The Danger Gang Hang Out With Guymar of Salerno
The Danger Gang leave the eerily familiar surroundings of Amalfi to sail over to Salerno. En route they are accosted by a beautiful young mermaid who asks if they are going to fight the junta that took over Salerno a week ago. They say they actually hear that Salerno is alright, and then the mermaid turns into a twelve foot tall man wreathed in flames. They take him out without too much trouble, despite the fact that he almost sets the boat on fire.
The Gang arrives in Salerno and heads over to Guymar's house, Salerno-brand robot in tow. Guymar seems like a nice guy; he's hanging out with those Normans again. They chat amiably until Karl whips out the bot. There's a gasp from the crowd and Guymar explains that anytime something weird comes from Salerno it probably came from Monte Salerno, home of a good old fashioned undead princess, cursed to everlasting undeath for blaspheming. The Gang agrees to take care of this little age old curse for them. But first they're going to go look into something else.
They dive into the water (after having Water Breathing cast on them) to see if they can find any mermen or leads to Vittiga. They do find one and he says it's off the coast of Naples. They get back in the boat and set sail.