Valance heard the call for help and got the others. Navnen, the party thief, was struggling to keep his head above water while fighting a long necked dragon like creature.
‘Hold on, we’re coming!’ Chalk called.
Valance had several spiders on hand for no particular reason that scurried towards the melee while Koram drew his Crystal Sword and hacked at the thing. Chalk threw a spell that caused the water to start warming up. The creature finally gave up and swam hurriedly for deeper waters.
‘Wow, I thought we lost another thief there!’ Koram said.
Chalk coughed. Valance and Koram handed silver coins over to the wizard.
Navnen recovered and looked aghast at the fighter and cleric.
‘At least someone had faith in me!’
;We all bailed you out,’ Valance reminded the pilferer.
No. Enc.: 1 (1d4)
Movement: 40′ (20′)
Swim: 90′ (30′)
Armor Class: 4
Hit Dice: 6
Damage: 1d6 (claw or bite)
Hoard Class: VIIx2
The water wyrm is an air breathing creature that makes its self comfortable at the bottom of shallow lakes, rivers, ponds and creeks much like a snapping turtle does, although sometimes the head of the creature is hidden in grass or among rocks to try to blend in to its surroundings while keeping an eye out for potential prey. Being fairly lazy these monsters have developed an ingenious way of catching their prey; their backs are covered with cysts that look like river stones underwater. Anyone stepping on one of these ‘rocks’ must make a Str attribute test on 1d20 to avoid being stuck to the thing’s back. Those trapped are -2 to hit and damage in combat due to the wyrm’s thrashing, biting and wrestling as it tries to kill its next meal. Each cyst grows back in 1d4 days and these monsters have about a dozen of these on their backs.