Yoink!

mouths

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 the beast is slain. The wizard walls in the party behind walls of stone as they catalog loot and dissect the corpse. Finally, they teleport back to Sembia to share the news with Pearsay, leaving the army to mop up whatever scattered forces still inhabit the dragon’s mountain lair. Not exactly what Pearsay had hoped for, but it will suffice.

Done and done…and a bit of casting about for a new lead brings them back to an old lead. Apparently the hurricane-shrouded castle that has appeared offshore is still wreaking havoc on shipping and producing anxiety all around.

We have a druid! The party deploys the boat, climbs on board and uses the druid’s ability to control both wind speed and direction to sail through the hurricane. Sure, there are still raging seas with which to contend, but sailing is easier if you don’t have to worry about your mast being snapped off like a twig.

bc

The group temporarily unloads into a broken storm drain/sewer pipe and starts investigating the enormous structure. The top is crowned by a tall tower that is continually ravaged by bolts of lightning, The walls bear signs of extreme weather including crumbling holes in several locations. These holes become the points of entry for the wizard’s eye.

The first opening reveals a flea market filled with strange and terrible creatures, composed of mouths, eyes and a strangely gelatinous flesh. Yeek. That seems terrible. The next opening reveals a hydroponic garden tended by a blue-skinned, antler-topped person. Hmmm. Whom to visit.

In the end, the decision is made to choose the humanoid over the horrific creatures of the swap meet. The creature is friendly and reveals much of what transpired in the place. The party decides to bypass everything and fly to the tower-top. Well, the druid does so and is nearly fried for her troubles. Hmmm./ When in doubt, eat a sheep’s eye and scout your destination. Thus scouted, the wizards teleport the entire group into position where they mend a broken crystal and trigger a transformation that dissipates the hurricane and slays all but Goldpiece and Malchor. Well, no worries. They teleport the corpses back to Immersea and prevail upon Kormier to raise the Justicar.

Soon the party is alive and well and looking for the next place to risk life and limb.

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