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Story Hour
The Dark Squad in the Secrets of Saltmarsh #135 Sorry For The (Attempted) Genocide.
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<blockquote data-quote="Goonalan" data-source="post: 8607054" data-attributes="member: 16069"><p style="text-align: center"><strong>Dark Squad in the Secrets of Saltmarsh</strong></p><p></p><p><strong>Session #084: Into the Moon Pool Part 1.</strong></p><p><strong></strong></p><p><strong>Dark Squad (in alphabetical order, no egos here).</strong></p><p><strong>Daktari (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 8</strong></p><p><strong>New Tricks (played by Bear) Male Tabaxi Warlock Lvl 8</strong></p><p><strong>Ramshambo (played by Kev) Male Half-Elf Rogue/Fighter Lvl 7/1</strong></p><p><strong>Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 8</strong></p><p><strong></strong></p><p><strong>NPCs</strong></p><p><strong>Inverna Nightbreeze (played by George) Female Wood Elf Fighter Lvl 8 (Sidekick)</strong></p><p><strong><s>Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 </s>RIP*</strong></p><p><strong><s>Tarbin Tul (played by goonalan) Male Human Bard </s>RETIRED</strong></p><p><strong>Ubmo (played by Goonalan) Supreme Being Lvl 1 </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><strong></strong></p><p><strong>The Dark Squad’s to-do list-</strong></p><ol> <li data-xf-list-type="ol">To the Moon Pool to glimpse the future.</li> <li data-xf-list-type="ol">Remember, we've got to 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), 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 Cemetary).</li> <li data-xf-list-type="ol">Return to Fallowstone Holy, church of Oghma, pick up info (Witch's Tor & Pact of the Flame, although the Dark Squad probably know all about this stuff already). What else do you need to find out about? See above, and below.</li> <li data-xf-list-type="ol">Warn Ashby- the Soggy's (Sahuagin) are coming!</li> <li data-xf-list-type="ol">Vinnie needs to be back for the next Saltmarsh Council meeting on the 1st Kythorn (June).</li> <li data-xf-list-type="ol">Nightshade is in the Deep Dreadwood?</li> <li data-xf-list-type="ol">Blackedge and the Goblin Stair?</li> <li data-xf-list-type="ol">To join the Pact of the Wild Flame you need to find the hidden weapons left to fight Ashardalon.</li> <li data-xf-list-type="ol">To join the Pact of the Wild Flame prepare the Witch's Tor for the coming of the starfall.</li> <li data-xf-list-type="ol">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. SEE 2. ABOVE.</li> </ol><p>This is session 84, and another good 'un. Although, I'm one behind in my write up here- as in we've played session 85 as well, so I'd better get weaving, and, well... this might be a short 'un.</p><p></p><p>If you remember, it all happened such a long while ago (it has been three weeks since the last session) then the Dark Squad have arrived at the Moon Pool, they're in for a dip, and another trip down prophecy lane. The Moon Pool, now that the Shrine of Savras (the Diviner) has been reconsecrated, and can be used to give an individual an insight into their future.</p><p></p><p>However, there's a catch- the amount of time the PC can spend in their vision/prophecy depends on how long they take to get through the maze-</p><p></p><p>[ATTACH=full]155489[/ATTACH]</p><p><strong>The maze being a simulation of the myriad sights, sounds and memories that need to be waded through by the individual to get to their DM designated prophecy. It's never easy.</strong></p><p></p><p>PCs can move as per normal through the maze, make use of any of their abilities or skills, and can in addition make three checks each turn- each success increasing their movement by an additional 5 squares (25 feet). Basically- double move and then roll for an additional 15 squares movement each turn. The checks are against each of the PCs stats- DC 8, increasing by one after each success, any failures and that stat can no longer be checked.</p><p></p><p>So, the quicker you get through the maze then the more time the PC gets to spend in their vision.</p><p></p><p>Got it?</p><p></p><p>Oh, and this is a competition- the players are all very keen to be the quickest out.</p><p></p><p>So, this is a maze- but the PCs have been warned that the shared vision on Fantasy Grounds Unity has been turned off- therefore they can only see their PC (and their route) on the map. Also, they cannot communicate in any way with each other.</p><p></p><p>To note, following the left wall through the maze, with no checks for additional movement, and a PC that moves 30 feet x 2 for double move = 60 feet/turn should escape the maze in nine turns. Follow the right hand wall and the journey should take 13 turns.</p><p></p><p>So, there's that to consider.</p><p></p><p>Here's the final shot of the maze-</p><p></p><p>[ATTACH=full]155490[/ATTACH]</p><p><strong>None of the PCs decide to employ any strategy whatsoever.*</strong></p><p></p><p>*Not entirely true, after about eight turns involving all of the PCs just running around in random directions the somewhat nonplussed DM explains that their PCs might be here a while longer if they continue to employ the random direction approach.</p><p></p><p>Just to make clear, just over thirty minutes later- when I made the above announcement, only one of the PCs was in the upper half of the maze, and anywhere near the exit- that was Daktari. After eight turns of wandering Ramshambow (usually incredibly good at this kind of thing) and Newt were both within two turns worth of normal movement away from the entrance to the maze.</p><p></p><p>And so, skip to the end- an hour or so later, and Daktari is out of the maze in just ten turns- after the DM warning above he just followed the left hand wall and... there it is, the exit. Vinnie escapes a couple of turns later, while Ram and Newt, well... their wanderings take a little while longer, approx. 20-something turns for each to find their way out.</p><p></p><p>And then the PCs visions begin-</p><p></p><p>Note, the PCs are spectral beings within the following visions, they have to make checks to interact with anything, and even then they can only move very small objects, maybe push a door open- that kind of thing.</p><p></p><p>They cannot be seen by other individuals encountered within their vision, with one obvious exception- Nicky, but we'll meet him in a minute.</p><p></p><p>Further note while within their vision each PC takes 1d4 psychic damage/turn, this to simulate the concentration needed to maintain the link.</p><p></p><p>Also, they've only got a limited amount of time within the prophecy- depending on how well they did in the maze.</p><p></p><p>And so...</p><p></p><p>[ATTACH=full]155491[/ATTACH]</p><p><strong>Daktari suddenly finds himself in a large clearing in a beautiful forest, he's positioned halfway up a burial mound shaped like a dragon in flight.</strong></p><p></p><p>The barbarian, eventually, finds a way into the barrow that lies below, and believe me- that takes a while. Down ancient stone stairs into the tomb, the ever alert barbarian hears a noise to the north.</p><p></p><p>[ATTACH=full]155492[/ATTACH]</p><p><strong>There's someone (or something) moving about to the north.</strong></p><p></p><p>The barbarian rushes into a tomb chamber- with illuminated altars and embedded in the far wall the skeletal skull, fore-limbs and body of a great dragon. A beautiful two-handed sword impaling the skull of the great beast.</p><p></p><p>[ATTACH=full]155493[/ATTACH]</p><p><strong>The sword, a little later it is discovered, was made by Durgeddin the Black.</strong></p><p></p><p>However, of more import is the fact that Daktari is not alone here, also within the chamber- making notes (and armed with a pen, the fellow's shield serves as a very large clipboard) is a gaunt and wan looking young-ish male human (maybe). With dark hair and a widows peak, wearing ancient-looking (too big) platemail. Oh, and the fellow has quite a set of gnashers- think Bugs Bunny, although the protruding dentures both come to a point.</p><p></p><p>[ATTACH=full]155494[/ATTACH]</p><p><strong>Nicky's teeth, of course, impair the nervous young fellow's speech.</strong></p><p></p><p>Nicholai Barbaros Kostyiev talks with a lisp, and daintily so, he sounds educated- and more than a little frightened, at times, and at other times incredibly excited and interested in the minutest of detail.</p><p></p><p>Nicky is played by George, he's our new guy.</p><p></p><p>There follows an odd conversation- to be repeated in all of the visions. Daktari threatens a little but eventually decides that the “pasty creepy weak-man” is no threat.</p><p></p><p>Nicky, very obviously, plays nicely and tells the barbarian what he has discovered, which is that this place is some ancient tomb built by 'the people' (the elves) during their wars with dragonkind. It really is an ancient place- millennia old.</p><p></p><p>And yet the sword within was made by Durgeddin the Black, that's worth mentioning again.</p><p></p><p>But then the barbarian hears a noise, actually singing- someone is singing “Loving You”, by Minnie Ripperton. </p><p></p><p>Daktari has been called. </p><p></p><p>Nicky, alas, cannot hear the music.</p><p></p><p>The barbarian rushes off again and soon after, following the song, he discovers, in a chamber to the far south, the love of his life- a jet black pegasus style flying horse, just standing within a filthy chamber in the tomb.</p><p></p><p>The 'sky pony' is the source of the song, yes you read that right- the pegasus is singing at Daktari.</p><p></p><p>[ATTACH=full]155495[/ATTACH]</p><p><strong>The barbarian is so overcome he has a little cry... and his vision ends.</strong></p><p></p><p>Nicky, however, does not share the barbarian's view of events- the gaunt note-taker watches Daktari cavort and dance around a heap of large (horse) bones on the floor. It's not an edifying spectacle. </p><p></p><p>Note, a little later on- after all of the visions are concluded (in the next session) the Dark Squad take more than a moment to tell each other about their dream observations. Of course, in game all of PCs can see what's going on- shared vision has been switch back on Fantasy Grounds Unity. They (the other players) cannot however interject (except to laugh) or help the PC in their vision.</p><p></p><p>Later, Daktari (with a '20' Survival check) remembers that the trees in Farrow Wood, in which the Dark Squad adventured very early on in their wanderings here, looked exactly like those in his vision.</p><p></p><p>Later still the PCs work out that the tomb that Daktari visited most likely contains the hidden weapons left by the Pact of the Wild Flame that they need to fight Ashardalon (see no. 8 on the PCs to-do list above).</p><p></p><p>Which brings us to Newt-</p><p></p><p>[ATTACH=full]155496[/ATTACH]</p><p><strong>Newt steps out of a stone portal (that's a clue), it's very warm here, and he can just see a sea of fire beyond the skull and bone strewn cave in which he stands.</strong></p><p></p><p>Note, Newt takes fire damage every turn here, not psychic damage- that's another clue.</p><p></p><p>But the tabaxi is moving very fast now because he's not got long in his vision- he took the longest to escape the maze, and beyond the cave- a river of fire, with stepping stones to cross.</p><p></p><p>[ATTACH=full]155497[/ATTACH]</p><p><strong>Newt loves this kind of thing*. Note, the sky is on fire too- that's nice (and yet another clue).</strong></p><p></p><p>*No, he doesn't. He hates this kind of thing. That's a clue.</p><p></p><p>The warlock, remarkably, makes his way safely across the fast moving stream of lava, and then into a series of caverns and ravines.</p><p></p><p>An old friend shows up...</p><p></p><p>It's the prostitute he slew all the way back in Neverwinter.</p><p></p><p>The cranky screaming streetwalker attempts to murder the warlock right back.</p><p></p><p>[ATTACH=full]155498[/ATTACH]</p><p><strong>She fails, but keeps on coming back for more, by the time newt escapes this area he has slain seven incarnations of this shrieking terror. The tabaxi however also gets punched, slapped and spat at repeatedly by his former victim.</strong></p><p></p><p>It would be fair to say that Newt isn't in a good mood at this point, although he has now worked out that he saw this place in his vision within the gnoll pyre (back at the Shrine of Savras, while his comrades were re-consecrating the place, and having their own vision).</p><p></p><p>So, Newt knows that Belphegor lies at the end of this chase- his fiendish sweetheart is waiting for him.</p><p></p><p>As I've said once or twice already- he's in a rush.</p><p></p><p>A little later, alas, Newt encounters “Colin”*, he's the tanarukk demon that Newt summoned in the fight against Garthok the Thunder Boar. The Thunder Boar killed Colin.</p><p></p><p>*Not his real name.</p><p></p><p>Newt remembers Colin begging him to be released- this while Garthok was repeatedly ripping Colin a new one, alas the tanurrak's pleas fell on deaf ears.</p><p></p><p>However... the warlock is a smart cookie, and so moments later Colin, after a well-worded Friend A Fiend spell, is left guarding Newt's back, and expecting a future promotion for his continued stalwart service.</p><p></p><p>He's a silver-tongued bastard, is Newt.</p><p></p><p>The tabaxi runs on, his fur still on fire, he briefly encounters a couple more incarnations of the dead hooker, and then makes it across another burning river and into a great iron tower- filled mostly with bones.</p><p></p><p>[ATTACH=full]155499[/ATTACH]</p><p><strong>He rushes on, and upstairs- to be at last with his Lord, Belphegor.</strong></p><p></p><p>And here at last is Newt's true master...</p><p></p><p>[ATTACH=full]155500[/ATTACH]</p><p><strong>Belphegor, the Pit Fiend, demands that Newt report, and the grinning tabaxi is in his element.</strong></p><p></p><p>Newt's report is basically everything that the Dark Squad have done so far, only in his version of events, well... It was mostly Newt that done it all. The rest of the Squad are referred to as something like, “fiddling reptiles”, or some such, more of a hindrance than a help.</p><p></p><p>Belphegor is happy with the warlock, and eager to reward him.</p><p></p><p>Newt is loving this.</p><p></p><p>[ATTACH=full]155501[/ATTACH]</p><p><strong>But then Jot appears, remember him- the quasit/imp that was trouble all the way back in the Sunless Citadel, and then showed up again in hell... which, of course, should be yet another clue. Like all of the dead folk that Newt has had to battle through to get to this meeting.</strong></p><p></p><p>But back to Jot, his line to Belphegor, clearly his boss- is something like, “I tawt I taw a puddy tat, I did! I did!”</p><p></p><p>Jot tells Belphegor that Newt has been seeing another fiend behind the Pit Fiend's back, basically he's promised his soul to another...</p><p></p><p>Belphegor is not happy.</p><p></p><p>Newt is not happy either (with Jot) but is more concerned with trying to prevent his master from incinerating him.</p><p></p><p>It gets ugly, but only briefly- because moments later Newt begins to fade out of existence, the last thing the tabaxi hears is Belphegor cursing him and ordering Jot to “fiddle with the aerial on the planar gyroscope and get HIM BACK!”</p><p></p><p>It's at this point that Newt realises that this isn't Newt's prophecy, this is the DM messing with the warlock.</p><p></p><p>But now Belphegor knows that Newt has been playing away with Humphrey Far-Fer-Nar.</p><p></p><p>He's screwed, but what kind of screwed is he?</p><p></p><p>Which brings us to Ram-</p><p></p><p>[ATTACH=full]155502[/ATTACH]</p><p><strong>The rogue suddenly finds himself gripping tight to the prow of an ancient and bone strewn sailing ship, roaring and crashing through the storm, the seas are wild and the night illuminated mostly by the flash of lightning.</strong></p><p></p><p>Also aboard the vessel are cowled half-orcs, and quite a few of them- Ram has seen these fellows before, they're Talos worshippers. </p><p></p><p>Also chained to the prow is the animated skeleton of a giant, who wails and moans as the the ship carves its passage through the waves and spray.</p><p></p><p>The half-elf knows that he doesn't have long, and so after catching the waft of music from below he rushes on, down into the bowels of the ship. </p><p></p><p>[ATTACH=full]155503[/ATTACH]</p><p><strong>There are dozens of skeletons at the oars, but also a cabin to explore down here, the rogue finds the map room, and quickly determines that the ship is heading for Saltmarsh.</strong></p><p></p><p>Down again and to the source of the song- within a forward space sits an armoured knight upon a throne, the knight's bones and body are fused with the ship. The vessel is alive (sorta), the knight captain and the great creaking boat are as one.</p><p></p><p>[ATTACH=full]155505[/ATTACH]</p><p><strong>Note Daktari, Newt & Vinnie/Owl are not in this prophecy, they're on the screen just because the shared vision thing on FGU was prevaricating, it was just easier to drop them on the map.</strong></p><p></p><p>Back to the story...</p><p></p><p>But the music? The soothing words and the strum of a lute, a much abused Tarbin Tul (bard, and ex-member of the Dark Squad) sings and plays to keep the undead master of the vessel becalmed. </p><p></p><p>Also present in this moment is a pale-faced fellow, armoured in ancient plate, the young creepy-looking man is making notes.</p><p></p><p>This is Nicky of course, more strained chat follows when Ram discovers that Nicky can see him. The dhampir buck-toothed grins and waves at the rogue.</p><p></p><p>As with Daktari the rogue is taking no chances, particularly after he discovers that he can interact with Nicky. The rogue exchanges a few cursory words and learns from Nicky that the boat and the captain represent a sentient undead being- the Dreadnought. He then however gives Nicky a shove as he races off to explore further, remember Ram is really up against the clock here.</p><p></p><p>[ATTACH=full]155506[/ATTACH]</p><p><strong>In the bilges of the boat the rogue ends his voyage of discovery- there are slaves here, and one of them his Captain Stonebeard, Ram's old captain, the dwarf that rescued him from slavery. He needs, it seems, to return the favour.</strong></p><p></p><p>But then his prophecy/vision ends.</p><p></p><p>Note, George playing Nicky is great throughout the above, and the other prophecies that follow (next session)- delivering exposition in his very special way. I armed him with a few lines before the sessions, but the creepy, lisping and cowardly Nicholai was a joy to behold. Great work George.</p><p></p><p>Further note during the terminal discussion, after all of the prophecies have played out, the Dark Squad revisit Ram's vision, and remember that Skeel the vampire (spawn) they fought and killed in Burle had this to say-</p><p></p><p>"Enough of this, we have the bard and the Dreadnought is coming. My dark master will see you all in hell!”</p><p></p><p>So, that was the Dreadnought, and like he said- Tarbin has been captured, but- to what end, well the ship is on its way to the Saltmarsh region and so the Dark Squad are going to find out.</p><p></p><p>But that's all we had time for in this one, the visions/prophecies continue in the next one.</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: 8607054, member: 16069"] [CENTER][B]Dark Squad in the Secrets of Saltmarsh[/B][/CENTER] [B]Session #084: Into the Moon Pool Part 1. Dark Squad (in alphabetical order, no egos here). Daktari (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 8 New Tricks (played by Bear) Male Tabaxi Warlock Lvl 8 Ramshambo (played by Kev) Male Half-Elf Rogue/Fighter Lvl 7/1 Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 8 NPCs Inverna Nightbreeze (played by George) Female Wood Elf Fighter Lvl 8 (Sidekick) [S]Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 [/S]RIP* [S]Tarbin Tul (played by goonalan) Male Human Bard [/S]RETIRED Ubmo (played by Goonalan) Supreme Being Lvl 1 *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-[/B] [LIST=1] [*]To the Moon Pool to glimpse the future. [*]Remember, we've got to 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), 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 Cemetary). [*]Return to Fallowstone Holy, church of Oghma, pick up info (Witch's Tor & Pact of the Flame, although the Dark Squad probably know all about this stuff already). What else do you need to find out about? See above, and below. [*]Warn Ashby- the Soggy's (Sahuagin) are coming! [*]Vinnie needs to be back for the next Saltmarsh Council meeting on the 1st Kythorn (June). [*]Nightshade is in the Deep Dreadwood? [*]Blackedge and the Goblin Stair? [*]To join the Pact of the Wild Flame you need to find the hidden weapons left to fight Ashardalon. [*]To join the Pact of the Wild Flame prepare the Witch's Tor for the coming of the starfall. [*]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. SEE 2. ABOVE. [/LIST] This is session 84, and another good 'un. Although, I'm one behind in my write up here- as in we've played session 85 as well, so I'd better get weaving, and, well... this might be a short 'un. If you remember, it all happened such a long while ago (it has been three weeks since the last session) then the Dark Squad have arrived at the Moon Pool, they're in for a dip, and another trip down prophecy lane. The Moon Pool, now that the Shrine of Savras (the Diviner) has been reconsecrated, and can be used to give an individual an insight into their future. However, there's a catch- the amount of time the PC can spend in their vision/prophecy depends on how long they take to get through the maze- [ATTACH type="full"]155489[/ATTACH] [B]The maze being a simulation of the myriad sights, sounds and memories that need to be waded through by the individual to get to their DM designated prophecy. It's never easy.[/B] PCs can move as per normal through the maze, make use of any of their abilities or skills, and can in addition make three checks each turn- each success increasing their movement by an additional 5 squares (25 feet). Basically- double move and then roll for an additional 15 squares movement each turn. The checks are against each of the PCs stats- DC 8, increasing by one after each success, any failures and that stat can no longer be checked. So, the quicker you get through the maze then the more time the PC gets to spend in their vision. Got it? Oh, and this is a competition- the players are all very keen to be the quickest out. So, this is a maze- but the PCs have been warned that the shared vision on Fantasy Grounds Unity has been turned off- therefore they can only see their PC (and their route) on the map. Also, they cannot communicate in any way with each other. To note, following the left wall through the maze, with no checks for additional movement, and a PC that moves 30 feet x 2 for double move = 60 feet/turn should escape the maze in nine turns. Follow the right hand wall and the journey should take 13 turns. So, there's that to consider. Here's the final shot of the maze- [ATTACH type="full"]155490[/ATTACH] [B]None of the PCs decide to employ any strategy whatsoever.*[/B] *Not entirely true, after about eight turns involving all of the PCs just running around in random directions the somewhat nonplussed DM explains that their PCs might be here a while longer if they continue to employ the random direction approach. Just to make clear, just over thirty minutes later- when I made the above announcement, only one of the PCs was in the upper half of the maze, and anywhere near the exit- that was Daktari. After eight turns of wandering Ramshambow (usually incredibly good at this kind of thing) and Newt were both within two turns worth of normal movement away from the entrance to the maze. And so, skip to the end- an hour or so later, and Daktari is out of the maze in just ten turns- after the DM warning above he just followed the left hand wall and... there it is, the exit. Vinnie escapes a couple of turns later, while Ram and Newt, well... their wanderings take a little while longer, approx. 20-something turns for each to find their way out. And then the PCs visions begin- Note, the PCs are spectral beings within the following visions, they have to make checks to interact with anything, and even then they can only move very small objects, maybe push a door open- that kind of thing. They cannot be seen by other individuals encountered within their vision, with one obvious exception- Nicky, but we'll meet him in a minute. Further note while within their vision each PC takes 1d4 psychic damage/turn, this to simulate the concentration needed to maintain the link. Also, they've only got a limited amount of time within the prophecy- depending on how well they did in the maze. And so... [ATTACH type="full"]155491[/ATTACH] [B]Daktari suddenly finds himself in a large clearing in a beautiful forest, he's positioned halfway up a burial mound shaped like a dragon in flight.[/B] The barbarian, eventually, finds a way into the barrow that lies below, and believe me- that takes a while. Down ancient stone stairs into the tomb, the ever alert barbarian hears a noise to the north. [ATTACH type="full"]155492[/ATTACH] [B]There's someone (or something) moving about to the north.[/B] The barbarian rushes into a tomb chamber- with illuminated altars and embedded in the far wall the skeletal skull, fore-limbs and body of a great dragon. A beautiful two-handed sword impaling the skull of the great beast. [ATTACH type="full"]155493[/ATTACH] [B]The sword, a little later it is discovered, was made by Durgeddin the Black.[/B] However, of more import is the fact that Daktari is not alone here, also within the chamber- making notes (and armed with a pen, the fellow's shield serves as a very large clipboard) is a gaunt and wan looking young-ish male human (maybe). With dark hair and a widows peak, wearing ancient-looking (too big) platemail. Oh, and the fellow has quite a set of gnashers- think Bugs Bunny, although the protruding dentures both come to a point. [ATTACH type="full"]155494[/ATTACH] [B]Nicky's teeth, of course, impair the nervous young fellow's speech.[/B] Nicholai Barbaros Kostyiev talks with a lisp, and daintily so, he sounds educated- and more than a little frightened, at times, and at other times incredibly excited and interested in the minutest of detail. Nicky is played by George, he's our new guy. There follows an odd conversation- to be repeated in all of the visions. Daktari threatens a little but eventually decides that the “pasty creepy weak-man” is no threat. Nicky, very obviously, plays nicely and tells the barbarian what he has discovered, which is that this place is some ancient tomb built by 'the people' (the elves) during their wars with dragonkind. It really is an ancient place- millennia old. And yet the sword within was made by Durgeddin the Black, that's worth mentioning again. But then the barbarian hears a noise, actually singing- someone is singing “Loving You”, by Minnie Ripperton. Daktari has been called. Nicky, alas, cannot hear the music. The barbarian rushes off again and soon after, following the song, he discovers, in a chamber to the far south, the love of his life- a jet black pegasus style flying horse, just standing within a filthy chamber in the tomb. The 'sky pony' is the source of the song, yes you read that right- the pegasus is singing at Daktari. [ATTACH type="full"]155495[/ATTACH] [B]The barbarian is so overcome he has a little cry... and his vision ends.[/B] Nicky, however, does not share the barbarian's view of events- the gaunt note-taker watches Daktari cavort and dance around a heap of large (horse) bones on the floor. It's not an edifying spectacle. Note, a little later on- after all of the visions are concluded (in the next session) the Dark Squad take more than a moment to tell each other about their dream observations. Of course, in game all of PCs can see what's going on- shared vision has been switch back on Fantasy Grounds Unity. They (the other players) cannot however interject (except to laugh) or help the PC in their vision. Later, Daktari (with a '20' Survival check) remembers that the trees in Farrow Wood, in which the Dark Squad adventured very early on in their wanderings here, looked exactly like those in his vision. Later still the PCs work out that the tomb that Daktari visited most likely contains the hidden weapons left by the Pact of the Wild Flame that they need to fight Ashardalon (see no. 8 on the PCs to-do list above). Which brings us to Newt- [ATTACH type="full"]155496[/ATTACH] [B]Newt steps out of a stone portal (that's a clue), it's very warm here, and he can just see a sea of fire beyond the skull and bone strewn cave in which he stands.[/B] Note, Newt takes fire damage every turn here, not psychic damage- that's another clue. But the tabaxi is moving very fast now because he's not got long in his vision- he took the longest to escape the maze, and beyond the cave- a river of fire, with stepping stones to cross. [ATTACH type="full"]155497[/ATTACH] [B]Newt loves this kind of thing*. Note, the sky is on fire too- that's nice (and yet another clue).[/B] *No, he doesn't. He hates this kind of thing. That's a clue. The warlock, remarkably, makes his way safely across the fast moving stream of lava, and then into a series of caverns and ravines. An old friend shows up... It's the prostitute he slew all the way back in Neverwinter. The cranky screaming streetwalker attempts to murder the warlock right back. [ATTACH type="full"]155498[/ATTACH] [B]She fails, but keeps on coming back for more, by the time newt escapes this area he has slain seven incarnations of this shrieking terror. The tabaxi however also gets punched, slapped and spat at repeatedly by his former victim.[/B] It would be fair to say that Newt isn't in a good mood at this point, although he has now worked out that he saw this place in his vision within the gnoll pyre (back at the Shrine of Savras, while his comrades were re-consecrating the place, and having their own vision). So, Newt knows that Belphegor lies at the end of this chase- his fiendish sweetheart is waiting for him. As I've said once or twice already- he's in a rush. A little later, alas, Newt encounters “Colin”*, he's the tanarukk demon that Newt summoned in the fight against Garthok the Thunder Boar. The Thunder Boar killed Colin. *Not his real name. Newt remembers Colin begging him to be released- this while Garthok was repeatedly ripping Colin a new one, alas the tanurrak's pleas fell on deaf ears. However... the warlock is a smart cookie, and so moments later Colin, after a well-worded Friend A Fiend spell, is left guarding Newt's back, and expecting a future promotion for his continued stalwart service. He's a silver-tongued bastard, is Newt. The tabaxi runs on, his fur still on fire, he briefly encounters a couple more incarnations of the dead hooker, and then makes it across another burning river and into a great iron tower- filled mostly with bones. [ATTACH type="full"]155499[/ATTACH] [B]He rushes on, and upstairs- to be at last with his Lord, Belphegor.[/B] And here at last is Newt's true master... [ATTACH type="full"]155500[/ATTACH] [B]Belphegor, the Pit Fiend, demands that Newt report, and the grinning tabaxi is in his element.[/B] Newt's report is basically everything that the Dark Squad have done so far, only in his version of events, well... It was mostly Newt that done it all. The rest of the Squad are referred to as something like, “fiddling reptiles”, or some such, more of a hindrance than a help. Belphegor is happy with the warlock, and eager to reward him. Newt is loving this. [ATTACH type="full"]155501[/ATTACH] [B]But then Jot appears, remember him- the quasit/imp that was trouble all the way back in the Sunless Citadel, and then showed up again in hell... which, of course, should be yet another clue. Like all of the dead folk that Newt has had to battle through to get to this meeting.[/B] But back to Jot, his line to Belphegor, clearly his boss- is something like, “I tawt I taw a puddy tat, I did! I did!” Jot tells Belphegor that Newt has been seeing another fiend behind the Pit Fiend's back, basically he's promised his soul to another... Belphegor is not happy. Newt is not happy either (with Jot) but is more concerned with trying to prevent his master from incinerating him. It gets ugly, but only briefly- because moments later Newt begins to fade out of existence, the last thing the tabaxi hears is Belphegor cursing him and ordering Jot to “fiddle with the aerial on the planar gyroscope and get HIM BACK!” It's at this point that Newt realises that this isn't Newt's prophecy, this is the DM messing with the warlock. But now Belphegor knows that Newt has been playing away with Humphrey Far-Fer-Nar. He's screwed, but what kind of screwed is he? Which brings us to Ram- [ATTACH type="full"]155502[/ATTACH] [B]The rogue suddenly finds himself gripping tight to the prow of an ancient and bone strewn sailing ship, roaring and crashing through the storm, the seas are wild and the night illuminated mostly by the flash of lightning.[/B] Also aboard the vessel are cowled half-orcs, and quite a few of them- Ram has seen these fellows before, they're Talos worshippers. Also chained to the prow is the animated skeleton of a giant, who wails and moans as the the ship carves its passage through the waves and spray. The half-elf knows that he doesn't have long, and so after catching the waft of music from below he rushes on, down into the bowels of the ship. [ATTACH type="full"]155503[/ATTACH] [B]There are dozens of skeletons at the oars, but also a cabin to explore down here, the rogue finds the map room, and quickly determines that the ship is heading for Saltmarsh.[/B] Down again and to the source of the song- within a forward space sits an armoured knight upon a throne, the knight's bones and body are fused with the ship. The vessel is alive (sorta), the knight captain and the great creaking boat are as one. [ATTACH type="full"]155505[/ATTACH] [B]Note Daktari, Newt & Vinnie/Owl are not in this prophecy, they're on the screen just because the shared vision thing on FGU was prevaricating, it was just easier to drop them on the map.[/B] Back to the story... But the music? The soothing words and the strum of a lute, a much abused Tarbin Tul (bard, and ex-member of the Dark Squad) sings and plays to keep the undead master of the vessel becalmed. Also present in this moment is a pale-faced fellow, armoured in ancient plate, the young creepy-looking man is making notes. This is Nicky of course, more strained chat follows when Ram discovers that Nicky can see him. The dhampir buck-toothed grins and waves at the rogue. As with Daktari the rogue is taking no chances, particularly after he discovers that he can interact with Nicky. The rogue exchanges a few cursory words and learns from Nicky that the boat and the captain represent a sentient undead being- the Dreadnought. He then however gives Nicky a shove as he races off to explore further, remember Ram is really up against the clock here. [ATTACH type="full"]155506[/ATTACH] [B]In the bilges of the boat the rogue ends his voyage of discovery- there are slaves here, and one of them his Captain Stonebeard, Ram's old captain, the dwarf that rescued him from slavery. He needs, it seems, to return the favour.[/B] But then his prophecy/vision ends. Note, George playing Nicky is great throughout the above, and the other prophecies that follow (next session)- delivering exposition in his very special way. I armed him with a few lines before the sessions, but the creepy, lisping and cowardly Nicholai was a joy to behold. Great work George. Further note during the terminal discussion, after all of the prophecies have played out, the Dark Squad revisit Ram's vision, and remember that Skeel the vampire (spawn) they fought and killed in Burle had this to say- "Enough of this, we have the bard and the Dreadnought is coming. My dark master will see you all in hell!” So, that was the Dreadnought, and like he said- Tarbin has been captured, but- to what end, well the ship is on its way to the Saltmarsh region and so the Dark Squad are going to find out. But that's all we had time for in this one, the visions/prophecies continue in the next one. Stay safe and well you lovely people. Cheers the Dark Squad and goonalan. [/QUOTE]
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The Dark Squad in the Secrets of Saltmarsh #135 Sorry For The (Attempted) Genocide.
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