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.

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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
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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.


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