Monday, April 2, 2018

Issue 025: Dark Ruin

Armed with additional information about the rising power of the new lizardfolk obtained from the sahuagin informant, the Dungeon Knights are sent to explore an underwater mausoleum. Will the secrets they find there help them locate a weapon against the rising tide of Psionic lizards? Or will burial vaults prove to be the heroes’ final resting place? (Part Four of the Foul Waters series)

Baron Mhelkar’s court wizard, Kolas, sits comfortably on a soft couch in a large chamber. Several baronial guards stand at his side. He takes a drink from his fine goblet, sits up and addresses the adventurers in front of him. “Ah, my friends welcome back to my humble office.”

Kolas continues, “Coral, the sahuagin girl, knows of a lizardfolk base. It is an old sahuagin burial ground and temple complex. She says there is magical treasure there. If the lizardfolk find the treasure, they could become a greater threat. I want you to search this facility, eliminate any hostile creatures and bring back the treasure for the Baron. For your help, the Baron will split the loot with you. Coral has agreed to guide you to the location but she won’t enter it. It is sacred ground and taboo for her people to enter without a proper religious escort.”

Chalándril approaches, “Dost thou think it is wise for us to continue the desecration?”

“Lady Chalándril, it only matters that you do as you are told. Tactically, it is advantageous to us. If you are successful, it will be a blow to the lizardfolk and help diplomatically with the sahuagin. The Baron hopes to forge an alliance with the sahuagin to defend against the lizardfolk incursion. Chances are the lizardfolk will assume the sahuagin attempted to regain their graveyard and strike back at them. On the outside chance that the lizards trace the attack to you, it will create a two-front war between us and the sahuagin. Chances are the lizards don’t want that.”

Gûltar interrupts, “Kolas, if thou wants us to go kill things just point the way. I don’t need any thinker-talk to add confusion to a clear objective.” Chalándril glares at the dwarf with a frown and wrinkled nose.

“Please, borrow the magical water-breathing helms. They will be provided at the Quartermaster’s building. Good luck.”

Bandric whispers to Gûltar, “Shouldn’t we ask more questions about the mission?”

“Have any questions Bandric?”

“Er, no. I can’t think of any right now. I’m just saying that someone might have a good question to ask.” Bandric adds.

“Meh” scoffs Gûltar.

-

The Baron provided a much larger boat and two oarsmen to the Dungeon Knights. After rowing out to the approximate location recommended by Coral, the oarsmen steady the craft while the heroes get ready. The heroes dive into the sea with their underwater gear and spears. Merimonwë has a light spell on her staff providing visibility in the dark waters. They don’t swim far before a very large bony fish arrives to investigate the unusual light.

Bandric taps Merimonwë on the shoulder to point out the incoming fish. She in turns taps Gûltar and points. As the fish approaches, they all realize that it is very large, perhaps the size of a shark. It also doesn’t appear to be very timid, swimming quickly towards Kotyka who is out in back away from the main clump. The fish’s large teeth appear as the fish opens its mouth. In a flash, the fish bites Kotyka’s arm. Blood cloud streams away as the fish begins to flee with its victim.

Before the fish can swim out of reach, Bandric reacts by swimming towards the fish and spearing its side. Kotyka, not enjoying her situation as a morsel of food, pulls out her dagger and begins madly stabbing the fish in the face. The bony fish stops swimming away and turns to face its opponent. Seeing more than one opponent in aggressive postures it darts below the clump of heroes. Little Gûltar with his little limbs swims slower than the others and finds himself lagging behind. A point not missed by the large bony fish, which opens its jaws wide and approaches Gûltar.

“Ah fek”, shouts Gûltar in his underwater helmet. The dwarf barely has time to set his spear for the incoming fish. Gûltar shoves the spear tip deep into the mouth of the fish. A cloud of blood billows out of the open jaw as the lifeless fish floats down to the sea floor with a trail of blood.

“I am not fish food, thou water-soaked varmint!”

-

The Dungeon Knights continue swimming deeper following the directions provided by their fish-woman informant. The six heroes arrive at an organically shaped large coral and stone structure. One large hole in the building appears to be an entrance and shines with a phosphorous green glow. Several other holes along the structure look like windows or alternate entrances.  Large schools of fish swim by in random directions as the team decides what to do.

Bandric says, “Perhaps the glowing entrance will work better. We won’t have to rely on Merimonwë’s staff to see.”

Tolok adds, “Besides, we have a limited amount of time on these breathing items. Let us not tarry with decision making and act swiftly.”

The others nod. They arrive in a small glowing chamber caused by light emitting fungi. The chamber is an egg-shaped hollow with tubular passages leading out in various directions. The walls and floors (if there is a difference in the cylinder passageway) are rough coral and jagged, natural stone. Carefully, the Dungeon Knights swim through one of the coral-encrusted passage tunnels.

A distance away, a lone sahuagin treads water. Coral the fish woman looks at the heroes entering the complex. Then she swims away.

Inside the building, the Dungeon Knights explore the passage tunnels and rooms. Inside the various water-filled rooms are seaweed wrapped bodies of dead sahuagin. The bodies are anchored onto the floor. The bodies are in various stages of decay and water bloat. Tiny fish nibble at the decomposing bodies.

In two of the rooms, the heroes discover zombie and animated skeletons of sahuagin. The combats prove difficult since the Dungeon Knights are all swimming and these particular forms of undead are vulnerable to slashing and bashing weapons. In the water, piercing weapons work best. In the end, the heroes are able to continue their exploration of the tomb complex.

The green glowing fungi and coral are increasingly peppered with a yellow fungus that emits bubbles instead of light. Bandric decides to follow the bubbles in the ascending passage. A bit further, the amount of strange yellow fungi and bubbles increases until they emerge from the water into an air-filled chamber. This chamber is much darker due to the sparse distribution of glowing fungi.

Bandric takes off his helmet and breathes deeply. His nose crinkles. “It is breathable air, stinky air, but breathable.”

The others follow his lead. They cover their noses too. Gûltar sputters, “It’ll take weeks for me to get this smell out of my beard.”

Tolok notices the fungus on the wall. “I believe this is aerfungi. It produces a smelly yet breathable form of air. Perhaps this is why the sahuagin do not come in this chamber to entomb their dead. The air in this tunnel makes it difficult for them to remain for long periods of time.”

Merimonwë asks, “Shouldn’t we leave the helmets on in case something happens suddenly and we’re flooded with water or worse.”

“I’m just glad I can walk instead of swimming. My feet like being on firm ground.” Gûltar says. “We’ll deal with the emergencies when they actually happen.”

Chalándril responds, “Let’s keep the helmets off for a bit, but keep them ready. If circumstances change, we may decide to put them on later. Let’s start searching around for those magical items and weapons Coral mentioned. We wouldn’t want to disappoint the Baron.”

The Dungeon Knights search the chamber for several minutes. Chalándril summons them all together. “Alright, what have we found so far both here and from the burial rooms?”

Kotyka opens the bag and says, “There are carved coral statues, a weird idol, and shell crafts all over the place, beaded necklaces, bone weapons, and not much else. I wish they made gold and silver coins. I’d even settle for copper at this point.”

“Thou needest fire to forge those things. I don’t think they make anything with fire down here under the water.” offers Gûltar.

Bandric tosses a sahuagin skull back into the room as the others continue down the corridor. The tunnel approaches an opening filled with strange floating lights. The party makes their way through the tunnel to find a strange resident, the deep-spawn sea hag. Her eyes are large and bulbous. Her head is oval shaped with moist green skin. The hag’s body is adorned with bones, shells, and coral trinkets.

Bandric wonders aloud, “Is that a frog lady?”

“So you’ve invaded Bwalap’s home have you?”

Merimonwë asks, “We did not know this was thy home. We thought it was a lizardfolk lair.”

Bwalap replies, “And a sahaugin graveyard before that.”

“I am Merimonwë. What is thy name, madam?”

“I am called Bwalap.”

Merimonwë and Chalándril look around the chamber’s ceiling. Hanging from large, wicked hooks are rotting remains of mostly lizardfolk and a few sahuagin. Over in the corner, a small hearth fire burns on embers. Several piles of fleshy bones lie in a pile. Chalándril turns to Bwalap, “It seems thou enjoyest eating the lizardfolk and sahuagin. I take it that thou hast cleared out most of this graveyard thyself.”

“Clever thou art elf maid. Bwalap enjoys the fishy flesh of those creatures. The question is does Bwalap enjoy the flesh of elves and elfkin?”

Tolok gulps audibly. Bwalap continues, “Why are you here disturbing my home? Why shouldn’t I just kill you like the others?”

Merimonwë says, “We seek weapons to fight the lizardfolk and sahuagin.”

“Ha, neither is your true enemy. It is the monstrous Supreme One you should truly seek. A weapon against it you should find. Not for the trifling scaly ones. Its ambitions pale in comparison with the fishy men or you elfkin. It seeks the Stone. The Stone it may already have. Dangerous and powerful is the Stone. But now it is time you serve me. You shall be my defense against this Supreme One’s special power.”

Bwalap gives the evil eye to Merimonwë and bewitches her. “Stay there, my pretty. Old Bwalap doesn’t need thy magic whilst I deal with thy nasty friends.”

Merimonwë is dazed, standing there staring off at the side of the wall. Bandric shouts, “Damn, don’t mess with our elf, sea hag! Attack!”

Tolok replies, “I’m already on it.” Summoned badgers appear behind the sea hag. They attack with savage bites, gnashing at the frog lady’s flesh and robes.

She casts an unusual spell causing a swarm of amphibious worm fish to appear among the badgers. They begin to devour the poor creatures by boring into the flesh and eating the insides first. In seconds, the deflated, lifeless husks of the badgers fall to the floor.

Tolok is shocked at the sight of the desiccated bodies of his summoned creatures. They vanish into the ether. “Gods!”

Bandric shoots arrows at the hag while Gûltar charges. The sea hag Bwalap gives Gûltar the evil eye but he resists her vile magic. Gûltar cuts into her with his mighty ax.

Gûltar shouts, “Thou wilt have to do better than that!”

Chalándril says, “Wait, we should spare her life. She is a potential ally. She knows who is behind the lizardfolk rise.”

“Going soft on Old Bwalap, eh Half-blood? No matter, I tire of your company.” Bwalap snaps her finger and turns into a pile of ooze. The ooze vaporizes into air and vanishes.

Bandric says, “It’s too late now. Besides she attacked us first...right?”

“What do we do with Merimonwë? She was bewitched by the hag and won’t snap out of her daze.”

Chalándril steps forward, “Let me break the hag’s curse with help from the Goddess.” The half-elf begins her spell. Merimonwë shakes off the evil eye’s effects and breathes a sigh of relief.

Kotyka walks over to Chalándril. “I was searching through her stuff. Look what we have here.” She pulls out a magical blade. “It has runes and everything. It definitely seems magical.”

Tolok looks it over. “The runes call the blade Mindsplinter. It seems to work with or protect against mind magic. I am not sure which at this time. This could be very useful in future combats with those blue lizardfolk.”

-

Donning their magical helmets the six adventurers reverse their path back into the flooded regions of the tomb. Then the Dungeon Knights towards the underwater exit and out of the tomb. A squad of armed sahuagin swims over the seafloor hill. Leading the assault squad is a familiar face, Coral.

“Since you’re alive, I assume you dealt with the sea hag. Thank you for clearing out that menace and the remaining lizardfolk from our tribal tomb. For your efforts, I grant you safe passage this once through our domain. The next time I see you, I will be forced to slay you, surface-dwellers.”

Merimonwë asks, her voice muffled by the magic helmet, “How can thou betray us after we helped thee?”

“Betrayal? I am loyal to our elders and follow their commands. You were my mission, using surface dwellers to combat the lizard tribe, to regain our ancestral tomb, and to evict the sea hag. We have no need of your services. You are now expendable.”

Coral’s mind begins to throb as sling spears impale her bodyguard’s chest.

Coral screams, “Ugh! The pain…is unbearable!”

Lizardfolk gilled leader yells, “Vi mortigis niajn gevirojn. Vi kaj via sorcerino mortos je ĉi tago. Do ordonas la Supremo Uno!” The sahuagin and lizardfolk charge each other.

The sahuagin ready their coral and bone spiked spears. The two forces swim-charge into each other. Clouds of blood appear all over the battlefield. Little fishes swim by to eat the fresh chum in the water. The muffled sounds of weapons hitting each other create a cacophony amidst the melee chaos.

Tolok raises his finger and speaks. “By my calculations, our magical breathing helms will cease to function shortly. My advice is we seek the surface and our ship while these two forces are distracted.”

Chalándril says, “Agreed. Let’s move out, team.”

In the distance, Bandric sees several sharks circling towards the combat.

-

The bottom of the boat is in sight along with the anchor chain. Gûltar swims down to get the anchor and finds it locked into the coral. He takes out his ax and chops at the coral until the anchor is free. He swims up to the surface. A wet Gûltar holds onto the side of the boat.

Gûltar announces, “The anchor was sabotaged. I fixed it, we can leave now.” The others help him into the boat. One of the oarsmen offers the Knights dry towels and resumes his position on the oar. With rhythmic strokes, the boat glides back to the safety of the fishing village’s harbor.

-

In the shadows of the half-submerged cavern, the deep-spawn aboleth speaks telepathically to his minions. This most unusual creature is very large and vaguely fish shaped. Its tentacle arms writhe back and forth on the rocks and in the pools of water beneath it. Its long, vertical shaped eyes—all three—stare emotionlessly at the obedient lizardfolk. Large slightly opaque pods with lizardfolk bodies encased in a fluid bubble in the background. A bas-relief of a cephalopod-headed being stands menacingly behind the tentacle aboleth.

“By thy command Supreme One.” The lizardfolk minions bow and scurry off to obey its commands.

A strange creature phases into existence. Its bloodshot eyes ooze a strange liquid. Oddly placed pseudo-pods undulate along its body. Sounding like whistles and clicks, the creature speaks. “How goes thy project?”

The Supreme One answers in its bubbly, baritone voice, “On schedule Emissary, stone is mine.”

“Excellent m’lord. Our leader will be pleased.”

“Require more incubating vats. Specimen numbers diminished by unforeseen irritation.”

The Emissary spews out strange sounds. “Unfortunate. The vats will be provided, as thou command.”

The unnatural creature phases out of existence. A lizardfolk brute drags a sahuagin prisoner to the Supreme One. The brute throws the sahuagin down onto the ground. Its horizontal eyes scan the sahuagin. The sahuagin called Coral gets up and begins to flee. Her eyes roll back and she becomes motionless. The aboleth’s tentacles slither out of the dank pool and surround the Coral’s bleeding body. Slowly her body is dragged towards the Supreme One. She is eaten quickly by the terrible beast. Fresh blood fills the foul puddles under the aboleth.

The Supreme One looks at the brute. “Bring more. I hunger.”

What are the mysterious plans of the Supreme One? Who is the Emissary? Find out next issue, maybe.


==================================================================
Location: Under the sea

Dungeon Knight Roster:
Bandric (Human Ranger 7)
Chalándril (Half-human Cleric 7)
Gûltar (Dwarf Fighter 7)
Kotyka (Half-orc Rogue 7)
Merimonwë (Elf Sorcerer 7)
Tolok (Gnome Wizard/Conjurist 7)

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“At least we know why they don’t cremate their dead. They live underwater.” – Bandric
==================================================================

Monday, March 19, 2018

Issue 024: Dark Tides

Something is amiss in the overgrown, nearly impassable mangrove swamp. Rumors tell of increased raids by powerful reptilian assailants and their lizardfolk masters. The Baron’s court wizard Kolas sends the Dungeon Knights to deal with the trouble before it becomes a danger the lives of the villagers. Has their killing of lizardfolk bands ignited a feud or has it only slowed the deadly assaults? Will information from an untested source lead to certain death or fortuitous victory? (Part Three of the Foul Waters series)

A few days after the Dungeon Knights returned from the sunken ship, a well-dressed courtier arrives at a dilapidated house recently lent to the heroes. The courtier calls to the Knights, ‟Dungeon Knights! Your presence is requested with the court wizard Kolas. Do you wish to accept the invitation?”

Bandric slides the curtain to the side, ‟I guess we do. When and where, sir?”

‟Here and now.” The courtier summons the servants and guards. The servants clear a spot for the wizard’s chair and a portable table. After Kolas sits, the servants bring six other chairs and put them around the table. The Knights find seats and listen attentively.

Kolas drinks a sip of tea from his cup and puts it down on the table. “I’ve interrogated your pet sahuagin Coral. She has agreed to provide information we request in exchange for her rescue and continued protection from the lizardfolk. The Baron has approved her request for sanctuary.”

“One bit of information Coral provided is the possible location of a lizardfolk training facility. I’d like your team to investigate it. We’ll learn if Coral is telling us the truth and learn more about our new enemy, the lizardfolk. Here is a map of the location.” Kolas has his guard hand the map to Bandric. “Coral said her people couldn’t reach the hatchery because it’s too far inland for them to send a strike force. The sahuagin can’t remain out of the water for extended periods of time. We on the other hand, like the lizardfolk, can breathe air.”

Chalándril asks, “Is our mission to confirm its location? Or is there something more you’d like us to do?”

Kolas sips his warm tea. “It is the wish of the Baron to show strength at this time to both his people and his enemies. Therefore he has authorized you to confirm the facility location and gather as much information as possible. Then destroy the facility and its inhabitants, if possible. He wants to weaken this new threat before it becomes a large threat.”

“Understood Lord Kolas. We will do our best.”

“Excellent. Also, after some investigation and research, I have learned the nature of the necklace. It provides a dampening field for the mind magic used by these lizardfolk. The Baron has graciously loaned you the device for your continued service. He feels it will aid you in this mission more than decorate his treasure vault. I have tried to bolster its effects but my skills in this strange magic are limited.”

-

Using their trusty dinghy, the Dungeon Knights row out to another outlying island off the coast. Lord Kolas’ directions match location enough that Bandric feels confident they are on the right trail. Beaching and securing the dinghy, the heroes venture into the thick woods and heavy underbrush. The rising tide leaves nearly a foot of water on the ground. Moving carefully, they reach a strange fish-motif carved Akluni stone shrine. Much of the outer rim buildings and pillars are in ruin, while the sturdier main building remains intact. Bandric and Merimonwë spot a small group of lizardfolk guards around the entrance of the main shrine building.

Merimonwë casts a sleep spell forcing the guards into a magical slumber. Kotyka and Gûltar sneak up to the guards and kill them. Gûltar whispers to Kotyka, “Takes all the fun out of a good fight.”

“That’s easy for you to say. You’re wearing armor while I have little to protect me from lucky shots.”

The heroes sneak into the ancient building and find a make-shift living quarter of lizardfolk. The main fire and cooking area occupy the center of the room. Several bundles of leaves and branches cluster along the walls, serving as some sort of sleeping nest for the lizards. There are two main corridors branching out from the first main room. The left corridor leads to a small nursery of young lizardfolk. These newly hatched babies are held in nicely crafted nests. Some of the baby nests are completely underwater. A lone caretaker walks the room feeding the younglings. Bandric nocks an arrow to cover Kotyka as she sneaks silently into the room. Like a predator, she seizes the lizard woman and kills her with a single deadly blow.

Chalándril whispers, “We should move on to the next room after a quick check here. We can deal with the newborns later.”

The next hall leads to a nest-filled room with strange eggs. One group of eggs lies on warm, plush nests while another group is submerged under the water. Bandric questions, “I though lizardfolk were amphibious. Normally amphibious creatures breathe air but some of these eggs and hatchlings are completely submerged in the water. How can they breathe?”

Tolok answers, “I believe these eggs are somehow special. Recall our dealings with the goblins. They were breeding specialized goblins. I suspect that these lizardfolk are hatching a new breed of lizardfolk. Perhaps water-breathers with gills.”

Bandric says, “You ever get the feeling we’re really just a bunch of egg smashers and mutant baby killers?”

“No. However we should bring some samples to Kolas for his research. If Tolok is right, he’ll need as much information as possible about these new lizards.” Chalándril takes a few eggs as specimens for Baron Mhelkar and Kolas. “These eggs are heavy and difficult to carry. I hope they don’t break on the trip back.”

“Oh, arg!” Kotyka grabs her head, screams and falls unconscious.

Chalándril shouts, “Kotyka!”

Several blue lizardfolk enter the room. Tolok goes invisible using his Beetle Cloak as Bandric begins shooting arrows at the attackers. Merimonwë blasts them with her fire spell but they resist. “Damn! They have some sort of protection up against my fire.”

“Let’s see if these Blues can resist ax damage!” Gûltar charges forward and kills one with a single swing.

Gûltar’s mind is stunned. He falls to one knee.

Another Blue turns and projects its arm. Kotyka is pushed back by some invisible force into the far wall. A fourth Blue touches Gûltar on the head.

Tolok exclaims, “This is not typical magic. It is their mind magic. Merimonwë, you must destroy the eggs!”

Chalándril positions herself so she’ll be protected from attacks. “It’ll be too dangerous for me to fight in melee while I hold these eggs.”

“Leave our dwarf alone!” Bandric shoots the fourth Blue with his arrows. Bleeding wounds appear on Gûltar while Bandric’s arrows don’t seem to do much damage to the lizard man. “It did something to Gûltar, sharing his damage or something. Be careful with that Blue.”

“Which one?”

Badgers arrive out of thin air and attack the two other Blues. Their savage claws and sharp teeth tear into the scaly skin of the lizardfolk. Merimonwë casts her Lesser Black Tentacle spell, wrapping the fourth Blue in mystical bondage. “He won’t be able to share damage if we restrain him.”

The second Blue unleashes a psionic blast sending the badgers and Gûltar reeling. Chalándril seems surprised that she is unharmed. The third Blue hurls a badger across the room into a wall. With a spine breaking crack, the dead badger vanishes in a puff.

Chalándril helps Gûltar with a healing spell. Gûltar shakes off his mild stun and steps into melee with the lizards. His ax hits but doesn’t kill the Blue. Bandric shoots the second Blue. It falls to the ground clutching the arrow wounds. “Merimonwë, destroy the eggs!”

The lithe elf casts a fireball into the egg nests. A huge explosion engulfs the eggs. Sounds of eggs cracking and sizzling fluids fill the room. The conscious lizardfolk cry out in anguish. Merimonwë says, “I think I only made them angrier.”

Kotyka tumbles closer to the third Blue and stabs it from behind. The blade wound spills blood onto the floor as the Blue falls and dies. “Let’s get out of here,” exclaims Chalándril.

Outside, Bandric unloads more arrows at the approaching lizardfolk reinforcements. Tolok appears as he finishes casting a spell of Black Tentacles. Large black tentacles emerge from the ground grabbing and entangling most of the lizardfolk.

Kotyka stops running, “We need to loot the bodies and search for treasure!”

Bandric grabs her by the arm, “Forget it girl. It may be our bodies being looted if we don’t move.”

The Dungeon Knights race through the woods. As they approach the beach Merimonwë hears something.
Two lizardfolk riding large reptile mounts burst through the brush. The mounts have a bony head and run on two powerful legs.

Gûltar readies for the charge. “This is one hornet’s nest we stirred up. Get to the boat, I’ll take these two out.”

Bandric unloads a stream of arrows while Tolok casts grease on the ground. The first mount slips on the grease and falls. The rider falls and gets trapped momentarily by its struggling mount. The second reptile mount is hit with arrows and is taken out by Gûltar’s ax. However, the lizardfolk rider hits Gûltar with its lance. The lizard dismounts the dying steed and continues to press Gûltar. A large wound on Gûltar’s shoulder bleeds.

Chalándril moves over to the first rider and knocks him out with her mace. Bandric turns to the fellow sizing up Gûltar and shoots him with arrows. The lizardfolk steps in and hits Gûltar with his spear. Gûltar counters with a deep ax chop to the lizardman’s shoulder. The rider falls to the ground dead. Blood spurting from the shoulder wound.

“Now you can loot Kotyka. We’ll get the boat into the water and away from the roots. Be quick.”

The Dungeon Knights return to the castle with the strange eggs. Kolas is very pleased. “These specimens will allow me to study the local lizardfolk and determine their threat level. I’ll suggest to the Baron to send some soldiers to finish off the site now that the major threats are removed. You have done well.”

-

Five sahuagin are swimming near the sea floor stalking a giant fish to bring back to their nest. The first sahuagin grabs his head and screams. The rear two sahuagin are pierced by spear points. A cloud of blood drifts out of their wounds. Through the red cloud is six gilled-lizardfolk armed with large spears. The remaining sauhagin reach for their weapons but are quickly struck down by the hulking lizardfolk. Finally, the lead sahuagin takes out a small shell, speaks a few strange words and vanishes before the aquatic lizardfolk can kill him.

Moments later, the sahuagin appears in the sea some distance from the fight. He takes the opportunity to swim towards the sea floor and towards cover. Then he travels back to his people’s lair. Arriving without food or his companions, the elders request his presence.

Inside a large cavern filled with seaweed woven beds and shells, several large sahuagin sit upon the nests. The survivor called Shellcracker swims to the center and bows to his superiors. The oldest elder speaks first, “Where are thy companions?”

“We were ambushed by the lizardfolk.”

“Where thou not in deep water outside the air-breathers’ range?”

“Yes elder, however, these were different. They had gills and were more adept in the water. Not like the others. I fear the lizardfolk are proving to be more dangerous, not just more aggressive.” Shellcracker scans the elders. “Not only can they breathe the water but they have new magic. The spell hurt my brain. It is a spell I am unfamiliar with.”

The council erupts in a cacophony of individual conversations. The chief elder grabs his speaker stone and pounds the rock. “Silence!” She looks at Shellcracker. “This new development cannot go unanswered. We must enact our preparations. The lizards must be slain to protect our hunting grounds. The lizards have desecrated our holy graveyard for the last time. Sharkspear, approach!”

A great sahuagin warrior swims into the council chambers. The chief elder commands, “Proceed with the assault as we discussed.”

The warrior bows and swims out. “Shellcracker, we thank thee for your information. Thou hast done well. Return to thy nestlings, rest and eat. We will have need of thy abilities again.”

Shellcracker bows deeply. “Yes, elders.” He turns and swims out of the chamber.

What do the Sahuagin have in store for the lizardfolk? Will the Knights’ attack on the nesting shrine bring more trouble to the fishing village? Find out next issue.

=======================================================================
Location: Fishing village in the Barony of Mhelkar

Dungeon Knight Roster:
Bandric (Human Ranger 7)
Chalándril (Half-human Cleric 7)
Gûltar (Dwarf Fighter 7)
Kotyka (Half-orc Rogue 7)
Merimonwë (Elf Sorcerer 7)
Tolok (Gnome Wizard/Conjurist 7)

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“Is this a reoccurring theme for us?” – Bandric
=======================================================================

Sunday, March 18, 2018

Issue 023: Dark Descent

In deep waters off the coast lies a sunken ship holding a rare treasure. The local authorities wish to retrieve the item before the hostile tribe of lizardfolk does likewise. Legends tell of the treasure’s unusual properties. Will it be able to protect the villagers from the lizardfolk? For the Dungeon Knights, it’s a race against time in an environment better suited for their enemies. (Part Two of the Foul Waters series)

Recovering from two nights of nightmares, the Dungeon Knights are sitting at the breakfast table in the Barnacle Pub. Exhausted, the heroes sit slumped upon the dilapidated table-side bench. Gûltar is barely able to keep his face from falling into his mug. Two baronial guards enter the tavern. The senior guard looks around the tavern. Spotting his objective, the guards walk over to a table. Bandric looks up to see the guards standing around him.

Bandric uses his roguish smile. “Look, fellas, she said she was old enough and unwed. I didn’t…”

The senior guard hands out a summons letter. “Shut it. I don’t care. This is your summons order. The court wizard Kolas has summoned you to an audience. Be there.” The guards salute and leave the pub.

Bandric elbows Gûltar, knocking his chin off the mug it was resting on. The dwarf’s beard drips ale all over the table. “What? Bandy, you’ve got to warn someone before you wake ‘em.”

“We have a summons, official court wizard or something. We’ve got to go. I’m not spending time in jail out here. Not again.”

Merimonwë, her eyes half open, barely musters the strength to speak, “I’m not going before I get something to eat. I’m starving.”

-

At the keep’s stone hall a few miles away, the Dungeon Knights enter the grand door and are directed to a side room. There a stately well-dressed man stands up from his chair. “You must be the mercenaries the locals are talking about. I am called Kolas, court wizard and chief advisor to Baron Mhelkar.”

Bandric bows. “Well met, Lord Kolas. How may we help you?” The others also bow.

“Your fortuitous arrival in the area and unique talents, according to reports from the fishing village, lend themselves to a little project I have.” Kolas sits back down and motions for drinks to be served. Two servants scurry through staff doors along the wall. Seconds later they return with trays of drinks. “Long ago, a transport ship carrying a valuable, unusual magical amulet was caught in a great storm and sank off the coast. The exact location of the wreck is not known—only its general whereabouts. The wreckage is assumed too deep for normal salvage operations so it has remained lost to the sea gods. However, through recent acquisitions, I have acquired a collection of magical items to help venture beneath the water. Until recently, we didn’t have anyone experienced enough to venture forth.”

Kolas thinks for a moment, “Perhaps ‘willing to do it’ is more accurate.”

“Don’t you mean expendable?”

“Yes, you would be expendable too. However, your abilities fighting the lizardfolk with steel and magic improve your chances of success. I have gone to great lengths to acquire these magic items and I want them returned. I believe you all have the skills and the luck to return my valuable items. Recover this magical amulet and I will pay you well for your troubles and risk. Of course, anything else you find is yours to keep--though, the Baron would require the right to the first refusal. He would pay fair market value for any looted items of interest minus baronial taxes.”

Kolas presents parchment with an ink drawing of a beautiful amulet. “The amulet is made of copper and brass. It should look something like this.”

A guard opens the large chest next to the desk and pulls out one helmet. “These helms will help you breathe and see underwater. The Akluni Helms are magically enchanted to provide sufficient air for a few days. The magic rings should help you with remaining warm in the frigid waters at those depths. Alas Ranger, your bow won’t work underwater. You’ll need something more suited to the environment.”

Bandric’s head drops. “Of course it won’t. I’ll get a spear or something.”

Kolas spreads out a map on the table. “The ship was last known to be in this vicinity. Due to the storm, we don’t know exactly where it is. My divinations have limited the field of search to this two square mile area. I have authorized the quartermaster to provide ample food and water supplies for your trip.”

Chalándril looks over the team, “My friends, it looks like we have a job to do.”

-

Later that day, the Dungeon Knights return to the small fishing village. There’s a crowd near shore. Much gnashing and yelling is occurring. The villagers have their pitchforks out waving in a menacing manner. As the team approaches closer, they see the villagers are trying to prevent a sahuagin from leaving the water.

Bandric says, “What’s going on here?

Villager says, “One of them evil creatures are trying to sneak back into the village. But we’re holding it back.”

“That one seems familiar. Has anyone tried to talk to it?”

Villager replies, “No. We’re…uh…just trying to keep it from killing us.”

Gûltar says, “I think it could kill you if it wanted already.”

Coral says, “Please help me. I have no place to go.”

The villagers look perplexed. Merimonwë continues, “Who are you and what help do you need?”

“You may call me Coral. A few days ago, you saved me from the lizardfolk. I…I seek your protection again.”

Merimonwë says, “What do you mean protection?”

Coral says, “I’m banished from my tribe. I stink of lizardfolk now. They refuse to allow me back in the tribe. I have no place to go.”

Chalándril says, “Everyone, please calm down and lower your weapons. Coral, you may stay for a while but not indefinitely. We’ll talk to the village leaders on your behalf.”

“Thank you.”

Chalándril adds, “Perhaps an exchange of services will help the locals accept you. We must visit a sunken surface ship off the coast near here. We’d be happy to have you along for the trip. It’ll provide the villagers some time to get used to you being around and possibly help us.”

Coral says, “That is good. I help you.”

-

The heroes take a large dinghy, borrowed from Yharok the clam diver who is feeling ill, out into the cove. Filled with six people and equipment, the dinghy rides low against the water line. The Knights let Gûltar and Bandric row until the dinghy reaches the small rocky outcropping. Coral is swimming beside the boat. Bandric consults the map and looks around. “Let’s keep heading in that direction.”

A sweaty Gûltar and Bandric row for another few hours, taking short breaks to drink some water and rest.
Chalándril states, “I believe this is the place. Coral do you know of any surface ships that sunk nearby?

After a quick submersion to look around Coral says, “Yes, as a small child, we played near one of your wood things below this spot.”

Gûltar says, “We need to drop anchor. Ya think ye can help secure it?”

Coral says, “Yes. But what is an anchor and how do I secure it?” Bandric provides quick explanation and instructions. Coral dives below the surface and Gûltar throws the anchor out. The Dungeon Knights wait patiently for Coral to return. They watch the swaying waters for some sort of sign. From the other side of the dinghy, seaweed tendrils reach out of the water and begin to wrap around Kotyka. Once Kotyka is secured, the seaweed pulls Kotyka out of the boat.

Kotyka screams half muffled, “Gga..mllaaa…

Bandric shouts, “We got trouble people.” He retrieves his spear and looks around for signs of the monster or Kotyak. Near the back of the dinghy, there is splashing. Chalándril grabs Kotyka’s legs. “She’s here. I got hold of her.”

“I’ll kill it!” Merimonwë shots force bolts out of her hands while Tolok tries to keep his balance. Bandric stabs at the seaweed-like monster. His strikes inflict very little damage upon the seaweed tendrils.

Gûltar takes a few swings at the weed. He clenches his grip tighter around the ax pommel and growls angrily. Gûltar leaps off the nearly capsized boat towards the sea monster. The seaweed tendril around Kotyka releases allowing Chalándril to pull the half-orc onboard the rocking dinghy.

Water splashes all around showing signs of a great struggle. Without any reason, the agitation of the water stops. The water is calm. Kotyka, Chalándril, Tolok, Merimonwë, and Bandric all look around for Gûltar. Chalándril mutters, “He’s been down there a long time.”

A thick hand emerges and grips the side of the boat. Gûltar surfaces. “Well, it’s dead now.”

“Thank the gods, thou art alright. Here, we’ll help thee aboard.”

Chalándril dries Gûltar off with a towel while he drinks some stout ale. Coral returns to the boat. “I saw the commotion and came back as soon as I could. What happened?” The sahuagin sees a few leaves and body parts of the monster. “Ah, it appears a squid-weed creature attempted to feed here. It is good thou hast survived.”

Chalándril replies, “We understand. Thou did what thee could Coral. Don’t blame thyself.”

‟I do not,” answers Coral.

The Dungeon Knights don their underwater helmets and rings. They stow most of their dry gear on the dinghy and secure their other gear onto their bodies. Chalándril says, “We’re just about ready.”

Coral offers, “I will stay and guard your vessel. It is a long journey back to your village without fins. And I am no warrior.”

“That is a good idea.”

Coral continues, “Under the water, you will see a rock shaped like a shark. The wreck you are looking for is a quick swim current-ward from that spot.”

“Uh yeah.” Mutters Bandric.

The heroes fall over the rim of the rocking boat. They sink down into the sea. Bubbles float to the surface. Using great sweeps of their arms and frantic kicking of their legs, the Dungeon Knights slowly make their way towards sea floor. With great effort to actually touch the floor, the band of adventurers reaches the bottom of the sea. Large coral and rock formations surround them. Clouds of sand disrupted by their arrival float out from around their feet.

“It looks so strange down here,” states Chalándril. “The vegetation is so odd looking. There are so many fish all around us.”

“Let’s get to the wreck and get this over with,” demands Gûltar. He attempts to storm off at a quick pace but ends up walking very slowly. “Arrghh!”

Bandric looks around. “There are so many things moving down here, I can’t tell if anything is dangerous or just swimming by.”

Small aquatic, reptilian kobolds watch the interlopers from a hidden fold in the coral. These small, humanoid-shaped lizard-like critters slowly swim under the cover of the undulating plants and sea anemones. The kobolds can barely hold back their mirth at the awkward movements of the strangers. With a strong kick of their leg fins, they kobolds quickly approach the strangers. One kobold is brave enough to stab her coral tipped bone spear into the fleshy surface dweller.

A blood cloud streams from Merimonwë’s wound. “Ouch. What the…something is attacking me!”

Bandric is first to spin around. He thrusts his spear into the thick hide of the small kobold, ripping its chest open. The blood streams out of the kobold’s body like smoke from a fire. Kotyka is able to hop-swim around and stabs another kobold in the back. Its body goes limp and floats gently in the water. Three other kobolds decide to attack the small gnome and surround him. With a flurry of attacks, they knock the little man out filling the area with clouds of his blood. Chalándril is just close enough to reach Tolok. She grabs his limp body and pulls him in for protection.

Gûltar swings his mighty ax but looks like he is moving in slow motion. “By the Maker’s beard, what is going on?” His ax finally makes contact with a kobold. The blow barely cuts the surprised kobold’s thick hide. “This is not a good time to be without my armor.”

The next group of kobolds attempts to swarm Bandric. He is able to stab a few as they rush in, but them grab his limbs and begin biting and clawing. Merimonwë casts a spell causing several of the kobolds to go unconscious. The sleeping forms drift off into the bloody current. Chalándril takes a few moments to heal her gnomish friend. Meanwhile, Kotyka spots something above. She points towards the surface, “Look!”

The silhouette of a shark circle the area. Everyone, including the remaining kobolds look up. All the combatants stop what they are doing and dart towards cover. The remaining kobolds flee the area. The Dungeon Knights watch as the shark swims on an intercept course with the current. In one graceful movement, the shark bites two sleeping kobolds with one snap of its jaws. The shark’s pass bumps another sleeping kobold. The little guy wakes up to a startling situation. He begins to swim away. The shark makes a quick turn and pursues its prey.

Bandric says, “Well it looks like it’s swimming away. We should try to get to the ship now before it comes back.”

The Dungeon Knights reach the leaning sunken ship. After a quick swim around the wreck to survey other possible dangers, they board the ship. A brief exploration of the shipwreck reveals broken masts, hull breaches, and other storm-related damage. The ship is also filled with barnacles and undersea life. Starting from one end, the heroes explore each room and passageway. Once the main deck is clear, they move down to the next deck.

In the main hull, the Dungeon Knights find an air pocket. The staircase they use is submerged but the rest of the hull still has air. Merimonwë emerges from the water and removes her helm. She shakes her hair with the excess moisture. “That’s more like it.”

A dripping Kotyka approaches the far door. “These walls must have become airtight down here. I can’t believe there’s still air in here.”

Bandric says, “That door looks promising. Kotyka, check for traps and unlock the door.”

Kotyka says, “Why would a sunken ship’s door have a working trap on it?”

“Uh, well, it’s just a habit telling thee that.”

From the submerged section of the hull, a blue-scaled reptilian head emerges from the water. Several other green-scaled reptilian heads emerge next. The blue lizardman called Skyskin looks at Gûltar. The dwarven warrior grimaces in pain and falls to one knee. “Argh.”

Chalándril turns to face Gûltar, “What is it. Oh, Goddess! We have company!”

The large, savage-looking lizardman rushes towards little Tolok and hits him across the body with a powerful blow. Tolok hits the wall and slumps down unconscious.

Bandric drops his spear and pulls out his bow. He shoots one arrow which glances off the thick scales of Brokenshell, the large lizardman. Brokenshell turns and roars. His friend Shiningscale engages Bandric with his spear and turtle shell shield. Kotyka gets the door open and sees a private storage area with boxes and contents strewn around the room. Most containers are broken or lie on the uneven floor open. Kotyka spots the unusual necklace close to the door. Deciding to fetch the object of their quest first rather than help her companions, the half-orc slips into the room. Chalándril moves cautiously towards Tolok but can’t reach the fallen gnome. Merimonwë steps to the side and unleashes a gout of flames upon the lizardfolk. The lizardfolk called Green Turtle assist Brokenshell by moving to block Chalándril’s advance. Gûltar steps up to protect Chalándril and strikes the smoldering GreenTurtle with his ax. Green Turtle falls to the floor with a large, bleeding wound.

Brokenshell swings but is blocked by Gûltar’s ax. “Aye, this lizard is strong!” exclaims Gûltar.

Bandric steps out of range and shoots Shiningscale with a barrage of arrows. Shiningscale stumbles back and moves to retreat. His blood drips on the uneven ship floor. Kotyka returns to the door frame wearing a copper and brass necklace. She draws a dagger and throws it at Shiningscale. The wounded lizardfolk uses his shield to block the knife but the effort forces him to fall to his knees. Chalándril reaches out to Tolok and uses her magic to heal his wound. Merimonwë unleashes bolts of magic at Brokenshell. The angered brute moves to the elf and bites her across the arm. Gûltar is unable to keep his footing to block Brokenshells advance to his elven friend. Skyskin focuses on again on Gûltar but his concentration is replaced with confusion. Skyskin tries to psychically blast the dwarf again but fails.

Bandric notices the unusual lizardman and points him out. “The blue one is trying his magic again. Someone get him.”

“My pleasure!” responds Tolok. The little gnome raises his hand. A bolt of lightning streaks forth. It hits all of the remaining lizardfolk, blowing up their flesh in a burst of light. The bolt hits the far wall scorching the weak wood. The hole created by the bolt spews forth sea water. “Oh, that is not good. Quickly, don your magic helms immediately!”

The Dungeon Knights scramble to put on their magical breathing helmets before the rising waters eliminate all remaining air from the hull. The side of the hull splinters under the increasing pressure of the water. The hole opens wider to include the once dry room. A large chest crashes through the wall followed by a flood of seawater. The chest hits the main support beam and shatters. A large puddle of turquoise liquid oozes out of the broken remains. A pseudopod stretches out of the turquoise liquid and pulls itself free of the broken chest.

“You’ve got to be kidding me!” exclaims Bandric.

“We’ve got to get out of here now!” orders Chalándril.

Tolok summons dolphins to defend his friends. “They should provide us with cover while we escape.” Two dolphins appear and swim towards the turquoise ooze. The ooze begins to move fast in the water.

Merimonwë slumps down to her knees. “I feel so strange.”

Chalándril says, “The bite wound looks infected. She may have been poisoned.” The priestess casts a spell to delay the poison’s effects. “We need to get to the shore now!”

-

Kolas and his guards meet the Dungeon Knights at the shore with an open box of small vials and bottles. The Dungeon Knights’ small dinghy floats towards the dock. Bandric ties off the dinghy while Gûltar carries Merimonwë onto the dock. Kolas and his men walk to meet him. Kolas says, “Here are some healing potions and poison antidote elixirs as you requested. Were you able to retrieve the amulet?”

Once Merimonwë shakes off the ill effects of the poison, Kolas provides payment to each member with a small sack of gold and silver coins. Chalándril hands him the amulet. “Here it is. The magic of this amulet seems to protect against the mind magic of the lizardfolk.”

“Good to hear.” Kolas says, “That will help my research. Join me at the tavern for a warm meal once you’ve cleaned up. The feast is in your honor and you will be my guest.”

Returning his magic helm to Kolas, Gûltar says, “I just need stout ale to get this salty taste out of my mouth.”

Bandric removes his aquatic helmet, looks tired. “I miss fighting goblins. At least we were dry.” He walks along the dock with an odd gait. “I’m getting blisters in very sensitive places. Isn’t there a spell for drying clothes or something?

Chalándril helping Merimonwë walk says, “Bandric, please this is no time for complaining.”

It is sunset at the village. The sky grows crimson and the shimmering light dances on the rippling waves to the west. “Dungeoneers, I think we did pretty well this time. Perhaps dungeon delving and adventuring is our role in this life?”

Bandric limps over to help Chalándril with Merimonwë. “Perhaps.”

Now that the mysterious blue lizardfolk Skyskin is dead, will the nightmares stop? Find out next issue.


=======================================================================
Location: Fishing village in the Barony of Mhelkar

Dungeon Knight Roster:
Bandric (Human Ranger 7)
Chalándril (Half-human Cleric 7)
Gûltar (Dwarf Fighter 7)
Kotyka (Half-orc Rogue 7)
Merimonwë (Elf Sorcerer 7)
Tolok (Gnome Wizard/Conjurist 7)

=======================================================================
 “Not to complain, but I don’t breathe water.” – Bandric
=======================================================================

Monday, February 26, 2018

Issue 022: Dark Waters

Mysterious attacks upon livestock and missing fish hauls raise the ire of the local villagers. Torn nets and broken boats lie half-sunk in their tiny harbor. No tracks are left. No bodies are found. No enemy to vilify. In short, there are no leads as to whom or what are doing these dastardly deeds. Truly dark times are stirring in this little fishing village. (Part One of the Foul Waters series)

The Dungeon Knights, a team of six individuals who hire out for tomb looting, dungeon exploration, and monster slaying, walk along a poorly maintained road. The small gnomish man Tolok says, “I must admit, I did not know there were that many goblins in the area.” [Issue 4]

Kotyka, the skinny, black-skinned half-orc replies, “I’m tired of seeing goblins if you ask me.”

The beautiful elven maiden Merimonwë adds, “We killed hundreds of them-dead ones, big ones, horned ones, winged ones and creepy ones. And don’t forget the weirdo rope thing at the Mill or that damned Monster with like a thousand eyes.” [Issue 19, Issue 20, and Issue 21]

“I believe it was four eyes.” adds the dwarven warrior and group grouch.

The dark-skinned human, Bandric, stands to overlook the local area. Bandric is at a crest in the road pointing onward towards the shore. “There’s a small village up ahead. Come on.”

The group’s priestess, Chalándril, is a half-human woman recently released from military service with the Elvish Nation. Her proud stature and accessible weapons demonstrate an internal conflict between war or peace, healing or harming, human or elf. “It will be nice to have regular food again. I’m tired of trail rations.”

Clearing the wooded hill, the Dungeon Knights see before them several buildings around a small cove. The sun’s reflection dance across the undulating waves of the sea. The sound of waves crashing against the shore grows louder with every step. Not only can the heroes feel the salty air, but they can smell the salt water and old rotting fish with their scrunched up noses.

The brightness of the sun and water make silhouettes of the boats. Two women, one with a basket of fish atop her head, the other carrying a basket of vegetables on her hip, walk up the faint dirt road past the Dungeon Knights. The women’s conversation becomes whispers as they pass the armed strangers.

Down by the docks, a fisherman gets help opening his unusually heavy net. Several men assist as they drag the net to a better location on the dock. With deft ease, the fisherman unlatches the net. A wave of fish collapses in an instant. Among the typical varieties of fish is a much larger fish. A larger fish with human-like arms and legs. At first, they all jump back in fright, then curiosity lures them for a closer look. The fishermen, astonished by the find, begin to talk wildly about what it is and how it was caught in the net.

There is commotion at the center of town. A crowd is gathered, many with hands in the air. A thin man is standing on a barrel trying to calm everyone down. “Now listen to me, please. There’s a logical explanation for this. Someone from town or the local authorities will know what these things are.”

A rotund woman with thick eyebrows turns to the new arrivals and says, “You there, strangers. May we ask you a question?”

Chalándril bows, “By your leave.”

“What manner of creature is this?” The woman, called Chol, points towards the man. He displays the dead fish-man body.

Tolok uses his walking cane to prod the body and inspects the limbs. “This looks like a sahuagin body. The sahuagin are anthropomorphic fish people. Not disposed to friendly relations with land people. How did you acquire this specimen?”

“These men snagged the body in their nets. It must have died before getting caught. If it was alive, I’m sure it could’a torn its way out of the net with them claws of his.”

“Is this the first time something like this happened?” asks Tolok. The villagers flood him with stories about goats and sheep missing near the water, crustacean traps found broken and empty, torn nets and missing hauls, damaged boats lying half-sunk in the cove, and no tracks are ever found. Taking dutiful notes, Tolok compiles the information. “Thank you all for your information. We will investigate these odds occurrences and see if they are all related somehow. Please give us some time to look around.”

A woman called Vhomi speaks, “What about Zaki? His body was found floating in the water this morning. Who’s going to figure out what happened to him? Who’s going to feed his family?”

Bandric says, “That will be our first…” Merimonwë points to the dead sahuagin. “…second thing to investigate.”

Zaki’s dead body is found on the dock on the far side of the village. His eyes and mouth are wide open. Bandric says, “He was killed by something strange—look at the ears and nosebleeds. His eyes are rolled back and his tongue is swollen.”

Chalándril also inspects his body. “Something ripped his neck. That’s where the blood loss if from.”

“His body condition denotes he died in extreme pain. Perhaps a postmortem chat with this fellow is in order?” offers Tolok. The gnome looks expectantly at Chalándril.

“Yes, perhaps.” Chalándril gets comfortable next to the body. For several minutes, she repeats the sacred chant to cast the spell. Chalándril’s eyes are glowing as her magic illuminates the dead body. The villagers watching the interrogation jump back at the light and sudden movement of the dead body.

The dead body twitches and lurches. The jaw struggles to regain control. A breath of foul air expels out of the dead man’s mouth. “Hhheeeeeeh.”

“What did you see prior to your death?”

“Scaly men rising out of the water. Most had greenish scales.”

“What did they look like?”

“The blue-scaled one had those eyes. Oh, the eyes. They were so intense. I can’t look away.”

“How did the scaly men kill you?”

The body twitches as it struggles to speak. “Don’t know. My head hurts so much. The pain is strong. Intense…pain…the pain…”

The dead body collapses into pieces. A foul smell emerges from the putrid body. The villagers and Dungeon Knights back away from Zaki’s body.

“I think we’re done here.” The other Dungeon Knights nod in agreement. ‟Let’s help prepare Zaki’s body for his funeral. Let’s get a tarp to wrap up what remains of the body.”

-

The rest of the afternoon is spent investigating the various locations and mysterious stories plaguing the fish village. Soon after dusk, the Dungeon Knights congregate at the Barnacle Pub to discuss the situation. Tolok takes the initiative and says, “The evidence leads me to conclude that it is sahuagin though there is some evidence of lizardfolk activity.”

Kotyka asks, “What’s the difference? Don’t they both have scaly skin and live under the water?”

“No, not exactly. While both do have scaly skin, they are quite different. Lizardfolk, as the name implies, are a form of a lizard. As such, they cannot breathe underwater – they are amphibian creatures. They prefer marshes and coastal areas living off fish meat, shellfish, and local flora. The sahuagin are a form of fish. They cannot remain for long above water in the air. In a sense, the opposite of amphibian. I am not sure what they eat but I imagine that it is akin to what other fish eat. Both species have claws on their hands and feet, however, they are quite different in physical structure and function.”

‟Beh,” retorts Gûltar, “Thanks for the lecture, but how will knowing this help us stop these things from happening? Finding dead bodies in nets or a possible attack by the sahuagin upon these villagers?”

Gûltar is interrupted by someone running into the pub room. “Help us! Quickly, they’ve taken more of us!”

Gûltar picks up his ax. “When and where, human?”

“They attacked at a few minutes ago. We were looking for more bodies along the shore outside the main cove. These scaly lizard people jumped out of the water and grabbed us. I wiggled free and ran away before they could get me. They drag the others off towards Mangrove Marsh.”

“By the sacred anvil, stuff to kill! Don’t worry good people we’ll take care of these foul fish for you.”

In a whisper, Gûltar adds, “We’d better shove off before they eat those fishermen.”

Kotyka asks the man, “Did it look like the creature in the village’s square?”

“I don’t know. They were scaly people with tails and claws. I was trying to run away.”

At the harbor, the man points out to a small dinghy. “There take that boat. We were just around that point.” He points to the far edge of the cove.

The Dungeon Knights board the dinghy and row out to the described location. Lights from the village become smaller and smaller until they are like twinkling stars on the shore. Bandric looks into the water. He asks, “Can I start the lantern? I can’t see a thing in the dark.”

Five voices in unison respond, “No.”

Merimonwë adds, “The stars and moons are providing plenty of natural light.”

“Alright. I guess I’ll just ready an arrow and wait for trouble.”

Splashing out of the water is a large shellfish monster with crab-like claws and serpentine tentacles. It attacks the heroes on the boat. Disturbed by the recent commotion of the scaly men and their captives, a marsh denizen arrives to seek scraps of food. Instead, it finds annoying creatures in a boat. Bandric is first to get off a series of arrows into the creature’s joints and face. “Seems we never have to wait long for trouble. I think it is called a chuul – a monstrous, angry crab-lobster thing for you non-nature types.”

The monster’s claw hits the boat, rocking the dinghy side to side. Tolok holds on to the rails with an iron grip. Gûltar stands up and spins his ax to the pick side. “It looks to be de-shelling time.”

With a great swing, Gûltar hits the torso shell piercing the crustaceous exoskeleton with his metal pick. Using his unusual strength, the dwarf uses the ax head like a lever and cracks open the shell. Then he slides down the body creating a huge gash in the monster's side. However, his jerky movements cause the boat to rock violently side to side. The weight of the dwarf and the monster dips the side inches from the surface of the water. This sudden unevenness causes Chalándril to lose her balance and fall into the sea.

“Chalándril!” shouts Bandric, who has to catch his balance by grabbing the side of the boat.

In a flash, Kotyka jumps into the water, swimming towards Chalándril before she goes too deep. Merimonwë’s eyes turn green and glow. She says, “It’s time for a lobster bake!”

The elven maiden puts her hands forward and a gout of flames issue forth. Water on the shell steams away and the chuul lets out an ear-piercing screech. Having regained his sense of balance, Tolok points a hand towards the creature and sends forth a streak of magical missiles. The chuul lurches once and becomes still. Lifeless, the crab monster’s body begins to sink into the sea. Kotyka pulls Chalándril up for air. “Help us in, please.”

As Gûltar and Bandric pull Chalándril and Kotyka onto the dinghy, Gûltar says, “Looks like we’ll be having shellfish tonight.”

Bandric adds, “Does anyone have a plate big enough for that thing?”

Puzzled, Kotyka says, “But it’s sinking into the water. Do we need to get it out and in a pot before it’s gone?”

Bandric thinks for a moment. ‟Let’s drag it to the shore there and anchor it. We’ll get it on the way back and tow it to the village.

Tolok asks, ‟Does it taste good?”

Bandric raises an eyebrow, ‟Everything tastes good with melted butter.”

-

Just around the point, a small wooded island lies a few miles offshore. Like an arboreal spider web, the exposed roots of the Mangrove trees twist and turn into the shallow marshes by the sea. The shore is shallow here forcing the Dungeon Knights to disembark from the boat and slide it closer to the trees. Bandric secures the dinghy to one of the trees.

The heroes walk along the shallow shore into the thick branches. There doesn’t appear to be any path or clearing. Irregular heights cause the Dungeon Knights to struggle through the roots. Making their way through the thick underbrush and roots, the heroes finally reach a clearing and solid, dry ground. The interior of the island is lush with other trees and plant growth.

Bandric looks around with his lantern while the others tend to scratches, minor tears, and other casualties of their trek through the Mangroves. “Over here, there are lizard tracks in the soil. A large regular lizard crosses here but these others are undoubtedly lizardfolk tracks. I don’t think they’re sahuagin.”

“Let’s follow it and find the captives,” says Chalándril.

Making their way through the islands brushes and trees, they reach a thicket of dense trees, brush, and rocks. Bandric signals to stop and speaks quietly. “This doesn’t look natural. It looks constructed like a large lair or encampment of some sort.”

“Hisss.”

Bandric raises his finger to his lips. “Quiet. We don’t want to alert the guards.”

“That wasn’t me.”

“Hiss.”

The Dungeon Knights turn their gaze slowly towards the hissing sound. There standing before them are four large lizardfolk with spears ready and stone-axes in their belt. “Don’t make any sudden movements. /aktrum!”

“What?”

“That’s all I know of lizardfolk language. It means ‘peace’, I hope.”

Gûltar puts his hands up. “Or that something is stuck in your throat.”

The lizardfolk guards motion towards another side of the thicket. There, they find a small entrance. The heroes see that there is more lizardfolk in the nearby brush. They crawl through the entrance and enter into a large clearing. There are cooking fires, sleeping nest-mats, tool making area, and several slaves are tied to a large post. They are mostly human, a few gnomes, and a lone sahuagin with drying skin.

Chalándril says, “We should speak with them instead of fighting all these creatures. It might prove beneficial to use a diplomatic approach.”

Gûltar asks, “Does anyone speak their language? Bandric is out of words, and I have no clue what they’re saying now.”

Merimonwë says, “If they have any sort of civilization or contact with others, they may know Koinwer.”

Gûltar spits, “Now how in the Creator’s name would they know that bit of mercantile prattle?”

Merimonwë approaches with hands raised in caution. “Ĉu vi komprenas min? Ni venas en paco. Ni volas paroli kun via gvidanto.”

The larger lizardfolk stands menacingly. Merimonwë whispers, “I think he’s the leader.”

Lizardfolk Chief raises his ceremonial club and shakes it. “Mi komprenas cin. Mi estas la ĉefo. Parolu aǔ ni mortigos vin.”

Merimonwë’s eyes brighten and she smiles. “Hey, he understands me!”

Bandric says, “Great Meri. What did he say?”

“Speak or they’ll kill us. I guess that’s bad, eh?”

Merimonwë speaks with the chief for a few minutes. She bows respectfully and returns to the group. “This tribe is strengthening their local dominance through raids and skirmishes along the sea. It seems the sahuagin territory is crossing over on this tribe’s domain. The lizard’s new Supreme Leader is forcing them to confront their ancestral enemies, sahuagin, but this time they are winning more battles. The Supreme Leader has given them more power. It makes them strong. This band is a hunting party. They need to provide more food to their growing nestmates. He’s refusing to release the prisoners. They are, ah hum, food. They are keeping them alive so the meat will be fresh when they eat.”

Chalándril says, “Tell the chief, in exchange for the prisoners, we’ll get the villagers to provide fish and meat…as a form of tribute to their dominance and protection.”

Merimonwë says, “Per interŝanganta la kaptitojn, ni povos konvinki la vilaĝuloj providi al vi fiŝojn kaj viandojn.”

Gûltar clenches his fist. “That’s not going to work for me. Tell him to release the prisoners now or die.” Then he frowns and yells, “Liberigu ilin nur aǔ mortu!”

Merimonwë raises her hands towards Gûltar in a soothing manner. “Diplomacy is a delica…”

The Lizardfolk Chief cries, “Do ni festos sur vian karnojn, fremduloj!”

Gûltar and the Lizardfolk Chief charge each other with weapons drawn. Bandric’s head droops, “Couldn’t he warn us that he was going to attack. I’m not even ready yet.”

Merimonwë unleashes a large fireball onto a crowd of lizardfolk. Chalándril summons a floating force mace and sends it into the fray. Bandric lets loose a few arrows and orders Kotyka, “Go help Gûltar so he doesn’t get surrounded.”

“What if I get surrounded?”

“Then push the dwarf through one of the sides.”

Kotyka tumbles into melee with the Chief and Gûltar. One of the smaller lizardfolk puts his hands to the sides of his head and concentrates. Kotyka grabs her own head, cries in pain and falls to her knees. Meanwhile, Gûltar spins around and hits the Chief in the chest. The Chief bats away the ax and hits Gûltar across the head with his spear butt. Gûltar’s helmet is thrown off, bouncing along the ground.

Two lizardfolk force Chalándril to the ground while a third is knocked unconscious by her spiritual weapon. One of the lizards pulls out a large knife. An arrow pierces the hand forcing the knife out. The next arrow pierces the skull of the lizardfolk. The second lizardfolk is attacked by two big badgers that savagely pull it from atop Chalándril’s struggling body.

Kotyka finally succumbs to the pain and falls down unconscious. Bandric yells, “Tolok, we have enough support. Get that little guy. He did something to Kotyka.”

“Yes. I have the perfect spell for him.” Tolok’s hand gracefully moves through the air. “Lesser Black Tentacles.”

Out of the ground grow three large, black tentacles that entangle the little blue lizardfolk. Once firmly in their grips, they begin to squeeze. Tolok clenches his fist, the tentacles squeeze tighter, and the head of the lizardfolk pops. “Do not hurt are sweet half-orc, you brute.”

The battle rages on for a few moments longer. The Dungeon Knights overcome most of the lizardfolk and rout the rest. The remaining lizardfolk flee into the tangled roots of the Mangroves. Bandric picks up his lantern and stands near some hostages. “Time to untie the captives, unless someone objects.”

The sahuagin speaks up in a dry voice. “I am called Coral. Thank you for rescuing me from these creatures.”

Chalándril spouts, “You speak Humanese?”

-

The following day after the Dungeon Knights return, the villagers joyful that the strange visitors have saved their friends. The villagers are also happy to have such a large crustacean to eat and share. The evening is filled with laughter, drinking, and plenty of eating. The chorus of villagers singing folk songs echoes on the waves of the cove.

The trees stand in silhouette as the moons’ light shimmers on the harbor waters. Bubbles emerge from the undulating tidal waters. The blue-green scales of a lizardfolk emerge from the water. It walks out of the water towards the dark homes with lit windows. In the shimmering moonlight, its scales glisten. It concentrates.

-

Inside one of the buildings, Chalándril lies in her cot. Perspiration covers her body. She tosses and turns. Her hands grip the edges of the cot tightly. Her mind drifts to a vivid dream. Chalándril is in the field of the Elven army. Her captain is yelling at her. The voice is indistinct at first then slurs begin to form understandable words.

The Elven Sergeant continues, “…you half-human mongrel. Who let your worthless sack of flesh into my army?”

Chalándril stands straighter, shaking. “My local Ward Captain, Sergeant.”

The Sergeant’s face slowly morphs into Merimonwë’s face. “What a waste of a uniform. Ward Captains are a blight upon my Army and the Glorious Elven Empire. Sending us this worthless mongrel. Do I look like the Arcane Corp? I can’t turn nothing into something.”

The Sergeant spits at her feet. “Why didn’t your mother kill herself when she learned she had a slave’s baby in her womb? You won’t fit in anywhere! You’re not fully elf and you’re not even a smelly human.”

The Sergeant turns away from Chalándril in disgust.

Chalándril speaks up, “I joined the army to serve the Empire! I am elf enough to serve my country!”

Sergeant snaps around in rage. She stomps over to an inch from Chalándril’s nose. “How dare you!”

Chalándril awakens sweaty and shaking. She clutches her face and sobs.

-

Merimonwë’s lies in her cot. She too struggles with a strange dream. Merimonwë is in a crowd of unusual monsters. They have strange eyes, long arms, and tentacles. One looks familiar. In the back, there’s a Harbinger among the alien host. Looking around, she sees scorched earth, bodies lying in foxholes, and smoke floating across the fields of strange creatures.

Merimonwë looks up into the sky. There are strange metal shapes in the sky drifting or flying. Sometimes beams of light shoot out from a metal box and strike the ground. There is smoke and destruction everywhere. The strange creatures come towards her. They surround her with large metal staves pointed in her direction. Merimonwë feels anger and rage. The anger grows. Her hands begin to ignite with flames.

“No!” Her eyes become green glowing lights. She screams, “No. Nnnnoooooooo!”

She explodes in a brilliant flash of light—a mushroom cloud appears in the leveled town square. The creatures surrounding her burst into flames and then turn to ash. Their former ashy forms disappear in the winds. An elven silhouette emerges from the smoking ruins and firelight.

Standing in a large crater Merimonwë says, “What have I done? What have I become?”

“Merimonwë? Merimonwë?” The elven girl hears her name. Someone is shaking her. “Merimonwë? Wake up. You’re having a bad dream. A nightmare.”

Merimonwë opens her eyes and sees her friend Chalándril holding her shoulders. Chalándril looks tenderly, “It’s alright. It was only a dream.”

“Chal?”

“Yes, Meri.”

“Where am I?”

-

A horde of dark humanoid beings surround Bandric, who has his bow out. He grabs at his quiver, then his backup quiver and says “Of course, it’s empty.”

The lone human swings his bow as a make-shift staff hoping to hit any of his attackers. He lands a few blows forcing the humanoids back. A large troll steps up, grabs Bandric by the arms and pulls the human apart.

Bandric sits up in bed screaming ‟No!” Sweat pours down his face. His clothes are soak with sweat. Bandric whispers, ‟No.”

-

In a rather cozy room filled in an affluent gnomish style, Tolok scans the contents of the fine bookcase. A content smile emerges on his face. “What a splendid collection.” Tolok takes a book off his bookshelf. He opens it and looks puzzled. “This can not be.”

He takes another book off the bookshelf and opens it. “No. This can not be. There has to be writing.” He throws the book of blank pages down and grabs more books. Opening them in quick succession, he scans the contents. In a panic, he pulls more and more books and scrolls from the shelves. He checks each book and scroll.  Tolok just sits in a pile of blank books and scrolls sobbing. “They are all blank. All my magic is missing. All the words are gone.”

-

Kotyka is holding a severed elven head. Kotyka is dressed in dark leather armor and covered in crimson blood. Before her is an orc army with banners fluttering in the overcast sky. “None shall stop our victory. The Empire will fall to our might! Death to all elves!”

The humanoid host cheers. “Hail Kotyka. Hail the Queen. Death to all Elves!”

Her fang peeks out as she wryly smiles. Kotyka says, ‟Kill them. Kill them all!”

Kotyka drops the elven head and sheaths her sword. Several large, armored orc step up to her side. Kotyka’s personal guard look at the queen. ‟Let’s move out. Show no mercy.”

Lying on the cot, Kotyka’s eyes open wide. Her eyes look side to side. She pulls the blanket over her head and cries.

-

The dancing lights of lanterns fill the stone staircase. A squad of dwarves walks down when a magical mouth appear at the bend. The dwarves stop and look around warily. The voice speaks in their tongue, “Beware, none shall pass and live.”

The dwarves start to chuckle and then laugh. The leader dwarf huffs, “None shall pass? Khurizi are not so easily frightened. Nor are they so easily killed.” The dwarves continue on down the stairs. A flash of metal. The lead dwarf’s head bounces down the stairs. Blood squirts from the stump of his severed neck. His body falls to the stairs, slides a few steps, and comes to the rest against the wall. The dwarf in front of Gûltar is snatched away.

Dwarf screams, “Aahhh!!!”

Gûltar awakens and swings his ax. “Lurtok!” The pick side is stuck in the wall. “Fek!”

Bandric opens his eyes and sees the pommel of Gûltar’s ax above his face. “Gûltar? Is everything alright?”

-

The moist underground chamber is filled with strange organic tubes, pulsating pods with translucent membranes, and large speckled egg-forms. Water drips from the ceiling onto the pools of water on the floor. The dim illumination provides just enough light to keep the moss covered walls verdant. Various organic vats line the walls and natural lines of the chamber.

An old, pouch-belt laden lizardfolk carrying a large basket lumbers slowly into the room. He stops at a wide tubular structure. The lizardfolk pulls back the membrane lid. He pours the viscous contents of the basket into the exposed opening and closes the lid. The sounds of struggling and cracking draw the lizardfolk’s attention.

He looks at a large egg moving itself. Cracks begin to appear on the shell. Some of the shell fragments fall to the side, exposing the reptilian head of the infant. More of the shell cracks allowing the internal slime to issue forth. Finally the infant escapes from the confines of the shell. Gills along the ribcage struggle to breathe in the airy chamber.

The old lizardfolk picks up the newborn, gently wipes off the prenatal slime and dunks the newborn underwater at the main table. The newborn ceases to struggle. It begins to calm down and breathe normally. Some of the other vats have bubbles emerging from their pools of liquid.

The lizardfolk reaches up to a small pulsating button and presses it. The light dims more. He says, “Supreme One, the new hybrid skum are healthy.”

A dark being in the corner of the chamber moves its tentacles sliding it across the slick, uneven floor. The large creature has three horizontal long eyes. Its skin is covered with a viscus slime. The creatures skin is various shades of purple, green, and olive patterns. The Supreme One replies, “Excellent. And the others?”

A gang of blue lizardfolk enters the main room. The larger one speaks, “They have grown well. The years of training have made them most superior.”

“And what of the land-monkeys?”

Another blue lizardfolk steps forward. “Supreme One, I have entered their minds and introduced nightmares. They shall not prevail from my psionically induced nightmares.”

“Excellent. Continue your work.”



=======================================================================
Location: In the Barony of Mhelkar, by the Mangrove Marsh

Dungeon Knight Roster:
Bandric (Human Ranger 7)
Chalándril (Half-human Cleric 7)
Gûltar (Dwarf Fighter 7)
Kotyka (Half-orc Rogue 7)
Merimonwë (Elf Sorcerer 7)
Tolok (Gnome Wizard/Conjurist 7s)

=======================================================================
“We’re going to need a butter sauce after defeating this monster.” – Bandric
=======================================================================

Monday, February 19, 2018

Issue 021: The Bronze Sword of Jhalek

Long ago, a flesh-born demigod called Jhalek roamed these lands. Tales of his heroics are still told by the local villagers. Jhalek’s mighty sword saved countless lives and defeated countless foes…until it was lost. Now, this ancient sword must be found, to slay a ravaging monster that vexes a remote village. Can the Dungeon Knights find this mythic sword in time?

The little village of Fort Woodsreach is made up of several buildings including a general store, the tavern, and the main hall. Several other buildings are scattered among the sloping terrain and meandering road. The Dungeon Knights ride towards the center of town with a pronounced drift toward the tavern.

In the midst of the open market, Tolok breaks the silence, “I heard about this village, it has a rare blend of tobacco that I have wanted to try in my pipe for ages. It is based on a very particular species of plant only found in these woods and hills. I most enjoy getting a few samples during our visit.” Tolok smiles. Tolok smells the fragrant tobacco and tea leaves in the market. “Ah yes, I can smell them now. Exquisite.”

Tolok pulls his pony over and dismounts. “I will catch up with you all later. I can not pass this up. This will make a great entry into my travel journals. Quite thrilling actually.”

The tea merchant standing beneath his canopy bows politely. “Greetings sir, I see you are fond of our tea collection. I feel obliged to tell you that a shipment from the northern Starmere region is due in a few days. They have a minty tea leaf of unique quality.”

Tolok’s eyes grow wide with curiosity. “The yellow cloud mint leaf? You can get that here?” The tea merchant nods affirmatively. “We must stay for a few days until the other teas arrive. Please.”

Bandric and the others agree to stay. “Alright Tolok. We’ll stay. Once we deliver the antitoxin to the Fort, we’re done. We might as well take a little rest. It would be unseemly to finish the mission too early. The Baron might expect that kind of efficiency all the time.” The band turns their horses towards the collection of larger buildings including a tall watch tower and trot off.

Unpacked and relaxed, the heroes share a meal on the bench-tables in the town’s modest tavern. Chalándril negotiates with the tavern keep allowing them to sleep in the main room for the night. “The village really doesn’t have any inns or lodgings. Once the other patrons leave, we’ll bed down for the night. We’ll have to tidy up the room a bit as part of our rate.”

Merimonwë wrinkles her nose. “Tidy up? You mean he wants us to clean, like we’re common house staff? You must be joking. Why I…” The elf catches a stern look from Chalándril. “Fine. I’ll help. This is so beneath my station. Grrr.”

The Dungeon Knights settle in on a little used table and make themselves comfortable. The window is open allowing the gentle breeze and sounds to waft in. Wild loud noises echo through the woods. “What is that sound? Is it a dire wolf or feral beast?” asks Kotyka. “This area seems noisier than others.”

The villagers in the tavern look frightened. No one talks. After a bit of looking around, the villagers all take another drink from their mugs. The tavern is quiet except for the crackling of the fire burning in the hearth. The local patrons drink their mead nervously. “Dang nab it!” shouts an old man. “Someone has got to tell the new fellers about the Monster of the Woods.”

The villagers seem to gasp in unison. “Fine, I’ll do it. Dang nab it. The worse that’ll happen is I’ll die. And that be coming soon anyhow.”

Chalándril asks, “What is the Monster of the Woods?”

“You’ve never heard the Legend of the Monster of the Woods?” The Old Man smacks his lips. “Figured as much. New folk don’t know much about these parts. Aye, this is an old tale passed down from grandfathers for generations. It is older than the Ironfinders Kingdom and the old Sumar Empire. Why it might be older than the Elves.”

Merimonwë looks puzzled. “That would be old indeed...and quite unlikely.”

The Old Man walks over and sits next to the fire.

“When the Monster arrived, no one knows. Nor from whence it came. Always it must feed on the blood of those who work the land. For many seasons, it howled and hunted throughout the village at night. In the morning, chewed up bodies litter the lands. The villager’s plea to the old King of Long Ago was answered. King of Long Ago sent stout warriors. Each one lay dead in the morning. Each one killed by the monster.”

“One day, Lord Thunder heard the prayers of the people. He called his sons to his hall in Asgard. ‘One of you must help these people.’

His youngest son, Jhalek the Fair, stepped forward. Father, ‘I shall go.’

‘Brave are you Jhalek’, said Thunder. ‘Take this mighty sword blessed with sacred mead. Use it, my son, to lay the beast low. Once it is slain, take out the heart and offer it up in fire to me, Lord of Thunder. Other weapons will fail to find purchase in the Monster’s flesh. Only the ancient sword can slay the foul beast when it rises from its sleep.’”

“And so it came to pass that Thunder’s half-mortal son, Jhalek came to the village and slew the Monster. The villagers watched from the fields and rushed to help a mortally wounded Jhalek. They carried him to the great hall and tended his wounds. They held a feast in his honor. In the confusion and merriment, he forgot to take the Monster’s heart. He forgot to offer it upon the altar. He lost the magic sword. The Monster’s body disappeared. No one knew to where it went.”

“Now, every few years on the night of a double full moon, the Monster awakens from its slumber deep in the hills. It comes to feed for a fortnight then returns to who knows where. That is the mystery of the Monster of the Woods. No one has lived and seen it. All we can ever do is hide during the night until it returns to its hidden slumber.”

Merimonwë scrunches her nose. “Isn’t it a double full moon now?”

“Aye, it is. The monster is afoot. Beware when you travel at night. Avoid the howling and you will be safe.”

Gûltar scoffs, “We’ve killed many monsters. It doesn’t seem that tough. My ax is made of dwarven steel. Nothing is stronger than that.”

One of the villagers perks up. “You are monster slayers? Old Man, tell them about the Stone and the Howling Cave. Maybe they can stop the curse.”

“What curse?”

The Old Man points his bony finger. “Weren’t you listening? The Monster of the Woods! That is our curse! Do you think a monster stomping around and killing folk isn’t a curse? Pay attention. If you kill the Monster, you will end the curse. Just find the old sword, kill the Monster, and sacrifice its heart to Lord Thunder.”

Bandric thinks, “That sounds easy enough.”

Chalándril pounds her fist on the table. “What? I don’t think we should get involved in another dangerous mission until we complete our first one.”

“But Chal, it is done. We delivered the antitoxin to the fort’s commander. A report back to the Baron isn’t urgent. A few extra days won’t make a difference.”

“What is the Stone?”

The Old Man adds, “It marks the location of the Howling Cave. Upon the Stone are etched magical runes telling the story as I have told you, give or take a few embellishments. The Stone can point you towards the location of the Sword and possibly the Monster too.”

“What is the Howling Cave and why is it dangerous?”

Villager chimes in, “These foreigners are good. They know what to ask and stuff. I think they’ll be able to do it…unlike the others.”

“What?”

The Old Man waves off the tangent and continues explaining, “The Cave is fraught with danger. No one has ever entered and returned alive.” He looks around dramatically. “Including Lord Jhalek. We fear that his long-dead body still remains within the Cave. We assume his lost sword is somewhere in there too. After all, why would he go in there unless he somehow sensed its location?”

Tolok thinks for a moment. “You think the sword and monster are in the cave, yet earlier you said you did not know where either is. Which is it? Lost or in the cave?”

“My grandfather said the sword was taken there by Spirits to protect the sword and keep it close to the Monster. Alas, no one has been able to retrieve the sword from the caves.” The Old Man smacks his lips. “My mouth is dry. If only I had something to drink.”

Captivated by his story, Kotyka offers her drink. “Here take mine.”

A few gulps later, “Ah, thank you, young woman. Where was I? Yes, go into the Howling Cave, search around for the Monster and kill it before it starts its nightly hunt.”

“Can you tell us what’s in the Cave or where this monster sleeps?”

“That I don’t know. No one knows. You’ll just have to use your wits and figure it out on your own. You are monster hunters, after all, right?”

“Technically dungeon explorers but that often includes killing monsters. Anyway, we will get started in the morning. That should give us plenty of time to explore the cave.”

The villagers begin to murmur amongst themselves. Tolok asks, “What are they saying?”

Merimonwë’s ears turn and listen. “They’re betting on us. Very few are taking the survival bet. Most are betting on whether or not we actually enter the cave. Apparently, we’re stupid and cocky enough to try.”

-

A tall stone stands in a small clearing along the hillside. In the early morning shadows, the pictographic runes appear to glow. Nearby, a large cave entrance lies ominously on the face of a rocky hill. Bones of small rodents and such are scattered around the mouth of the cave.

Tolok attempts to read the pictographs. “This seems to be a very old writing system of the ancient people of this land. I think I can make out most of the meaning. The Stone has more of the story. Jhalek did remember about the Monster’s heart and the instructions of his father. But it was too late. The Monster had fled. He recovered the magic sword and vowed that it would be used again to slay the Monster. He built this cave to protect the sword and discover a worthy owner.”

“What do they mean ‘worthy owner’?”

“I do not know.”

Gûltar takes out his ax. “Well, let’s find out.”

The Dungeon Knights peer into the dark cave mouth. A strong wind blows past the cave making a howling sound. Bandric remarks, “I hope that’s just the wind and not baby monsters of the woods.”

-

Merimonwë looks back at the cave entrance. It looks like a dusty rectangle of light in the dark, rocky tunnel. Isolated patches of plants and roots are scattered along the edges of the wall. Strings and strands of spider webs litter the corners and ceiling of the tunnel. With each uneven step, the strands of spider webs grow thicker and thicker. Kotyka leads the way into the darkness. She uses her short sword like a machete in a web jungle. The thick, sticky strands begin to bind her hand to the sword. Kotyka whispers, “They’re getting thicker. And I don’t mean webs are everywhere. I mean the strands are thicker than string now. And very, very sticky.”

The natural tunnel slopes down into the hillside in a random, zig-zag path. The tunnel is wide in some sections, much thinner in others, but always dark and thick with webs. Merimonwë’s lantern can barely cast light beyond Kotyka. Yet, the Dungeon Knights press on.

Kotyka says, “It opens up further ahead. There may a few other exits in the next chamber.”

The strands are now as thick as fingers, a few as thick as rope. Tolok slips on the uneven, rocky floor and becomes entangled in the thick webs. He struggles against the sticky adhesive, failing to pull himself free.

Bandric orders, “Tolok, stop squirming. You’ll send vibrations along the strands and attract the spider that made this. By the size of these strands, I’m guessing it’s really big.

“Just get me off this thing.”

Gûltar and Bandric finish cutting the gnome out with their knives. “Whew!” exclaims Tolok.

“Guys,” Kotyka points into the darkness. “We have company.” Merimonwë points the lantern up to the ceiling. The multifaceted eyes of several large spiders stare back at the group. They begin to move their long legs, continuing to advance. The chittering of spider voices and clicking of carapace legs sends chills down the Dungeon Knights’ spine.

-

One of the spiders spits out a bolt of webbing that knocks the lantern out of Merimonwë’s hand, adhering her arm to a nearby wall. The lantern lands on its side with a thud. Merimonwë screams, “My hand is stuck. It’s going to be difficult to case fireball like this.”

Bandric adds, “I could use a little more light. My human eyes don’t work so well in the dark.”

A splatter of fluid hits Bandric in the face. Gûltar swings his ax back to his shoulder. Spider guts drip off Bandric’s face. “You’re right about that. Oh, there’s another one behind you.”

Tolok begins his spellcasting as Kotyka deftly tumbles up and over a spider. She lands quietly and stabs the large spider in the thorax. It spins and tries to bite the half-orc with its mandibles. Nimbly avoiding the attack, Kotyka counters with a vicious slash along the large abdomen, releasing a stream of gooey innards.

Meanwhile, Chalándril continues to use her mace to beat the cephalothorax of the other spider. Gûltar continues his spider slaying swings with reckless abandon. “Gûltar stay close so we don’t get lost in the dark. And so I can heal you if you get hurt.”

“Chal, dwarves don’t get lost in tunnels.”

“I wasn’t talking about you. I said ‘we’!”

Bandric picks up the lantern and uses his knife to cut Merimonwë free. “I’m no use in the dark. At least you can see better and do a bit of magic.”

Merimonwë smiles, “You’re pretty cute for a human.”

The elf maiden casts a light spell into the room. The spiders cringe at the sudden appearance of light. “And I’m a team player. Go waste some arrows!”

Bandric puts the lantern down, readies his bow and gets an arrow knocked. “And you’re pretty hot for a hot elf chick.”

Several large dogs appear summoned by Tolok. “Help my friends against these spiders.” The dogs nod their heads and sprint off to surround a spider next to Kotyka and Gûltar. With light and reinforcements, the heroes are able to kill most of the giant spiders and send wounded ones skittering into the dark corners of the cavern.

“Let’s get moving before other spiders return.” The Dungeon Knights set out down a seemingly long tunnel on the left.  As Kotyka and Gûltar struggle with the uneven tunnels and clear thick webs, Merimonwë starts getting dizzy.

One moment, she’s looking down a dark cavern illuminated with flickering light. The next moment, she’s outside on a cloudy or smoky field. Flashes of light bring her back and forth between the two visions. The desolate field extends all about her. At least the flashing stopped. Merimonwë sees a cloudy day filled with smoke and nearby explosions. Dirt clods and ash spray all about her. She is looking at Gûltar and Kotyka. Her two friends look different, yet the same.

They are in a trench filled with battle weary human and dwarven warriors. Flash. Merimonwë is running. Explosions surround her. Plods of turf and dirt spray her with each explosion. Beyond the cloud of smoke and falling dirt, she sees the silhouette of a strange creature with many glowing eyes. It raises its strange, long arm. The tip of the stick begins to glow. Flash. She’s back in the dark tunnel with her friends.

Bandric nudges her. “Are you all right? You blanked out there for a moment.”

“Yeah, I’m fine. Gotta clear my head for a bit.” Merimonwë rubs her face with her hand. “Must be the stuffy conditions here.”

Gûltar grumbles, “Looks like we found another group of residents.”

Merimonwë snarks, “This time, I’m starting the fight. Fireball!”

The far end of the cavern is filled with the blinding light and fire of a large fireball explosion. The charred bodies of spiders crumble to the floor. Gûltar steps up and nudges one. “Lass, you baked them well.”

Bandric draws his hunting knife. “We use to eat grilled spiders back home. Let’s carve up a few pieces for eating later. Hate to waste all that fine magical cooking.”

-

Bandric begins to carve up one of the spiders, a large bolt of web hits him in the side sending the human sprawling to the ground. Two more spiders enter from the far tunnel. Tolok activates his beetle cloak and lifts off the ground. He begins to cast a spell. Chalándril turns towards the tunnel, ‟It looks like the fight isn’t over yet. Dungeon Knights, attack!”

Gûltar and Kotyka engage one of the spiders. The spray of spider guts and dwarven blood litter the dark cavern. Another bolt of web nearly hits Kotyka, but her nimble form dodges the dangerous shot. Chalándril helps Bandric up. ‟Get up, we need your bow Ranger.”

Bandric shoots the wounded spider, stopping its advance on the dwarf. The second spider moves in to attack Bandric. Another bolt of web shoots through the tunnel hitting Gûltar’s shield. ‟Damn, we need to stop the creature in the next room!”

Chalándril summon a holy dagger, ‟Athame of the Goddess, strike down my foe!”

The ephemeral dagger stabs at the spider. Gûltar slices into its body as Bandric unleashes more arrows into its thorax. The spider gets a few bites on Gûltar before finally dying. Chalándril moves closer to heal Gûltar. ‟Let’s hurry before our magic expires.”

The Knights enter the next chamber housing a huge spider with large eyes.

‟Now that’s a big spider,” announces Bandric.

The mother of spiders squeals a chittering cry and leaps forward into the front line of the Dungeon Knights. Several celestial badgers drop from the aether onto the spider’s back. They start clawing and biting the spider. Bandric shoots the huge spider as fast as he can. ‟I’m going through a lot of arrows here folks. Can someone pick up a few lying around? I may need them in a few minutes.”

The Mother Spider spits another bolt of web hitting Chalándril, sticking her to the wall. Merimonwë throws a fireball behind the spider burning the back legs and body with a burning fire. The Mother Spider knocks Bandric down with one of her legs.

‟That’s it. I tire of this fight.” Gûltar leaps into the air, spins his ax to the pick side and digs the ax deep into the spider. The weight of his fall forces the ax to rip the side of the Mother Spider open. A flood of spider blood and guts spills out of the opening onto Gûltar.

The Mother Spider collapses and twitches one last time. Gûltar wipes his face clear of the spider guts. Kotyka, help Bandric and Chalándril get free of the spider webs.

Tolok says, ‟The Mother Spider killed my summoned creatures. She was truly a worthy opponent.”

Merimonwë asks, ‟I think the body is collapsing. Wait, her pieces are becoming tiny spiders.”

Chalándril pulls off the last web strings from her body. ‟Everyone back up. This isn’t over yet!”

The Mother Spider’s body completely collapses into a sea of tiny spiders. The swarm of spiders moves towards the Dungeon Knights. Merimonwë steps forward, ‟Everyone, stay back. Burning Hands!”

A sheet of flames bursts forth from her hands. The spider swarm is engulfed in flames. The swarm skitters away from the terrible elf maid. Tolok appears in the room flying high in the air. A puddle of grease appears beneath the swarm. The grease ignites and burns the remaining swarm of spiders.

Tolok exclaims, ‟I believe the Mother Spider is finally defeated. Let us continue our search for the sword.”

-

The webs in the next tunnel begin to fade. They reach an old, wooden wall with a stout door attached. Kotyka inspects the door. She smirks, “Dungeon Knights, we’re back in business. Door. Lock. Underground. We’ve reached a dungeon.”

Gûltar’s eyebrow rises. “Just check it for traps and get the damn thing open.”

Kotyka’s lip quivers. She looks away to focus on the door.

When a door opens, Merimonwë sees a flash of light and then a different door. Merimonwe is alone in the room with the door. The door and wall slide back as if the room is expanding. A mist emerges from the strange door. A silhouette of a strange creature enters the doorway. It raises a strange stick then fires bolts of light at Merimonwë. The bolt blinds her in a flash of light. Then she wakes.

Bandric takes her shoulder and shakes Merimonwë. “It happened again. Are you sure you’re all right?”

“Yes. I’m fine. I think that’s Jhalek.” She points over to the armored skeleton on the far wall.

The Knights find the old bones of an ancient warrior. The heroes respectfully move the bones and body to a makeshift burial blanket. Chalándril ritually prepares the body and begins to bless it. “May Goddess and God accept this noble warrior’s spirit into their longhouse. May his spirit stop wandering the mortal lands and find his way to the Gate of Skulls.”

A whiff of smoke rises from the brittle bones. It grows and transforms into an incorporeal human in ancient armor. His eyes open and he looks at Chalándril.

“Thank you, priestess. But I must refuse your blessing at this time. The mission must be fulfilled at all costs.” The ancient warrior scans the room. “Six of you noble warriors. Do you seek the Sword?”

Chalándril answers, “Yes. The Monster is back. We seek the sword to defeat the Monster…permanently this time.”

“Then I will help as best I can. Listen well to my words. They will help you in your quest.”

Bandric leans over to Merimonwë and whispers, “What’s the deal with all the ghosts? We sure talk to a lot of ghosts. I hope this isn’t going to be some sort of repeating-theme.”

Merimonwë elbows Bandric in the ribs. She whispers sternly, “Listen.” The incorporeal warrior begins his tale in a somber tone.

“In the beginning, people used copper and stone to craft their tools and weapons. The Holy Ones sent to them a prophet who taught them how to forge bronze. Their tools and weapons would be stronger and able to do more work. But the Fane Ones did not want the people to learn the secret of Bronze, so they planned and designed a foulest plan. Using their baleful magic, the Fane Ones created a powerful monster to slay the people of the Gift. The prophet taught the Way of Bronze under the light of the double moon. The lunar magic allowed the Monster to be sent to destroy the people. The prophet called out to the Holy Ones and stood fast against the mighty Monster. Before the Holy Ones could answer, the Monster slew the prophet and descended upon the people. But the Holy Ones did answer and Lord Thunder was first to act and first to strike. He sent forth his mighty weapon; a bolt of holy lightning streaked through the sky and blasted the Monster into the Great Stone. The Monster was gone and the people rejoiced. They gave hails to the Thunder and gave offerings at his altar. The stone carvers wrote a warning upon the Great Stone and a tribute to the Holy Ones. However, the foul magic of the Fane Ones was strong and the power of the Thunderer could not hold it forever. It happened upon the next double full moon that the Monster awoke and escaped its prison. Quivering, raw, without strength, the Monster plopped out of the Great Stone. Quickly it gathered its strength and set itself upon the people again. Many died that first night. The people hid, fled, or fought in vain. By the third night, the power of the Great Stone drew the Monster back into its prison. The story continued for a time.

When the good King of Old ruled the land, the people sought to gain his aid. Learning of the story, he made an offering to the Thunder and asked for help. Though powerful, the King was also wise and did not face the Monster alone. The good King found favor with Lord Thunder. The Thunderer called upon his sons for one to take on the challenge and protect the lands of the King. Jhalek the Fair accepted his fate and did as his father asked. With a magic Sword forged of strong Bronze and a skin filled with Sacred Mead, he set off to fight the monster. Jhalek arrived just as the monster emerged from the stone. But the distance was great and when he got within striking distance, the Monster regained its strength and battled hard. The magic sword dug deep into the armored hide of the Monster, but it was strong and quick. It fled the field and hid. Jhalek searched for the Monster for years. After a time, he grew old and weak. Knowing that his mission must continue, his oath must be fulfilled, he built this dungeon to hide the Sword. I was his shield man. I elected to remain when my lord returned to the halls of his father.

To retrieve the sword, the brave must fulfill three challenges. A Test of Will. A Test of Strength. And a Test of Community. Once you complete each, the Sword will be revealed and you may leave the dungeon. There are six of you, only one need complete each challenge.”

Chalándril steps forward. “I shall take the Test of Will.”

“So be it.” The ghost raises his hand. Flames instantly engulf the priestess. “You must not cry out. Use your will to overcome the flames.”

Bandric moves towards Chalándril to help. The ghost warns, “Do not help her or the test will fail.”

“But the flames are not hot. Why do they burn?”

“Silence!”

Tears well up in Chalándril’s eyes, her hands clench into fists. The pain makes her body tremble. She falls to her knees and pounds the ground with her fist. The trembling stops, and she stands up. The flames still lick the air about her. But she looks at the ghost and nods. The ghost’s hand lowers and the flames disappear.

“The first test is complete.”

Chalándril collapses into Bandric’s waiting arms. Her skin and cloths smolder. She looks up to the human and says, “I just need a moment, please.”

“Now for the Test of Strength, one of you must lift this stone lid.”

Gûltar steps forward. “I will take the Test of Strength because I am the strongest of my team.”

“So be it.” The dwarf steps up to the stone lid.

“I don’t remember seeing this when we came in here.” Gûltar spits on his hands and rubs them together. He bends his knees and reaches for a grip on the stone. With his face pressed against the large stone, he begins to strain. “It’s a lot heavier than it looks, and it looks heavy.”

Gûltar continues to lift and grip and lift. Sweet beads down his face as the veins in his arms bulge with blood. The dwarf lets out a great shout and flips the stone lid onto its side next to a deep hole. “The second test is complete.”

Bent down with his hands on his knees, the sweaty Gûltar asks, “What’s next?”

The ghost lifts his other hand and points down to the hole. “Who will take the Test of Community? This final test requires a great sacrifice. At the bottom of the pit are sharp spikes. Once they taste the blood of a beating heart, the Sword will appear.”

Kotyka mutters, “I’m the best at falling. I could get down there without taking too much damage. And I could climb out once the Sword appears. Chalándril could heal…”

“NO!” screams Chalándril. Gûltar walks over to the hole and jumps in. They can all hear the sound of his body hitting the spikes and bottom of the pit.

“The third test is complete.”

Bandric holds a crying Chalándril back. “No! Gûltar, you stupid dwarf. What were you thinking?”

The ghost turns to her and says stoically, “He was thinking of the good of the community. Sacrificing his life for the ability to save the town and his friends.” He lifts his arm and points to the stone wall. A portion of the stone wall fades from view revealing a room bathed in light.

At the center of the light is a stone table and a bronze sword floating point down in the air. “Kotyka, why don’t you get in there and check for traps. If it’s clear then take the sword.”

“Uh, okay boss.” She enters the room carefully and looks around. “It looks clear.”

In the distance, a faint voice can be heard. “How long does it take to throw a rope down?”

Merimonwë shouts, “Gûltar?”

“Yes. Now throw down a rope or use your magic and float me out of here.” Bandric anchors the rope and throws one end down. When Gûltar reaches the top of the pit, he says, “The spikes are real and they hurt. I passed out for a bit. When I woke, the spikes were gone and so were the holes in my body. Funny thing, I was still laying in a pool of my own blood.”

He looks over at the room. “So that’s what all this fuss was about.”  Gûltar steps in and takes the sword. “Not as good as an ax, but I will use it to slay the Monster.”

--

As the Dungeon Knights leave the cave, they walk towards the Great Stone. The stone begins to glow and hum. “The monster is held in the stone, but one of the runes is missing,” says Tolok. “The monster is not on the stone anymore.”

Merimonwë
“Why is it humming? Is it getting louder? Hey look, the runes are glowing now.”

Bandric
“I have a bad feeling about this. Everyone, run!”

Kotyka “Which way?”

Then the arcs of energy around the Great Stone explode in a ball of electricity sending the heroes into all directions. Each hero lands hard on the ground. The glow fades and the stone looks normal again. The Dungeon Knights wake from unconsciousness and stand up slowly. “How long was I knocked out?”

“I don’t know because I was laying here unconscious.”

Bandric sees large footprints in the ground. “Hey! The Monster is loose and moving.”

Tolok says, “The time of the Monster’s release began while we were unconscious. It may already be in the village.”

Gûltar swings his new sword, “Well let’s get going. I’m dressed for a fight and I’m not going to be denied.”

--

The ghost warrior approaches an altar in the dungeon. “My lord, it is time for your return. Worthy warriors have claimed the sword and seek to finish what you began. I await your arrival.”

--

At the village edge, a huge scaly lizard is moving through the village. Atop its unusual head is four strange eyes. Smoky mist waif out of its large mouth filled with sharp teeth. The Monster’s massive tail swings back and forth smashing walls and overturning wagons. The villagers scream as they flee the terrible sight. The Monster rears up on its hind legs and lets out a raucous roar. Its great mouth is filled with sharp teeth dripping with saliva. Each foot ends with terrible talons so sharp they rend the homes and villagers with a single swing.

Merimonwë, “Didn’t we hear that howl before?”

“Stay focused Meri.” Bandric opens up with a volley of arrows. Arrows are bouncing off. “Oh, my gods! Those should have done something. I hit that thing square in the body. The scales are too tough for my arrows.”

“Tolok, drop some of your friends in there. I need cover while I wade into its reach.”

“Yes, Gûltar.” Tolok casts his spell summoning a large bison who promptly charges the Monster. “I will summon a few more in there. I just need time.”

“Hopefully I won’t need that much time.” Gûltar readies his shield and charges into battle with a sword in hand.

Chalándril readies her mace. “He’s going to need some help. Kotyka and Bandric, join me while you two use your magic as best you can.”

“Fireball!” The Monster is engulfed in a burst of flames. “That should hurt a little” gloats Merimonwë.

The battle is savage. Chalándril and Bandric are hurt by the sharp claws and serpentine tail of the Monster. Gûltar manages to remain unharmed while wounding the Monster with the magic sword. With a final strike of its claws, the summoned bison is knocked dead into Bandric. Chalándril rushes over to pull Bandric free but the body vanishes. Gûltar lays a final blow deep into the bowels of the Monster. With a great thud, it drops to the ground. Wasting no time, Gûltar cuts out the heart of the Monster.

“Chalándril, you’re the priestess. We need to get this thing sacrificed as soon as possible.”

Bandric drops down to a knee and gets out his fire making supplies. “I’m on it. Kotyka, go fetch one of the road altars or anything to can find.”

Merionwe, Kotyka, Tolok, and Bandric quickly build an altar and fire. Chalándril sets up the altar and hastily purifies the area. Villagers look warily at what the Knights are doing and the slain body of the Monster. Whispers travel along the edge of the woods, “They killed the Monster.”

Chalándril begins chanting, “Hail Lord Thunder, Master of the Winds, Lightning Thrower, Foe slayer, and Rainmaker. We offer this heart to you as you instructed your son Jhalek centuries ago. Lord Thunder, accept this offering!”

She throws the heart into the fire. Dark clouds roll into the sky above. Rolling thunder echoes in the distance. A lightning bolt streaks across the sky. The Monster’s heart bursts in an explosive ball of light. The Monster’s body melts into a puddle of brown liquid and seeps into the earth.

Bandric “Well, that seemed to work.”

The villagers return to the remains of the village. The Old Man exclaims, “You did it” He pauses. “Is it done? Did you slay the Monster for good?”

Bandric says, “Yep.”

Gûltar adds, “You should keep the sword in case it has babies or an angry mate.”

Old Man is in shock. “It could have babies? “

“It has a mate?” another shouts.

“We’re doomed. There are more of these Monsters!”

Panic in the village begins. Bandric looks over to Gûltar, “You’re going to get us lynched Gûltar. Let’s get going.”

Gûltar shrugs, “By the Maker’s beard, I’m just covering all the logical possibilities.” The Dungeon Knights retrieve their horses and set off onto the main road…before the panicked villagers force them out.

-

The Dungeon Knights collect their reward from the Baron for the delivery. They set out on the road looking for new adventure. Chalandril says, “This money from the Baron won’t last long. We’ll need to find more work, the sooner the better.”

Merimonwë adds, “My only request is nothing to do with goblins or their stinky wet dogs.”

Kotyka says, “Were the goblins the wolves? Is it weird for a wolf-goblin to ride a wolf?”

Merimonwë, ignoring Kotyka’s rambling, says “Or sick pustule people or ancient monsters or anything else weird.”

“Best to head towards someplace useful,” says Gûltar.

Walking in towards the village, the returning shopkeeper stops. “I couldn’t help but overhear. If you’re looking for work, perhaps you can visit the nearby fishing village. They haven’t brought any fish in for several weeks. I’d like to know what’s going on with the fish or the deliveries.”

-

Meanwhile, at the coast, a fisherman sits in his boat with his net and a fishing pole. A scaly claw reaches out of the water and grabs the edge of a fisherman’s boat. The boat bobbles on the water. The fisherman grabs the sides of the boat to steady it. He sees the scaly hand. His eyes grow wide. He drops his fishing pole and scrambles for an oar. Another strange claw grabs the man. The scaly creature is partially out of the water. The creature gets a better grip on the struggling human. The fisherman screams as he’s pulled off his boat and into the water. The small boat rocks back and forth in the water. Tiny bubbles pop where the man was pulled into the waters. After a minute, the bubbles stop and slick of red liquid takes its place.

What happened to the fisherman? What monster is this? Find out next issue.


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Location: A road near a village by the Thunder Woods

Dungeon Knight Roster:
Bandric (Human Ranger 6)
Chalándril (Half-human Cleric 6)
Gûltar (Dwarf Fighter 6)
Kotyka (Half-orc Rogue 6)
Merimonwë (Elf Sorcerer 6)
Tolok (Gnome Wizard/Conjurist 6)

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“At least you don’t have to sacrifice a virgin.” – Bandric
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