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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: 8045434" data-attributes="member: 16069"><p style="text-align: center"><strong>Dark Squad in the Sunless Citadel</strong></p><p></p><p><strong>Session #009 Apres le Outcast: Cherchez le big Dragon-feller.</strong></p><p><strong></strong></p><p><strong>Dark Squad (in alphabetical order, no egos here).</strong></p><p><strong>Buggles (played by Stu) Male Wood Elf Fighter Lvl 1/Rogue Lvl 2</strong></p><p><strong>New Tricks (played by Bear) Male Tabaxi Warlock Lvl 3</strong></p><p><strong>Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 3</strong></p><p><strong>Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 3</strong></p><p><strong></strong></p><p><strong>NPCs</strong></p><p><strong>Garumn Male Mountain Dwarf Paladin of Moradin Lvl 3</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 #9 and the Outcast is dead, as are all of his pesky minions, also the former supplicants- Kerowyn Hucrele and Sir Braford have been rescued, and thanks to the magic apple from the Gulthias Tree- returned to some semblance of humanity. Point of fact the two newly revived adventurers are, at present, somewhat zombie like- the pair are like coma patients coming back to the world- only possessed of vivid dreams of their previous ‘supplicant’ horrors.</p><p></p><p>In summary Sharwyn and Sir Braford are a little under the weather, they can understand what the PCs are asking, and the adventurers have plenty of questions, but they’re limited mostly to gesture and single word replies.</p><p></p><p>The Dark Squad learn a little from the saved pair, it seems Karakas, the missing ranger was not a turncoat (as the PCs- mostly Vincenzo) suspected, he in fact gave his life fighting giant rats in the Sunless Citadel above, to save his comrades. The ranger was a hero. The adventurers pledge to find Karakas’ remains (or else his ring) and return it/them to Thundertree (part of Ram’s secondary quest).</p><p></p><p>[Chatting with Sharwyn & Sir Braford 75 XP]</p><p></p><p>After the chatter, and a short rest, the Dark Squad take the time to properly search the enormous Twilight Grove cavern- alas there’s nothing new, or of interest, to be found. There are however a few items looted from the body of the Outcast, including a wand of entangle (taken by Vincenzo) and a few healing potions to distribute.</p><p></p><p>Time to head out, although calling in on a few chambers on this level of the dungeon during the retreat. Gingerly guiding the rescued pair the adventurers return to the plant-filled halls, and once there decide to pay a visit on the skeleton gardeners they encountered (and ignored) during their previous wanderings here.</p><p></p><p>They find the energy of the undead gardeners has all been spent, the skeletons are no longer animated- no threat here- and so onwards.</p><p></p><p>Next port of call is to play dare with a fire worm in its lair, the three sneaky folk (Ram, Buggles & Newt) stealth into the garden chamber they discovered (and also ignored) earlier, home to burnt and smouldering vegetation. A very quiet, and very cautious search of the area is conducted- and within one of the myriad two foot wide scorched tunnels burnt into the stone they discover- a fire worm, contentedly tunnelling its way through the rock. The three sneaky PCs stealth checks range from 15 to 23, therefore they observe the creature for a while, and using either thieves’ cant gestures, or else Newt’s message cantrip communicate silently. The decision is made, actually by Vincenzo- Newt makes very good use of the message cantrip, the Dark Squad the druid insists have ‘sans boeuf wiz zer fire wurm”, and so they retreat some more.</p><p></p><p>[Leave the fire worm alone 50 XP]</p><p></p><p>Next to another unexplored area within the subterranean chambers, the lair- they suspect, of yet another fire worm, and so it proves- after more excellent sneaking about (checks 18 to 25, jeez- these three, on a good day, could go most anywhere without getting spotted- that should be kept in mind). Newt, once again, confirms the presence of another fire worm about its business. The sneaky three, very sensibly, decide- once again, to leave it be.</p><p></p><p>[Leave the other fire worm alone 50 XP]</p><p></p><p>Just to say the PCs here, after a bit of player chatter- are still trying to work out what ‘the light that never goes out is’, they need this, of course, so that they can get the dragon key from the dragon altar- all the way back in the kobold’s lair. They need the dragon key to open the dragon door- their prize lies within, supposedly. Remember the kobolds believe the Dark Squad are the chosen ones.</p><p></p><p>The Dark Squad want that key.</p><p></p><p>More chatter follows, and then back to the vine filled chamber with the shaft in the ceiling, the way to the level above- the adventurer’s rope still hangs here. Then up, which takes a while, the rescued pair are still incapable of significant action, they therefore need to be winched to the relative safety above.</p><p></p><p>Back into the former chambers of the goblins, and time aplenty for the Dark Squad to search and scout around, a couple of items of interest are discovered in the goblin junk pile- an nice looking statue and a chain shirt, but nothing else.</p><p></p><p>Note the goblins, there were plenty of non-combatants still up here, have since abandoned the Sunless Citadel- they're gone for good this time.</p><p></p><p>[Investigate goblinville and the junk pile 50 XP]</p><p></p><p>Onwards some more.</p><p></p><p>To an intersection beyond the goblin’s former territory, which both Kerowyn and Sir Braford recognise, this is where they lost Karakas, the ranger- the fallen adventurer’s remains, they believe (unless he survived) must be somewhere to the north. But first a warning, hissed by both of the former supplicants, “ratsss!”</p><p></p><p>The Dark Squad cautiously head down the dank and musty corridor, there are many doors (east and west) ahead, and from them spring- giant rats, no surprise here.</p><p></p><p>[ATTACH=full]124118[/ATTACH]</p><p><strong>Alas the advent of the Giant Rats was too quick for the Players- I have a screenshot taken just prior to their arrival, and this one- just after the Dark Squad made the Giant Rats go away, permanent like.</strong></p><p></p><p>Buggles slices the first giant rat attacker down with his twin scimitars, and while his comrades continue the fight, and after spotting shiny things in the rat’s nest, he gets to work collecting the coin.</p><p></p><p>Meanwhile Vincenzo produces flame and singes a second giant rat, but just a little (1 fire damage) he explains he likes his rat rare. Ram steps in and skewers the vermin dead, while Newt peers into another one of the small chambers, within he spots a third giant rat and so swiftly eldritch blasts it dead.</p><p></p><p>There’s a little more rat treasure to be had from the rat’s nests, and so the Dark Squad have it.</p><p></p><p>[Kill giant rats and take their shiny things 100 XP]</p><p></p><p>Then north again, into a much larger high-ceilinged chamber, there are two spiked open pit traps here (Sir Braford confirms that they did this) however also within the chamber is another dragon fountain- like the one the Dark Squad found much earlier in their adventures. The previous fountain gave up a potion of fire breath, so… more investigations follow.</p><p></p><p>The fountain has more ancient draconic text carved into it, same as the last one, although the text here states- “let there be death”, a mite suspicious, but the text on the previous fountain read- “let there be fire”, and so… Ram dares.</p><p></p><p>The other members of the Dark Squad (except for Garumn) take evasive action, and get the hell back and away. Ram, with empty potion flasks in hand- ready for a refill, says the magic words. The fountain makes a choking sound (as did the last one) like there’s some mechanism at work- or else trying to work, and then explodes- sending pebble sized stones and a roiling cloud of dust and worse out to engulf Ram and Garumn.</p><p></p><p>The dwarf paladin grunts and shouts a bit, “whatchya doo tha’ fur yer krazy bluddy rowg?” but is otherwise unharmed. Ram alas takes a hit of poisonous vapours and is feeling more than a little woozy now.</p><p></p><p>When the smoke and dust clears Vincenzo goes over to check him out, the rogue is poisoned, although not for long- after a long swig from his elixir of health he’s feeling much better, thank you very much.</p><p></p><p>[Investigate the second dragon fountain 75 XP]</p><p></p><p>While the dragon fountain was being investigated Buggles has found another unsanitary chamber. The place is full of filth, the remains of formerly alive things- gnawed body parts (kobold and goblin) and the skeletal left-overs of scores of giant and normal-sized rats. A stinking filth pile, six feet deep in places, cautiously the Dark Squad enter, and are mobbed (a little) by another gang of giant rats.</p><p></p><p>[ATTACH=full]124119[/ATTACH]</p><p><strong>"Sacre bleu! Look at zer size of zer beast! We will feast zis evening, mes amis! Monsieur Gar-Umn fetch ze Warhammer, it iz time fur zer tenderizing!" When Vincenzo met Guthash, it was love at first sight/bite.</strong></p><p></p><p>There are four enemies here, three tough giant rats and their big moma- Guthash, six feet long and two hundred pounds of greasy malevolence, and with a bite you’d remember (and just short of 30 HP). Although the effect of the first sighting of the monstrous Guthash is lessened slightly when the salivating Vincenzo (just to make clear- he eats rats, whenever he can get his hands on them) begins begging his comrades to preserve the fleshy parts of the titanic rodent for his repast.</p><p></p><p>Buggles’ twin scimitars account for the first giant rat, Ramshambow’s rapier (with a Crit) ends the second. A moment later and the rogue also skewers Guthash with his blade, while Vincenzo shouts some more about ‘not spoiling zer meat’. The druid gets the bar-b-q going, with his produce flame spell searing the formidable rodent a little.</p><p></p><p>Alas the shifter’s supper treat is instantly removed from the menu as Newt eldritch blasts the beast into steak-sized chunks, which the force of the spell liberally distributes about the chamber.</p><p></p><p>Vincenzo is distraught.</p><p></p><p>The last giant rat scurries forward and breaks through Buggles’ defences, and then takes a big bite of wood elf, a Crit. Ram however is on hand, the rogue steps in and skewers it dead.</p><p></p><p>Victory!</p><p></p><p>[Guthash and the giant rats killed 125 XP]</p><p></p><p>The Dark Squad get to work searching the area, it takes a while- and its grisly stuff, but eventually the remains of Karakas are found, identified by the ranger's ring- Ram was told what to look for. The ring, of course, is taken- as are a few more items including a healing potion found in the dead man’s pack.</p><p></p><p>[Find Karakas’ remains and take his ring 50 XP]</p><p></p><p>That done the adventures retreat tout suite, the rat lair is a horrible place, they head all the way back to the domain of the kobolds, time for a brief breather. The ex-supplicant pair are also made comfortable after the ministrations of the gnome priest of Tymora, Erky Timbers, who has been waiting patiently with the kobolds for the Dark Squad’s return.</p><p></p><p>Note Erky also provides some healing for the ever-bloodied (or so it seems) Ram.</p><p></p><p>There follows a mite more chatter- with Yusdrayal the kobold queen, it seems all the tasks she set the Dark Squad have been achieved, point of fact the adventurers have gone the extra mile- not only are the goblins dead, but the threat of the Outcast is also ended.</p><p></p><p>Yusdrayal is delighted, but the DM wants to get on, the PCs therefore collect their last two rewards from the altar, a pair of low level magical scrolls.</p><p></p><p>The adventurers have also worked out how to open the door they discovered earlier which bore the legend (in draconic, as always) ‘rebuke the dead, open the way’- they need a priest to do so.</p><p></p><p>Erky is a priest, and so a while later the Dark Squad head out again, to the hard to open door. Erky brandishes his holy symbol, says the words (turn undead), and click- the portal is unlocked.</p><p></p><p>[Get the door open 50 XP]</p><p></p><p>The newly revealed chamber is illuminated by the light of a single candle, situated (along with a few more small items) on a black obsidian dragon carved altar over on the far side of the chamber. Alas the route to the altar requires the PCs to venture past five upright elf carved sarcophagi.</p><p></p><p>Cautiously the sneaky guys take a nose around, and when nothing much happens Garumn is persuaded to stomp in, and then a moment later the burly dwarf is likewise persuaded to wrench one of the sarcophagi open. Of course, and as predicted by everyone around the VTT, a clutch (five) of skeleton enemies emerge- and are straight into the fight.</p><p></p><p>Garumn smashes his warhammer into the first skeleton to exit its sarcophagi, and almost ends the thing in an instant. Ram stabs another, while Newt spreads a carpet of flame before him- destroying one of the already wounded skeletons, and scorching two others.</p><p></p><p>Garumn, alas, gets stabbed- that hurt (a Crit), while Vincenzo and Buggles are way off target with their attacks.</p><p></p><p>Garumn gets stabbed again, and now the paladin is really hurting, the dwarf smashes one of his attackers into bone flinders.</p><p></p><p>That’s two down, three skeletons left.</p><p></p><p>Vincenzo does his best Mr. Benn impression (look it up if you have to) and dashes out of the chamber for his wildshape quick change, a second later a long rubbery tentacle snakes into the room and attempts (but fails) to grab one of the remaining undead.</p><p></p><p>[ATTACH=full]124121[/ATTACH]</p><p><strong>Skeletons to smush- check, that's a given. But what the hell is that thing? The first (and last for a while- Level 4 Druid for the swim speed) appearance of Vincen G Octopus, give them rubbery tentacled hell soldier.</strong></p><p></p><p>The druid's wildshape quick change procedure causes a little consternation in the ranks of the Dark Squad- what just happened? Vince it seems neglected to tell his comrades prior to his quick change quite what to expect. Newt therefore leaps out of the chamber to see what new tentacled aberration awaits the adventurers, the tabaxi finds himself facing a giant octopus.*</p><p></p><p>*Can you turn into a giant octopus James, it has a swim speed, I shouldn’t have allowed this- my/our bad. See <a href="https://www.dndbeyond.com/classes/druid" target="_blank">Druid</a></p><p></p><p>Vincenzo, of course, is not present and so Newt, after a message cantrip to the cephalopod (Vincen G Octopod) confirms that the flailing rubbery beast is in fact the druid.</p><p></p><p>Back in the room Garumn is sliced for a third time, the dwarf paladin is on 3 HP and now screaming in his dulcet Scottish tones for his comrades to “get yer arses in gear”, there’s a lot of swinging and missing going on.</p><p></p><p>Buggles dashes the length of the chamber and then acrobatically leaps onto the black obsidian dragon altar, stabbing the skeleton that last sliced Garumn. The wood elf spies the smaller items on the altar- between his feet, he spots a strangle looking whistle and so he swipes it.</p><p></p><p>Garumn, after yet another miss- followed by an inspiration point hit, shatters the skeleton before him, just two undead left- one of which makes its presence felt by cutting Ram, the rogue is now also heavily wounded (as usual).</p><p></p><p>A scant second later and the probing tentacle of Vincen G Octopod comes again, grabs hold of a skeleton and crushes (shatters) it, the last of the undead is skewered and stabbed into unlife by Ram.</p><p></p><p>The fight is won.</p><p></p><p>[Skeletons mostly shattered 250 XP]</p><p></p><p>Ram heads back out with Buggles to find Erky, the pair beg the last of the gnome priest’s healing, while Garumn uses his lay on hands to at least get back up to bloodied.</p><p></p><p>Meantime, back in the newly revealed chamber, investigations continue- the candle’s flame does not go out, nor does it burn- it’s exactly what the Dark Squad have been looking for.</p><p></p><p>There’s also an unidentified (as of yet) potion flask on the obsidian altar, taken by Vincenzo, now back in shifter form.</p><p></p><p>Also Buggles’ black crystal dragon inscribed whistle has davek (dwarven) script upon it, Garumn has a look- “it sez ‘Night Caller’” the dwarf mutters and shrugs- he’s no idea what it means. The strangle whistle is pocketed by the wood elf, he’s not going to just blow it… that would be a ridiculous thing to do (see later).</p><p></p><p>The Dark Squad are suddenly in a rush, they hot foot it back to the kobold hall, and to the dragon altar there- a mere minute later and the candle is situated inside the screw top head of the dragon, and the show begins.</p><p></p><p>[ATTACH=full]124122[/ATTACH]</p><p><strong>Just a reminder, this is the dragon head altar, the candle goes into a secret hollow space on the top- the light is projected out of the various openings in the stone (eyes, mouth and nose). Look, it's magic- just nod to yourself and read on.</strong></p><p></p><p>A flickering light is projected out from the various orifices (eyes, mouth and nose) of the dragon head at the altar, the light encompasses the entire chamber before the adventurers. The PCs, Yusdrayal, and a clutch of other kobolds stand mesmerised. The hall before them is suddenly as it was- as new, perhaps centuries or millennia past, flickering torches illuminate to attention tall elven (perhaps) guards, in beautifully crafted armour. The guards stand statue- the light flickers, and the image jumps- in the same instant the entire chamber lurches hard left and then back again- Buggles, Newt and a number of the kobolds are all thrown to the floor. The shaking and shuddering doesn’t stop- the elven guards in the image likewise react to, and suffer, the same effect.</p><p></p><p>The PCs swarm into action- Newt trying to discern what the hell is going on here- is this real, is the chamber about to collapse, an insight check later and he’s convinced and screaming for his colleagues to “get out of the room.” The gang mostly do as they’re told… mostly, Vincenzo still wants the dragon key, he ducks back in and to the altar to see if the device has come free.</p><p></p><p>Suddenly appearing before the druid is a nine foot tall dragon-like/elf-like (some strange combination of the two?) robed figure. The strange apparition reaches into his robes and grabs out the dragon key, and then places it into the mouth of the dragon head at the altar. Then as the chamber shudders some more the figure dashes for the exit. Note, at this point all of the other members of the Dark Squad have scrambled their way out of the chamber, they have also dragged Kerowyn and Sir Braford (both still mostly broken) after them and away from the danger.</p><p></p><p>Vincenzo does a double take, one of many, and then follows after the racing robed figure.</p><p></p><p>The other strangeness that the rest of the Dark Squad are at present experiencing is that outside of the central chamber the halls and corridors are exactly as they should be- a tattered and somewhat stinky kobold lair. The projection/apparition/image (the PCs are unsure of what’s going on here) only extends (and encompasses) the central chamber.</p><p></p><p>Suddenly the nine foot tall elf/dragon combo comes racing down the corridor in which the rest of the Dark Squad stand- it pays no heed to the witnesses, its spectral (perhaps) form dashing through the adventurers- creepy, and then on.</p><p></p><p>Less than a second later and all of the Dark Squad are in pursuit of the strange creature.</p><p></p><p>It’s at this point that Buggles, for reasons unknown, blows the strange whistle he found earlier on the black obsidian altar- the night caller. Seconds later a dwarven skeleton appears at a spot ten feet away from the wild elf. “Do I command you?” Buggles gasps, still running- still in pursuit, the skeleton nods, “follow”, is the grinning wild elf’s response.</p><p></p><p>Gwen, the skeleton, (name supplied later) follows her new master, monsieur Bugglez.</p><p></p><p>The ragtag and bobtail chase snakes through several chambers and finally to… of course, the dragon door.</p><p></p><p>[ATTACH=full]124123[/ATTACH]</p><p><strong>The race to the Dragon Door.</strong></p><p></p><p>The nine foot tall dragon/elf races through the door, which for a second seems to be open, Newt- close behind (tabaxi are fast) dashes to follow, and almost knocks himself out. The door is quite definitely shut, although seconds later Vincenzo discovers that the dragon key is in the keyhole of the dragon door, all he need do is turn it. But first Ram is called up to give the portal the once over.</p><p></p><p>Ten seconds later, no traps found- or noises heard beyond the door, and it’s open. A large chamber with a door opposite, and dusty- the air stale; to the north three alcoves each containing a pedestal, atop each a fist-sized lump of rock. To the south the same set up, although only a single alcove and pedestal, and the rock here glows with a soft blue light.</p><p></p><p>[ATTACH=full]124124[/ATTACH]</p><p><strong>Adventure awaits...</strong></p><p></p><p>The rock also seems to be the source of… it could be song- most odd.</p><p></p><p>[Chase to, and then open the dragon door 250 XP]</p><p></p><p>What lies within?</p><p></p><p>Well, that’s for next time…</p><p></p><p>That was a cracking session fellers.</p><p></p><p>Stay safe and well.</p><p></p><p>Cheers goonalan.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 8045434, member: 16069"] [CENTER][B]Dark Squad in the Sunless Citadel[/B][/CENTER] [B]Session #009 Apres le Outcast: Cherchez le big Dragon-feller. Dark Squad (in alphabetical order, no egos here). Buggles (played by Stu) Male Wood Elf Fighter Lvl 1/Rogue Lvl 2 New Tricks (played by Bear) Male Tabaxi Warlock Lvl 3 Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 3 Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 3 NPCs Garumn Male Mountain Dwarf Paladin of Moradin Lvl 3 Left back with the Kobolds Erky Timbers Male Gnome Priest of Tymora[/B] So, session #9 and the Outcast is dead, as are all of his pesky minions, also the former supplicants- Kerowyn Hucrele and Sir Braford have been rescued, and thanks to the magic apple from the Gulthias Tree- returned to some semblance of humanity. Point of fact the two newly revived adventurers are, at present, somewhat zombie like- the pair are like coma patients coming back to the world- only possessed of vivid dreams of their previous ‘supplicant’ horrors. In summary Sharwyn and Sir Braford are a little under the weather, they can understand what the PCs are asking, and the adventurers have plenty of questions, but they’re limited mostly to gesture and single word replies. The Dark Squad learn a little from the saved pair, it seems Karakas, the missing ranger was not a turncoat (as the PCs- mostly Vincenzo) suspected, he in fact gave his life fighting giant rats in the Sunless Citadel above, to save his comrades. The ranger was a hero. The adventurers pledge to find Karakas’ remains (or else his ring) and return it/them to Thundertree (part of Ram’s secondary quest). [Chatting with Sharwyn & Sir Braford 75 XP] After the chatter, and a short rest, the Dark Squad take the time to properly search the enormous Twilight Grove cavern- alas there’s nothing new, or of interest, to be found. There are however a few items looted from the body of the Outcast, including a wand of entangle (taken by Vincenzo) and a few healing potions to distribute. Time to head out, although calling in on a few chambers on this level of the dungeon during the retreat. Gingerly guiding the rescued pair the adventurers return to the plant-filled halls, and once there decide to pay a visit on the skeleton gardeners they encountered (and ignored) during their previous wanderings here. They find the energy of the undead gardeners has all been spent, the skeletons are no longer animated- no threat here- and so onwards. Next port of call is to play dare with a fire worm in its lair, the three sneaky folk (Ram, Buggles & Newt) stealth into the garden chamber they discovered (and also ignored) earlier, home to burnt and smouldering vegetation. A very quiet, and very cautious search of the area is conducted- and within one of the myriad two foot wide scorched tunnels burnt into the stone they discover- a fire worm, contentedly tunnelling its way through the rock. The three sneaky PCs stealth checks range from 15 to 23, therefore they observe the creature for a while, and using either thieves’ cant gestures, or else Newt’s message cantrip communicate silently. The decision is made, actually by Vincenzo- Newt makes very good use of the message cantrip, the Dark Squad the druid insists have ‘sans boeuf wiz zer fire wurm”, and so they retreat some more. [Leave the fire worm alone 50 XP] Next to another unexplored area within the subterranean chambers, the lair- they suspect, of yet another fire worm, and so it proves- after more excellent sneaking about (checks 18 to 25, jeez- these three, on a good day, could go most anywhere without getting spotted- that should be kept in mind). Newt, once again, confirms the presence of another fire worm about its business. The sneaky three, very sensibly, decide- once again, to leave it be. [Leave the other fire worm alone 50 XP] Just to say the PCs here, after a bit of player chatter- are still trying to work out what ‘the light that never goes out is’, they need this, of course, so that they can get the dragon key from the dragon altar- all the way back in the kobold’s lair. They need the dragon key to open the dragon door- their prize lies within, supposedly. Remember the kobolds believe the Dark Squad are the chosen ones. The Dark Squad want that key. More chatter follows, and then back to the vine filled chamber with the shaft in the ceiling, the way to the level above- the adventurer’s rope still hangs here. Then up, which takes a while, the rescued pair are still incapable of significant action, they therefore need to be winched to the relative safety above. Back into the former chambers of the goblins, and time aplenty for the Dark Squad to search and scout around, a couple of items of interest are discovered in the goblin junk pile- an nice looking statue and a chain shirt, but nothing else. Note the goblins, there were plenty of non-combatants still up here, have since abandoned the Sunless Citadel- they're gone for good this time. [Investigate goblinville and the junk pile 50 XP] Onwards some more. To an intersection beyond the goblin’s former territory, which both Kerowyn and Sir Braford recognise, this is where they lost Karakas, the ranger- the fallen adventurer’s remains, they believe (unless he survived) must be somewhere to the north. But first a warning, hissed by both of the former supplicants, “ratsss!” The Dark Squad cautiously head down the dank and musty corridor, there are many doors (east and west) ahead, and from them spring- giant rats, no surprise here. [ATTACH type="full" alt="9.1.jpg"]124118[/ATTACH] [B]Alas the advent of the Giant Rats was too quick for the Players- I have a screenshot taken just prior to their arrival, and this one- just after the Dark Squad made the Giant Rats go away, permanent like.[/B] Buggles slices the first giant rat attacker down with his twin scimitars, and while his comrades continue the fight, and after spotting shiny things in the rat’s nest, he gets to work collecting the coin. Meanwhile Vincenzo produces flame and singes a second giant rat, but just a little (1 fire damage) he explains he likes his rat rare. Ram steps in and skewers the vermin dead, while Newt peers into another one of the small chambers, within he spots a third giant rat and so swiftly eldritch blasts it dead. There’s a little more rat treasure to be had from the rat’s nests, and so the Dark Squad have it. [Kill giant rats and take their shiny things 100 XP] Then north again, into a much larger high-ceilinged chamber, there are two spiked open pit traps here (Sir Braford confirms that they did this) however also within the chamber is another dragon fountain- like the one the Dark Squad found much earlier in their adventures. The previous fountain gave up a potion of fire breath, so… more investigations follow. The fountain has more ancient draconic text carved into it, same as the last one, although the text here states- “let there be death”, a mite suspicious, but the text on the previous fountain read- “let there be fire”, and so… Ram dares. The other members of the Dark Squad (except for Garumn) take evasive action, and get the hell back and away. Ram, with empty potion flasks in hand- ready for a refill, says the magic words. The fountain makes a choking sound (as did the last one) like there’s some mechanism at work- or else trying to work, and then explodes- sending pebble sized stones and a roiling cloud of dust and worse out to engulf Ram and Garumn. The dwarf paladin grunts and shouts a bit, “whatchya doo tha’ fur yer krazy bluddy rowg?” but is otherwise unharmed. Ram alas takes a hit of poisonous vapours and is feeling more than a little woozy now. When the smoke and dust clears Vincenzo goes over to check him out, the rogue is poisoned, although not for long- after a long swig from his elixir of health he’s feeling much better, thank you very much. [Investigate the second dragon fountain 75 XP] While the dragon fountain was being investigated Buggles has found another unsanitary chamber. The place is full of filth, the remains of formerly alive things- gnawed body parts (kobold and goblin) and the skeletal left-overs of scores of giant and normal-sized rats. A stinking filth pile, six feet deep in places, cautiously the Dark Squad enter, and are mobbed (a little) by another gang of giant rats. [ATTACH type="full" alt="9.2.jpg"]124119[/ATTACH] [B]"Sacre bleu! Look at zer size of zer beast! We will feast zis evening, mes amis! Monsieur Gar-Umn fetch ze Warhammer, it iz time fur zer tenderizing!" When Vincenzo met Guthash, it was love at first sight/bite.[/B] There are four enemies here, three tough giant rats and their big moma- Guthash, six feet long and two hundred pounds of greasy malevolence, and with a bite you’d remember (and just short of 30 HP). Although the effect of the first sighting of the monstrous Guthash is lessened slightly when the salivating Vincenzo (just to make clear- he eats rats, whenever he can get his hands on them) begins begging his comrades to preserve the fleshy parts of the titanic rodent for his repast. Buggles’ twin scimitars account for the first giant rat, Ramshambow’s rapier (with a Crit) ends the second. A moment later and the rogue also skewers Guthash with his blade, while Vincenzo shouts some more about ‘not spoiling zer meat’. The druid gets the bar-b-q going, with his produce flame spell searing the formidable rodent a little. Alas the shifter’s supper treat is instantly removed from the menu as Newt eldritch blasts the beast into steak-sized chunks, which the force of the spell liberally distributes about the chamber. Vincenzo is distraught. The last giant rat scurries forward and breaks through Buggles’ defences, and then takes a big bite of wood elf, a Crit. Ram however is on hand, the rogue steps in and skewers it dead. Victory! [Guthash and the giant rats killed 125 XP] The Dark Squad get to work searching the area, it takes a while- and its grisly stuff, but eventually the remains of Karakas are found, identified by the ranger's ring- Ram was told what to look for. The ring, of course, is taken- as are a few more items including a healing potion found in the dead man’s pack. [Find Karakas’ remains and take his ring 50 XP] That done the adventures retreat tout suite, the rat lair is a horrible place, they head all the way back to the domain of the kobolds, time for a brief breather. The ex-supplicant pair are also made comfortable after the ministrations of the gnome priest of Tymora, Erky Timbers, who has been waiting patiently with the kobolds for the Dark Squad’s return. Note Erky also provides some healing for the ever-bloodied (or so it seems) Ram. There follows a mite more chatter- with Yusdrayal the kobold queen, it seems all the tasks she set the Dark Squad have been achieved, point of fact the adventurers have gone the extra mile- not only are the goblins dead, but the threat of the Outcast is also ended. Yusdrayal is delighted, but the DM wants to get on, the PCs therefore collect their last two rewards from the altar, a pair of low level magical scrolls. The adventurers have also worked out how to open the door they discovered earlier which bore the legend (in draconic, as always) ‘rebuke the dead, open the way’- they need a priest to do so. Erky is a priest, and so a while later the Dark Squad head out again, to the hard to open door. Erky brandishes his holy symbol, says the words (turn undead), and click- the portal is unlocked. [Get the door open 50 XP] The newly revealed chamber is illuminated by the light of a single candle, situated (along with a few more small items) on a black obsidian dragon carved altar over on the far side of the chamber. Alas the route to the altar requires the PCs to venture past five upright elf carved sarcophagi. Cautiously the sneaky guys take a nose around, and when nothing much happens Garumn is persuaded to stomp in, and then a moment later the burly dwarf is likewise persuaded to wrench one of the sarcophagi open. Of course, and as predicted by everyone around the VTT, a clutch (five) of skeleton enemies emerge- and are straight into the fight. Garumn smashes his warhammer into the first skeleton to exit its sarcophagi, and almost ends the thing in an instant. Ram stabs another, while Newt spreads a carpet of flame before him- destroying one of the already wounded skeletons, and scorching two others. Garumn, alas, gets stabbed- that hurt (a Crit), while Vincenzo and Buggles are way off target with their attacks. Garumn gets stabbed again, and now the paladin is really hurting, the dwarf smashes one of his attackers into bone flinders. That’s two down, three skeletons left. Vincenzo does his best Mr. Benn impression (look it up if you have to) and dashes out of the chamber for his wildshape quick change, a second later a long rubbery tentacle snakes into the room and attempts (but fails) to grab one of the remaining undead. [ATTACH type="full" alt="9.3.jpg"]124121[/ATTACH] [B]Skeletons to smush- check, that's a given. But what the hell is that thing? The first (and last for a while- Level 4 Druid for the swim speed) appearance of Vincen G Octopus, give them rubbery tentacled hell soldier.[/B] The druid's wildshape quick change procedure causes a little consternation in the ranks of the Dark Squad- what just happened? Vince it seems neglected to tell his comrades prior to his quick change quite what to expect. Newt therefore leaps out of the chamber to see what new tentacled aberration awaits the adventurers, the tabaxi finds himself facing a giant octopus.* *Can you turn into a giant octopus James, it has a swim speed, I shouldn’t have allowed this- my/our bad. See [URL='https://www.dndbeyond.com/classes/druid']Druid[/URL] Vincenzo, of course, is not present and so Newt, after a message cantrip to the cephalopod (Vincen G Octopod) confirms that the flailing rubbery beast is in fact the druid. Back in the room Garumn is sliced for a third time, the dwarf paladin is on 3 HP and now screaming in his dulcet Scottish tones for his comrades to “get yer arses in gear”, there’s a lot of swinging and missing going on. Buggles dashes the length of the chamber and then acrobatically leaps onto the black obsidian dragon altar, stabbing the skeleton that last sliced Garumn. The wood elf spies the smaller items on the altar- between his feet, he spots a strangle looking whistle and so he swipes it. Garumn, after yet another miss- followed by an inspiration point hit, shatters the skeleton before him, just two undead left- one of which makes its presence felt by cutting Ram, the rogue is now also heavily wounded (as usual). A scant second later and the probing tentacle of Vincen G Octopod comes again, grabs hold of a skeleton and crushes (shatters) it, the last of the undead is skewered and stabbed into unlife by Ram. The fight is won. [Skeletons mostly shattered 250 XP] Ram heads back out with Buggles to find Erky, the pair beg the last of the gnome priest’s healing, while Garumn uses his lay on hands to at least get back up to bloodied. Meantime, back in the newly revealed chamber, investigations continue- the candle’s flame does not go out, nor does it burn- it’s exactly what the Dark Squad have been looking for. There’s also an unidentified (as of yet) potion flask on the obsidian altar, taken by Vincenzo, now back in shifter form. Also Buggles’ black crystal dragon inscribed whistle has davek (dwarven) script upon it, Garumn has a look- “it sez ‘Night Caller’” the dwarf mutters and shrugs- he’s no idea what it means. The strangle whistle is pocketed by the wood elf, he’s not going to just blow it… that would be a ridiculous thing to do (see later). The Dark Squad are suddenly in a rush, they hot foot it back to the kobold hall, and to the dragon altar there- a mere minute later and the candle is situated inside the screw top head of the dragon, and the show begins. [ATTACH type="full" alt="012 Yusdrayl and the Dragon Altar.jpg"]124122[/ATTACH] [B]Just a reminder, this is the dragon head altar, the candle goes into a secret hollow space on the top- the light is projected out of the various openings in the stone (eyes, mouth and nose). Look, it's magic- just nod to yourself and read on.[/B] A flickering light is projected out from the various orifices (eyes, mouth and nose) of the dragon head at the altar, the light encompasses the entire chamber before the adventurers. The PCs, Yusdrayal, and a clutch of other kobolds stand mesmerised. The hall before them is suddenly as it was- as new, perhaps centuries or millennia past, flickering torches illuminate to attention tall elven (perhaps) guards, in beautifully crafted armour. The guards stand statue- the light flickers, and the image jumps- in the same instant the entire chamber lurches hard left and then back again- Buggles, Newt and a number of the kobolds are all thrown to the floor. The shaking and shuddering doesn’t stop- the elven guards in the image likewise react to, and suffer, the same effect. The PCs swarm into action- Newt trying to discern what the hell is going on here- is this real, is the chamber about to collapse, an insight check later and he’s convinced and screaming for his colleagues to “get out of the room.” The gang mostly do as they’re told… mostly, Vincenzo still wants the dragon key, he ducks back in and to the altar to see if the device has come free. Suddenly appearing before the druid is a nine foot tall dragon-like/elf-like (some strange combination of the two?) robed figure. The strange apparition reaches into his robes and grabs out the dragon key, and then places it into the mouth of the dragon head at the altar. Then as the chamber shudders some more the figure dashes for the exit. Note, at this point all of the other members of the Dark Squad have scrambled their way out of the chamber, they have also dragged Kerowyn and Sir Braford (both still mostly broken) after them and away from the danger. Vincenzo does a double take, one of many, and then follows after the racing robed figure. The other strangeness that the rest of the Dark Squad are at present experiencing is that outside of the central chamber the halls and corridors are exactly as they should be- a tattered and somewhat stinky kobold lair. The projection/apparition/image (the PCs are unsure of what’s going on here) only extends (and encompasses) the central chamber. Suddenly the nine foot tall elf/dragon combo comes racing down the corridor in which the rest of the Dark Squad stand- it pays no heed to the witnesses, its spectral (perhaps) form dashing through the adventurers- creepy, and then on. Less than a second later and all of the Dark Squad are in pursuit of the strange creature. It’s at this point that Buggles, for reasons unknown, blows the strange whistle he found earlier on the black obsidian altar- the night caller. Seconds later a dwarven skeleton appears at a spot ten feet away from the wild elf. “Do I command you?” Buggles gasps, still running- still in pursuit, the skeleton nods, “follow”, is the grinning wild elf’s response. Gwen, the skeleton, (name supplied later) follows her new master, monsieur Bugglez. The ragtag and bobtail chase snakes through several chambers and finally to… of course, the dragon door. [ATTACH type="full" alt="9.4.jpg"]124123[/ATTACH] [B]The race to the Dragon Door.[/B] The nine foot tall dragon/elf races through the door, which for a second seems to be open, Newt- close behind (tabaxi are fast) dashes to follow, and almost knocks himself out. The door is quite definitely shut, although seconds later Vincenzo discovers that the dragon key is in the keyhole of the dragon door, all he need do is turn it. But first Ram is called up to give the portal the once over. Ten seconds later, no traps found- or noises heard beyond the door, and it’s open. A large chamber with a door opposite, and dusty- the air stale; to the north three alcoves each containing a pedestal, atop each a fist-sized lump of rock. To the south the same set up, although only a single alcove and pedestal, and the rock here glows with a soft blue light. [ATTACH type="full" alt="9.5.jpg"]124124[/ATTACH] [B]Adventure awaits...[/B] The rock also seems to be the source of… it could be song- most odd. [Chase to, and then open the dragon door 250 XP] What lies within? Well, that’s for next time… That was a cracking session fellers. Stay safe and well. Cheers goonalan. [/QUOTE]
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The Dark Squad in the Secrets of Saltmarsh #135 Sorry For The (Attempted) Genocide.
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