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Story Hour
The Dark Squad in the Secrets of Saltmarsh #136 Into the Mere of the Dead Men.
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<blockquote data-quote="Goonalan" data-source="post: 8021621" data-attributes="member: 16069"><p style="text-align: center"><strong>Dark Squad in the Sunless Citadel</strong></p><p></p><p><strong>Session #005 Durn Um Batty Whim-Wham.</strong></p><p><strong></strong></p><p><strong>Dark Squad (in alphabetical order, no egos here).</strong></p><p><strong>New Tricks (played by Bear) Male Tabaxi Warlock Lvl 2 (see below)</strong></p><p><strong>Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 2</strong></p><p><strong>Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 2</strong></p><p><strong></strong></p><p><strong>NPCs</strong></p><p><strong>Garumn Male Mountain Dwarf Paladin of Moradin Lvl 2</strong></p><p><strong></strong></p><p><strong>Left back with the Kobolds</strong></p><p><strong>Erky Timbers Male Gnome Priest of Tymora</strong></p><p></p><p>So, session #5, and here we go again- when we left the Dark Squad they were fighting their way through the goblin’s territory, and making short work of the enemies there- although Vincenbear was getting stabbed up good and proper (and on low HP).</p><p></p><p>But that doesn’t last- from the door ahead a voice and a strange visage appears- Grenl, the goblin shaman- she looks like a concertinaed version of your nan (three and a half feet tall, adorned in all manner of strange symbols and brooches, and mostly made of wrinkles).</p><p></p><p>[ATTACH=full]123197[/ATTACH]</p><p><strong>Durn is "um batty whim-wham", while the Outcast is described as "dik-dik", at least according to Grenl.</strong></p><p></p><p>“No fighting! No fighting!”, Grenl calls- and then grabs the goblins attacking the adventurers, slaps them about a bit and flings them back into the chamber behind her.</p><p></p><p>Much (sometimes odd) chatter follows- the Dark Squad, obviously hold-off their attacks and, after twenty minutes of back and forth, they do a deal with Grenl, during this time they learn-</p><p></p><p>1) The goblins are not enamoured of their new chief Durn, who is a “hobnob” (= hobgoblin) and is “um batty whim-wham!”, which after a short mime translates as a ‘big fat arsehole’. More chatter reveals that Hogwash the previous gobnob (= goblin) chief preferred “boom-boom!” (= sex) to “bang-bang!” (= fighting). Durn, alas, is very (very) “bang-bang”-orientated, and keen (it seems) to spend goblin lives like water.</p><p></p><p>2) Grenl and the goblins will have further ‘talk-talk’ with the Dark Squad, if and when they rid them of Durnn- 'quick-quick'. Grenl points the way to their chief- north, and then slams the door shut.</p><p></p><p>The Dark Squad obviously have more questions but Grenl’s not saying anything else until the goblin’s freedom is won.</p><p></p><p>[Confrontation with the goblins- mostly last session 148 XP]</p><p>[Chatting with Grenl and doing a deal 100 XP]</p><p></p><p>The Dark Squad catch a quick breather (and lay on hands), Vincenbear reverts to Vincenzo, and then the group head north- cautiously lead by Ramshambow, all the way to the tower chamber of Durn and his ‘hobnob’ lieutenants.</p><p></p><p>Note Ramshambow has started up with his digitally magnetised dice, here’s a warning ahead of time he rolled below ‘10’ maybe seven times in the session (and he makes a lot of rolls)- the rest of his checks are ‘15’ on the dice or higher. At one point the rogue rolls- 20, 17, 20, 20, 19- and in quick succession.</p><p></p><p>While we’re talking about dice rolls- pretty much for the entire session Newt’s dice are broken. I’ve just checked back through the Chat file from FG and in one consecutive streak the tabaxi made seven rolls in a row, the highest of them was a ‘4’.</p><p></p><p>The law of averages?</p><p></p><p>Sorry, I have a bit of a thing about dice rolls, the seemingly non-random (and yet entirely random) nature of the things. It makes me chuckle, best just to leave me be.</p><p></p><p>Back to it.</p><p></p><p>Stealthily Ram opens the door into Durn’s lair, spies inside- a large tower chamber with a central shaft (like a fifteen foot wide well) ringed by a low stone wall, with creepers and vines reaching out of the dark descent. Around the outside of the well-lit chamber are four hefty hobgoblins, including the easily identifiable (nearly seven feet tall) Durn. The big chief is sprawled on a crude stone throne with his feet up on a substantial iron chest. The rogue reports back to his comrades and then seconds later the Dark Squad unleash their surprise attack.</p><p></p><p>[ATTACH=full]123198[/ATTACH]</p><p><strong>Thanks to Bear for some of the FG images tonight- it's always good for me to see what the players are seeing, in this one Ram's spying in on Durn and his entourage.</strong></p><p></p><p>Ram dodges through the enemies and skewers Durn leaving the screaming hobnob chief heavily wounded, Garumn follows in and smashes a hobnob down with one hit (rolled max damage).</p><p></p><p>Vincenzo lights up the chamber, briefly, with his faerie fire- leaving Durn glowing like one of the Ready-Brek kids.</p><p></p><p>Ram stabs Durn again, and the chief is left spluttering and screaming at his comrades to defend him, to keep him alive- note none of the PCs however can speak or understand the goblin tongue. Garumn heads over and smashes Durn down- that was quick.</p><p></p><p>[ATTACH=full]123199[/ATTACH]</p><p><strong>Durn, the DM under-hit-pointed again, I'll learn- and then they'll learn. Full disclosure- Durn started with 18 HP (and was AC 19) in truth I thought he would survive a little longer- woe is me.</strong></p><p></p><p>The two remaining hobgoblins attempt to fight their way out of the fracas and into the nearby goblin chambers, the pair think the goblins there will help them…</p><p></p><p>At this point the twig blight, hidden in a pot by Durn’s throne, launches itself from its ceramic home and scratches and cuts Ram’s legs and feet.</p><p></p><p>Ramshambow however sticks to skewering hobgoblins and savages the nearest, it’s almost dead. The second hobgoblin wrenches open the door into the goblin’s lair and begins screaming for help- that doesn’t work, Grenl rushes in and tags the hefty goblinoid with an inflict wounds spell (and then rolls spectacularly low). Grenl didn’t account for that… the hobgoblin survives- she therefore scampers off, back into the goblin crowd.</p><p></p><p>Newt, after missing with three eldritch blasts in a row, finally connects and flames the twig blight menacing Ram, who winks his thanks and then cuts the hobgoblin he’s fighting down.</p><p></p><p>The last hobgoblin flees the scene, heading at pace through the goblin’s chamber and towards the exit. Vince meantime goes all primal savagery with fangs and snarls and then chases the last enemy down, diving on to the creature's back, bearing it to the floor and then reaching around to bite the throat out of the hobgoblin.</p><p></p><p>Witnessing this spectacular kill are Grenl and the rest of the goblin tribe- they’re very quickly left terrified of the shifter.</p><p></p><p>The fight is over.</p><p></p><p>[Kill Durn, three hobgoblins & a twig blight 400 XP)</p><p></p><p>Just before we move on, I’d just like to make clear that in the above fight the PCs spent five inspiration points between them, that’s a lot, which made things a easier. Note PCs can have a max of two inspiration points in my game.</p><p></p><p>Two things happen thereafter, firstly the Dark Squad continue their chat with Grenl (now complete with miming along goblin chorus) this effort is lead by Vincenzo, while Ram and Newt (mostly) search Durn’s lair et al.</p><p></p><p>Ramshambo finds the trap on Durn's footrest-chest, disarms it and unlocks it- all done in about thirty seconds (yet more high rolls) before Newt finds the key to the metal box. Within are gold and gems- the Dark Squad are semi-rich (over 50gp each).</p><p></p><p>Durn has a few more items of interest on his corpse including a potion of healing, and more importantly he’s wearing scale armour emblazoned with the Hucrele symbol, and on his hand a Hucrele signet ring. The other hobgoblin corpses are (oddly) wearing very nice jewellery- a pair of fancy earrings & a jewelled necklace.</p><p></p><p>The chatter with Grenl meantime reveals the following-</p><p></p><p>1) The three missing adventurers who were prisoners of the goblins (Talgen, Sharwyn & Sir Braford) we supposed to be sent below- to the Twilight Grove, the Outcast demanded this. Durn however had other ideas and in a fit of pique slew Talgen, and then took Sharwyn’s jewels before sending her and Sir Braford below.</p><p></p><p>2) The Outcast is a crazy fellow ('dik-dik')- he grows odd things down below, in the Twilight Grove, and takes goblins for his ‘workers’. He’s also the source of the magic apples.</p><p></p><p>3) The way below is guarded by a ‘bugnob’ (= bugbear) called Ballsack who is ‘dik-dik’ (= crazy) and terrifying.</p><p></p><p>Note, all of the above is extracted slowly- Grenl doesn’t know the names of the missing adventurers- and so she has to mime each, the PCs have to translate her pidgin-common and her other (comic) mimes.</p><p></p><p>[More chatter with Grenl 100 XP]</p><p></p><p>The finale with Grenl and the goblins goes like this- they (the goblins) have to leave the Sunless Citadel, Vincenzo makes this very clear- the subtext to this is the Dark Squad have promised Yusdrayl and the kobolds that they will ‘get rid’ of the goblins. ‘Get rid’ means kill- to Yusdrayl and the kobolds, Vince is of the opinion that clearing the goblins out also constitutes ‘get rid’.</p><p></p><p>Obviously, the goblins are very unhappy at the suggestion but, alas (for this DM), Vince’s persuasion check is a… “20”, and it is preceded by some great RP. Eventually, after a lot more moaning- “do we have to… But… Oh, but can’t we… Pleeeeeease, let us…”, the goblins depart, ostensibly to find a new home.</p><p></p><p>After a bit more chatter, the Dark Squad are firming up their idea about what’s going on here- in precis they think, somewhere below in the Twilight Grove is the Outcast, he has the two missing adventurers, he’s an evil druid and is growing the magic apples, although to what end…</p><p></p><p>They’re very keen to find out.</p><p></p><p>Last bit, the adventurers are convinced that Karakas, the local guide the missing adventurers employed- described back in Thundertree as a loose cannon, and a drinker- opinion is this guy is working with the Outcast.</p><p></p><p>That's some clever thinking, right there- these guys are the A Team.</p><p></p><p>Chat done, Garumn is lowered down the great hole and into the Twilight Grove, the thinking being all of the other PCs can climb down the vines, the armoured dwarf cannot- also, he’s the meat-shield.</p><p></p><p>The dwarf paladin descends nearly 100 feet into a large square chamber, the floor of which is filled with soil and mulch- the area is a garden (of sorts) sporting fungi and pale shrubs and saplings. The area is illuminated by various glowing fungi emitting a slightly unnerving pale blue-green furze.</p><p></p><p>A pair of robed skeleton gardeners go about their business, and studiously ignore the dwarf.</p><p></p><p>Thus situated, Garumn calls the guys down- which is fortunate as mere seconds later one of the nearby shrubs comes alive and claws at him- a twig blight, and then seconds later, another attacks. At which point the two skeleton gardeners grab their spades and also wade into the dwarven paladin.</p><p></p><p>[ATTACH=full]123200[/ATTACH]</p><p><strong>Garumn's continues with his meet and greet tour, the other PCs are on their way down the shaft.</strong></p><p></p><p>Moments later and Garumn is heavily wounded (note the paladin is now AC 19- that’s at least three more points than anyone else, and yet he’s always taking a beating, although that may be because he’s always getting in the bad guy’s grills).</p><p></p><p>Newt is the first down the shaft, and once situated he eldritch blasts a twig blight into flinders, meantime one of the skeletons clonks Garumn again (with a Crit, the players hold their breath, their scrambling here- for only 3 damage). The paladin is chuntering, and staggering- he smashes the offending skeleton down in an instant.</p><p></p><p>Ramshambo scrambles down the shaft and into the chamber next, a second later and the rogue cuts the second twig blight to pieces. The remaining skeleton slams its shovel into Newt, merely a glancing blow. In the next instant Vince descends into the room, as screaming from a cavern entrance over the far side of the chamber comes Ballsack the bugbear, and his two snarling giant rats- Grip and Fang.</p><p></p><p>[ATTACH=full]123201[/ATTACH]</p><p><strong>Ballsack has (sorry, had) 45 HP, I thought he'd hang around- but no.</strong></p><p></p><p>It just got nasty.</p><p></p><p>The strange looking Ballsack- he has antlers growing from his head, keeps up a litany of threats- but again, the PCs cannot understand the goblin tongue.</p><p></p><p>Garumn smashes the last skeleton down, just in time for the three new attackers to swarm the surly and badly wounded dwarf paladin.</p><p></p><p>Ram meanwhile steps out of the action, grabs his bow out and sinks an arrow into one of the giant rats, Vince grabs a scroll out and cures Garumn’s wounds, although seconds later the second snarling giant rats also sinks its teeth into the paladin (ah, pack attack).</p><p></p><p>Newt capers around the action, circling the fight using his feline agility, and then launches a burning hands into the three enemies, alas the flame produced only singes- although enough to consume the already wounded giant rat.</p><p></p><p>Ballsack seems to be terribly upset by this last event, Ramshambow refocuses the bugbear’s mind by stabbing the brute repeatedly (for 19 damage), although he's not even bloodied.</p><p></p><p>Just for info Ballsack started with 45 HP, I wanted him to be a threat.</p><p></p><p>A moment later, and once again sporting his fangs (primal savagery) Vincenzo grabs up and basically bites/swallows the last of Ballsack’s pet giant rats, and now the bugbear is really (really) unhappy.</p><p></p><p>It doesn’t help that Ram savages the great brute again- and then Garumn connects with his warhammer, Ballsack is critically wounded, but still not giving up the fight- seconds later he’s bitten by Vince, and teetering on the brink (he had 3 HP when Vince bit him, for 2 damage).</p><p></p><p>At last- it’s all the motivation he needed, Ballsack hits- and with his morningstar, he leaves Vince critically wounded in an instant.</p><p></p><p>That's what I'm talking about!</p><p></p><p>And other odd statements the youth of today sometimes mutter.</p><p></p><p>Note, while this fight seems from the write up above (possibly) to fly by, be aware there was lots of swinging and missing going on, the two encounters rolled into one took nearly forty minutes to get through.</p><p></p><p>At last, Ram steps in and skewers Ballsack dead with his rapier, the bugbear's last words, directed at the rogue- "whim-wham!"</p><p></p><p>The fight is over.</p><p></p><p>[Skeletons & twig blights 148 XP]</p><p>[Ballsack & giant rats 248 XP]</p><p></p><p>Vincenzo chugs down a potion of healing, while Garumn expends the last of his lay on hands.</p><p></p><p>There follows a tad more chatter, and then a close inspection of the chamber, the plants down here seem to be frail and wan versions of the local flora- most odd!</p><p></p><p>[Plant chatter and investigations 20 XP]</p><p></p><p>Ramshambow meantime has a look around the chamber, checking out the various exits- two doors and the cavern entrance that Ballsack emerged from. One of the doors (to the south) has no signs of traffic, therefore it is ignored- for now.</p><p></p><p>Then there’s time for a bit more chatter here, as the Dark Squad recalibrate their ideas about what’s going on here in the Sunless Citadel/Twilight Grove- this after Vincenzo determines that the strange antlers growing from Ballsack’s head are shaped, and feel like, the withered branches of a dead tree. The bugbear also bares ritual scars (on his forehead) a spindly gnarled and spikey ancient tree is depicted, actually cut deep into the creature’s flesh.</p><p></p><p>[Ballsack strange physiognomy and other info 32 XP]</p><p></p><p>The second door (to the east) is investigated, and after many more checks a stealthy Ram, and then also Newt, sneak into the large barrel-ceilinged chamber beyond. There are three doors from the chamber heading north, and three more to the south. The closest two chambers are investigated- the first (to the north) holds three sleeping goblins, the second (to the south) contains two more goblins barely visible within a large wooden tun (mash tub) and hard at work.</p><p></p><p>[ATTACH=full]123202[/ATTACH]</p><p><strong>"Freeze!" Newt hisses as he kicks a stone into the leg of a nearby table, causing the contents to shudder, teeter (briefly) and wobble- the PCs make their collective stealth check by... one.</strong></p><p></p><p>The sneaky pair, after a slight mishap- Newt nearly alerting the goblins to their presence (bad roll), retreat back out of the chamber, and chat for a while. A decision is made, leave this chamber for now- Ram even manages to lock the door.</p><p></p><p>[Sneaking about the goblin’s lair 48 XP]</p><p></p><p>Then on, into the cavern formerly inhabited by Ballsack and the giant rats, which is empty- save for their sleeping pits of the previous inhabitants, and a display of weapons taken from the bugbear’s fallen foes (probably). Note every longsword the PCs come across is examined closely- Garumn is looking for the blade worn by Sir Braford, part of his secondary quest.</p><p></p><p>Newt finds Ballsack’s treasure, a box of mostly silver coins, and then Ram leads the Dark Squad on- down a narrow passage which descends rapidly into… the Underdark, possibly, certainly away from the Twilight Grove.</p><p></p><p>The Dark Squad eventually turn back, and return to the printed adventure.</p><p></p><p>[Investigate Ballsack’s stuff, and briefly head into the Underdark 12 XP]</p><p></p><p>More chatter follows, and then the southern door is opened, Vince confirms that nothing much has been this way for a while.</p><p></p><p>Newt leads the Dark Squad down a flagged dusty corridor, severed a while further along by a crevasse (of sorts) several skill checks later and the Dark Squad are convinced that this happened in the ancient past, and as the result of tectonic activity.</p><p></p><p>The ravine is only a step down, heading north east to south west, Newt investigates further and discovers a number of large holes in the ravine floor, walls and ceiling- this to the south west only.</p><p></p><p>[ATTACH=full]123203[/ATTACH]</p><p><strong>"A snake that burns through rock- by Moradin's hairy testicles, that's obscene!" Garumn shakes his head, what is Toril coming too?</strong></p><p></p><p>More investigations follow- all very cautious, Vincenzo discerns (with a ‘20’) that the holes were made by a flaming fiery worm-like being- burrowing and burning its way through the stone. Then the druid is more specific- “zis iz sign of zer spawn of zer salamander, a fire worm.”</p><p></p><p>The Dark Squad turn tail- they’re not going this way.</p><p></p><p>[Fire snake investigations 48 XP]</p><p></p><p>Finally the southern corridor continues on, a step up out of the ravine and with Newt scouting ahead, the adventurers discover another empty chamber, an ancient and abandoned dragon shrine, sans traps or anything else interesting.</p><p></p><p>The Dark Squad have found a chamber to take a much needed breather- and Garumn and Ram are still wounded, the rogue significantly, a short rest is therefore taken.</p><p></p><p>Although during this period Garumn takes the time to explain to his colleagues the ancient dwarven (Davek) runes used in the scroll the PCs found earlier- in the chamber of Cornflakes the dragon.</p><p></p><p>The Dark Squad (actually just Ram, so far) use the rest period to translate some of the scroll they found there.</p><p></p><p>[ATTACH=full]123204[/ATTACH]</p><p><strong>You'll note it says Khundurkhar on the title of all of the images, there's a clue there... also, I'm a lecturer by trade- homework for players is essential.</strong></p><p></p><p>It says-</p><p></p><p>“Khundrukhar”, on the outside of the scroll tube.</p><p></p><p>Khundrukhar, Garumn explains- eyes full of wonder, was the name of the ancient holdfast of Durgeddin the Black, a master dwarven smith- actually, a master bladesmith. Ostracised by his kind nearly a millennia ago, Durgeddin and his clan headed south from the Spine of the World mountains, and found a new home.</p><p></p><p>That however, was the last that was ever heard of the famous smith- the lost clanhold- Khundrukhar, has been sort ever since, and presumed lost forever.</p><p></p><p>Garumn further explains, depending on what lies within this scroll it could prove to be very valuable (worth over 5,000 gp), the dwarf paladin (and trained smith, as was his father, and his father before him, etc.) would however rather not sell the scroll- but instead translate it, and… well, see where it leads.</p><p></p><p>Ram continues with his translation, and just for info the players have to do this with pen and paper, and the help of FG to access the dwarven alphabet, they have to translate it word for word from screenshots/photos they've taken in game.</p><p></p><p>The next part of the translation, from the scroll within the case, reads-</p><p></p><p>“That which is sort first is found last.”</p><p></p><p>Followed by-</p><p></p><p>“Seek the stone tooth</p><p>Climb to the mountain door</p><p>Descend the grand stair</p><p>Pass the tombs of the ancients”</p><p></p><p>There’s more to come, the above only dropped into my in-box after the session, so- more of this next time, probably.</p><p></p><p>Until then, stay safe and well.</p><p></p><p>Cheers goonalan.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 8021621, member: 16069"] [CENTER][B]Dark Squad in the Sunless Citadel[/B][/CENTER] [B]Session #005 Durn Um Batty Whim-Wham. Dark Squad (in alphabetical order, no egos here). New Tricks (played by Bear) Male Tabaxi Warlock Lvl 2 (see below) Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 2 Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 2 NPCs Garumn Male Mountain Dwarf Paladin of Moradin Lvl 2 Left back with the Kobolds Erky Timbers Male Gnome Priest of Tymora[/B] So, session #5, and here we go again- when we left the Dark Squad they were fighting their way through the goblin’s territory, and making short work of the enemies there- although Vincenbear was getting stabbed up good and proper (and on low HP). But that doesn’t last- from the door ahead a voice and a strange visage appears- Grenl, the goblin shaman- she looks like a concertinaed version of your nan (three and a half feet tall, adorned in all manner of strange symbols and brooches, and mostly made of wrinkles). [ATTACH type="full" alt="016 Grenl a.jpg"]123197[/ATTACH] [B]Durn is "um batty whim-wham", while the Outcast is described as "dik-dik", at least according to Grenl.[/B] “No fighting! No fighting!”, Grenl calls- and then grabs the goblins attacking the adventurers, slaps them about a bit and flings them back into the chamber behind her. Much (sometimes odd) chatter follows- the Dark Squad, obviously hold-off their attacks and, after twenty minutes of back and forth, they do a deal with Grenl, during this time they learn- 1) The goblins are not enamoured of their new chief Durn, who is a “hobnob” (= hobgoblin) and is “um batty whim-wham!”, which after a short mime translates as a ‘big fat arsehole’. More chatter reveals that Hogwash the previous gobnob (= goblin) chief preferred “boom-boom!” (= sex) to “bang-bang!” (= fighting). Durn, alas, is very (very) “bang-bang”-orientated, and keen (it seems) to spend goblin lives like water. 2) Grenl and the goblins will have further ‘talk-talk’ with the Dark Squad, if and when they rid them of Durnn- 'quick-quick'. Grenl points the way to their chief- north, and then slams the door shut. The Dark Squad obviously have more questions but Grenl’s not saying anything else until the goblin’s freedom is won. [Confrontation with the goblins- mostly last session 148 XP] [Chatting with Grenl and doing a deal 100 XP] The Dark Squad catch a quick breather (and lay on hands), Vincenbear reverts to Vincenzo, and then the group head north- cautiously lead by Ramshambow, all the way to the tower chamber of Durn and his ‘hobnob’ lieutenants. Note Ramshambow has started up with his digitally magnetised dice, here’s a warning ahead of time he rolled below ‘10’ maybe seven times in the session (and he makes a lot of rolls)- the rest of his checks are ‘15’ on the dice or higher. At one point the rogue rolls- 20, 17, 20, 20, 19- and in quick succession. While we’re talking about dice rolls- pretty much for the entire session Newt’s dice are broken. I’ve just checked back through the Chat file from FG and in one consecutive streak the tabaxi made seven rolls in a row, the highest of them was a ‘4’. The law of averages? Sorry, I have a bit of a thing about dice rolls, the seemingly non-random (and yet entirely random) nature of the things. It makes me chuckle, best just to leave me be. Back to it. Stealthily Ram opens the door into Durn’s lair, spies inside- a large tower chamber with a central shaft (like a fifteen foot wide well) ringed by a low stone wall, with creepers and vines reaching out of the dark descent. Around the outside of the well-lit chamber are four hefty hobgoblins, including the easily identifiable (nearly seven feet tall) Durn. The big chief is sprawled on a crude stone throne with his feet up on a substantial iron chest. The rogue reports back to his comrades and then seconds later the Dark Squad unleash their surprise attack. [ATTACH type="full" alt="017 Durn.jpg"]123198[/ATTACH] [B]Thanks to Bear for some of the FG images tonight- it's always good for me to see what the players are seeing, in this one Ram's spying in on Durn and his entourage.[/B] Ram dodges through the enemies and skewers Durn leaving the screaming hobnob chief heavily wounded, Garumn follows in and smashes a hobnob down with one hit (rolled max damage). Vincenzo lights up the chamber, briefly, with his faerie fire- leaving Durn glowing like one of the Ready-Brek kids. Ram stabs Durn again, and the chief is left spluttering and screaming at his comrades to defend him, to keep him alive- note none of the PCs however can speak or understand the goblin tongue. Garumn heads over and smashes Durn down- that was quick. [ATTACH type="full" alt="017a Durn.jpg"]123199[/ATTACH] [B]Durn, the DM under-hit-pointed again, I'll learn- and then they'll learn. Full disclosure- Durn started with 18 HP (and was AC 19) in truth I thought he would survive a little longer- woe is me.[/B] The two remaining hobgoblins attempt to fight their way out of the fracas and into the nearby goblin chambers, the pair think the goblins there will help them… At this point the twig blight, hidden in a pot by Durn’s throne, launches itself from its ceramic home and scratches and cuts Ram’s legs and feet. Ramshambow however sticks to skewering hobgoblins and savages the nearest, it’s almost dead. The second hobgoblin wrenches open the door into the goblin’s lair and begins screaming for help- that doesn’t work, Grenl rushes in and tags the hefty goblinoid with an inflict wounds spell (and then rolls spectacularly low). Grenl didn’t account for that… the hobgoblin survives- she therefore scampers off, back into the goblin crowd. Newt, after missing with three eldritch blasts in a row, finally connects and flames the twig blight menacing Ram, who winks his thanks and then cuts the hobgoblin he’s fighting down. The last hobgoblin flees the scene, heading at pace through the goblin’s chamber and towards the exit. Vince meantime goes all primal savagery with fangs and snarls and then chases the last enemy down, diving on to the creature's back, bearing it to the floor and then reaching around to bite the throat out of the hobgoblin. Witnessing this spectacular kill are Grenl and the rest of the goblin tribe- they’re very quickly left terrified of the shifter. The fight is over. [Kill Durn, three hobgoblins & a twig blight 400 XP) Just before we move on, I’d just like to make clear that in the above fight the PCs spent five inspiration points between them, that’s a lot, which made things a easier. Note PCs can have a max of two inspiration points in my game. Two things happen thereafter, firstly the Dark Squad continue their chat with Grenl (now complete with miming along goblin chorus) this effort is lead by Vincenzo, while Ram and Newt (mostly) search Durn’s lair et al. Ramshambo finds the trap on Durn's footrest-chest, disarms it and unlocks it- all done in about thirty seconds (yet more high rolls) before Newt finds the key to the metal box. Within are gold and gems- the Dark Squad are semi-rich (over 50gp each). Durn has a few more items of interest on his corpse including a potion of healing, and more importantly he’s wearing scale armour emblazoned with the Hucrele symbol, and on his hand a Hucrele signet ring. The other hobgoblin corpses are (oddly) wearing very nice jewellery- a pair of fancy earrings & a jewelled necklace. The chatter with Grenl meantime reveals the following- 1) The three missing adventurers who were prisoners of the goblins (Talgen, Sharwyn & Sir Braford) we supposed to be sent below- to the Twilight Grove, the Outcast demanded this. Durn however had other ideas and in a fit of pique slew Talgen, and then took Sharwyn’s jewels before sending her and Sir Braford below. 2) The Outcast is a crazy fellow ('dik-dik')- he grows odd things down below, in the Twilight Grove, and takes goblins for his ‘workers’. He’s also the source of the magic apples. 3) The way below is guarded by a ‘bugnob’ (= bugbear) called Ballsack who is ‘dik-dik’ (= crazy) and terrifying. Note, all of the above is extracted slowly- Grenl doesn’t know the names of the missing adventurers- and so she has to mime each, the PCs have to translate her pidgin-common and her other (comic) mimes. [More chatter with Grenl 100 XP] The finale with Grenl and the goblins goes like this- they (the goblins) have to leave the Sunless Citadel, Vincenzo makes this very clear- the subtext to this is the Dark Squad have promised Yusdrayl and the kobolds that they will ‘get rid’ of the goblins. ‘Get rid’ means kill- to Yusdrayl and the kobolds, Vince is of the opinion that clearing the goblins out also constitutes ‘get rid’. Obviously, the goblins are very unhappy at the suggestion but, alas (for this DM), Vince’s persuasion check is a… “20”, and it is preceded by some great RP. Eventually, after a lot more moaning- “do we have to… But… Oh, but can’t we… Pleeeeeease, let us…”, the goblins depart, ostensibly to find a new home. After a bit more chatter, the Dark Squad are firming up their idea about what’s going on here- in precis they think, somewhere below in the Twilight Grove is the Outcast, he has the two missing adventurers, he’s an evil druid and is growing the magic apples, although to what end… They’re very keen to find out. Last bit, the adventurers are convinced that Karakas, the local guide the missing adventurers employed- described back in Thundertree as a loose cannon, and a drinker- opinion is this guy is working with the Outcast. That's some clever thinking, right there- these guys are the A Team. Chat done, Garumn is lowered down the great hole and into the Twilight Grove, the thinking being all of the other PCs can climb down the vines, the armoured dwarf cannot- also, he’s the meat-shield. The dwarf paladin descends nearly 100 feet into a large square chamber, the floor of which is filled with soil and mulch- the area is a garden (of sorts) sporting fungi and pale shrubs and saplings. The area is illuminated by various glowing fungi emitting a slightly unnerving pale blue-green furze. A pair of robed skeleton gardeners go about their business, and studiously ignore the dwarf. Thus situated, Garumn calls the guys down- which is fortunate as mere seconds later one of the nearby shrubs comes alive and claws at him- a twig blight, and then seconds later, another attacks. At which point the two skeleton gardeners grab their spades and also wade into the dwarven paladin. [ATTACH type="full" alt="018 Twilight Grove intro.jpg"]123200[/ATTACH] [B]Garumn's continues with his meet and greet tour, the other PCs are on their way down the shaft.[/B] Moments later and Garumn is heavily wounded (note the paladin is now AC 19- that’s at least three more points than anyone else, and yet he’s always taking a beating, although that may be because he’s always getting in the bad guy’s grills). Newt is the first down the shaft, and once situated he eldritch blasts a twig blight into flinders, meantime one of the skeletons clonks Garumn again (with a Crit, the players hold their breath, their scrambling here- for only 3 damage). The paladin is chuntering, and staggering- he smashes the offending skeleton down in an instant. Ramshambo scrambles down the shaft and into the chamber next, a second later and the rogue cuts the second twig blight to pieces. The remaining skeleton slams its shovel into Newt, merely a glancing blow. In the next instant Vince descends into the room, as screaming from a cavern entrance over the far side of the chamber comes Ballsack the bugbear, and his two snarling giant rats- Grip and Fang. [ATTACH type="full" alt="018 Twilight Grove intro.jpg"]123201[/ATTACH] [B]Ballsack has (sorry, had) 45 HP, I thought he'd hang around- but no.[/B] It just got nasty. The strange looking Ballsack- he has antlers growing from his head, keeps up a litany of threats- but again, the PCs cannot understand the goblin tongue. Garumn smashes the last skeleton down, just in time for the three new attackers to swarm the surly and badly wounded dwarf paladin. Ram meanwhile steps out of the action, grabs his bow out and sinks an arrow into one of the giant rats, Vince grabs a scroll out and cures Garumn’s wounds, although seconds later the second snarling giant rats also sinks its teeth into the paladin (ah, pack attack). Newt capers around the action, circling the fight using his feline agility, and then launches a burning hands into the three enemies, alas the flame produced only singes- although enough to consume the already wounded giant rat. Ballsack seems to be terribly upset by this last event, Ramshambow refocuses the bugbear’s mind by stabbing the brute repeatedly (for 19 damage), although he's not even bloodied. Just for info Ballsack started with 45 HP, I wanted him to be a threat. A moment later, and once again sporting his fangs (primal savagery) Vincenzo grabs up and basically bites/swallows the last of Ballsack’s pet giant rats, and now the bugbear is really (really) unhappy. It doesn’t help that Ram savages the great brute again- and then Garumn connects with his warhammer, Ballsack is critically wounded, but still not giving up the fight- seconds later he’s bitten by Vince, and teetering on the brink (he had 3 HP when Vince bit him, for 2 damage). At last- it’s all the motivation he needed, Ballsack hits- and with his morningstar, he leaves Vince critically wounded in an instant. That's what I'm talking about! And other odd statements the youth of today sometimes mutter. Note, while this fight seems from the write up above (possibly) to fly by, be aware there was lots of swinging and missing going on, the two encounters rolled into one took nearly forty minutes to get through. At last, Ram steps in and skewers Ballsack dead with his rapier, the bugbear's last words, directed at the rogue- "whim-wham!" The fight is over. [Skeletons & twig blights 148 XP] [Ballsack & giant rats 248 XP] Vincenzo chugs down a potion of healing, while Garumn expends the last of his lay on hands. There follows a tad more chatter, and then a close inspection of the chamber, the plants down here seem to be frail and wan versions of the local flora- most odd! [Plant chatter and investigations 20 XP] Ramshambow meantime has a look around the chamber, checking out the various exits- two doors and the cavern entrance that Ballsack emerged from. One of the doors (to the south) has no signs of traffic, therefore it is ignored- for now. Then there’s time for a bit more chatter here, as the Dark Squad recalibrate their ideas about what’s going on here in the Sunless Citadel/Twilight Grove- this after Vincenzo determines that the strange antlers growing from Ballsack’s head are shaped, and feel like, the withered branches of a dead tree. The bugbear also bares ritual scars (on his forehead) a spindly gnarled and spikey ancient tree is depicted, actually cut deep into the creature’s flesh. [Ballsack strange physiognomy and other info 32 XP] The second door (to the east) is investigated, and after many more checks a stealthy Ram, and then also Newt, sneak into the large barrel-ceilinged chamber beyond. There are three doors from the chamber heading north, and three more to the south. The closest two chambers are investigated- the first (to the north) holds three sleeping goblins, the second (to the south) contains two more goblins barely visible within a large wooden tun (mash tub) and hard at work. [ATTACH type="full" alt="019 More Gobbos.jpg"]123202[/ATTACH] [B]"Freeze!" Newt hisses as he kicks a stone into the leg of a nearby table, causing the contents to shudder, teeter (briefly) and wobble- the PCs make their collective stealth check by... one.[/B] The sneaky pair, after a slight mishap- Newt nearly alerting the goblins to their presence (bad roll), retreat back out of the chamber, and chat for a while. A decision is made, leave this chamber for now- Ram even manages to lock the door. [Sneaking about the goblin’s lair 48 XP] Then on, into the cavern formerly inhabited by Ballsack and the giant rats, which is empty- save for their sleeping pits of the previous inhabitants, and a display of weapons taken from the bugbear’s fallen foes (probably). Note every longsword the PCs come across is examined closely- Garumn is looking for the blade worn by Sir Braford, part of his secondary quest. Newt finds Ballsack’s treasure, a box of mostly silver coins, and then Ram leads the Dark Squad on- down a narrow passage which descends rapidly into… the Underdark, possibly, certainly away from the Twilight Grove. The Dark Squad eventually turn back, and return to the printed adventure. [Investigate Ballsack’s stuff, and briefly head into the Underdark 12 XP] More chatter follows, and then the southern door is opened, Vince confirms that nothing much has been this way for a while. Newt leads the Dark Squad down a flagged dusty corridor, severed a while further along by a crevasse (of sorts) several skill checks later and the Dark Squad are convinced that this happened in the ancient past, and as the result of tectonic activity. The ravine is only a step down, heading north east to south west, Newt investigates further and discovers a number of large holes in the ravine floor, walls and ceiling- this to the south west only. [ATTACH type="full" alt="020 the other ravine.jpg"]123203[/ATTACH] [B]"A snake that burns through rock- by Moradin's hairy testicles, that's obscene!" Garumn shakes his head, what is Toril coming too?[/B] More investigations follow- all very cautious, Vincenzo discerns (with a ‘20’) that the holes were made by a flaming fiery worm-like being- burrowing and burning its way through the stone. Then the druid is more specific- “zis iz sign of zer spawn of zer salamander, a fire worm.” The Dark Squad turn tail- they’re not going this way. [Fire snake investigations 48 XP] Finally the southern corridor continues on, a step up out of the ravine and with Newt scouting ahead, the adventurers discover another empty chamber, an ancient and abandoned dragon shrine, sans traps or anything else interesting. The Dark Squad have found a chamber to take a much needed breather- and Garumn and Ram are still wounded, the rogue significantly, a short rest is therefore taken. Although during this period Garumn takes the time to explain to his colleagues the ancient dwarven (Davek) runes used in the scroll the PCs found earlier- in the chamber of Cornflakes the dragon. The Dark Squad (actually just Ram, so far) use the rest period to translate some of the scroll they found there. [ATTACH type="full" alt="018 Dwarf Runes.jpg"]123204[/ATTACH] [B]You'll note it says Khundurkhar on the title of all of the images, there's a clue there... also, I'm a lecturer by trade- homework for players is essential.[/B] It says- “Khundrukhar”, on the outside of the scroll tube. Khundrukhar, Garumn explains- eyes full of wonder, was the name of the ancient holdfast of Durgeddin the Black, a master dwarven smith- actually, a master bladesmith. Ostracised by his kind nearly a millennia ago, Durgeddin and his clan headed south from the Spine of the World mountains, and found a new home. That however, was the last that was ever heard of the famous smith- the lost clanhold- Khundrukhar, has been sort ever since, and presumed lost forever. Garumn further explains, depending on what lies within this scroll it could prove to be very valuable (worth over 5,000 gp), the dwarf paladin (and trained smith, as was his father, and his father before him, etc.) would however rather not sell the scroll- but instead translate it, and… well, see where it leads. Ram continues with his translation, and just for info the players have to do this with pen and paper, and the help of FG to access the dwarven alphabet, they have to translate it word for word from screenshots/photos they've taken in game. The next part of the translation, from the scroll within the case, reads- “That which is sort first is found last.” Followed by- “Seek the stone tooth Climb to the mountain door Descend the grand stair Pass the tombs of the ancients” There’s more to come, the above only dropped into my in-box after the session, so- more of this next time, probably. Until then, stay safe and well. Cheers goonalan. [/QUOTE]
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The Dark Squad in the Secrets of Saltmarsh #136 Into the Mere of the Dead Men.
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