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A Dungeon and/or a Dragon
We spent some time cashing out / divvying up magical loot that's been gathering dust over more than a handful of sessions, then forged ahead to our next adventure. A council of Mulmaster faction leaders gathered us to reveal that a coalition of remnants of the Cult of the Dragon and the evil elemental cults were suspected to be joining forces. The council tasked us with accompanying the svirfneblin spy Boddyknock east of the Glacier of the White Wyrm to investigate a stronghold of this alliance of evil.
En route, we fended off a cultist ambush and a guard dragon, concluding the session after that suprisingly short latter battle. It feels not-great that we don't use battlefield maps. In this session, my character would have charged into melee if I'd known the DM envisioned the dragon positioned at the river edge, half out of the water. So instead of rapier attacks for d8+3d6 each, I unloaded all ranged (hand crossbow) attacks for just 2d6 each. Much less damage than I could have done. I mean, the dragon didn't survive the first round either way, but Tuzo could have made a bigger splash.