealed itself into an underground cave, with only two approaches. It rests upon a scattered collection of coins amidst the debris of a minor cave-in.
Confined quarters will be dangerous to the party, should the beast breathe fire, but the druid’s protection spells and the mage’s projected image quickly tip the scales in the party’s favor.

A flurry of lightning bolts and a volley of blows from Goldpiece and t...

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Moar Dragons!

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Acting on a hot tip from Pearsay, the group is teleported a vast distance to the Troll HIlls. The information given is that a red dragon has been attacking caravans along the dragon coast. Pearsay is less interested in the economic costs, but sees an opportunity for the group to tweak the nose of the noble houses of nearby Amn, whose nobles have raised an army and are pursuing the dragon. The plan is to beat the army to the l;air, collect the choicest loot and depart.
Use of clairvoyance and teleport allows for rapid movement, and after a few days of flying, teleporting, hiking and scouting, the intrepid adventurers are high on a ridgeline, looking down into the vastness of the Giant’s Plain...

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Stomp the Swamp

black_dragonFollowing the successful raid on the frozen lair of the white dragon of the north, the party pivots to the swampy southland in an attempt to gain some more cohesion and inter-party coordination as they integrate the two newest members.
The tip from Pearsay is about a black dragon living in the swamps that has taken to raiding the southern trade route between Cormyr and Sembia. The party swings into action and spens about a week scouting the swampy area before finding the dragon’s locale. Intelligence reports make note that the dragon uses troops in his attacks, so clearly this is no ordinary beast.
Identifying the nearest troop barracks tells them that they have a limited amount of time to engage the creature before reinforcements might arrive...

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Warm Up in the Frozen Glacier

white_dragonWith Gutboy and The Justicar rounding out the roster, the party seeks for something relatively simple that will allow for some inter=party bonding to take place. Finally, Pearsay offers them a simple task. Journey to the Glacier of the White Wurm and slay dragon that has been preying on the northern supply route these past few months.
The group springs into action. spending three weeks writing scrolls to take with them, then teleporting the party to the glacier’s edge. The druid uses his commune with nature ability to locate a likely region in which to begin exploring, after about a week of trying. Next the flying eyes take to the skies and before too long a likely cave complex is identified.
Some rapid travel brings the group to within eyesight of the entrance, at which point Malchor rel...

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