Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Story Hour
The Dark Squad in the Secrets of Saltmarsh #135 Sorry For The (Attempted) Genocide.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Goonalan" data-source="post: 8310457" data-attributes="member: 16069"><p style="text-align: center"><strong>Dark Squad in the Secrets of Saltmarsh</strong></p><p></p><p><strong>Session #051 An(other) Evil Tree? </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 7</strong></p><p><strong>Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 7</strong></p><p><strong>Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 7</strong></p><p><strong></strong></p><p><strong>NPCs</strong></p><p><strong>Daktari (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 7</strong></p><p><strong><s>Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 </s>RIP*</strong></p><p><strong>Tarbin Tul (played by goonalan) Male Human Bard</strong></p><p><strong>*Trapped in the Land of the Bad Dead Ancestors.</strong></p><p><strong></strong></p><p><strong>Servants/Familiars</strong></p><p><strong>Gerald (Bat/Giant Bat) servant/mount of New Tricks</strong></p><p><strong>Owly (Owl) Vinnie’s familiar</strong></p><p></p><p>This is session 51, and we begin at Westor’s Logging Camp in the Dreadwood. The loggers here, save for one unfortunate fellow, have been saved from a sudden attack of ankhegs by the Dark Squad. The attack included one huge insect brute with lightning bolt markings upon its carapace, a sure sign that the Talos worshiping half-orcs were responsible. A little later, after the fight, the Dark Squad also locate a clutch of odd looking corn dolls- humanoid shaped figures made from blackened dirty straw- inside each of these (voodoo-like) figurines is the still beating heart of a sacrificed beast. All part of some ritual, Vinnie believes, to draw the ankhegs to this spot.</p><p></p><p>So, the Dark Squad want to get on, they’re keen to get after the half-orc adherent of Talos who fled the last encounter. The suspicion is this foul fellow caused the attack on the logging camp, and of course the PCs have been hired by the Falcon to get to the bottom of this particular problem.</p><p></p><p>First up however comes a chat with the loggers, the Dark Squad explain their cause, ask a few questions of the folk here and then… well, Newt makes a strange speech to let the loggers know that he’s happy for them to eat his dead horse- Black Death.</p><p></p><p>It’s an odd world, particularly when Newt opens his mouth.</p><p></p><p>“Thanks.” A logger replies, with a shrug.</p><p></p><p>The Dark Squad organise for their remaining mounts to be cared for at the camp and then, after searching out the trail of the fast departing half-orc worshipper of Talos- who has indeed assumed boar form, they depart.</p><p></p><p>[The logging camp and the boar trail 250 XP]</p><p></p><p>The boar’s tracks are however difficult to follow, and keep in mind it’s a single boar the Dark Squad are attempting to track here, therefore the next two or three hours are spent wandering through the outskirts of the Dreadwood making repeated checks to stay on the beast’s course, but it’s not easy.</p><p></p><p>That is until…</p><p></p><p>The tracks get easier to follow a little while on as it becomes apparent that another two or three boars have joined the pack.</p><p></p><p>[ATTACH=full]138524[/ATTACH]</p><p><strong>The big map is working again on Fantasy Grounds. The Dark Squad token pushes further into the Dreadwood.</strong></p><p></p><p>However, the DMs random encounter dice are on fire, also I’ve bought a few new Mods for Fantasy Grounds, and so I was keen to try them out- the players had been forewarned about this.</p><p></p><p>The boar trail leads down into a shallow stream, the trackers in the party (Daktari & Vinnie) know this is typically a tactic used to prevent tracking, and so once again the track becomes a lot more difficult to detect, and follow.</p><p></p><p>[ATTACH=full]138525[/ATTACH]</p><p><strong>Vinnie and Daktari, searching for the trail.</strong></p><p></p><p>But that’s not all- a quartet of mangy wolves suddenly spring from hiding and rush to attack the two trackers that are leading the Dark Squad’s pursuit, the pair are a little ahead of their companions. The wolves (actually worg pups) are however easily dealt with- although several of the PCs get bitten, particularly as another four of the savage beast’s rush to join the attack.</p><p></p><p>[ATTACH=full]138526[/ATTACH]</p><p><strong>Daktari's taking care of business, while the Worg Pups don't last very long although Newt's Fireball played a significant part in that fact. Note the Worg Pups have about 6-8 HP each, so... they're screwed.</strong></p><p></p><p>More effective however are the three bugbear archers, this trio are much more accurate- Ram takes an arrow to the chest, as does Vinnie, and Newt, but… it’s not enough to slow down the Dark Squad. The juvenile worgs are quickly slaughtered, while one of the three bugbears are swiftly flushed out of hiding and killed, another gets up close with Newt’s Fireball. The last of the bugbear snipers however attempts to flee the scene, but that doesn’t happen. Ram and then Newt are soon after in hot pursuit, and the pair move fast- and Ram is making active perception checks to keep an eye on the fleeing goblinoid. The third bugbear archer is eventually chased down and killed.</p><p></p><p>[ATTACH=full]138527[/ATTACH]</p><p><strong>The last, very bloodied & just recently Fireballed, Bugbear Archer attempts to flee the scene- not a chance.</strong></p><p></p><p>Note, throughout the above encounter Tarbin Tul, the bard- and our newest NPC, was providing Healing Words for a variety of PCs, he’s already explained to his new compatriots the Dark Squad that he’s not very good at fighting.</p><p></p><p>[Bugbears and mangy wolves 500 XP]</p><p></p><p>Again, this was a very easy encounter- and it only took us a about 2-3 turns to play through (plus a little longer for Ram and Newt to hunt down the last enemy), but it also served as a great demo for a bunch of new stuff (Mods) I’ve bought to enhance our Fantasy Grounds experience. So, it took us a while to talk through the changes/enhancements afterwards- one of which is when the PCs make a variety of rolls in Fantasy Grounds- attack, damage, save etc. it automatically triggers a chat entry. Basically, the PCs can now talk (in the chat window)- the Mod allows a table of possible responses, battle-cries, statements, or similar to be inputted, press the appropriate button and a random line of chat appears. Obviously, I had populated these tables prior to the session- so an additional ten minutes were spent by the players trying to trigger all of their PCs possible chat responses.</p><p></p><p>It made us laugh for a good while- and the players have been given instructions to come up with their own random chat lines for the coming sessions.</p><p></p><p>That however is the end of the Dark Squad’s day, it’s getting dark in the Dreadwood- time to set up camp, also the boar trail will be much easier to find in the cold light of day.</p><p></p><p>Newt gets his Leomund’s Tiny Hut up and working- Tarbin Tul, the bard- remember him, is sore amazed.</p><p></p><p>Then… lots more chatter, it seems that the PCs are keen to talk, and I’m using Tarbin Tul to keep the PCs on track with the plot (and for a few other things). The bard therefore has questions- the Dark Squad have lots of answers, and so where we are with the plot therefore gets reiterated and firmed up a little.</p><p></p><p>Newt, and then Ram, are also keen to tell Tarbin all about themselves- the tabaxi particularly so, and keep in mind Tarbin is a very moral guy- he has plenty of questions for Newt particularly with regard to his fiendish overseer.</p><p></p><p>We even get into a short discussion here, as Vinnie said at the time- “Newt, zis is the most ‘onest yew ‘ave bin wiz uz since we began journeying two-gezzer!”</p><p></p><p>So, lots of nice roleplay before bedtime.</p><p></p><p>Note, during the night Vinnie’s hears, on his watch (in dawn’s first light), what sounds like a large ursine suddenly roaring in anger- although the noise recedes as the beast, he surmises, moves further away from the camp. The druid however is concerned, and so investigates, eventually discovering a mass of swarming bees- their hive has been attacked, and it seems they fought back- successfully.</p><p></p><p>Note, I have also purchased myself a few more dungeon/wilderness dressing style books to use on Fantasy Grounds. Fifty sessions in and I’m trying a few new things/resources.</p><p></p><p>[Chatter with Tarbin Tul and a night in the wilds 500 XP]</p><p></p><p>Rise and shine early and the Dark Squad, very quickly (after some great rolls from Vinnie) are back on the boar’s trail- we play out another two or three hours of the trackers in action, with plenty more rolls- most of them good.</p><p></p><p>[Tracking good 200 XP]</p><p></p><p>Then… there’s a clearing- in the centre of which is a two-story ivy-covered ancient manse (a large house) the house is derelict and yet… it shows signs of habitation. Surrounding the building are a myriad briar and pumpkin patches- and snorting and snuffling their way through this are nearly a dozen boars.</p><p></p><p>[ATTACH=full]138528[/ATTACH]</p><p><strong>The woodland manse- Talos HQ? Maybe. Left image ground floor, right image- first floor, both before Owly's recon.</strong></p><p></p><p>The Dark Squad swiftly move way back into the cover of the Dreadwood, and soon after Owly (Vinnie’s owl familiar) is sent aloft. Vinnie, throughout Owly’s aerial reconnaissance, is sharing the bird’s vision (and other senses) and relaying information to his colleagues.</p><p></p><p>The Dark Squad come to learn that-</p><p></p><p>1) There are boars surrounding the manse, on all sides- there’s no way in that can avoid alerting the beasts.</p><p></p><p>2) The main entrance to the manse is on the western side, there’s a balcony above/over the closed front doors (a portico). There’s another pair of (closed) doors into the manse up on the balcony.</p><p></p><p>3) There’s a third entrance to the manse to the north, it’s open- the door lies in the grass and debris before the doorway here.</p><p></p><p>4) There are many windows- all of them smashed and wide-open, although they’re also choked in places by the all-pervasive ivy.</p><p></p><p>5) There are holes in the roof of the manse in places.</p><p></p><p>6) There’s an open courtyard in the middle of the building- in the courtyard is a well, and growing from it an ancient gnarled tree, also…</p><p></p><p>7) There are yapping, barking and snarling sounds coming from one of the rooms on the second floor- gnolls?</p><p></p><p>So, there are plenty of ways into the manse, but none of them unobserved.</p><p></p><p>The Dark Squad conduct an extended chat, eventually interrupted by the DM.</p><p></p><p>Owly is about to return to his master’s side when… Vinnie relays the following- the front door of the manse opens and a robed half-orc strides out. The figure snaps off a few sharp commands and three of the boars’ rush around the building and straight to the fellow. All three of them transforming en route into robed half-orcs. That’s four lightning-bolt flinging Talos worshippers.</p><p></p><p>Newt is all for launching the attack now, until he is reminded by Vinnie that the PCs are at present sixty feet away in the woods and watching the above scene through Owly’s eyes/senses.</p><p></p><p>So, the following plays out- the four half-orcs talk a while, or else three of them pay attention and listen to their boss- the half-orc that exited the manse. Then the three subordinate half-orcs transform back into boars, and after a few snorts, head off- west into the Dreadwood. Half-a-dozen more boars scurry out of the pumpkin patches and follow after, at speed.</p><p></p><p>That done the robed half-orc boss heads back into the manse, and all of a sudden, the place looks a lot easier to sneak into, there are only three or four boars remaining in the pumpkin patches.</p><p></p><p>But where have the other three half-orc Talos worshippers and the rest of the boar pack gone?</p><p></p><p>The above line for the players.</p><p></p><p>[Owly’s recon 500 XP]</p><p></p><p>Ram leads the adventurers around to the north of the manse, to the broken back door- and then in a dash across the open ground, and… in.</p><p></p><p>Note, Vinnie and his companions have a little help from the druid’s Pass Without Trace spell. The Dark Squad enter a broken kitchen, and following after the sneaky rogue investigate the interior of the manse, they discover-</p><p></p><p>1) A smashed and broken kitchen and pantry, the latter missing sections of its roof (note this area of the manse is only single story).</p><p></p><p>2) A wrecked dining room with a dirty hallway leading from it to the front door of the manse, there are also stairs here to the second floor of the structure.</p><p></p><p>3) A central courtyard area complete with a well, with an ancient gnarled tree protruding from it.</p><p></p><p>4) A multi-occupant bedroom/chamber- its contents broken and ruined, there’s a hole in the ceiling in the far corner, the opening must lead up into the lair of the gnolls. Ram can hear the fiends talking.</p><p></p><p>[Ram leads the exploration 250 XP]</p><p></p><p>Note throughout all of the above the PCs are rolling high with their (much aided) stealth checks, and they’re taking their time- allowing Ram to investigate and then declare safe the way ahead. Good work, they go room by room.</p><p></p><p>Ram is also certain that one of the other chambers off the central courtyard is home to the half-orc Talos worshipper the gang saw earlier. There’s chanting coming from within, in what sounds like orcish.</p><p></p><p>So, Ram- first up, sneaks into the chamber with a hole in the ceiling, and with the sound of gnolls bickering up above, the rogue distributes several packets of marbles, as quietly as he can, on the floor beneath the hole.</p><p></p><p>Then the rogue sneaks back to his companions- it’s time the Dark Squad had a chat about the next part of the plan.</p><p></p><p>Note, Vinnie has also made another discovery- the ancient gnarled tree in the courtyard resembles very closely the tree they fought all the way back in the Sunless Citadel, their first adventure. The Gulthias Tree, and so the druid decides to try to find out what’s going on here. He casts Speak with Plants and then begins his address.</p><p></p><p>Keep in mind that Vinnie is very good at this kind of thing.</p><p></p><p>It’s also worth noting that Vinnie is the third (and last) PC that I have asked to make an insight check to figure out the above fact, Ram & Newt has already failed their checks.</p><p></p><p>And so-</p><p></p><p>“Great and ancient being, I cum before yew seeking wiz-dum. Will yew speak wiz me, I yam but a lowly drew-id?”</p><p></p><p>And the tree definitely has something to say (although, I’ll be honest- this move caught me by surprise a little) and so the ‘drew-id’ and the tree chat a while.</p><p></p><p>Vinnie has to pay obeisance to the ancient sentient plant- to abase himself before the creature, and also to continue with his flattery, in order to get his answers. It seems the tree is boss here; it tells Vinnie in its gargling deep voice. Furthermore, it seems the tree is working towards the coming of the time of shadow, when the darkness will descend and its enemies will be made to suffer.</p><p></p><p>Further conversation elicits a few more details- the tree’s enemies are for the most part mankind and the like, the bad folk that defile the Dreadwood.</p><p></p><p>Vinnie has heard enough, but only after a little more chatter and accompanying flattery is he allowed to retreat from the great tree’s presence.</p><p></p><p>[Vinnie chats with the mad bad tree 750 XP]</p><p></p><p>So, the Dark Squad chat- as quietly as they can, and all the way back in the kitchen- there’s an evil tree, a bunch of gnolls, a Talos worshipping half-orc boss, and… within the branches of the ancient tree are a clutch of twig blights. Vinnie spotted these guys during his chat.</p><p></p><p>The plan is…</p><p></p><p>Well, let’s see what’s upstairs first.</p><p></p><p>Keep in mind the PCs have made more than a dozen stealth checks and at least two dozen other checks here so far- it took nearly thirty minutes to get through this bit.</p><p></p><p>However, the investigate upstairs plan goes badly, for the only time in the session Ram forgets to make a perception check before heading up the stairs, and so fails to spot the trap. The first ten steps of the stairs collapse, but the rogue leaps back and out of the way. The area revealed beneath the stairs is littered with glass and nails, and knives- all set to impale a victim.</p><p></p><p>But the noise of the collapse…</p><p></p><p>The Dark Squad hold their breath, and then make more very difficult stealth checks, and after spending an inspiration point or two… well, nothing happens.</p><p></p><p>The above party stealth check eventually all came down to Tarbin Tul, the NPC bard, having to roll ‘20’ or above, which he rolled- exactly.</p><p></p><p>But there’s no way up now, at least not for the majority of the PCs- the stairs are gone.</p><p></p><p>[Stair collapse 200 XP]</p><p></p><p>More Dark Squad whispered chat follows, and at last someone is listening to Newt- he’s the voice of reason in the room…</p><p></p><p>“Let’s burn the bastards- flush ‘em all out!” The tabaxi hisses, and… well, there’s really not a better idea, and besides- the bugbear and worg aperitif has only got the PCs wanting more.</p><p></p><p>Seconds later the grinning tabaxi steps out into the courtyard of the manse- the twig blights situated in the branches of the ancient tree instantly take notice and move quickly towards the warlock, but… too slow, the well (and ancient tree) is suddenly encircled by a twenty foot high Wall of Fire.</p><p></p><p>[Newt lights it up 300 XP]</p><p></p><p>Everything plant-like burns.</p><p></p><p>[ATTACH=full]138529[/ATTACH]</p><p><strong>It's all kicking off! Note Newt's Wall of Fire is incinerating the Evil Tree- the Twig Blights are already spent. Vinnie on the other hand has just dropped his Spike Growth into the room opposite. Those two bluish (I'm colour-blind, help me out here) circles down in the south west- they're where Ram dumped several bags of marbles- the Gnolls (in the room above) are going to have fun. The rogue is just about to get Thunderwaved by Grannoc, the Talos worshipping Half-Orc boss.</strong></p><p></p><p>Suddenly from the door opposite comes the robed half-orc Talos worshipper, the fellow evokes and sends a Thunderwave into Ram who has also moved forward into the courtyard. Then- twig blights spill out of the same room, while the half-orc retreats- still chanting strange words.</p><p></p><p>Note the Wall of Fire burns on the inside- and so the outside of the circle is safe ground- it’s the ancient evil tree that is suffering.</p><p></p><p>Yet more twig blights spill out into the courtyard, and ten seconds later and Ram & Daktari are surrounded, but hardly in danger- they’re only twig blights after all.</p><p></p><p>More of the plant-like fiends emerge for the well and are incinerated by Newt’s Wall of Fire in an instant.</p><p></p><p>More still rush down the chimney in the ruined dining chamber, surprising Vinnie who is at moment concentrating on his Spike Growth spell- cast into the chamber the gnolls are about to descend into (the druid thinks).</p><p></p><p>Vinnie frets- but only a little, as Tarbin Tul is coming to help, while Newt is near enough to come to the rescue should the need arise.</p><p></p><p>Upstairs the gnolls are making noise and are most likely just about to descend to get into action, or else to die in the Spike Growth area.</p><p></p><p>[ATTACH=full]138531[/ATTACH]</p><p><strong>Can't wait for the next session- I may have a few surprises in store for the Dark Squad, or else... it's going to (fingers-crossed) get nasty.</strong></p><p></p><p>But that’s all we had time for this evening, the fight had only just got going when we ran out of time, or else the DM decided that this was a good spot to call things as it’s about to get very busy for the PCs.</p><p></p><p>We’ll see what happens next time.</p><p></p><p>The Dark Squad’s to-do list reads a little like this-</p><p></p><p>1) Investigate the woodland manse- kill the half-orc Talos worshipper, gnolls and evil tree etc.</p><p></p><p>2) Track the half-orcs/boars to their lair?</p><p></p><p>3) DESTROY!</p><p></p><p>4) Back to the Falcon?</p><p></p><p>5) Goblins in the Dreadwood.</p><p></p><p>6) Nightshade in the Dreadwood.</p><p></p><p>7) To Blackedge, find the Goblin Stair</p><p></p><p>8) Return to Fallowstone Holy for answers- the Witch’s Tor & the Pact of the Flame.</p><p></p><p>Stay safe and well you lovely people.</p><p></p><p>Cheers the Dark Squad and goonalan.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 8310457, member: 16069"] [CENTER][B]Dark Squad in the Secrets of Saltmarsh[/B][/CENTER] [B]Session #051 An(other) Evil Tree? Dark Squad (in alphabetical order, no egos here). New Tricks (played by Bear) Male Tabaxi Warlock Lvl 7 Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 7 Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 7 NPCs Daktari (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 7 [S]Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 [/S]RIP* Tarbin Tul (played by goonalan) Male Human Bard *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[/B] This is session 51, and we begin at Westor’s Logging Camp in the Dreadwood. The loggers here, save for one unfortunate fellow, have been saved from a sudden attack of ankhegs by the Dark Squad. The attack included one huge insect brute with lightning bolt markings upon its carapace, a sure sign that the Talos worshiping half-orcs were responsible. A little later, after the fight, the Dark Squad also locate a clutch of odd looking corn dolls- humanoid shaped figures made from blackened dirty straw- inside each of these (voodoo-like) figurines is the still beating heart of a sacrificed beast. All part of some ritual, Vinnie believes, to draw the ankhegs to this spot. So, the Dark Squad want to get on, they’re keen to get after the half-orc adherent of Talos who fled the last encounter. The suspicion is this foul fellow caused the attack on the logging camp, and of course the PCs have been hired by the Falcon to get to the bottom of this particular problem. First up however comes a chat with the loggers, the Dark Squad explain their cause, ask a few questions of the folk here and then… well, Newt makes a strange speech to let the loggers know that he’s happy for them to eat his dead horse- Black Death. It’s an odd world, particularly when Newt opens his mouth. “Thanks.” A logger replies, with a shrug. The Dark Squad organise for their remaining mounts to be cared for at the camp and then, after searching out the trail of the fast departing half-orc worshipper of Talos- who has indeed assumed boar form, they depart. [The logging camp and the boar trail 250 XP] The boar’s tracks are however difficult to follow, and keep in mind it’s a single boar the Dark Squad are attempting to track here, therefore the next two or three hours are spent wandering through the outskirts of the Dreadwood making repeated checks to stay on the beast’s course, but it’s not easy. That is until… The tracks get easier to follow a little while on as it becomes apparent that another two or three boars have joined the pack. [ATTACH type="full"]138524[/ATTACH] [B]The big map is working again on Fantasy Grounds. The Dark Squad token pushes further into the Dreadwood.[/B] However, the DMs random encounter dice are on fire, also I’ve bought a few new Mods for Fantasy Grounds, and so I was keen to try them out- the players had been forewarned about this. The boar trail leads down into a shallow stream, the trackers in the party (Daktari & Vinnie) know this is typically a tactic used to prevent tracking, and so once again the track becomes a lot more difficult to detect, and follow. [ATTACH type="full"]138525[/ATTACH] [B]Vinnie and Daktari, searching for the trail.[/B] But that’s not all- a quartet of mangy wolves suddenly spring from hiding and rush to attack the two trackers that are leading the Dark Squad’s pursuit, the pair are a little ahead of their companions. The wolves (actually worg pups) are however easily dealt with- although several of the PCs get bitten, particularly as another four of the savage beast’s rush to join the attack. [ATTACH type="full"]138526[/ATTACH] [B]Daktari's taking care of business, while the Worg Pups don't last very long although Newt's Fireball played a significant part in that fact. Note the Worg Pups have about 6-8 HP each, so... they're screwed.[/B] More effective however are the three bugbear archers, this trio are much more accurate- Ram takes an arrow to the chest, as does Vinnie, and Newt, but… it’s not enough to slow down the Dark Squad. The juvenile worgs are quickly slaughtered, while one of the three bugbears are swiftly flushed out of hiding and killed, another gets up close with Newt’s Fireball. The last of the bugbear snipers however attempts to flee the scene, but that doesn’t happen. Ram and then Newt are soon after in hot pursuit, and the pair move fast- and Ram is making active perception checks to keep an eye on the fleeing goblinoid. The third bugbear archer is eventually chased down and killed. [ATTACH type="full"]138527[/ATTACH] [B]The last, very bloodied & just recently Fireballed, Bugbear Archer attempts to flee the scene- not a chance.[/B] Note, throughout the above encounter Tarbin Tul, the bard- and our newest NPC, was providing Healing Words for a variety of PCs, he’s already explained to his new compatriots the Dark Squad that he’s not very good at fighting. [Bugbears and mangy wolves 500 XP] Again, this was a very easy encounter- and it only took us a about 2-3 turns to play through (plus a little longer for Ram and Newt to hunt down the last enemy), but it also served as a great demo for a bunch of new stuff (Mods) I’ve bought to enhance our Fantasy Grounds experience. So, it took us a while to talk through the changes/enhancements afterwards- one of which is when the PCs make a variety of rolls in Fantasy Grounds- attack, damage, save etc. it automatically triggers a chat entry. Basically, the PCs can now talk (in the chat window)- the Mod allows a table of possible responses, battle-cries, statements, or similar to be inputted, press the appropriate button and a random line of chat appears. Obviously, I had populated these tables prior to the session- so an additional ten minutes were spent by the players trying to trigger all of their PCs possible chat responses. It made us laugh for a good while- and the players have been given instructions to come up with their own random chat lines for the coming sessions. That however is the end of the Dark Squad’s day, it’s getting dark in the Dreadwood- time to set up camp, also the boar trail will be much easier to find in the cold light of day. Newt gets his Leomund’s Tiny Hut up and working- Tarbin Tul, the bard- remember him, is sore amazed. Then… lots more chatter, it seems that the PCs are keen to talk, and I’m using Tarbin Tul to keep the PCs on track with the plot (and for a few other things). The bard therefore has questions- the Dark Squad have lots of answers, and so where we are with the plot therefore gets reiterated and firmed up a little. Newt, and then Ram, are also keen to tell Tarbin all about themselves- the tabaxi particularly so, and keep in mind Tarbin is a very moral guy- he has plenty of questions for Newt particularly with regard to his fiendish overseer. We even get into a short discussion here, as Vinnie said at the time- “Newt, zis is the most ‘onest yew ‘ave bin wiz uz since we began journeying two-gezzer!” So, lots of nice roleplay before bedtime. Note, during the night Vinnie’s hears, on his watch (in dawn’s first light), what sounds like a large ursine suddenly roaring in anger- although the noise recedes as the beast, he surmises, moves further away from the camp. The druid however is concerned, and so investigates, eventually discovering a mass of swarming bees- their hive has been attacked, and it seems they fought back- successfully. Note, I have also purchased myself a few more dungeon/wilderness dressing style books to use on Fantasy Grounds. Fifty sessions in and I’m trying a few new things/resources. [Chatter with Tarbin Tul and a night in the wilds 500 XP] Rise and shine early and the Dark Squad, very quickly (after some great rolls from Vinnie) are back on the boar’s trail- we play out another two or three hours of the trackers in action, with plenty more rolls- most of them good. [Tracking good 200 XP] Then… there’s a clearing- in the centre of which is a two-story ivy-covered ancient manse (a large house) the house is derelict and yet… it shows signs of habitation. Surrounding the building are a myriad briar and pumpkin patches- and snorting and snuffling their way through this are nearly a dozen boars. [ATTACH type="full"]138528[/ATTACH] [B]The woodland manse- Talos HQ? Maybe. Left image ground floor, right image- first floor, both before Owly's recon.[/B] The Dark Squad swiftly move way back into the cover of the Dreadwood, and soon after Owly (Vinnie’s owl familiar) is sent aloft. Vinnie, throughout Owly’s aerial reconnaissance, is sharing the bird’s vision (and other senses) and relaying information to his colleagues. The Dark Squad come to learn that- 1) There are boars surrounding the manse, on all sides- there’s no way in that can avoid alerting the beasts. 2) The main entrance to the manse is on the western side, there’s a balcony above/over the closed front doors (a portico). There’s another pair of (closed) doors into the manse up on the balcony. 3) There’s a third entrance to the manse to the north, it’s open- the door lies in the grass and debris before the doorway here. 4) There are many windows- all of them smashed and wide-open, although they’re also choked in places by the all-pervasive ivy. 5) There are holes in the roof of the manse in places. 6) There’s an open courtyard in the middle of the building- in the courtyard is a well, and growing from it an ancient gnarled tree, also… 7) There are yapping, barking and snarling sounds coming from one of the rooms on the second floor- gnolls? So, there are plenty of ways into the manse, but none of them unobserved. The Dark Squad conduct an extended chat, eventually interrupted by the DM. Owly is about to return to his master’s side when… Vinnie relays the following- the front door of the manse opens and a robed half-orc strides out. The figure snaps off a few sharp commands and three of the boars’ rush around the building and straight to the fellow. All three of them transforming en route into robed half-orcs. That’s four lightning-bolt flinging Talos worshippers. Newt is all for launching the attack now, until he is reminded by Vinnie that the PCs are at present sixty feet away in the woods and watching the above scene through Owly’s eyes/senses. So, the following plays out- the four half-orcs talk a while, or else three of them pay attention and listen to their boss- the half-orc that exited the manse. Then the three subordinate half-orcs transform back into boars, and after a few snorts, head off- west into the Dreadwood. Half-a-dozen more boars scurry out of the pumpkin patches and follow after, at speed. That done the robed half-orc boss heads back into the manse, and all of a sudden, the place looks a lot easier to sneak into, there are only three or four boars remaining in the pumpkin patches. But where have the other three half-orc Talos worshippers and the rest of the boar pack gone? The above line for the players. [Owly’s recon 500 XP] Ram leads the adventurers around to the north of the manse, to the broken back door- and then in a dash across the open ground, and… in. Note, Vinnie and his companions have a little help from the druid’s Pass Without Trace spell. The Dark Squad enter a broken kitchen, and following after the sneaky rogue investigate the interior of the manse, they discover- 1) A smashed and broken kitchen and pantry, the latter missing sections of its roof (note this area of the manse is only single story). 2) A wrecked dining room with a dirty hallway leading from it to the front door of the manse, there are also stairs here to the second floor of the structure. 3) A central courtyard area complete with a well, with an ancient gnarled tree protruding from it. 4) A multi-occupant bedroom/chamber- its contents broken and ruined, there’s a hole in the ceiling in the far corner, the opening must lead up into the lair of the gnolls. Ram can hear the fiends talking. [Ram leads the exploration 250 XP] Note throughout all of the above the PCs are rolling high with their (much aided) stealth checks, and they’re taking their time- allowing Ram to investigate and then declare safe the way ahead. Good work, they go room by room. Ram is also certain that one of the other chambers off the central courtyard is home to the half-orc Talos worshipper the gang saw earlier. There’s chanting coming from within, in what sounds like orcish. So, Ram- first up, sneaks into the chamber with a hole in the ceiling, and with the sound of gnolls bickering up above, the rogue distributes several packets of marbles, as quietly as he can, on the floor beneath the hole. Then the rogue sneaks back to his companions- it’s time the Dark Squad had a chat about the next part of the plan. Note, Vinnie has also made another discovery- the ancient gnarled tree in the courtyard resembles very closely the tree they fought all the way back in the Sunless Citadel, their first adventure. The Gulthias Tree, and so the druid decides to try to find out what’s going on here. He casts Speak with Plants and then begins his address. Keep in mind that Vinnie is very good at this kind of thing. It’s also worth noting that Vinnie is the third (and last) PC that I have asked to make an insight check to figure out the above fact, Ram & Newt has already failed their checks. And so- “Great and ancient being, I cum before yew seeking wiz-dum. Will yew speak wiz me, I yam but a lowly drew-id?” And the tree definitely has something to say (although, I’ll be honest- this move caught me by surprise a little) and so the ‘drew-id’ and the tree chat a while. Vinnie has to pay obeisance to the ancient sentient plant- to abase himself before the creature, and also to continue with his flattery, in order to get his answers. It seems the tree is boss here; it tells Vinnie in its gargling deep voice. Furthermore, it seems the tree is working towards the coming of the time of shadow, when the darkness will descend and its enemies will be made to suffer. Further conversation elicits a few more details- the tree’s enemies are for the most part mankind and the like, the bad folk that defile the Dreadwood. Vinnie has heard enough, but only after a little more chatter and accompanying flattery is he allowed to retreat from the great tree’s presence. [Vinnie chats with the mad bad tree 750 XP] So, the Dark Squad chat- as quietly as they can, and all the way back in the kitchen- there’s an evil tree, a bunch of gnolls, a Talos worshipping half-orc boss, and… within the branches of the ancient tree are a clutch of twig blights. Vinnie spotted these guys during his chat. The plan is… Well, let’s see what’s upstairs first. Keep in mind the PCs have made more than a dozen stealth checks and at least two dozen other checks here so far- it took nearly thirty minutes to get through this bit. However, the investigate upstairs plan goes badly, for the only time in the session Ram forgets to make a perception check before heading up the stairs, and so fails to spot the trap. The first ten steps of the stairs collapse, but the rogue leaps back and out of the way. The area revealed beneath the stairs is littered with glass and nails, and knives- all set to impale a victim. But the noise of the collapse… The Dark Squad hold their breath, and then make more very difficult stealth checks, and after spending an inspiration point or two… well, nothing happens. The above party stealth check eventually all came down to Tarbin Tul, the NPC bard, having to roll ‘20’ or above, which he rolled- exactly. But there’s no way up now, at least not for the majority of the PCs- the stairs are gone. [Stair collapse 200 XP] More Dark Squad whispered chat follows, and at last someone is listening to Newt- he’s the voice of reason in the room… “Let’s burn the bastards- flush ‘em all out!” The tabaxi hisses, and… well, there’s really not a better idea, and besides- the bugbear and worg aperitif has only got the PCs wanting more. Seconds later the grinning tabaxi steps out into the courtyard of the manse- the twig blights situated in the branches of the ancient tree instantly take notice and move quickly towards the warlock, but… too slow, the well (and ancient tree) is suddenly encircled by a twenty foot high Wall of Fire. [Newt lights it up 300 XP] Everything plant-like burns. [ATTACH type="full"]138529[/ATTACH] [B]It's all kicking off! Note Newt's Wall of Fire is incinerating the Evil Tree- the Twig Blights are already spent. Vinnie on the other hand has just dropped his Spike Growth into the room opposite. Those two bluish (I'm colour-blind, help me out here) circles down in the south west- they're where Ram dumped several bags of marbles- the Gnolls (in the room above) are going to have fun. The rogue is just about to get Thunderwaved by Grannoc, the Talos worshipping Half-Orc boss.[/B] Suddenly from the door opposite comes the robed half-orc Talos worshipper, the fellow evokes and sends a Thunderwave into Ram who has also moved forward into the courtyard. Then- twig blights spill out of the same room, while the half-orc retreats- still chanting strange words. Note the Wall of Fire burns on the inside- and so the outside of the circle is safe ground- it’s the ancient evil tree that is suffering. Yet more twig blights spill out into the courtyard, and ten seconds later and Ram & Daktari are surrounded, but hardly in danger- they’re only twig blights after all. More of the plant-like fiends emerge for the well and are incinerated by Newt’s Wall of Fire in an instant. More still rush down the chimney in the ruined dining chamber, surprising Vinnie who is at moment concentrating on his Spike Growth spell- cast into the chamber the gnolls are about to descend into (the druid thinks). Vinnie frets- but only a little, as Tarbin Tul is coming to help, while Newt is near enough to come to the rescue should the need arise. Upstairs the gnolls are making noise and are most likely just about to descend to get into action, or else to die in the Spike Growth area. [ATTACH type="full"]138531[/ATTACH] [B]Can't wait for the next session- I may have a few surprises in store for the Dark Squad, or else... it's going to (fingers-crossed) get nasty.[/B] But that’s all we had time for this evening, the fight had only just got going when we ran out of time, or else the DM decided that this was a good spot to call things as it’s about to get very busy for the PCs. We’ll see what happens next time. The Dark Squad’s to-do list reads a little like this- 1) Investigate the woodland manse- kill the half-orc Talos worshipper, gnolls and evil tree etc. 2) Track the half-orcs/boars to their lair? 3) DESTROY! 4) Back to the Falcon? 5) Goblins in the Dreadwood. 6) Nightshade in the Dreadwood. 7) To Blackedge, find the Goblin Stair 8) Return to Fallowstone Holy for answers- the Witch’s Tor & the Pact of the Flame. Stay safe and well you lovely people. Cheers the Dark Squad and goonalan. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Story Hour
The Dark Squad in the Secrets of Saltmarsh #135 Sorry For The (Attempted) Genocide.
Top