Accompanied by the reverberating echoes of the waterfall, the party cautiously approaches the two shocker lizards with Krask and Fobias leading the way. Their attempts to empathize with the lizards are met with hesitant retreat, and it appears as thought our heroes might be in the clear as the reptiles retreat down a side passageway. However, as the party investigates the contents of some swollen crates (finding some +2 shocking arrows), the lizards tepidly come back into view.
Theo remembers back to his knowledge and ecology of the lizards and wonders how their temperament might be affected by casting an electrical spell. He uses the wand of shocking grasp and the lizards get very excited. They begin circling the spot where the spell was cast, and the frills on their collars pulse with a fervent energy. Vale informs the party that there are supposed to be three exits from this cave – two would lead nearly directly into the parade grounds of Fort Rannick, which a third should grant them access somewhere on the lower levels near the prison cells.
The party descends along the passageway and eventually comes across a massive colony of shocker lizards. Small motes of electricity fizzle and arc between the reptiles, causing hairs to stand upright. Up ahead, in one of the many nesting alcoves, Krask and Fobias notice a figure lying down, surrounded by several lizards. Krask shoots an arrow and draws their attention, but it also seems to agitate the colony. His mistake was in trying to make a second shot and moving towards the figure; this action unsettles the colony to a point where they begin to close in on Krask, cutting him off from the rest of the group.
Immediately things start to turn for the worst – the lizards expend an amplified level of electricity to cause a deadly burst of electricity at Krask. Luckily, he avoids the storm, which is drawn more to the conductive and soggy cavern walls than his fleshy body. After this electricity is expended, the color drains from the lizards, seemingly indicating that they need time to recharge this powerful ability. The party sees this a couple more times throughout the battle against the dozen lizards, and they should count themselves lucky that they didn’t see it more often.
The figure holds its own against a lizard that continuously tries to bite its leg. They punch it several times, eventually landing a killing blow as the rest of the party mops up the remaining lizards. It was touch-and-go for the first two rounds, but once the heroes clear a path to assist Krask, the lizards have too many targets to focus on. Before patching up their wounds, the party goes over the figure who introduces himself as Trace Fellwinter, Paladin of Sarenrae. He was chained up by a woman after investigating the Paradise, being drugged, and brought to the Fort. The woman tried offering him indulgences, but Trace’s resolve held firm. His imprisonment was a result of failing to comply with her wishes.
Trace performs a couple iterations of Lay on Hands, healing the party as a sign of good faith that he can be trusted. Just as the Krask removes the shackles, however, it becomes clear that Trace has a Sihedon Rune burned into his skin underneath the chains. This immediately puts the party on edge; the last person they met with a Sihedron Rune tattooed on their body bolted in the middle of the night to warn Fort Rannick of the party’s arrival.
Whether it be a lapse of judgment, or a realization that Trace’s mark was different than the others the party has seen (branded, not tattooed), the party agrees to release him. Trace, being of solid moral character, decides to assist their party in retaking Fort Rannick. Perhaps it will allow him to get more answers about his kidnappers and provide a more concrete purpose than he’s had in years.
Twenty feet away, in another one of the lizard’s alcoves, Krask finds a pile of Trace’s belongings, including a holy symbol of Sarenrae that has been doused in blood. Redonning his armor, Trace wants the party to meet his traveling companion – an aged pony named Ol’ Bill. Theo is skeptical; this was an unknown cave and there weren’t any signs of a pony roaming around the corridors.
Trace folds his hands, there is a bright light, and a dusty gray mare with a mouthful of cud materializes in front of them.
Who is this new Paladin? Why was he brought to Fort Rannick? What sorts of shenanigans will be possible by summoning a pony at will?
Photo Credit: Bridget Monro (http://bridgetmonro.blogspot.com/2011/03/shocker-lizard.html)