Red-Eyed Killers, Part 3

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About the Saga

The Obsidian Bay sellswords delve deep into the lair of the lizardmen haunting Devil Eye Marsh.

Timeframe

Cast of Characters

Notable Quotes

No quotes are available.

What Has Come Before

The adventurers have traveled to Clear Swamp, one of the human settlements being menaced by lizardmen raiding from the nearby Devil Eye Marsh. After interrogating the townspeople about the nature of the threat confronting them, the Blackrazors head into the swamp, where they encountered numerous threats -- including bog giants, phase wasps and a bizarre humanoid creature comprised entirely of leeches -- before arriving at the central mound containing the lizardmen lair. They have just attacked the guards outside the mound, and killed all but one, who has escaped into a pool that is the only apparent entrance into the lair.

The Saga

Richfest 3, CY 591

Into the Murk

It was 3 Richfest, CY 591 and the Obsidian Bay mercenaries stood around the pool that led down into the lizardmen lair and mulled their options. A quick scouting of the surrounding area had turned up no other entrances, and it seemed the only course of action was to simply plunge in and see what waited for them in the water.

With a minimal amount of preparation, that's exactly what Blaze and Ellandrin did. They dove into the water, and found that the pool opened up into a water filled, weed-choked tunnel. They swam into it, Blaze expertly avoiding the weeds. Little Mouse wasn't so lucky though -- one of his kicks hit the weeds and he was surprised when the weeds suddenly reached out and grabbed him. He was further surprised when two crocodiles rose out of the murk. Blaze continued on, not realizing what had happened. By the time he discovered Ellandrin wasn't behind him, he had his own problems -- two more crocodiles flanked by lizardmen.

The vine strangled Ellandrin as crocodiles tore at his body. Those still outside the pool saw the water turning murky with mud and blood. Vasar summoned three sharks and then jumps into the pool to direct their attack. Mugwort followed and was able to slay the vine, kill the two crocs and drag Little Mouse's limp body to safety. Meanwhile Vasar's sharks and Blaze's nimble blade were able to make quick work of the remaining crocodiles and lizardmen.

Outside the adventurers revived Little Mouse, who quickly quaffed a healing potion. Mugwort dove back into the pool to aid Vasar and Blaze. Together they found that the tunnel ended in an air-filled, almost-dry chamber guarded by two giant lizards. They quickly dispatched the reptiles and were joined by their fellows.

Blaze found that two more tunnels, apparently parallel, left the room. The lefthand one has fresh tracks leading into it, presumably from the guard whom they'd failed to kill outside. He continued down that passage, finding yet another water filled tunnel. After using a magic item to transform himself into the shape of a lizard man, he dove into water, and swims through the tunnel. He inadvertently set off a trap as he does so, causing a wooden cage weighted with rocks to drop from a hole carved in the ceiling. The trap -- sturdy but not so sturdy that Mugwort couldn't smash it to kindling -- blocked the passage and Blaze decided to continue on. He found another chamber as well three passages, one which was apparently the twin of the tunnel he'd swum down, one that headed north, and one to the east. He swam back down the twinned tunnel, easily avoiding the identical trap he found in it. Leaving the water he was nearly shot by Heydrick, who didn't recognize him in his lizardman form.

Re-united, the party proceeded down the left tunnel. Mugwort hacked through the trap, and the party emerged on the other side. Then he and Blaze scouted down the eastern tunnel while the others stayed behind. They found a large room dotted with crude nests made of plants, as well as two huge lizardmen wielding large clubs, and a half-dozen other lesser lizardmen who's half spears were ready to be thrown. The two adventurers charged forward, heedless of the danger. Blaze activated a magic item which caused half the lizardmen -- including one of the larger warriors -- to flee the room. He and Mugwort then engaged those who'd stood their ground.


The Lizard King

Meanwhile, out in the hall another group of lizardmen -- comprised of several regular lizardmen as well as one who seemed particularly deft with the short-sword and half-spear he wielded -- had launched an attack on the adventurers who'd remained behind. Tyndell and Ellandrin led the attack to drive back the lizardmen, aided by Heydrich's sniping and a sleep spell from Vasar, which dropped two of the lesser lizardmen. Just as the tide was turning though, a far more impressive lizardman with glowing red eyes rose up out of the water at the end of the tunnel. Tyndell, catching sight of the fearsome creature he could only assume was the lizard king, whirled around and plunged his dagger deep into the creature. The wound barely seemed to hurt him, and worse yet, as Tyndell pulled the blade free, the wound started to heal before his eyes. Rightfully scared, Tyndell tumbled away to relative safety.

Ellandrin continued to fight the lizard king, and then grew even more alarmed as he caught sight of a second lizardmen wearing a crocodile skull helm and still lurking the water beyond. As he watched, the creature ripped a leather pouch from its neck and sprinkled some sort of reagents into the water before him. Suddenly a column of flame erupted in the middle of the main combat, killing one of the lizardmen and scorching the adventurers.

The lizard king pressed forward, hacking and slashing his way through the adventures and sending huge cascades of their blood splattering against the walls. Vasar summoned a wolverine from his bag of tricks and with its aid the remaining adventurers were able to land several accurate and crippling blows against the lizard king. Heydrich flipped out of the king's reach, landed knee deep in water, and fired a crossbow bolt that penetrated the lizardman's skull and killed him … or at least dropped him. Even fallen, the creature's wounds continued to heal.

The creature in the far pool, seeing that the fight was not going his way, fled. Ordering Vasar to stay behind and slay the lizard king should he rise, the rest of the adventurers fled after the druid.

Meanwhile, Mugwort and Blaze slew the lizardmen they'd been contronting. Mugwort returned to the main combat just in time to see the lizard king fall and to join in the chase after the druid. Blaze, still disguised as a lizardmen, pushed on to the north. He found another sleeping chamber, but this time it was empty. Sloshing to the east, he finally joined up with the main tunnel, where he ran into the fleeing druid. Relieved, the druid ordered Blaze -- whom he thought was one of his loyal lizardmen followers -- to attack the pursuing sellswords to buy him time to escape. Instead, Blaze slashed at him with his sword, transforming back to human form as he did so. The druid, knowing he was beaten, collapsed to the floor and pleaded for Blaze to spare his life.

He did so none to soon, as Elldarin and Mugwort -- both of whom would probably have killed the creature -- arrived. Blaze accepted the creature's surrender.

A Druid Named Sid

The druid identified itself as Siddidisss, a name which the party quickly condensed to merely "Sid". They interrogated him, and learned that they'd managed to kill most of the tribes experienced warriors and that the rest of the tribe had already fled through a tunnel in the throne room that led into the UnderOerth.

Sid led the adventurers to the throne room and showed them where the treasure was. He also told them about the human slaves the tribe had been keep, as well as how to free them. Finally, he agreed to go to his tribe and to order them not to attack for two passings of the Great Moon. They would then return to their lair and only attack the orcs. The mercenaries gave the druid the king's pendant so that he could prove to the tribe that their leader was truly dead. After looting the horde and freeing the prisoners, the sellswords took the king's head as their own proof that the mission had been successfully completed and headed out to Clear Swamp. They returned there on 4 Richfest, CY 591.

Experience

Not available.