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The Sea Unicorn

Scene One: Sailors Take Warning

Once away from the blockade, the heroes find that their sea journey has gotten off to a rocky start.

Overview

An uneventful voyage suddenly heats up as accidents befall the heroes and they discover a pawn of Malys among the crew of the Narwhal.

Getting Started

If combat should arise toward the end of this scene, the Narrator might find the expanded options for combat in Heroes of Steel to be useful.

First Impressions

Two mornings after the battle at Ak- Khurman, the Narwhal enters the southern Courrain Ocean. Low, dark clouds hang over a choppy gray sea. After escaping the blockade, the Narwhal turned south into the Bay of Balifor. Once through that sweltering stretch of sea, the sails caught the prevailing winds that blow off the coast of Silvanesti. The last sight of land occurred shortly after daybreak today.

The landlubbers among you have found the journey particularly unappealing so far, and seasickness has leeched the last bit of strength from their limbs.

The Story Continues

Despite the gloomy weather, the Narwhal is making fairly good time. Captain Claes believes that, weather permitting, they should reach their destination in under two weeks. Nevertheless, the crew of the Narwhal are not familiar with these waters, so the sailors seem somewhat less optimistic.

A few days after the vessel left land behind, one of the crew - a small, wiry man named "Slig" - approaches a hero (most likely one of the human men), looks around furtively, and asks, "What is it then, this business you and the captain have cooked up, eh?" Assuming the hero makes up a story or acts evasive, Slig nods noncommittally, but gives the heroes a look that tells them they're not fooling him.

The hero might answer truthfully, telling Slig that they need to find an artifact of the sea elves before the Great Dragon Skie can find it and use it to threaten the world. Slig answers, "An artifact, eh? Well, beggin' your pardon, sir, but don't you think that the dragon that lives there in Dimernesti'll have a thing or two to say about you stealing what he considers his own?" Before the hero can respond. Captain Claes wanders by, and Slig immediately seems more interested in his work.

If the heroes later try to catch up with Slig to ask him what he knows about the dragon of Dimernesti, they find him rather difficult to corner. Those who seek him out among the crew quarters get sullen stares from the crew and little cooperation. The very air seems about to snap under the tension. Should the heroes ask the captain, he tells them that many sailors have described an avaricious sea dragon that reportedly lairs near the islands above Dimernesti. However, Claes knows of only one ship that has gone missing among those islands, and that was more likely from the treacherous currents and rocks than any dragon.

A few days later, things seem to have calmed somewhat. It is then that a bucket of tar falls near a hero out on deck, forcing him to dodge; it was "accidentally" dropped by a crewman in the upper rigging repairing a sail. A day later, another hero is standing nearby when a rope securing a crate of cargo suddenly snaps, again endangering the hero. Other similar accidents occur, always out of sight of the captain.

If the heroes report these bizarre occurrences. Captain Claes dismisses them at first. But even he can see that something is not quite right with the crew. He confronts Slig, and the situation explodes into violence.

The Battle

Most of the crew members immediately join in the fight against Captain Claes and the heroes. The battle progresses as would a normal melee, but if Slig is knocked unconscious or killed, it suddenly seems as if all the fight has gone out of the crew. Some of them actually stumble around, as if in a daze, wondering what is going on.

Atmosphere

There is little about this voyage to recommend it: It's cold, wet, and miserable. The crewmen go out only during watch, remaining below at other times. They do not seem to know what to make of their new passengers. At first, they don't act hostile, but as time goes by, the heroes notice sailors glowering at them and exchanging sidelong glances. A day or so after that comes the first "accident." Tension gives way to a sense of foreboding as the Narwhal makes her way through the gray, sunless southern seas.

Actions

A hero who succeeds at an average Perception action while Slig is speaking with him early in the voyage notices several crew members nearby surreptitiously listening to the conversation.

Should a fight break out in the wake of the "accidents," the Narrator should feel free to impose modifiers to the combat action scores of those heroes not yet used to fighting on a ship rolling at sea (no more than a -3 action penalty).

Characters

Slig is an unwitting pawn of the Red Dragon, placed on board the Narwhal by agents working for Malys. While these allies know he is effective at inciting violence, they have no idea that he has a strange, latent mystic ability.

"Slig": Human male adult, pessimistic demeanor, Adventurer. Ag 7D, Dx 4D, En 5D, St 5C, Re 7D, Pe 7B, Sp 8X, Pr 4X, Dmg +4 (cutlass), Def -5 (leather/kite shield), also acute hearing, mysticism (a mentalism wild talent that manifests as an unconscious ability to stoke the fears and apprehensions of others until either he leaves or the nervousness explodes into violence.)

Captain Lothar Claes: Human male young adult, sensible demeanor, Adventurer. Ag 7C, Dx 6C. En 6D, St 8B, Re 9D, Pe 5C, Sp 7D, Pr 6B, Dmg +7 (long sword), Def -5 (leather/target shield), also missile weapons (crossbow/+5).

Twelve sailors: Humans and half-elves of varied age and demeanor, Novices. Co 6, Ph 5, In 5, Es 4, Dmg +4 (cutlasses), Def (leather), also half use missile weapons (crossbow/+5).

Outcome

Once Slig is brought low, the voyage continues with no further trouble. The sailors are more than a little embarrassed about the ease with which that weasel riled them, so an uncomfortable silence replaces the onboard tension. The Narrator then turns to Scene Two.

If Slig and the crew overcome the heroes and captain, they sail the Narwhal to Flotsam to the north, where Slig's Dark Knight associates take the heroes captive and interrogate them to discover what they know of Khellendros's plans. In the event of this outcome, the Narrator should do all he can to emphasize the heroes' need to escape; if they do not, the adventure continues with Wings Over Ansalon, the final chapter of the Dragons of a New Age series, in the Wings of Fury supplement.

Scene Two: Land Ho!

This scene begins as the Narwhal arrives at the small chain of isles that marks the location of Dimernesti.

Overview

The heroes unexpectedly encounter the great sea dragon Brynseldimer.

Getting Started

Narrators can review the sea dragon section in Chapter Six of the Book of the Fifth Age and Brine's background in Chapter Two of Dusk or Dawn.

First Impressions

The sea voyage has been harrowing, but finally the lookout yells the words everyone has been waiting for: "Land ho!"

Within an hour, everyone on deck can see the peaks of volcanic islands in the distance. A little bit of sun peeks through the clouds, but the weather has not improved much. A stiff wind blows, and the sea is still choppy, making the approach to the islands risky. Captain Claes, who visited these islands before, suggests that, once the Narwhal maneuvers to an appropriate spot, the heroes take one of its two longships over.

An hour later, the crew is making those preparations when the lockout calls, "Whale off the starboard stern!" and a moment later, "Hey! It's headed our way!" Then, virtually everyone on deck hears a sudden strangled cry, and the lockout screams, "Dragon!"

The Story Continues

This region of the world has been claimed by the sea dragon Brynseldimer, known by men as Brine. He is extremely territorial, punishing intruders ferociously. Today, he is in more of a malicious, playful mood. Instead of simply destroying with a mighty blast of steam the puny human ship trespassing in his realm, he instead intends to smash it to pieces and watch its crew and passengers drown. Then he might feed their remains to his minions.

Brine surfaces about two miles away, then dives beneath the waves. He approaches the Narwhal at a terrifying speed. Captain Claes is having a terrible time getting his crew to hear and obey his orders, for many of them stand transfixed with dread. It is as if they already know they're dead.

The Battle

The Narwhal has two ballistas in the bow and two catapults in the stern. (If the aft section was damaged in the battle in Ak-Khurman, only one catapult still works.) Assuming the heroes get the crew to ready these weapons, they might be able to hurt Brine.

The catapult is too slow to help much in the fight, but the captain orders three sailors to man it anyway. If a hero wants to help (at least to keep them focused on a task), they gladly accept his aid. The catapult normally fires burning pitch, but in this case, the captain orders them to try the rocks. The Narwhal has but four huge stones on board, so the crew must make them count.

The captain principally works to keep the bow pointed at the dragon so he can bring the Narwhal's two ballistas into action. Mariner heroes can aid him at this task, for many of his crew are busy manning the weapons.

In this battle, Brine plays with the ship, building the crew's fear. One sailor has leaped overboard in an attempt to swim to one of the islands, and Brine goes after him first, swallowing the fellow whole in full view of the entire crew. If the dragon should become injured, however, play time is over. He makes straight for the heroes' vessel, ready to use his terrible steam breath to kill everyone on board.

As he races toward the Narwhal, however, he is slammed from beneath the waves by a titanic force, which wounds him enough to make him give up the fight. Moments later, a ray of sunlight pierces the clouds, and a sea elf girl surfaces off the starboard side of the ship. With her are several sea otters.

Atmosphere

The atmosphere turns rapidly from relief at reaching the islands above Dimernesti to sheer terror at the sight of Brine. Although sea dragons do not radiate true dragonawe, most of the sailors are paralyzed with fear nonetheless. A few run around in a panic. Captain Claes feels as scared as the sailors, but he remembers his responsibilities to his crew and his ship and shakes it off in a few moments to ready the crew for a fight.

Actions

The heroes must try to help the captain gain some sort of control of the crew, or they will have no chance at all. Heroes may attempt challenging Presence (Spirit) actions to get the sailors working toward the defense of the ship.

Heroes with a "B" code in either Strength or Dexterity know enough about weapons to assist or actually man one of the ship's ballistas. The crew members will handle the other one. Unskilled heroes can help reload either or both these weapons. Each weapon can fire once every two minutes, even though they work at artillery range; the ballistas' rate of fire and Brine's swimming speed combine to accelerate the normal combat time.

Striking Brine with a bolt from the ballista is an average Dexterity (Agility) action. The bolt's damage rating is +18, not enough to harm the well-armored tea dragon very much. If, however, the heroes achieve a daunting success with this weapon, they have hit Brine in a vulnerable area (a broken scale, an eye, the throat, etc.). In this case, the damage rating receives a +8 damage bonus.

To hit Brine with a missile from the catapult is an average Dexterity (Agility) action also. If a hit occurs, it penetrates the dragon's defense to inflict 3 actual damage points (taken off his Physique score). The catapult becomes more of a revenge weapon in this scene, though, as Brine comes into target range only when he passes to the stern of the ship fol- lowing a forward assault.

Characters

Only one new character appears in this scene: the sea dragon.

Brynseldimer (Brine): Sea dragon male wyrm, tyrannical demeanor. Co 13, Ph 58, In 17, Es 17, Dmg +40, Def -30, also dragon breath, swallow whole.

Captain Lothar Claes: Human male young adult, sensible demeanor, Adventurer. Ag 7C, Dx 6C. En 6D, St 8B, Re 9D, Pe 5C, Sp 7D, Pr 6B, Dmg +7 (long sword), Def -5 (leather/target shield), also missile weapons (crossbow/+5).

Twelve sailors: Humans and half-elves of varied age and demeanor, Novices. Co 6, Ph 5, In 5, Es 4, Dmg +4 (cutlasses), Def -2 (leather), also half use missile weapons (crossbow/+5).

Outcome

Whatever it was that slammed into Brine has, for the moment at least, driven him off. There is little doubt, however, that the waters around Dimernesti will be doubly dangerous now. Though they survived the fight, the Narwhal's crew has made a terrible enemy.

- Should the heroes wish to speak with the Dimernesti elf who has just appeared near the Narwhal, the Narrator can turn to Scene Three.
- Instead, they can just get out of the area by continuing with Scene Four.

Scene Three: The Sea Elves

Following the battle with Brine, the heroes try to contact the sea elf girl.

Overview

Dimernesti elves lead the heroes to a sea cave and perhaps even to their underwater capital. However, they refuse to give up the priceless Crown of Tides.

Getting Started

The section on Dimernesti in Chapter Three of The Magic Within can help the Narrator prepare for this scene, as can the map on the back of this book. The box flap describes the Crown of Tides. The scrolls of water protection the sea elves offer the heroes here were introduced in The Last Tower.

First Impressions

Few land dwellers have ever seen a sea elf before. As handsome a people as their surface cousins, nevertheless they appear very different - almost alien - to land dwellers. The elfmaid who has just appeared near the Narwhal has bluish skin, silvery white hair, and large dark eyes that peer up at you curiously. Her webbed fingers stroke the head of one other sea otter companions. She wears tight greenish clothing decorated with tiny shells, and on her head is a glistening crown of brilliant blue coral.

The Story Continues

The huge force that drove Brine off was created by the Crown of Tides, the very artifact the heroes seek. Veylona, the half- sea-elf ward of the Speaker of the Sea, "borrowed" it from its resting place in the elven capital and now gazes up at the Narwhal shyly. The girl does not answer any questions - almost as though, now that she has helped drive off Brine, she doesn't know what to do next.

In moments, several armed Dimernesti warriors break the surface near Vey- lona, speaking to her harshly in a tongue the heroes do not understand. The warriors seem shocked and angry. Several of them warily surround the ship, and one asks the heroes, "Who are you, to bring war to these already troubled waters?"

If the heroes explain their quest, the sea elf snorts derisively. "The Crown of Tides is not for barter," he replies. "But come, we must hide your vessel before Brine recovers." The elf issues a peremptory command in his language, and the elves flanking the girl order her below. They disappear from view, Veylona giving the Narwhal one last look of longing.

The elf leader, who introduces himself as Ebrin, remains behind with two others and the sea otters to guide the ship through the treacherous waters into an immense sea cave on the other side of the nearest island. Six vessels the size of the heroes' craft could easily fit inside. With the Narwhal safely out of sight, Captain Claes orders his crew to begin checking below the waterline for damage from the fight with Brine. If anyone asks the elves about the cavern, Ebrin says it used to serve as a marketplace that drew ships from all over the mainland. But with Brine's arrival, all trade ceased.

The Journey Below

If the heroes display the shell bracers they received from Sloss and Guy in Act One, Ebrin regards them with surprise. The Dimernesti converse among themselves, then beckon the group deeper into the cave. The heroes can take a longboat or swim over to the wide ledge surrounding the cavern, then proceed along the ledge as the elves direct. When the cavern ceiling begins sloping downward toward the water's surface, Ebrin removes a scroll from a sack on his belt and hands it to the party leader.

This item is a scroll of water protection, a magical treasure which, when opened, creates a sphere around the heroes that no water can penetrate. Once the heroes have broken the seal and raised their protective bubble, Ebrin motions them into the water - in their bubble, they merely bob upon the surface. Then, he and his comrades tie ropes of strong kelp weave around the heroes' waists. The three elves and their sea otter helpers will tow the group down to meet with the Speaker of the Sea, Ebrin explains. It must be a quick visit, however, as the bubble holds only enough air for ten people to breathe for one hour; then it will vanish.

Cautioning the heroes to hold hands and stay together, Ebrin signals to his companions. It takes quite a tug to counteract the bubble's magical water-resisting surface tension, but the elves and sea otters seem experienced at conducting land dwellers beneath the surface in this fashion. They draw the heroes underwater and along a wide tunnel, which eventually spills them out the side of the peak that rises from the ocean floor to form the island which harbors the Narwhal. Far below them lies a rocky terrain. Colorful fish dart all about the strange caravan.

Dimernost

After traveling five minutes or so, the heroes witness an amazing sight: the undersea capital of Dimernost.

The city shines with an alien beauty, its coral spires twining up to form structures that defy the limits of landbound architecture. Luminous plants give the city a strange glow, accented by slanting shafts of sunlight that filter down through the shadows of the waves. As you draw closer, you note that most of the otherworldly coral spires are damaged and that shells and other rubble float amid the beautiful pastel buildings. Few elves are in evidence.

A striking tower in the center of town is surrounded by living coral that dances in the waves. Your escorts draw you through one of many shell-trimmed portals at the base of the tower, then quickly up into an expansive hall. The shell mosaics decorating the walls form dizzying patterns as you speed up through this hall and into the thin neck that divides the tower into two sections.

Ebrin leaves the heroes with their escorts while he swims into the chamber above to announce the visitors. He returns in a moment and signals for the visitors to be brought in. The chamber features the long and graceful decorative patterns familiar to land elves, but it has a vastly different feel than other elf structures - for one thing, the sea elves don't have to confine themselves to a "floor" when they can easily swim in any direction they wish. The building has no stairs, inside or out. The heroes are led to a pearl-trimmed ledge that runs all the way around the grand hall; they are told to hang onto the ledge tightly to keep themselves from floating up to the ceiling in their bubble.

Commanding the attention of all in the room is an elegant Dimernesti woman floating on a mother-of-pearl throne. She wears the crown the heroes saw the sea elf girl wearing earlier, made of brilliant blue coral and inlaid with pearls. The girl herself floats near the woman's right hand. More sea elves drift in the center of the hall, and warriors rest on the ledge. The woman gazes at the heroes for a long moment, then says, "I am Nuqala, Speaker of the Sea for what is left of the Dimernesti people. Why have you come?"

The Request

If the heroes tell her of the threat posed by the Great Dragons and of their own need to collect artifacts to thwart them, Nuqala responds coolly.

"What is that to us? We too face peril every day at the hands of the sea dragon Brine. We too have sought aid from others and we have received nothing, not even the courtesy of a response. Your journey has been in vain, for now more than ever" - and here she pauses to glare at the half-elf girl, who does not meet her gaze - "we depend upon the power of the crown to protect ourselves. The problems of your world are your own. We cannot help you."

Nuqala also asks for news of the Silvanesti. Why they have not responded to her messenger? And where did the heroes get the shell bracers inscribed with the harrowing account of her kinsman's torture at the hands of land-dwelling slavers? The news that the Silvanesti have cut themselves off from the world with a magical shield deflates Nuqala. Holding the bracers, she murmurs, "Now my people are truly alone."

"I am sorry you came so far for nothing," she continues, "but you had best leave now, before Brine returns."

But before she can wave the heroes away, the girl blurts out, "Wait, Mother! Surely we can now strike at Brine, while he is injured, and..." Her words trail off as Nuqala turns on her abruptly.

"Have you not done enough for one day, Veylona? You stole the crown and used its power without understanding it. Your rash act could have imperiled us all." With each word, the girl wilts a little more. Finally, Veylona whispers, "I'm sorry. I thought I could help ..."

Nuqala softens a bit at that, sighs, and says, "I know you meant well, my dear. You may return the land dwellers to the surface with Ebrin, if you wish."

Nuqala wishes the heroes well, as their escorts pick up the kelp tow lines to guide them back to the surface. Veylona swims up to join them. The sea elves and a new group of otters lead the heroes out of the Tower, up through the waters above Dimernost, and back through the tunnel to the Narwhal. Ebrin and Veylona bid them farewell, urging them to escape before Brine returns. Then they dive into the water, ready to guide the vessel past the rocks around the island. The Narwhal pulls out of the sea cave and follows the elves into open waters. The Dimernesti wave once, then disappear beneath the surface.

Note: The heroes might try to steal the crown or offer to help the elves fight Brine (thus ending their reliance on it). In these cases, the Narrator should adjust the above passages accordingly.

Atmosphere

Throughout this scene, the heroes can smell the tang of salt water and hear water swirling around their protective bubble. They should feel disoriented moving in a land where the concept of "floor" has little meaning.

They also should sense nervousness among the sea elves, skittish after years of Brine's unpredictable attacks. Most of them seem cool and distant, as they normally dislike strangers - they let the heroes visit only because they brought the bracers. However, they are never impolite or hostile. But for their fear of Brine, they might have agreed to help.

Actions

As it proves nearly impossible to successfully negotiate for the crown, the heroes might try to take it by force. However, they are at a severe disadvantage fighting underwater within the bubble. Their combat actions become two degrees more difficult than normal (for example, from average to daunting). Missile weapons are useless due to the water's density, and swung melee weapons have only half their normal damage ratings.

The Dimernesti, easily outmaneuvering the heroes, launch their counter-attacks from all sides, below, and above, darting in to attack with spears, then swimming away. Nuqala orders her warriors to render the heroes unconscious and return them to the surface. Two warriors guard her and the crown.

The heroes might get the crown through magic, as the Dimernesti are fairly unfamiliar with sorcery and mysticism; they have only their natural alteration powers (to the form of a sea otter) and a few "native talents" with an affinity for a single school or sphere. If the heroes attack the elves magically, they cannot respond in kind. However, any hero who attempts to use mentalism to charm Nuqala into giving up the crown meets with failure - the crown renders her immune to this magic.

After such an attack, future negotiation attempts by the heroes or other surface representatives require at least daunting Presence (Presence) actions. The long-lived Dimernesti will not soon forget the heroes' treachery.

Characters

Additional sea elf warriors will respond to any sounds of a battle in the Tower.

Captain Lothar Claes: Human male young adult, sensible demeanor, Adventurer. Ag 7C, Dx 6C. En 6D, St 8B, Re 9D, Pe 5C, Sp 7D, Pr 6B, Dmg +7 (long sword), Def -5 (leather/target shield), also missile weapons (crossbow/+5).

Eleven sailors: Humans and half-elves of varied age and demeanor, Novices. Co 6, Ph 5, In 5, Es 4, Dmg +4 (cutlasses), Def -2 (leather), also half use missile weapons (crossbow/+5).

Veylona: Half-Dimernesti female young adult, brave demeanor, Novice. Ag 7X, Dx 7X, En 5D, St 5C, Re 6D, Pe 8C, Sp 9B (81), Pr 6B, Dmg +5 (trident), Def -2 (sharkskin), also mysticism (healing).

Ebrin: Dimernesti male adult, calm demeanor, Adventurer. Ag SD, Dx 5X, En 9C, St 6C, Re 6D, Pe 7B, Sp 6B, Pr 6B, Dmg +5 (trident), Def -2 (sharkskin), also acute hearing, mysticism (alteration to sea otter, animism to speak with sea creatures in local waters).

Warriors: Dimernesti adults of varying demeanor, Adventurers. Co 6, Ph 5, Re 5, Es 5, Dmg +5 (tridents) or +3 (spears), Def -2 (sharkskin), also mysticism (alteration to sea otter).

Speaker Nuqala: Dimernesti female adult, realistic demeanor, Champion. Ag 8X, Dx 6X, En 6B, St 5C. Re 8D, Pe 9C, Sp 7B (49), Pr 7A, Dmg +9 (spear of fame), Def -7 (scale armor of renown, made of shark's hide and shells), also Crown of Tides, mysticism (healing, alteration to sea otter).

Outcome

No matter what happens beneath the waves, the heroes eventually must return to the surface and Scene Four. As they leave Dimernost, they see handfuls of elves departing the city - swimming for the safety of a newly discovered hidden grotto, Ebrin says.

Scene Four: A Watery Grave

The heroes can arrive at this scene via a number of possible paths: Either they did not attempt to speak with Veylona when she surfaced in Scene Two, they were refused the crown, or they offered to fight Brine in return for the artifact.

Overview

Brine seeks revenge in this fierce sea battle scene - but so do the heroes!

Getting Started

Background information on sea dragons appears in Chapter Six of the Book of the Fifth Age. Brine is described in Chapter Two of Dusk or Dawn.

First Impressions

It may seem to the heroes a very long time since they set out to find the artifacts of great magic that Skie coveted for a fearful spell. They may be in low spirits, having failed to acquire the crown. On the other hand, if they begin this scene seeking to fight Brine, they are infused with a sense of renewed determination.

The Narwhal has just cleared the headland of the last island in the chain when the lockout cries out the warning everyone expects but dreads: "It's back!" He points off the port bow. "The dragon is back!" Off in the distance, a great wave of water rushes toward the small craft, accelerating fast.

The Story Continues

The powerful Crown of Tides confused and scared Brine. He has never known fear, and he did not like it... not one bit. But the fear turned quickly to anger, and the anger to a full-boil rage. He will punish the sea elves in due time, but news of his brief defeat must not reach the mainland: He will deal with the Narwhal first.

The Battle

If the heroes do not act, the Narwhal and all aboard it are likely to perish. Brine intends to close rapidly with the vessel, smashing the craft amidships with his mighty tail on the first pass. He then will close again, this time to sweep the decks with his dragon breath, boiling crew members alive with a blast of superheated steam. He will finish the ship at his leisure, using numerous attacks with his tail to reduce it to splinters.

If the heroes are smart, however, they can turn the tables on him. They might recall that the captain sought to point the bow of the Narwhal at Brine in the previous attack, both to offer the smallest possible target and to keep the bowmounted ballistas pointed at him. However, if they can ram Brine with the craft's long, sharp bowsprit they can impale him. Of course, the captain (or a hero at the helm) must keep the bow pointed squarely at Brine, despite the dragon's plan to approach from the side. Or, considering Brine's fury at his injury, the heroes - especially kender - might even be able to taunt him into attacking the bow (see "Actions").

If the Narwhal manages to ram Brine, it deals him enough damage to slay him. (The actions required for this maneuver are difficult enough to make actual damage points irrelevant.) He does not go down easily, however. Once pierced by the bowsprit, Brine shrieks out a deafening roar that stuns many hands on deck. His head arched back, the dying wyrm lets out an involuntary blast of steam. Black blood pours from his wound as the bowsprit breaks off and lodges in him. The thrashing dragon hammers the hull, staving in the sides. The Narwhal immediately begins taking on water, forcing the crew below to attempt temporary repairs. After what seems an eternity, the vessel perilously close to Brine's death throes, he slowly sinks below the surface of the sea. As the sun triumphantly breaks through the clouds, all the heroes hear is the silence of the grave.

Atmosphere

As the lookout sounds the alert, many sailors again stand transfixed with a mixture of fear and awe. Some of them mutter prayers to the gods, some murmur to themselves, and a few fall to the deck and weep. This terror is not due to dragonawe, but the result of watching a beast nearly two hundred feet long close at a rate at least three times faster than the fastest known ship, and recognizing that it can smash through the Narwhal without any risk to itself.

Brine's approach seems to last a lifetime but, after a few moments, the captain's barked orders start to sink in. The heroes can overhear one of the sailors nearby saying, "Don't worry, lads, the captain'11 get us through this." The group aboard the Narwhal faces the battle knowing it to be an epic fight - perhaps the fight of their lives.

Actions

A hero who succeeds at a challenging Reason action during Brine's approach thinks to ram the dragon with the Narwhal's long bowsprit. Keeping the prow pointed at Brine, however, requires an average Reason (Agility) action from the hero at the helm. If the captain is at the helm, either a white or red aura result in a random draw allows success, but only drawing a white aura card offers success with a sailor at the wheel.

Those who succeed at another challenging Reason action realize that, in his fury. Brine might be taunted into intentionally attacking the bow. A kender can bring into play the remarkable ability of members of that race to taunt their foes into making a critical mistake. With an average Presence (Presence) action, a true kender can attempt to taunt an opponent (challenging for nonkender). Success makes Brine forego the use of his steam breath, attempt a bite attack against the offending hero, or charge the Narwhal's forward section. On a second taunt. Brine offers only half his normal opposition (rounding up). An afflicted kender cannot attempt to taunt without first overcoming his acquired caution (an average Spirit action).

After a successful attack, heroes must make a challenging Endurance action or be stunned for a full minute from the sea dragon's great dying roar. In addition, anyone on deck must attempt an average Agility action to avoid Brine's scalding breath; those who fail suffer 10 damage points. Finally, heroes can assist the crew members belowdecks with challenging Strength and Endurance actions.

Characters

The number of sailors may vary depending on the outcome of the Narwhal's previous battle with Brine.

Brynseldimer (Brine): Sea dragon male wyrm, tyrannical demeanor. Co 13, Ph 58, In 17, Es 17, Dmg +40, Def -30, also dragon breath, swallow whole.

Captain Lothar Claes: Human male young adult, sensible demeanor, Adventurer. Ag 7C, Dx 6C. En 6D, St 8B, Re 9D, Pe 5C, Sp 7D, Pr 6B, Dmg +7 (long sword), Def -5 (leather/target shield), also missile weapons (crossbow/+5).

Eleven sailors: Humans and half-elves of varied age and demeanor, Novices. Co 6, Ph 5, In 5, Es 4, Dmg +4 (cutlasses), Def -2 (leather), also half use missile weapons (crossbow/+5).

Outcome

Captain Claes's first concern is to prevent the Narwhal from joining Brine in his watery grave. He directs the crew to turn the vessel around and make landfall on one of the nearby islands. But as the craft comes about, some Dimernesti appear ahead. They wave the Narwhal off its approach and, drawing up to her, place skins of some sort on the hull below the waterline. This measure slows the water flow enough that the crew can keep her afloat using a bilge pump. The elves then lead the Narwhal back to the sea cave where they hid her earlier, and the story concludes with Scene Five.

Scene Five: The Crowning Glory

When the Narwhal returns the sea cave, the crew set to work making repairs, with the aid of a half-dozen sea elves. Ebrin sends them to fetch more of the sharkskin they used to patch the hole in the Narwhal's side, as well as some stored timbers from a boat that was wrecked upon some rocks nearby.

While that work progresses, Ebrin and his companions escort the heroes back to the Tower of the Sea, as recounted in Scene Three. If any heroes or crew members were injured in the battle, the Dimernesti come aboard and carry them gently off the vessel, to be tended by sea elf healers.

Overview

After vanquishing Brine, the Heroes of the Heart are rewarded for their valor.

Getting Started

Sections on Dimernesti in Chapter Three of The Magic Within and Chapter Two of Dusk or Dawn offer background for this scene, as does the map on the back of this book and the box flap.

First Impressions

Inside the grand hall of the Tower of the Sea wait Nuqala and a beaming Veylona. Taking positions along the curving wall on either side of her throne are more than a dozen older Dimernesti men and women. Several of them stare at you with expressions tinged with awe. A throng of sea elves fills the space of the grand hall, resting on the ledge and watching the proceedings from above and below. "I have summoned the elders to council," the Speaker announces. "Your bravery must be rewarded."

She clears her voice, then begins to speak in the language of her people. Ebrin translates for you. "These people of the surface world have journeyed far from their homes to seek our aid in their opposition to the rule of great Evil dragons which plague their lands, much as Brynseldimer has plagued ours. They came seeking the Crown of Tides, a gift we could not give them as long as Brine held us in thrall.

"Today, however, we are free of our bonds, and it is because of these land dwellers who sought our aid. Those of you who have seen the battle between their craft and the sea dragon know that I speak the truth. I put before the council and the people, then, this question: Shall we aid them in their battle as they have aided us in ours?"

The Story Continues

The elders move together into a cluster, confer among themselves for several moments. Then an older male elf swims forward and asks the heroes if they intend ever to return the ancient ancestral crown of their people. Should the heroes answer that they seek only to borrow it on behalf of the peoples of the surface world, the Dimernesti elders confer a moment longer, and then the man moves forward again and nods once to the Speaker of the Sea. (If the heroes answer differently, the sea elves say that swearing an oath to return the crown is a requirement of the loan.)

A cheer from the assembly that can be felt as much as heard rumbles through the waters of the grand hall as Speaker Nuqala removes the coral crown and holds it out to the heroes. The din dies down as she begins to speak again. "Take with our gratitude and blessing the ancient crown of our people. May it bring to your people the peace that you have brought to ours." With that, Nuqala hands the crown to the party leader, and another great cheer goes up among the sea elves.

Atmosphere

The Dimernesti are little short of awed at the heroes' courageous deed, for they had expected Brine to be their nemesis for many more years. When Nuqala asks her people formally for their permission to loan the Crown of Tides to the heroes, she does so with great solemnity. Their single question of the heroes, as well as their formal answer to Nuqala, is spoken in kind. Once the decision is made, however, the sea elves reveal their more festive natures.

Actions

If the heroes thank Veylona for her role in driving off Brine in his first attack, they will have made a friend for life.

Characters

The number of sailors in this scene may vary, based on whether any of them fell in Brine's attack in Scene Four.

Captain Lothar Claes: Human male young adult, sensible demeanor, Adventurer. Ag 7C, Dx 6C. En 6D, St 8B, Re 9D, Pe 5C, Sp 7D, Pr 6B, Dmg +7 (long sword), Def -5 (leather/target shield), also missile weapons (crossbow/+5).

Eleven sailors: Humans and half-elves of varied age and demeanor, Novices. Co 6, Ph 5, In 5, Es 4, Dmg +4 (cutlasses), Def -2 (leather), also half use missile weapons (crossbow/+5).

Veylona: Half-Dimernesti female young adult, brave demeanor, Novice. Ag 7X, Dx 7X, En 5D, St 5C, Re 6D, Pe 8C, Sp 9B (81), Pr 6B, Dmg +5 (trident), Def -2 (sharkskin), also mysticism (healing).

Ebrin: Dimernesti male adult, calm demeanor, Adventurer. Ag SD, Dx 5X, En 9C, St 6C, Re 6D, Pe 7B, Sp 6B, Pr 6B, Dmg +5 (trident), Def -2 (sharkskin), also acute hearing, mysticism (alteration to sea otter, animism to speak with sea creatures in local waters).

Warriors: Dimernesti adults of varying demeanor, Adventurers. Co 6, Ph 5, Re 5, Es 5, Dmg +5 (tridents) or +3 (spears), Def -2 (sharkskin), also mysticism (alteration to sea otter).

Speaker Nuqala: Dimernesti female adult, realistic demeanor, Champion. Ag 8X, Dx 6X, En 6B, St 5C. Re 8D, Pe 9C, Sp 7B (49), Pr 7A, Dmg +9 (spear of fame), Def -7 (scale armor of renown, made of shark's hide and shells), also Crown of Tides, mysticism (healing, alteration to sea otter).

Outcome

Once Nuqala has granted the heroes use of the crown, the sea elves crowd around them. Some simply smile, others speak a few words of gratitude. One ancient, blind elf woman comes over, clinging to her granddaughter's arm. She approaches each hero and reaches out her hand to touch him briefly, nodding and smiling as she does so. The other sea elves watch in silence. After the two women move on, Ebrin tells the heroes that the priestess of Branchala has given them her blessing for their journey, a great honor indeed.

Nuqala sees to it that the heroes are treated as honored guests at a great seafood feast. The crew of the Narwhal is invited down to Dimernost, and the entire group may remain, recovering from the battle, for as long as they like (a lengthy stay might require the Narrator to let the priestess cast alteration on the heroes to let them to breathe water). Unfortunately, the sea elves are not shipwrights, and they can do little for the Narwhal beyond providing patching materials and following the captain's instructions. After several days, the Narwhal is seaworthy again, but she still takes on water and lacks some of her rigging. When the time comes, the elves joyfully escort the vessel out of the cave, into a sea free of danger.

The last voyage of the Narwhal is not an easy one. Although the sailors do all they can to keep the wounded craft together, when she clears the headland leading into the cove of Port Balifor, she begins to sink. The captain quietly orders the longboats out and tells the crew to abandon her. He is the last to leave her, stopping only to remove a single plank from the deck.

As the longboats approach the shore, the Narwhal's prow, where once the great horn had been, disappears beneath the waves. The captain and crew watch in silence. Only the heroes notice the silent, shadowy form of a dragon blotting out the night sky, tracing an elegy among the stars.

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