The Dark Squad in the Secrets of Saltmarsh #135 Sorry For The (Attempted) Genocide.


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Goonalan

Legend
Supporter
Dark Squad in the Secrets of Saltmarsh

Session #132: The Threat to Saltmarsh.


Dark Squad (in alphabetical order, no egos here).

Daktari/Dak (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 9
Fellowyn Silverstream (played by George) Male Eladrin Wizard Bladesinger Lvl 9
New Tricks/Newt (played by Bear) Male Tabaxi Warlock Lvl 9
Ramshambo/Ram (played by Kev) Male Half-Elf Rogue/Fighter Lvl 7/2
Vincenzo/Vinnie (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 9

DEAD PCs
Nicholai Barbaros Kostyiev/Nicky (played by George) Male Dhampir Cleric of Twilight Lvl 8 RIP

NPCs
Inverna Nightbreeze (played by George) Female Wood Elf Fighter Lvl 8 (Sidekick) RETIRED
Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 RIP*
Tarbin Tul (played by goonalan) Male Human Bard RETIRED
Ubmo (played by Goonalan) Supreme Being Lvl 1 EXPLODED
Ubdug (played by Goonalan) Supreme Being Lvl 2 (When we remember)
*Trapped in the Land of the Bad Dead Ancestors.

Servants/Familiars
Gerald (Bat/Giant Bat) servant/mount of New Tricks
Owly (Owl) Vinnie’s familiar

The Dark Squad’s to-do list-
  1. Find the other four Symbols of Ub, one was left in Deepbridge (Duergar fortress in the Underdark). The others need to be found, they belonged to- Rambles 'Shambles' Bowspirit (halfling killer from Lowhill), Antonio De La Crane (posh kid druid alchemist) & Giggles (crazy wood elf). All of these folk lived in the Saltmarsh region, the Dark Squad have found the De La Crane Manse (in the Dreadwood) and the De La Crane Crypt (in Saltmarsh Cemetery).
  2. Nightshade is in the Deep Dreadwood- except she's not there anymore, but a big red dragon is?
  3. Blackedge and the Goblin Stair?
  4. To join the Pact of the Wild Flame prepare the Witch's Tor for the coming of the starfall, the Witch's Tor is in the Drowned Forest, in the Mere of the Dead Men.
  5. To join the Pact of the Wild Flame track down the last member of the Pact, a wild elf adventurer called Giggles- and finally put her spirit to rest, and also recover her maze button. Location unknown. SEE 2. ABOVE.
This is session 132, and this one is pretty much all chatter. My intention was to get done with the admin quickly and then move in- and of course that never happened, we were still chattering away at 10.30.

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Here we all are again- and the chatter starts right here, Newt (if you remember) has just managed to kill the Rot Grubs eating their way through his body towards his heart/brain. The hard way. With fire and flame.

Again.

Then- much more chatter, about how the PCs are going to get the ship- The Sea Ghost, back to Saltmarsh- Ram is the only one of the gang who knows how to crew a ship, but even he is no ship’s captain, he’s not an expert at this kind of thing. He used to be a bit of a smuggler and served with Captain Stonebeard (famous-ish Dwarven Smugger/Pirate) for a good while, but again- he’s going to have to re-learn the ropes, or else refresh his skills.

So, chatter.

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And here’s the same image in a sort of 3D.

Yikes.

But then the Dark Squad remember that they discovered (last session) a locked away elven prisoner, in one of the secret hatches found in the bulkhead of the ship.

Vinnie is sent to do the talking this time- everyone else, the druid insists, should stay the heck away because, well… they’re all pretty unhinged and/or terrifying.

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The elf, it turns out, is a sea elf, and a ranger of his tribe/community, sent to investigate The Sea Ghost, who- the sea elves believe, are arming a Lizardfolk colony (located in the Mere of Dead Men) for war.

Oceanus, the sea elf, goes on to explain that he was captured when he tried to sneak on board the Sea Ghost to ascertain what was going on. He had spotted the Lizardfolk aboard the ship earlier on his patrols.

Vinnie is magnificent, very friendly- informed (the Dark Squad remember have found weapons, maps, payment and a contract aboard the Sea Ghost). The druid and Oceanus get along just fine, soon after the fellow is released (and healed) and brought out to meet the rest of the Squad.

Who have promised to be on their best behaviour.

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Here we all are some more.

And it is at this point, during the introductions that Oceanus (and Ram) discover that they know each other.

Oddly, and for flavour, back in Session 20-something one of the PCs was asking about Sea Elves, had any member of the Squad ever met one.

Ram had; he’d served with an aquatic elf back in his time with Captain Stonebeard. His name was…

Oceanus.

Alas, Were-Ram is a lot more sinister than Ramshambow, he’s more and at the same time less chatty than every day Ramshambow.

To explain-

Ramshambow is not the speaker of the group, when called upon to he chats, but otherwise- he doesn’t. Much. Unless he has something that really needs to get said. He’s very big on doing is Ram.

Were-Ram is much chattier, but… he only seems able to chat with himself. Example-

“Ram! RAM! It’s me- Oceanus…”

“It calls us Ram, tee-hee. We are not Ram, and yet we are Ram- we were Ram, now we are Were Ram! Tee hee!”

Which is nice. But it gets the conversation nowhere.

So, that kind of thing, multiplied by plenty.

With lots more chatter about Lizardfolk, and… well, any time they can the Dark Squad- and in particular Vinnie and Newt roll out their story again, or else some more.

So, nearly an hour later- real time, and after a much-needed night’s sleep for the Squad, Newt is sent back to Saltmarsh on his flying broom.

There, and remarkably quickly (money talks), he hires a fishing vessel (‘The Salty Squid’) to sail out to The Sea Ghost, and from their help to crew/pilot the boat into Saltmarsh harbour, and a safe berth.

This, of course, takes all day and some of the evening.

The Dark Squad however are in a rush.

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Vinnie, or else Councilor De La Crane, manages to wangle an emergency meeting with Eda Oweland, the head of the Saltmarsh Council.

The cranky old biddy is, at the start of the chatter, more than a little scathing, the feeling is the Dark Squad have brought the present terror to Saltmarsh, before they turned up life was pretty good around here. Some folks had a few problems with the dwarves of Farhill Mine, and there was a bit of smuggling going on, but… other than that- Saltmarsh was a great place to live.

Since the Dark Squad got here, we’ve had stories of ancient prophecies, something called the “Time of Ash”, all sorts of dangerous humanoid activity in the region, then a Kraken turns up accompanied by a bunch of Storm Lord worshipping terrors, and now…

Vinnie patiently explains that a tribe of ferocious man-eating Lizardfolk are arming to invade Saltmarsh.

It’s all a bit too much for Eda.

Eda has a bit of a tirade, but…

Lots of chatter follows- every one of the PCs tries to convince Eda of the truth, and about the Dark Squad’s part in all of this.

Success after success follows, it’s only Fellowyn that fails this check- and while he was his usual random self, he was telling the truth throughout his heartfelt statement, shame he rolled a ‘1’.

Eda is assured, and suitably terrified at the prospect of an invasion.

She arranges for the Dark Squad to be paid for the various items of contraband secured when they captured the Sea Ghost, and then goes further- she pays them another 1,000gp (of her own money). To send the Dark Squad back to sea, to locate the Lizardfolk’s lair and to neutralise the tribe/army.

Eda wants the Lizardfolk menace destroyed.

The Dark Squad are officially rich-ish. The takings from the ship amount to nearly five thousand GP, that’s a thousand each. Some of these guys have not a thousand gold in their pockets for a very (very) long time.

That, although it’s hard to believe, took us to 10.30 PM, note the PCs in conversation with Eda Oweland did allow the PCs to go through their whole story (all the way from the beginning) again. It needs to be said- they like telling their story, now that it has started to make sense to them, now that they have refined it.

It goes a little like this-

We are stuck in some sort of recurring prophecy, seemingly working at the behest of an ancient primordial being- called Ub. Anyway, the prophecy overlaps many different races, species, peoples, places and/or tribes- it all started with the ancient elves’ war against the dragons, back then it was called the Pact of the Flame. Regardless, the prophecy plays out and eventually a great primordial serpent, or else a very big dragon, turns up and… probably eats the world. This is called the Time of Ash, or the Time of Shadow. We think.

The great serpent is called Dendrar, or else the great dragon is called Ashardalon. Regardless, it all started here- in the region of Saltmarsh, only way back when- in very ancient times when the elves lived here (the first people). This same prophecy has been played out every two hundred or so years for the last thirty millennia, give or take.

There are lots of bad guys in the mix- but mainly (so far) Talos worshipping beasts. They’re all coming here for some reason (see above).

So, here we are- the Dark Squad, trying to save Saltmarsh, trying to save the world.

Last bit, Vinnie casts a Divination spell, he's after info from the gods about the planned Lizardfolk invasion of Saltmarsh, this is the reply he receives-

“The Lizardfolk WILL come soon to Saltmarsh, with a familiar black shadow at their heels.
But only when all of your wrongs have been righted, the hands found, the beacon lit and the signal sent.

Respect your Elders and you could perhaps turn the tide.”

And that’s all we did, save to make a few more PCs for our other game in the last 20-30 minutes of the session.

Stay safe and well you lovely people.

Cheers the Dark Squad and goonalan.
 


I'm all caught up again after a rather long hiatus - and in truth it was great fun to have multiple sessions to read through all at once(ish). Loving Were-Ram; the party definitely needed another creepy psychopath o_O.

I still have no idea where the story is going, but I can't wait to find out.
 

Goonalan

Legend
Supporter
Dark Squad in the Secrets of Saltmarsh

Session #133: Fellowyn’s First Massacre.

Dark Squad (in alphabetical order, no egos here).

Daktari/Dak (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 9
Fellowyn Silverstream (played by George) Male Eladrin Wizard Bladesinger Lvl 9
New Tricks/Newt (played by Bear) Male Tabaxi Warlock Lvl 9
Ramshambo/Ram (played by Kev) Male Half-Elf Rogue/Fighter Lvl 7/2
Vincenzo/Vinnie (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 9

DEAD PCs
Nicholai Barbaros Kostyiev/Nicky (played by George) Male Dhampir Cleric of Twilight Lvl 8 RIP

NPCs
Inverna Nightbreeze (played by George) Female Wood Elf Fighter Lvl 8 (Sidekick) RETIRED
Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 RIP*
Tarbin Tul (played by goonalan) Male Human Bard RETIRED
Ubmo (played by Goonalan) Supreme Being Lvl 1 EXPLODED
Ubdug (played by Goonalan) Supreme Being Lvl 2 (When we remember)
*Trapped in the Land of the Bad Dead Ancestors.

Servants/Familiars
Gerald (Bat/Giant Bat) servant/mount of New Tricks
Owly (Owl) Vinnie’s familiar

The Dark Squad’s to-do list-
  1. Find the other four Symbols of Ub, one was left in Deepbridge (Duergar fortress in the Underdark). The others need to be found, they belonged to- Rambles 'Shambles' Bowspirit (halfling killer from Lowhill), Antonio De La Crane (posh kid druid alchemist) & Giggles (crazy wood elf). All of these folk lived in the Saltmarsh region, the Dark Squad have found the De La Crane Manse (in the Dreadwood) and the De La Crane Crypt (in Saltmarsh Cemetery).
  2. Nightshade is in the Deep Dreadwood- except she's not there anymore, but a big red dragon is?
  3. Blackedge and the Goblin Stair?
  4. To join the Pact of the Wild Flame prepare the Witch's Tor for the coming of the starfall, the Witch's Tor is in the Drowned Forest, in the Mere of the Dead Men.
  5. To join the Pact of the Wild Flame track down the last member of the Pact, a wild elf adventurer called Giggles- and finally put her spirit to rest, and also recover her maze button. Location unknown. SEE 2. ABOVE.
This is session 133, and we were doing lots of stuff that was not this game for at least the first half of the session, so sorry about that- this is going to be another short one, as will the next session most likely.

That said, we did get quite a bit done.

We’re getting there.

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We got this done in the first half of the session.

My favourite (name) is Dreary Fallenleaf, I reckon s/he’s going to be a bundle of fun.

We’ll get to this. In a bit.

So, what did we do…

First off was a discussion about last session’s Divination-style prophecy (of sorts), thusly-

“The Lizardfolk WILL come soon to Saltmarsh, with a familiar black shadow at their heels.
But only when all of your wrongs have been righted, the hands found, the beacon lit- the signal sent.
Respect your Elders and you could turn the tide.”

So, here’s the Dark Squad interpretation of the above.

Newt thinks the ‘familiar black shadow’ is… “US! The Dark Squad!”

Ram likes the idea.

Alas Vinnie, Fellowyn (& Dak) think the ‘familiar black shadow’ is Ashardalon, or else the coming of the time of shadow/ash.

No-one has any clue as to what wrongs the Dark Squad need to right- they are, in their own words, just about perfect.

They do however very much want the ‘hands found’, that’s part of one of the earlier prophecies.

They also… maybe, remember something about having to light a beacon, or else send a signal.

But… it’s gone.

As to respecting their Elders, and turning the tide, well… that’s just a flowery GM, apaz.

Vinnie briefly goes off on one- extrapolating the Divination into some apocalyptic cosmic dream he had one lonely night, when he’d overdone the cheese. The DM allows him to ramble for a while before pointing out that the Divination spell only deals with events in the next seven-or-so days.

So, not Vinnie’s end of the world cheese dream then.

At least not yet.

We move on.

13301.jpg

Here’s a bit of the area map, the Lizardfolk lair is just by the Hool River.

But first, the Sea Ghost needs a crew.

And so, four days are spent on and around the docks of Saltmarsh- interviewing and hiring. And keep in mind this activity took four days (the max amount of time I allotted for the activity) because the Dark Squad’s collective rolls were so bad/low.

Eventually we get the following crew on the roster-

Captain: Lionell Crabb, a portly old-ish geezer with a way with words.
First Mate: Bryan Ferry, he has a lovely singing voice, a great motivator.
Bosun: Reuben Malfoi, a good man but of sinister appearance.
Quartermaster: Ol’ Whale, a big fat good ol’ boy.

Cook: Chipper Goldheart, a chattering halfling gossip.

Crew (Hands):
Hector Pugwash, a local lad.
Short Dave Bronze- he loves his suntan.
Velma Four-Teeth Lynk, knows the local tides.
One-Eared Holt, a big strong lad- handy in a bust-up.
Lefty Hathershaw, has a hook in place of his left hand.
Little Al’ Fish, aka The Weatherman.
Handsy Dave, can get a bit fresh.
& Sinbad Smith, an ex-accountant.

Then, we set sail- the Sea Ghost is on its maiden voyage- this after an extended discussion between the newly hired Captain, Lionell Crabb and the Squad. It seems the Squad have not taken all they should into consideration. Captain Crabb points out that just pulling the Sea Ghost up to the shore next to the Lizardfolk’s lair, letting the Dark Squad off, and then buggering off may not be all of the plan.

So, what happens is this- the Sea Ghost sails to the area in question, although a good distance offshore, Newt- on his Flying Broom, and with Gerald (his pet Giant Bat/Bat) instigated, do the recon. In truth it’s mostly Gerald doing the dangerous stuff.

The lair is found, and over several hours, thoroughly investigated.

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The map on the left is a rough approximation- there’s a sea cave top right, a larger cavern entrance with an obvious track leading through the marsh to the area, and a second (hidden) trail through the marsh leading to a concealed entrance set a little way up the mound/escarpment that is the lair.

This concealed entrance has a large reinforced wooden door, which has been (unsuccessfully) hidden from casual observers.

That didn’t work.

Good work Gerald, and Newt.

Next comes a hurried discussion about what the Dark Squad know about Lizardfolk- the question is- are they blessed with Darkvision, if not the time for action is midnight tonight.

The Squad are certain that the Lizardfolk do not have Darkvision, therefore a message is sent (via fish messenger, courtesy of Vinnie) to Oceanus. The Sea Elves, as agreed previously, will make the diversionary attack on the Lizardfolk sea cave at midnight tonight.

The rest is the waiting and then towards ‘go-time’ the casting of a variety of power-ups and buffs.

It takes two castings of Water Walk and Pass Without A Trace but the Dark Squad make their way unspotted (they think) from the Sea Ghost to the shore, much easier for Newt of course, he’s flying.

Note, I roll for random encounters every time Newt goes off on his broom, or Gerald goes recon, or as now- when six strange looking folk (including Ubdug remember) go skipping across the waves to the shore. Not an everyday sight, but… it’s dark at night, and there’s only a fingernail of moon.

And with Pass Without A Trace… Sheesh. Ram’s Stealth check was over 40.

We swiftly (after lots more rolls-Stealth, Survival rolls etc.) get to here-

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The (formerly) concealed entrance to the Lizardfolk’s lair.

En route Fellowyn has been toasted and welcomed proper to the Dark Squad, this is a big day for the ancient Eladrin Wizard- his first ever genocide/massacre, the Dark Squad are old hands at this kind of thing.

Newt even says a few words- they’re not pleasant, mostly imprecations of death, blood, fire and destruction, as pep talks go…

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Oddly the big wooden door isn’t even locked, or barred- and there are no traps. Ram, very silently (Stealth 36), enters in.

There’s a guardroom, with Lizardfolk (Draconic) chatter within.

Ram signals his companions to the ready, and then…

Let the massacre begin.

Ram shoots the nearest Lizardfolk in the back, killing it in an instant.

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Daktari dodges in and unleashes a Fireball, he has a Necklace of the same, although with only a couple of beads left now.

Lizardfolk scream and/or explode into flame.

The barbarian notes there’s a robed Lizardfolk over the far side of the chamber.

Fellowyn shoots a couple of the buggers, Vinnie drops a Spike Growth a little further into the lair- because the rest of the tribe are going to be rushing here very soon.

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Newt blasts another Lizardfolk dead.

There’s just two of the poor buggers left standing, both of them screaming in pain from the Fireball.

Surprise round over.

End of the session.

Stay safe and well you lovely people.

Cheers the Dark Squad and goonalan.
 


Goonalan

Legend
Supporter
Dark Squad in the Secrets of Saltmarsh

Session #134: Are We the Baddies?

Dark Squad (in alphabetical order, no egos here).

Daktari/Dak (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 9
Fellowyn Silverstream (played by George) Male Eladrin Wizard Bladesinger Lvl 9
New Tricks/Newt (played by Bear) Male Tabaxi Warlock Lvl 9
Ramshambo/Ram (played by Kev) Male Half-Elf Rogue/Fighter Lvl 7/2
Vincenzo/Vinnie (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 9

DEAD PCs
Nicholai Barbaros Kostyiev/Nicky (played by George) Male Dhampir Cleric of Twilight Lvl 8 RIP

NPCs
Inverna Nightbreeze (played by George) Female Wood Elf Fighter Lvl 8 (Sidekick) RETIRED
Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 RIP*
Tarbin Tul (played by goonalan) Male Human Bard RETIRED
Ubmo (played by Goonalan) Supreme Being Lvl 1 EXPLODED
Ubdug (played by Goonalan) Supreme Being Lvl 2 (When we remember)
*Trapped in the Land of the Bad Dead Ancestors.

Servants/Familiars
Gerald (Bat/Giant Bat) servant/mount of New Tricks
Owly (Owl) Vinnie’s familiar

The Dark Squad’s to-do list-
  1. Find the other four Symbols of Ub, one was left in Deepbridge (Duergar fortress in the Underdark). The others need to be found, they belonged to- Rambles 'Shambles' Bowspirit (halfling killer from Lowhill), Antonio De La Crane (posh kid druid alchemist) & Giggles (crazy wood elf). All of these folk lived in the Saltmarsh region, the Dark Squad have found the De La Crane Manse (in the Dreadwood) and the De La Crane Crypt (in Saltmarsh Cemetery).
  2. Nightshade is in the Deep Dreadwood- except she's not there anymore, but a big red dragon is?
  3. Blackedge and the Goblin Stair?
  4. To join the Pact of the Wild Flame prepare the Witch's Tor for the coming of the starfall, the Witch's Tor is in the Drowned Forest, in the Mere of the Dead Men.
  5. To join the Pact of the Wild Flame track down the last member of the Pact, a wild elf adventurer called Giggles- and finally put her spirit to rest, and also recover her maze button. Location unknown. SEE 2. ABOVE.

This is session 134, and once again we didn’t get a lot of this done, we were too busy playing a (test) encounter for the other game we are setting up. The (test) encounter went well, the best moment came when Maggie ‘O (played by Jim) shot eight Kobolds dead on her turn with her (pump-action) crossbow. Not bad for a 1st level (Cleric) PC. I’ve been messing with the action economy, naughty me.

I thought the Kobold’s song, and their accompanying dance, deserved mentioning too- most enjoyable.

We’ll get to this (and an explanation), probably.

But the final hour of last Tuesday’s session, the 134th so far, was back to the Dark Squad and their ‘in progress’ massacre of the Lizardfolk.

Are you sitting comfortably, then we’ll begin, although- there’s not much to it this time (again).

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Remember this- a slew of dead Lizardfolk, including one wearing robes, and then the more violent members of the Squad press their case- they rush in to the lair, on the rampage.

New Lizardfolk turn up, or else come rushing to the attack- whirring and croaking in their strange draconic tongue, and… they die.

Remarkably quickly.

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Even Vinnie’s Spike Growth secures a few kills.

To note the Lizardfolk in the Spike Growth in the image above was armed with a broom.

Fellowyn, at this point, is trying to communicate with the bleeding out female Lizardfolk- savaged by the Spike Growth spell. The Eladrin is trying to tell her to lie still, not to move.

Vinnie, the instigator of the spell is whistling loudly, very loudly- trying to drown out the sound of her screams.

He’s also quick to get away from the sight of it all.

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Daktari is raging- running ahead, cutting down any Lizardfolk he sees.

Fellowyn meantime is going both sides of the soon to be ongoing debate, pointing out to his colleagues that Lizardfolk eat humanoid flesh.

If the Dark Squad were not killing them, in short, the Lizardfolk would be killing the Dark Squad.

And then eating them…

That’s Fellowyn’s line.

Although, he worries- often aloud.

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Oh look, in the Spike Growth, a second female Lizardfolk attempts to rescue her friend… alas she suffers the same fate. The pair are now cowering and clutching on to each other, surrounded on all sides by spiked and serrated terrain.

Their screams are getting louder.

We’ve moved on a little bit, but…

Things have changed, but only slightly.

I think it was Ram that said it- the title of this session, “Are we the baddies?”

The debate is rumbling on.

Regardless, the Dark Squad rush on deeper into the lair.

Even Newt is double moving every turn- trying to find new Lizardfolk to destroy.

But it’s the chatter that he can’t stand.

The backsliding.

Ram spots a female Lizardfolk, who bursts from a chamber ahead armed with a… big ladle. The Rogue doesn’t shoot, only snarls at the terrified humanoid to get out of his way.

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The raging Daktari has no such qualms, he grabs out a javelin and… that’s the end of the ladle wielding Lizardfolk.

Note somewhere along the way Ubdug has got excited- I (the DM) roll a d4 each turn to see what Ubdug does, he’s that kind of random. I keep rolling a ‘1’, one in Ubdug attack mode means charge in and attack, and so he does.

Ubdug goes racing ahead of Ram doing his best impression of Daktari (raging).

Ubdug even starts mimicking Newt’s vocalisations, although in his own inimitable style.

“I AM THE ZERO-BRINGER!”

Keep in mind that when Ubdug (briefly) ‘dies’ he (briefly) visits a featureless plain/plane populated only by zeroes. Zeroes are anathema to the Modron, the brief glimpse he receives each time he ‘dies’ is of a terrifying hellscape. Ubdug lives for the ones. Zeroes are death to him.

Ram even worries (aloud) for a while that they (he?) have corrupted, or else are in the process of corrupting Ubdug, and that might not be such a good thing.

Remember Ubdug says “I AM THE SUPREME BEING”, a lot, well- at present the intellectual heavyweights of the Dark Squad are of the opinion (and it’s a consensus) that Ubdug might just turn out to be what he keeps telling everyone he is.

Present thinking is Ubdug is a God of some sort. I forget how they made this mental/narrative journey; I may have had a hand in it- if so, I have no regrets.

Anyway, back to the massacre…

Moments later Ubdug corners a bunch of Lizardfolk in a chamber- the three females were caught in the act of cooking dinner. The Modron drops a Storm Sphere into the chamber and then shuts the door.

More remarkably all of the Lizardfolk in the chamber survive, but only just.

To recap, at this point Fellowyn has killed a few Lizardfolk but is mostly not keeping up with the front line, he gets a shot or blast off every now and then.

Ram started off as a killing machine but is now selecting targets, and being very selective about it- he hasn’t fired his bow for the last three or so turns.

Vinnie is, still whistling loudly, and following on- every now and then readying an action but other than maintaining concentration on his Spike Growth spell, Vinnie is mostly way behind the front line.

Daktari is raging and killing/attacking every Lizardfolk he sees.

Ubdug is at the same gig.

Newt, more of the same- except he (like Fellowyn & Vinnie, at times) can’t keep up with the action- and the front line. But again, when he sees an enemy- he destroys it.

So…

Oh, but I’ve not mentioned Newt much this session so far, which is odd because he has been the chattiest PC by far.

The chatty he is doing is this kind of thing-

“Don’t look Vinnie, don’t listen to their screaming- we need to see this through!”

“These creatures are bloodthirsty monstrosities- you remember the prisoners in the Mere of the Dead Men, in the Lizardfolk’s cages. They eat us!”

“Ram, think of Saltmarsh- they plan to attack the town!”

Newt is making the case for genocide, and he’s having to do it a lot.

In between all of the above the players, and their PCs- of course, are starting to fret.

Are we doing the right thing?

It gets to this, and it’s Newt again-

“This is what the Dark Squad do!” If you listen closely, you can hear Newt stamping his foot to punctuate the previous statement, and throughout what follows- “It’s just the DM, messing with us- it’s Paul (that’s me) trying to ruin our fun. There’ll be some kids turn up next. He’s just trying to make us feel bad, to make us doubt ourselves. This is what he does.”

I love that last line-

“This is what he does.”

But that alas was also the end of the session.

It was only an hour-long, but I enjoyed it immensely.

I think it was less enjoyable for some other folk.

Full session of the Dark Squad next time.

Can’t wait.

Stay safe and well you lovely people.

Cheers the Dark Squad and goonalan.
 



Goonalan

Legend
Supporter
Dark Squad in the Secrets of Saltmarsh

Session #135: Sorry For The (Attempted) Genocide.

Dark Squad (in alphabetical order, no egos here).

Daktari/Dak (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 9
Fellowyn Silverstream (played by George) Male Eladrin Wizard Bladesinger Lvl 9
New Tricks/Newt (played by Bear) Male Tabaxi Warlock Lvl 9
Ramshambo/Ram (played by Kev) Male Half-Elf Rogue/Fighter Lvl 7/2
Vincenzo/Vinnie (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 9

DEAD PCs
Nicholai Barbaros Kostyiev/Nicky (played by George) Male Dhampir Cleric of Twilight Lvl 8 RIP

NPCs
Inverna Nightbreeze (played by George) Female Wood Elf Fighter Lvl 8 (Sidekick) RETIRED
Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 RIP*
Tarbin Tul (played by goonalan) Male Human Bard RETIRED
Ubmo (played by Goonalan) Supreme Being Lvl 1 EXPLODED
Ubdug (played by Goonalan) Supreme Being Lvl 2 (When we remember)
*Trapped in the Land of the Bad Dead Ancestors.

Servants/Familiars
Gerald (Bat/Giant Bat) servant/mount of New Tricks
Owly (Owl) Vinnie’s familiar

The Dark Squad’s to-do list-
  1. Find the other four Symbols of Ub, one was left in Deepbridge (Duergar fortress in the Underdark). The others need to be found, they belonged to- Rambles 'Shambles' Bowspirit (halfling killer from Lowhill), Antonio De La Crane (posh kid druid alchemist) & Giggles (crazy wood elf). All of these folk lived in the Saltmarsh region, the Dark Squad have found the De La Crane Manse (in the Dreadwood) and the De La Crane Crypt (in Saltmarsh Cemetery).
  2. Nightshade is in the Deep Dreadwood- except she's not there anymore, but a big red dragon is?
  3. Blackedge and the Goblin Stair?
  4. To join the Pact of the Wild Flame prepare the Witch's Tor for the coming of the starfall, the Witch's Tor is in the Drowned Forest, in the Mere of the Dead Men.
  5. To join the Pact of the Wild Flame track down the last member of the Pact, a wild elf adventurer called Giggles- and finally put her spirit to rest, and also recover her maze button. Location unknown. SEE 2. ABOVE.
This is session 135, and here we go, a full session spent just with the Dark Squad.

What joy!

We’re in the middle of a home invasion if you remember, the Dark Squad are in full-on genocide mode- the dastardly lizardfolk are being made to pay for arming/plotting to attack Saltmarsh.

And so back to the action…

But there aren’t too many lizardfolk around for the Dark Squad to slay- they have (so far) mostly either died (very quickly) or else fled.

But then the combat tracker suddenly gets very busy.

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That’s a lot of lizardfolk, and the Dark Squad can hear them coming down the corridors hereabouts- screaming and shouting a variety of imprecations.

The tribe are coming is the consensus.

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A hefty brute- a lizardfolk render rushes around the corner and swipes Ubdug back to the land of zeroes. Then steps up and tears (a little, very little) at Daktari.

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But the big guy doesn’t last long- that’s what approx. 70 hit points gets you, dead in half-a-turn, thank heavens a few more lizardfolk warriors show up and pepper the party with javelins.

Not many hits though.

Note, Newt is targeting another female member of the tribe here, she too is armed with a ladle, keep in mind he’s collecting souls, two of his three masters (Belphegor & Humphrey Far-Fer-Nar) reward the tabaxi warlock for sending them the souls of the sentient folk he destroys in their respective names.

I think he reached 100 souls dedicated to Belphegor a few weeks back and was suitably rewarded.

That’s nice.

You’ve got to have a hobby; else you’d go mad around here.

Anyway, Newt is a terror at present, slaughtering everything in sight while constantly ‘motivating’ his colleagues to continue with the genocide.

At times he really is a very naughty boy.

Not really a revelation.

Anyway…

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Yet more lizardfolk warriors and scaleshields turn up.

In truth they don’t last very long.

But let’s take a moment, some of the Squad- mostly Vincenzo (sometimes others- even Ram isn’t happy) are starting to question their motivations here.

Note, this change of heart is as much about the fact that this is a genuine slaughter.

Look at the image above- the Squad have taken down between a dozen and twenty lizardfolk so far (all shapes and sizes- commoners, warriors, scaleshields, a render and a shaman). Daktari is the only member of the party (apart from Ubdug) to have taken a hit.

The Dark Squad are having doubts, some of them.

Those that are blessed/cursed* with a conscience.

*Delete as you feel appropriate.

This strange feeling- doubt, rather a new sensation for some of them, takes the form of shouting odd phrases in draconic at the lizardfolk combatants, like-

“Drop your weapons and surrender and I will let you live!”

That’s Ram’s effort, or something very similar.

“Stop this fighting… and then we will stop fighting… if you stop your fighting first.”

Not Vincenzo’s Gettysburg Address.

But my favourite goes to-

“Can we speak manager!”

In cod-Russian if you please, that’s Daktari- in a moment of lucidity (he’s always raging remember).

So, they’re trying to make sense of things.

Sorta.

But y’know- still killing lots of lizardfolk, in-between the odd speeches.

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But then… Newt finds all the evidence he needs.

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Bear (playing Newt) to the DM (that’s me)- “Is that an arm on the table, with all of the blood and bones?”. The DM affirms, and then goes on to briefly describe the scaly, clawed and webbed hacked-off appendage.

Which very quickly translates to Newt screaming the following to his comrades-

“THEY EAT HUMANS! THEY EAT PEOPLE! THERE ARE BITS OF PEOPLE IN HERE! THEY’RE EATING US!!!”

Newt does apoplectic.

He never lets a fact get in the way of his opinion.

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More fighting.

But some of the Dark Squad are really not convinced.

There’s also a voice coming down one of the corridors- someone or something speaking common, scratch ‘speaking’, they’re yelling- but in a weak and croaky old man/lizardfolk voice.

The Dark Squad are trying to get a reply across, or else to stop the fracas to hear, but… Daktari is in his happy place- surrounded by flailing lizardfolk, who he is tearing through with his magic sword Shatterspike- rage fuels him still.

A little earlier (raging) Dak was getting very concerned about the quality of the opposition here.

In cod-Russian if you please-

“It is pitiful, it is like they are not even trying to kill us!”

Newt is just fine with setting folk on fire.

It’s what he does.

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And so more lizardfolk die.

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Until an ancient looking lizardfolk feller turns up (he of the croaky voice), and after exasperatedly shouting/ordering a cease and desist the lizardfolk warriors eventually stop fighting- even Daktari is restrained for a moment, and Newt… well, eventually he stops blasting folk, but y’know- at the end of his turn.

There is chatter.

In precis- Sauriv, the lizardfolk elder, wants to know why his people are being slaughtered? What offence have they given?

The Dark Squad explain, semi-incoherently and all at the same time (natch)- something about a prophecy (the Divination spell Vinnie cast several sessions back- I’ll refresh your memories with the text in a mo), a pirate/smuggler ship full of arms- bound for this spot, a lizardfolk invasion of Saltmarsh, and… well, lizardfolk are bad folk- they eat people.

Everyone knows that.

Sauriv explains that his tribe was kicked out of their previous lair only a few months back by a ferocious group of sea devils (Sahuagin) that have just invaded the undersea hereabouts. The lizardfolk retreated to here (one of their previous lairs) and are arming themselves to fight the sea devils, who not content with driving them out are seeking to destroy them, and all other opposition in the region.

Sauriv even describes a symbol- three vertical wavy lines (like lightning bolts) that has been carved into some of their recovered dead by the sea devils.

The Dark Squad recognise the symbol- it’s a Talos thing.

The Dark Squad therefore collectively pauses for thought.

Or else the VTT/Discord goes quiet for a bit.

More chatter follows, most of it by the Dark Squad- just checking a few more facts before…

Sorry, it’s all been a big mistake, or else a misunderstanding- the Dark Squad break out the apologies, and very soon after start making their sorry-speeches.

Just in time as around eighty more lizardfolk, including several chiefs, the queen and an entire gaggle of shaman turn up.

At which point, after a heated (at times) negotiation- mostly it’s Sauriv arguing (with the shaman, mostly) that the Dark Squad should be spared, or at least given a chance to talk/redeem themselves.

Note, I didn’t drop anymore lizardfolk on the maps on Fantasy Grounds at this point because there were already 60+ participants in the combat tracker- adding another 80 or so combatants to the melee/map would have killed it.

So, no pictures of the massed ranks of lizardfolk, use your imagination.

Anyway- the chatter goes back and forth.

Vinnie makes a great speech- about mutual enemies (the sahuagin- the Druid explains the Dark Squad’s history with these guys) and the chance to fight them together- the lizardfolk and the Dark Squad.

Ram says much the same, only in one short sentence.

It’s how he speaks.

Note the above two, and Fellowyn- I think, were apologising hard as soon as it started to become apparent- Ram just once, Vinnie repeatedly.

Eventually the lizardfolk queen decides-

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Here’s Othokent, the lizardfolk queen, keep in mind in-game she’s surrounded by a bodyguard of scaleshields and warriors.

Othokent’s decision- “Kuta!”

Which translates as- “Shame!” Several members of the Squad speak draconic, although cultural meanings are obviously lost on them.

Sauriv explains- the Dark Squad must show contrition throughout what follows- members of the tribe (not the warriors) take it in turns to berate random members of the Dark Squad about their bloody deeds, either shouting at them or else telling sobbing stories about those that the Dark Squad have just slain. Their hopes and dreams ruined… cut short, etc.

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The Dark Squad have to take it in turns to say how sorry they are, and to explain themselves to the barracking crowd, until… they are all, if not forgiven, then at least accepted/acknowledged.

As it turns out there are lots of ways to say sorry, repeatedly for one.

Newt aces it, his apologies are very mostly superb-

“Yes, madam. I am so sorry that I blasted your son apart- it was a waste, a waste of my spell and your precious lizard-thing-cum-child. Deeply humbly. Humbly deeply. I only hope that- what was his name- “Parsnip?”, that Parsnip’s soul has winged its way to a much better place.”

Then he rolls a 20-something.

Lots of checks, and the Dark Squad are spending Inspiration Points (they didn’t need them in the fight) to re-roll anything low, they’re not taking chances.

Eventually things calm down, a little…

But let’s just take a moment to refresh ourselves with Vinnie’s Divination spell a few sessions back, here it is-

“The Lizardfolk WILL come soon to Saltmarsh, with a familiar black shadow at their heels.
But only when all of your wrongs have been righted, the hands found, the beacon lit- the signal sent.
Respect your Elders and you could turn the tide.”

So, the Dark Squad are figuring out what righting their wrongs entails.

And they’re respecting their elders, or elder- singular, that’s Sauriv.

Then- time for a kicking.

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The lizardfolk warriors, and more than a few chiefs grab up the various members of the Dark Squad- who go with the flow, and frog (don’t laugh) march them to here.

The chant all the way- “Chokko! CHOKKO!”

Chokko turns out to be a twelve-foot tall, one ton, lizardfolk render- with a beautiful head fin/crest-thing.

Oddly Chokko speaks a lot like Daktari.

Cod-Russian if you please.

“I am Chokko, fine specimen- force of nature, known far and tide for my beautiful head crest-fin-thing. Hear me ROAR!”

Daktari likes Chokko from the start.

Later he offers the big fellow a hearty handshake (before the fight begins) Chokko uses the opportunity to try and tear Dak’s throat out.

Oh, but before we get too far on with this- in a quiet moment Sauriv the lizardfolk elder (who is still translating and making sense of things for the Squad) asks for a brief word with Daktari.

The barbarian is happy to chat, as it turns out he just needs to listen- Sauriv whispers the following to Dak- “The man and the crocodile”, that’s it.

Dak is, of course, intrigued- but there’s no time at the present.

Just to note any mention of the man and the crocodile causes several members of the cast to start to get angsty, they hate it when it turns up in the plot- the consensus is-

WHAT IS IT?

Back to events.

A minute or so later and Daktari (after consuming a healing potion or three) is in the ring- unarmed and unarmoured (they’re the rules for the fight)- actually the big man has gone a step further, at present he’s only wearing his Headband of Intellect.

He is also getting torn apart by Chokko.

Chokko hits hard, and approx. 75% of the time- with three attacks per turn, advantage on all of them and with a great to hit bonus to boot.

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Dak is raging, frenzied, reckless and hasted- and its neck and neck here.

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To the wire.

To make clear- the lizardfolk warriors have lost face here- also several of their number are now dead, they’re not at all happy. Chokko is the best of the best. If Daktari wins the fight… well, he will at least earn their respect.

Note, if he loses the Dark Squad have to pick a new champion and try again, Ram is making ready.

The fight is to unconsciousness, not to the death.

The lizardfolk, Othokent makes clear- do not wantonly kill folk.

And then…

Daktari gets it done.

Chokko is down.

Note, both combatants were below 10 HP in the last turn- Dak just beat Chokko to the punch, as it were.

After the hubbub there is a modicum of respect to be had from the warriors- they will now bury & then celebrate their honoured dead, the Dark Squad are on license.

At which point Othokent decides it’s time to reveal a little more of the lizardfolk’s plan…

But that doesn’t happen.

A delegation of shouting shaman show up, they demand satisfaction too- they’ve also discovered the dead body of the shaman the Dark Squad killed early on in their spree.

They are also not very happy.

They demand something called “SUNDA!”

They chant this repeatedly, there is quite a kerfuffle- it takes Othokent a while to get things settled.

As usual Sauriv interprets, although he’s a little lost to begin with.

‘Sunda’, he explains is a ceremony for the coming of age, or else when a lizardfolk is to be promoted to an elite group.

The lizardfolk in question is sent out into the swamp, there to survive for a set/stipulated amount of time, dependent on the nature of the reward. On their safe return to the lair they are then celebrated and take up their new position. Semuanya (the lizardfolk deity) has blessed them- allowed them to survive the swamp, they are therefore ready to receive their reward.

It becomes clear that the shaman want the Dark Squad to go out into the swamp, to undertake “Sunda”. The trial they are suggesting is the most severe available, and usually reserved for those rising to the rank of queen (the lizardfolk are a matriarchy). Those undergoing this right must travel as far as they can from the lair, for five days they must journey- and then undertake to make the return journey to the lair in just four days.

They must return to the lair in exactly nine days.

They must survive in the swamp during this time by their own wits.

If they have been bad lizardfolk then Semaunya will send them many challenges during this time, if they overcome these then their past burdens (guilt) will be lifted, expunged.

The swamp will wash them clean.

As it were.

I keep writing swamp- it’s actually the Mere of the Dead Men out there, not a pleasant place at all.

Eventually, after some more back and forth, several members of the Squad tire of the bickering and having heard Sauriv’s explanation they just agree to undertake the task, swearing that they will walk as far as they can for five days, avoiding or else battling whatever the Mere of Dead Men has in store for them, and then make their way safely back here.

Let’s do this thing.

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Here’s a shot of the kerfuffle, only imagine there’s another five or six shaman in the mix.

Last bit, the PCs remember that they have a task to do in the Mere of the Dead Men, there’s a place called the Witch’s Tor, they must go there- it’s in one of the old prophecies-

“I am Kolven, and I am forever.
Seek the witch’s tor,
In the lair of the drowned ones,
But beware the demon’s spore.
Find the time.
Return again with the star fall,
To reclaim the power.”


The lair of the drowned ones is in the Mere of Dead Men, and oddly Sauriv has heard of the place- the Witch's Tor he explains is a an ancient (and forbidden) place- full of ghosts, the lizardman elder says- 'the air is thin there, it is said you can see through the mist there, to other worlds- some of which are watching, and waiting..."

So, plenty to do.

Oh, and Sauriv says if the Dark Squad can cover 100 miles of swamp (or thereabouts) in five days, well- the Dark Squad could get there.

Funny how that worked out.

A chance for the Dark Squad to free themselves of their sins (in the lizardfolk's eyes), do the next bit of their quest, and then get allies for the upcoming... No, I'll not write anymore.

That was the end of the session, actually we were a little over time.

Much fun was had by all, as usual.

Stay safe and well you lovely people.

Cheers the Dark Squad and goonalan.
 

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