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: 8104079" data-attributes="member: 16069"><p style="text-align: center"><strong>Dark Squad in the Forge of Fury</strong></p><p></p><p><strong>Session #018 Newt’s Story & the Randy Druid.</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 3</strong></p><p><strong>New Tricks (played by Bear) Male Tabaxi Warlock Lvl 4</strong></p><p><strong>Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 4</strong></p><p><strong>Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 4</strong></p><p><strong></strong></p><p><strong>NPCs</strong></p><p><strong>Garumn Male Mountain Dwarf Paladin of Moradin Lvl 4</strong></p><p><strong></strong></p><p><strong>NPC hangers-on, rescued prisoners of the Orcs</strong></p><p><strong>Geradil the “Inconceivable”, aging trapper (Male Human)</strong></p><p><strong>“Screaming” Courana, lady’s maid (Female Human)</strong></p><p><strong>Spandwick the Magic Gnome, ex-stage mesmerist (Male Gnome)</strong></p><p></p><p>This is session 18, and we’re still on a roll.</p><p></p><p>Last we left the Dark Squad they had just slaughtered Kaarghaz, the trog leader/sorcerer, and a bunch more of his kin, oh and also massacred a cave bear during the action. Yet another thorough kicking for my bad guys.</p><p></p><p>The Squad, after a touch more healing- particularly for Garumn, search the cavern area and also locate a very nice fist-sized ruby on the body of the dead trog caster. Then they nose around a large low-ceilinged (in places) bone strewn cavern, the former lair of the cave bear- but there’s nothing interesting to be found.</p><p></p><p>[Search the caverns 100 XP]</p><p></p><p>The caverns here slope down to the south east, and there are many more passages heading off in that direction, however of greater interest is the narrow and very damp passage to the north that the trog leader was fleeing down when the Squad finally caught up with him (and slaughtered him).</p><p></p><p>The narrow passage heads up, Garumn lets his colleagues know this- the dwarf can smell fresh air ahead, the tunnel heads out of the mountain he swears- and so it proves. Fifteen or so minutes later and the Dark Squad emerge blinking into the light, a watery sun- late morning and the glare of the settled snow, the adventurers are surrounded by the Neverwinter Woods.</p><p></p><p>The Squad cast around and discover tracks to indicate that the trogs have made much (and recent) use of this passage- best guess reinforcements heading back into the mountain lair, while others- mostly juveniles, being shipped out of their (former) subterranean home.</p><p></p><p>[Find the trogs exit passage and various tracks 100 XP]</p><p></p><p>Then comes the chatter, the issue is- at least according to Vinnie, that adventuring in the dark caverns is a much too dangerous prospect for Courana, and the ‘inconceivable’ Geradil. The talk goes on for nearly twenty minutes- with impassioned speeches from both of the prospective lovers. Courana has a thing for Vinnie, and- it seems- vice-versa, certainly the Druid has feelings, or else he’s just being very polite... and a little saucy every now and then.</p><p></p><p>Eventually it comes to pass, after more coy and swoonsome by-play between Vinnie and Courana, mixed in with, of course, sniggering and snarky asides courtesy of the other members of the Dark Squad. Remember this is your glorious DM voicing the fatefully smitten Courana, and in my most lady-like style.</p><p></p><p>Just to complete the aural landscape I have the voice of a drill sergeant, mainly because I used to be… actually, I never made sergeant.</p><p></p><p>[Impassioned and romantic chatter, and associated giggling 200 XP]</p><p></p><p>The Dark Squad take to the woods, skirting the lower reaches of the Stone Tooth mountain- with Buggles mostly doing the hard work, and within thirty or so minutes they discover a long uninhabited cavern. They set about making the place inhabitable, cut brush to make a screen for the entrance, find wood for a fire and generally clear up the place.</p><p></p><p>[ATTACH=full]127122[/ATTACH]</p><p><strong>"And I'd like to take a moment to thank you for the bravery you have shown in the face of insurmountable odds, and the way that you have guided us and kept us safe through the many and varied terrors of the caverns. The fact that you have had the good grace to do this while we just slow you down is in... credible. I for one will be singing your praises long and loud as soon as we make it back to civilisation, in fact if there's some sort of award available- best adventuring party, or... well, that kind of thing, then I..." Geradil goes all wordy, many of the PCs (Players) quickly indicate that they far preferred his previous 'inconceivable' incarnation.</strong></p><p></p><p>[Courana & Geradil’s place of safety 200 XP]</p><p></p><p>There’s an odd moment (or two) when Geradil suddenly recovers his senses, no longer are things quite so ‘inconceivable’. The short portly ex-orc prisoner goes on at great length about all of the fantastic things that the various PCs have done to help him and Courana escape the terrors of the mountain. The new Geradil is finally able to express his thanks, he declares each and every one of the members of the Dark Squad to be heroes and extols their virtues at length.</p><p></p><p>Save for Vinnie, all of the other members of the Squad are rendered mostly speechless- Vinnie is never (ever) speechless.</p><p></p><p>[Geradil’s thanks 100 XP]</p><p></p><p>Eventually, after a little more lovelorn chatter- “kiss me where I have never been kissed before, Oh Vinnie…” there’s a final parting of the ways. The Dark Squad leave Courana and Geradil with five days of food, and warm and safe (Vinnie insists), they’ll be back when they have completed their quest. Promise… snookums.</p><p></p><p>“Or we’ll die in the attempt, in which case… well, you’re dead too!” Newt shrugs and grins at the now forlorn and teary looking Courana, and then saunters off.</p><p>“Vinnie… Oh, Vinnie!” the ex-lady’s maid cries in vain as her (and our) hero heads back into the mountain.</p><p></p><p>Back to the caverns in which the trogs were (last) slaughtered (i.e. not the previous trog slaughter site) the rogues pick a passage and head off that way, while Newt- as is his wont (the curious cat, remember) picks a different passage and races off this-away.</p><p></p><p>[ATTACH=full]127123[/ATTACH]</p><p><strong>Newt is a fun guy, a 'fun guy', get it... tough crowd.</strong></p><p></p><p>Newt finds trouble, or else he finds a fungi filled cavern with a close-by fallen ancient human skeleton wearing a very fancy silver etched helm atop its head. Alas the recumbent figure is swathed in a carpet of mould. Vinnie is called over- the druid noses around but cannot make out what manner of fungi/mould it is. Therefore the curious tabaxi gets to work- attempting to investigate and recover the beautiful (and possibly valuable or magic) helm. Alas Newt’s actions trigger a cloud of spores to engulf the pair, seconds later and Newt and Vinnie are coughing and choking- and soon after calling for their friends. The pair swig down healing potions, or else start to panic as the infection quickly gets worse… much worse.</p><p></p><p>[Fungus cave fun 250 XP]</p><p></p><p>Initially the pair fail their poison saves and take only a few points of damage, and are left poisoned- a minute or so later and the pair have to make follow up saves- both fail (again) but this time it’s 5d6 poison damage, and the dastardly DM rolls 26 poison damage, the pair are suddenly close to unconscious, coughing- choking, gagging and retching blood.</p><p></p><p>Ram gets to Vinnie with the last dose of his elixir of health, the poison is cured- while after a few more tense investigations, and the swigging of yet more healing potions by Newt, it is discovered that Garumn has exactly five points of his lay on hands ability left, just enough to neutralise the poison. Newt is saved.</p><p></p><p>[Saving Vinnie and Newt 150 XP]</p><p></p><p>That got very nasty very quickly.</p><p></p><p>After a little more thought and time the fungi is finally identified- it’s a form of yellow mould, Vinnie is certain that it can be burned and destroyed without further danger. A combination of produce flame (Vinnie) and control fire (Newt) and the human skeleton is scoured of infection- and the silver-etched (and valuable) helm recovered.</p><p></p><p>During the operation it is discovered that there’s another fungus filled cavern a little way on- with a very low entrance into the second chamber, Newt (as always) is up for adventure- the tabaxi crawls through and discovers the skeleton of a long dead dwarf. The dead dwarf is clutching a very finely made scimitar to its chest, however- like the first skeleton it too is swathed in a blanket of yellow mould.</p><p></p><p>The druid and the tabaxi, both lying on the bellies, manage to repeat their first performance and burn away the mould, at which point Newt heads on and safely recovers the beautifully made scimitar- it’s another Durgeddin the Black weapon.</p><p></p><p>Soon after, after the weapon has been offered to every other member of the Dark Squad (and Spandwick), it is eventually passed on to Buggles, who is the scimitar specialist. However, prior to the hand-over Newt takes the time to use an identify ritual on the blade.</p><p></p><p>The scimitar is called Slitheringhate, and as the Dark Squad suspected is another Durgeddin the Black blade, it is primed to kill reptiles (a little odd, but stick with me). Buggles also learns all of the above when he attunes the weapon, the wood elf however decides to rename the blade, much to the DMs chagrin. Slitheringhate later becomes Venombane, but only for a short while- Buggles finally (for now) settles on the name- “Mongoose”.</p><p></p><p>Don’t ask me, I just roll the dice here.</p><p></p><p>[Recover the helm and scimitar/mongoose(!) 250 XP]</p><p></p><p>However, Newt and particularly Vinnie are broken- none of the adventurers have any spell powers (or anything else much) left, and between the five of them only a clutch of healing potions. Vinnie is on 8 HP, Newt a little better- the decision is swiftly made, let’s head back out of the mountain and to the cave in which we (less than an hour ago) said our fond farewells to Courana and Geradil.</p><p></p><p>Not quite a heroes return.</p><p></p><p>[ATTACH=full]127124[/ATTACH]</p><p><strong>"Honey, we're home!"</strong></p><p></p><p>Vinnie, the silver-tongued druid, tells Courana- his lady love, on his return that he could not stand the thought of her being on her own (with Geradil) during her first night in the wilds.</p><p></p><p>The druid snuggles up with his honey bunny.</p><p></p><p>Which leaves the adventurers with plenty of time to kill, it’s early afternoon when the Dark Squad settle into the cave.</p><p></p><p>The session suddenly heads in a very different direction.</p><p></p><p>Newt decides to tell his tale- using the smoke and flame of the camp fire for effects he illustrates the story of the tabaxi- (his ancestors) taken from Maztica to Chult as slaves. Long suffering and misery culminating in his parents eventual escape from captivity, and then their perilous journey to Waterdeep. Then he diverts into a spot of personal history- Newt’s travels along the Sword Coast… and eventually to the here and now.</p><p></p><p>[Tabaxi/Newt history lesson 200 XP]</p><p></p><p>Thanks Bear- this was great, as was what follows.</p><p></p><p>Ram takes a moment to remind his friends of his slave experience, and then after many questions- Buggles is particularly interested, the tabaxi is asked about his warlock powers- where does he get them from etc.</p><p></p><p>There follows a second fire-animated story, Newt’s first meeting with his fiery patron Belphegor, although the tabaxi is less sure about the true nature of his master- a demon, a devil- a fiend of some sort, he’s not certain.</p><p></p><p>[Newt’s infernal master story 200 XP]</p><p></p><p>Many of the other members of the Squad weigh in with their thoughts and opinions- Garumn is very dismissive, Ram worries that Newt has signed away his life for a different form of slavery- to a new but potentially just as fiendish and cruel master, Vinnie is more concerned- and caring, while Buggles continues to fret that Newt’s soul is either forfeit, or else already lost.</p><p></p><p>The questioning goes on for a good twenty minutes here, lots and lots of discussion (including a bit of metaphysics), and Newt is on the spot throughout.</p><p></p><p>More great roleplay from Bear, but he’s not alone.</p><p></p><p>[Questions for Newt 100 XP]</p><p></p><p>Note, many other subjects are pulled into the discussion- one of which is the fact that Buggles seems to be very enamoured/interested in Gwen, his whistle-called skeleton servitor/friend. The wood elf clears up a few things- he’s intrigued by Nightcaller, the summoning whistle, and wishes more than anything to somehow save Gwen’s soul, or else to return her to life… somehow (or something similar).</p><p></p><p>He wants perhaps to find out who Gwen is/was.</p><p></p><p>Great work all round.</p><p></p><p>[Buggles and Gwen 100 XP]</p><p></p><p>The extended camp fire discussions take the rest of the day, however the cold night passes slowly. The cave proves to be sufficiently out of the way- there are no encounters, and the Dark Squad rise and shine, repeat their farewells, and then healed up head back into the cruel mountain.</p><p></p><p>It doesn’t take them long to get into more trouble.</p><p></p><p>Again the adventurers (with Spandwick- “have you found Bel?”) venture through the trog caverns, and from there follow a path that descends rapidly back into the great and glorious glitterhame. Buggles and Ram lead the way, alas while the wood elf is out front, and moving along a steep escarpment, he’s suddenly clutched and stabbed by a tentacled monstrosity, camouflaged and hidden in the rocks and scree. A grick!</p><p></p><p>Alas only Ram is close enough to see the attack, Buggles isn’t even sure what just snagged and bit him in the back.</p><p></p><p>[ATTACH=full]127125[/ATTACH]</p><p><strong>Buggles gets a grick in/on his neck trying to spy up onto the escarpment. A grick in his neck... that's funny, I really don't know why I bother, this is comedy gold.</strong></p><p></p><p>It gets to fighting, but not before the grick grabs and bites Buggles some more, the wood elf is quickly bloodied, the creature is also trying to drag him away- up the scree slope.</p><p></p><p>I rolled ‘20’ for the grick’s stealth, and then repeated the feat with its initiative. Note Buggles’ stealth was a ‘9’, not great.</p><p></p><p>Ram is quickly in and stabbing at the tentacled aberrant, Garumn with an inspiration point (just to get close enough) flings a hand axe into the beast, at which point it becomes apparent that mundane weapons cause little hurt to the grick.</p><p></p><p>Buggles meantime flails wildly but fails to dislodge the tentacled brute, Newt eldritch blasts the beast with a little extra hex, the thing is left critically wounded.</p><p></p><p>At which point however the second grick, lodged high up on a nearby stalagmite, makes its grab for Newt (with advantage) but somehow manages only reveal its location and to wave ineffectively at the tabaxi.</p><p></p><p>Ram crits and kills the grick still trying to drag Buggles away, and then with his off-hand spins a dagger at the second grick- just a scratch, but it’s a start.</p><p></p><p>The second grick is hard to get to- it’s up high on the stalagmite, Garumn however with a parkour like leap and slash manages to dig Shatterspike deep into the tentacled bastard.</p><p></p><p>Buggles gets his second wind and then grabs his longbow out and sinks an arrow into the grick. Newt follows up with another eldritch blast and now the beast is critically wounded, it scurries up to the very top of the stalagmite- looking for somewhere to hide.</p><p></p><p>The Dark Squad race around the base of the rock formation, finally spotting the tentacled monstrosity- Ram meantime has remembered he has a pair of +1 arrows, he sinks one of the missiles into the second grick, which duly falls from its high perch- dead.</p><p></p><p>[Pair o’ gricks 900 XP]</p><p></p><p>The adventurers take a good look about- to make sure there aren’t any more of the tough buggers, and then after monster knowledge checks they chat about gricks. Specifically, do they lair, and do they collect treasure? It’s a possibility, Vinnie remembers reading somewhere that the beasts drag their victims back to their lair to consume- which must be up on the escarpment.</p><p></p><p>The rogues and Newt are sent up to investigate, which takes the trio a couple of attempts to effect. Garumn races up the slope and then grabs a rope out to help his comrades up.</p><p></p><p>Meantime Ram and then Buggles make their way through a low opening into a larger cavern with two grick style nests, there’s plenty of coin here, and a salvageable suit of scalemail. The place is cautiously investigated, and then declared safe- the treasure collected and distributed.</p><p></p><p>[Investigating the grick’s lair 150 XP]</p><p></p><p>However, while this is going on Garumn atop the scarp spots a hefty looking door over in the eastern end of the great cavern, he recognises the design- it’s a dwarven made door, and the Dark Squad are of course looking for a dwarven door.</p><p></p><p>The excited paladin races down the slope and rushes straight to the portal, arriving swiftly before it he sinks to his knees, which is where the rest of the Dark Squad (and Spandwick) catch up with him.</p><p></p><p>“It’s the door!” Garumn states, which is surplus to requirements as Durgeddin the Black’s smith’s mark is etched into the portal.</p><p></p><p>[ATTACH=full]127126[/ATTACH]</p><p><strong>"The DOOR!", "Where?", "That lumpy bit on the map- just to the right, see it? You'll probs need to mouse scroll in a way.", "Oh, yeah. Not much to look at is it?" What a moment, the DM basks in the Player's collective glory.</strong></p><p></p><p>[The door to the forge is found 250 XP]</p><p></p><p>There follows a lot of cautious investigation, mostly by Ram but with Buggles also in close attendance, the portal isn’t trapped- furthermore Vinnie declares there’s no magic bound to it. So, it’s just locked- but what a lock, even as Ram is attempting to open it he can see and hear the gears within realigning to make picking the thing a nightmare.</p><p></p><p>It takes a while, but eventually the rogue has seen enough- he can’t open it.</p><p></p><p>At which point, somewhat reluctantly Garumn calls for his comrades in arms to draw back- give him room, Shatterspike he explains was forged to cut through all manner of construct(ion)s. There are very few materials that can turn aside the magical blade… alas one of these materials is adamantine, which as it turns out is exactly what the portal is made of.</p><p></p><p>“Moradin’s hairy testicles!” The paladin isn’t happy, so close…</p><p></p><p>The Dark Squad are of the opinion that they are therefore now searching the key (and Bel still, of course). Buggles immediately suggests that it’s now time to open the three sealed sarcophagi, but the paladin is much less keen to disturb the dead- “we look high and lo’, only if we cannae find it then do we break the seals on them fine dwarf’s tombs.”</p><p></p><p>[The door cannot be opened 150 XP]</p><p></p><p>The high and low searching begins, high first- the second escarpment on the far side of the glitterhame is investigated, Ram clambers up to do the searching, but there’s nothing there to be found.</p><p></p><p>Which just leaves low- the sinkhole, what did that ancient dwarven scroll say- “wary of the sinkhole”.</p><p></p><p>Cautiously, the Dark Squad re-enter the fast flowing river cavern which culminates in the sinkhole, it’s slippery here close to the water’s edge. Ram- as always, leads, with Buggles again in close attendance, the pair head down the stair which spirals deep into another large cavern. Host to the plunge pool from the drop off above, the river heads south from the pool, the cavern is full of spray and the roar of the fast moving water.</p><p></p><p>Odd, there appears to be an ancient brick wall complete with two sodden wooden doors blocking off the eastern section of the cavern, as spotted by the rogues- eventually the other members of the Squad come to take a look.</p><p></p><p>The first door is stuck Ram determines, Garumn gets to work and smashes it open, within is a massive storeroom, actually as the thieves creep forward they discover that there are actually three large store chambers. The place is rife with mould, but Vinnie is also in close attendance- the mould here looks to be mostly harmless he determines, certainly not the yellow mould they encountered earlier.</p><p></p><p>The Dark Squad make it to the last section of the chamber, and once there are coolly called to a halt by Ram, the rogue points to a pool of rippling water on the floor, it’s an ooze he confidently states, even though all of the chambers are dotted with very similar looking puddles.</p><p></p><p>Ram’s right however, this after a ‘26’ perception check- note Ram has a nasty habit in Fantasy Grounds of dropping an active perception check into the Tower and stating “I stop and take a good look around” about every thirty seconds or so, he’s assiduous. The bastard, brothers- gah!</p><p></p><p>[ATTACH=full]127127[/ATTACH]</p><p><strong>"Ooze yer friend?", BA-BUM-TISH. Garumn is on fire with the quips again.</strong></p><p></p><p>At which point however the session comes to an end, a nice fight for the start of the next session, as the ooze undulates forward- towards the slowly retreating Ram.</p><p></p><p>[Investigating the sinkhole 100 XP]</p><p></p><p>Stay safe and well.</p><p></p><p>Cheers the Dark Squad and goonalan.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 8104079, member: 16069"] [CENTER][B]Dark Squad in the Forge of Fury[/B][/CENTER] [B]Session #018 Newt’s Story & the Randy Druid. Dark Squad (in alphabetical order, no egos here). Buggles (played by Stu) Male Wood Elf Fighter Lvl 1/Rogue Lvl 3 New Tricks (played by Bear) Male Tabaxi Warlock Lvl 4 Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 4 Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 4 NPCs Garumn Male Mountain Dwarf Paladin of Moradin Lvl 4 NPC hangers-on, rescued prisoners of the Orcs Geradil the “Inconceivable”, aging trapper (Male Human) “Screaming” Courana, lady’s maid (Female Human) Spandwick the Magic Gnome, ex-stage mesmerist (Male Gnome)[/B] This is session 18, and we’re still on a roll. Last we left the Dark Squad they had just slaughtered Kaarghaz, the trog leader/sorcerer, and a bunch more of his kin, oh and also massacred a cave bear during the action. Yet another thorough kicking for my bad guys. The Squad, after a touch more healing- particularly for Garumn, search the cavern area and also locate a very nice fist-sized ruby on the body of the dead trog caster. Then they nose around a large low-ceilinged (in places) bone strewn cavern, the former lair of the cave bear- but there’s nothing interesting to be found. [Search the caverns 100 XP] The caverns here slope down to the south east, and there are many more passages heading off in that direction, however of greater interest is the narrow and very damp passage to the north that the trog leader was fleeing down when the Squad finally caught up with him (and slaughtered him). The narrow passage heads up, Garumn lets his colleagues know this- the dwarf can smell fresh air ahead, the tunnel heads out of the mountain he swears- and so it proves. Fifteen or so minutes later and the Dark Squad emerge blinking into the light, a watery sun- late morning and the glare of the settled snow, the adventurers are surrounded by the Neverwinter Woods. The Squad cast around and discover tracks to indicate that the trogs have made much (and recent) use of this passage- best guess reinforcements heading back into the mountain lair, while others- mostly juveniles, being shipped out of their (former) subterranean home. [Find the trogs exit passage and various tracks 100 XP] Then comes the chatter, the issue is- at least according to Vinnie, that adventuring in the dark caverns is a much too dangerous prospect for Courana, and the ‘inconceivable’ Geradil. The talk goes on for nearly twenty minutes- with impassioned speeches from both of the prospective lovers. Courana has a thing for Vinnie, and- it seems- vice-versa, certainly the Druid has feelings, or else he’s just being very polite... and a little saucy every now and then. Eventually it comes to pass, after more coy and swoonsome by-play between Vinnie and Courana, mixed in with, of course, sniggering and snarky asides courtesy of the other members of the Dark Squad. Remember this is your glorious DM voicing the fatefully smitten Courana, and in my most lady-like style. Just to complete the aural landscape I have the voice of a drill sergeant, mainly because I used to be… actually, I never made sergeant. [Impassioned and romantic chatter, and associated giggling 200 XP] The Dark Squad take to the woods, skirting the lower reaches of the Stone Tooth mountain- with Buggles mostly doing the hard work, and within thirty or so minutes they discover a long uninhabited cavern. They set about making the place inhabitable, cut brush to make a screen for the entrance, find wood for a fire and generally clear up the place. [ATTACH type="full" alt="18.1.jpg"]127122[/ATTACH] [B]"And I'd like to take a moment to thank you for the bravery you have shown in the face of insurmountable odds, and the way that you have guided us and kept us safe through the many and varied terrors of the caverns. The fact that you have had the good grace to do this while we just slow you down is in... credible. I for one will be singing your praises long and loud as soon as we make it back to civilisation, in fact if there's some sort of award available- best adventuring party, or... well, that kind of thing, then I..." Geradil goes all wordy, many of the PCs (Players) quickly indicate that they far preferred his previous 'inconceivable' incarnation.[/B] [Courana & Geradil’s place of safety 200 XP] There’s an odd moment (or two) when Geradil suddenly recovers his senses, no longer are things quite so ‘inconceivable’. The short portly ex-orc prisoner goes on at great length about all of the fantastic things that the various PCs have done to help him and Courana escape the terrors of the mountain. The new Geradil is finally able to express his thanks, he declares each and every one of the members of the Dark Squad to be heroes and extols their virtues at length. Save for Vinnie, all of the other members of the Squad are rendered mostly speechless- Vinnie is never (ever) speechless. [Geradil’s thanks 100 XP] Eventually, after a little more lovelorn chatter- “kiss me where I have never been kissed before, Oh Vinnie…” there’s a final parting of the ways. The Dark Squad leave Courana and Geradil with five days of food, and warm and safe (Vinnie insists), they’ll be back when they have completed their quest. Promise… snookums. “Or we’ll die in the attempt, in which case… well, you’re dead too!” Newt shrugs and grins at the now forlorn and teary looking Courana, and then saunters off. “Vinnie… Oh, Vinnie!” the ex-lady’s maid cries in vain as her (and our) hero heads back into the mountain. Back to the caverns in which the trogs were (last) slaughtered (i.e. not the previous trog slaughter site) the rogues pick a passage and head off that way, while Newt- as is his wont (the curious cat, remember) picks a different passage and races off this-away. [ATTACH type="full" alt="18.2.jpg"]127123[/ATTACH] [B]Newt is a fun guy, a 'fun guy', get it... tough crowd.[/B] Newt finds trouble, or else he finds a fungi filled cavern with a close-by fallen ancient human skeleton wearing a very fancy silver etched helm atop its head. Alas the recumbent figure is swathed in a carpet of mould. Vinnie is called over- the druid noses around but cannot make out what manner of fungi/mould it is. Therefore the curious tabaxi gets to work- attempting to investigate and recover the beautiful (and possibly valuable or magic) helm. Alas Newt’s actions trigger a cloud of spores to engulf the pair, seconds later and Newt and Vinnie are coughing and choking- and soon after calling for their friends. The pair swig down healing potions, or else start to panic as the infection quickly gets worse… much worse. [Fungus cave fun 250 XP] Initially the pair fail their poison saves and take only a few points of damage, and are left poisoned- a minute or so later and the pair have to make follow up saves- both fail (again) but this time it’s 5d6 poison damage, and the dastardly DM rolls 26 poison damage, the pair are suddenly close to unconscious, coughing- choking, gagging and retching blood. Ram gets to Vinnie with the last dose of his elixir of health, the poison is cured- while after a few more tense investigations, and the swigging of yet more healing potions by Newt, it is discovered that Garumn has exactly five points of his lay on hands ability left, just enough to neutralise the poison. Newt is saved. [Saving Vinnie and Newt 150 XP] That got very nasty very quickly. After a little more thought and time the fungi is finally identified- it’s a form of yellow mould, Vinnie is certain that it can be burned and destroyed without further danger. A combination of produce flame (Vinnie) and control fire (Newt) and the human skeleton is scoured of infection- and the silver-etched (and valuable) helm recovered. During the operation it is discovered that there’s another fungus filled cavern a little way on- with a very low entrance into the second chamber, Newt (as always) is up for adventure- the tabaxi crawls through and discovers the skeleton of a long dead dwarf. The dead dwarf is clutching a very finely made scimitar to its chest, however- like the first skeleton it too is swathed in a blanket of yellow mould. The druid and the tabaxi, both lying on the bellies, manage to repeat their first performance and burn away the mould, at which point Newt heads on and safely recovers the beautifully made scimitar- it’s another Durgeddin the Black weapon. Soon after, after the weapon has been offered to every other member of the Dark Squad (and Spandwick), it is eventually passed on to Buggles, who is the scimitar specialist. However, prior to the hand-over Newt takes the time to use an identify ritual on the blade. The scimitar is called Slitheringhate, and as the Dark Squad suspected is another Durgeddin the Black blade, it is primed to kill reptiles (a little odd, but stick with me). Buggles also learns all of the above when he attunes the weapon, the wood elf however decides to rename the blade, much to the DMs chagrin. Slitheringhate later becomes Venombane, but only for a short while- Buggles finally (for now) settles on the name- “Mongoose”. Don’t ask me, I just roll the dice here. [Recover the helm and scimitar/mongoose(!) 250 XP] However, Newt and particularly Vinnie are broken- none of the adventurers have any spell powers (or anything else much) left, and between the five of them only a clutch of healing potions. Vinnie is on 8 HP, Newt a little better- the decision is swiftly made, let’s head back out of the mountain and to the cave in which we (less than an hour ago) said our fond farewells to Courana and Geradil. Not quite a heroes return. [ATTACH type="full" alt="18.3.jpg"]127124[/ATTACH] [B]"Honey, we're home!"[/B] Vinnie, the silver-tongued druid, tells Courana- his lady love, on his return that he could not stand the thought of her being on her own (with Geradil) during her first night in the wilds. The druid snuggles up with his honey bunny. Which leaves the adventurers with plenty of time to kill, it’s early afternoon when the Dark Squad settle into the cave. The session suddenly heads in a very different direction. Newt decides to tell his tale- using the smoke and flame of the camp fire for effects he illustrates the story of the tabaxi- (his ancestors) taken from Maztica to Chult as slaves. Long suffering and misery culminating in his parents eventual escape from captivity, and then their perilous journey to Waterdeep. Then he diverts into a spot of personal history- Newt’s travels along the Sword Coast… and eventually to the here and now. [Tabaxi/Newt history lesson 200 XP] Thanks Bear- this was great, as was what follows. Ram takes a moment to remind his friends of his slave experience, and then after many questions- Buggles is particularly interested, the tabaxi is asked about his warlock powers- where does he get them from etc. There follows a second fire-animated story, Newt’s first meeting with his fiery patron Belphegor, although the tabaxi is less sure about the true nature of his master- a demon, a devil- a fiend of some sort, he’s not certain. [Newt’s infernal master story 200 XP] Many of the other members of the Squad weigh in with their thoughts and opinions- Garumn is very dismissive, Ram worries that Newt has signed away his life for a different form of slavery- to a new but potentially just as fiendish and cruel master, Vinnie is more concerned- and caring, while Buggles continues to fret that Newt’s soul is either forfeit, or else already lost. The questioning goes on for a good twenty minutes here, lots and lots of discussion (including a bit of metaphysics), and Newt is on the spot throughout. More great roleplay from Bear, but he’s not alone. [Questions for Newt 100 XP] Note, many other subjects are pulled into the discussion- one of which is the fact that Buggles seems to be very enamoured/interested in Gwen, his whistle-called skeleton servitor/friend. The wood elf clears up a few things- he’s intrigued by Nightcaller, the summoning whistle, and wishes more than anything to somehow save Gwen’s soul, or else to return her to life… somehow (or something similar). He wants perhaps to find out who Gwen is/was. Great work all round. [Buggles and Gwen 100 XP] The extended camp fire discussions take the rest of the day, however the cold night passes slowly. The cave proves to be sufficiently out of the way- there are no encounters, and the Dark Squad rise and shine, repeat their farewells, and then healed up head back into the cruel mountain. It doesn’t take them long to get into more trouble. Again the adventurers (with Spandwick- “have you found Bel?”) venture through the trog caverns, and from there follow a path that descends rapidly back into the great and glorious glitterhame. Buggles and Ram lead the way, alas while the wood elf is out front, and moving along a steep escarpment, he’s suddenly clutched and stabbed by a tentacled monstrosity, camouflaged and hidden in the rocks and scree. A grick! Alas only Ram is close enough to see the attack, Buggles isn’t even sure what just snagged and bit him in the back. [ATTACH type="full" alt="18.4.jpg"]127125[/ATTACH] [B]Buggles gets a grick in/on his neck trying to spy up onto the escarpment. A grick in his neck... that's funny, I really don't know why I bother, this is comedy gold.[/B] It gets to fighting, but not before the grick grabs and bites Buggles some more, the wood elf is quickly bloodied, the creature is also trying to drag him away- up the scree slope. I rolled ‘20’ for the grick’s stealth, and then repeated the feat with its initiative. Note Buggles’ stealth was a ‘9’, not great. Ram is quickly in and stabbing at the tentacled aberrant, Garumn with an inspiration point (just to get close enough) flings a hand axe into the beast, at which point it becomes apparent that mundane weapons cause little hurt to the grick. Buggles meantime flails wildly but fails to dislodge the tentacled brute, Newt eldritch blasts the beast with a little extra hex, the thing is left critically wounded. At which point however the second grick, lodged high up on a nearby stalagmite, makes its grab for Newt (with advantage) but somehow manages only reveal its location and to wave ineffectively at the tabaxi. Ram crits and kills the grick still trying to drag Buggles away, and then with his off-hand spins a dagger at the second grick- just a scratch, but it’s a start. The second grick is hard to get to- it’s up high on the stalagmite, Garumn however with a parkour like leap and slash manages to dig Shatterspike deep into the tentacled bastard. Buggles gets his second wind and then grabs his longbow out and sinks an arrow into the grick. Newt follows up with another eldritch blast and now the beast is critically wounded, it scurries up to the very top of the stalagmite- looking for somewhere to hide. The Dark Squad race around the base of the rock formation, finally spotting the tentacled monstrosity- Ram meantime has remembered he has a pair of +1 arrows, he sinks one of the missiles into the second grick, which duly falls from its high perch- dead. [Pair o’ gricks 900 XP] The adventurers take a good look about- to make sure there aren’t any more of the tough buggers, and then after monster knowledge checks they chat about gricks. Specifically, do they lair, and do they collect treasure? It’s a possibility, Vinnie remembers reading somewhere that the beasts drag their victims back to their lair to consume- which must be up on the escarpment. The rogues and Newt are sent up to investigate, which takes the trio a couple of attempts to effect. Garumn races up the slope and then grabs a rope out to help his comrades up. Meantime Ram and then Buggles make their way through a low opening into a larger cavern with two grick style nests, there’s plenty of coin here, and a salvageable suit of scalemail. The place is cautiously investigated, and then declared safe- the treasure collected and distributed. [Investigating the grick’s lair 150 XP] However, while this is going on Garumn atop the scarp spots a hefty looking door over in the eastern end of the great cavern, he recognises the design- it’s a dwarven made door, and the Dark Squad are of course looking for a dwarven door. The excited paladin races down the slope and rushes straight to the portal, arriving swiftly before it he sinks to his knees, which is where the rest of the Dark Squad (and Spandwick) catch up with him. “It’s the door!” Garumn states, which is surplus to requirements as Durgeddin the Black’s smith’s mark is etched into the portal. [ATTACH type="full" alt="18.5.jpg"]127126[/ATTACH] [B]"The DOOR!", "Where?", "That lumpy bit on the map- just to the right, see it? You'll probs need to mouse scroll in a way.", "Oh, yeah. Not much to look at is it?" What a moment, the DM basks in the Player's collective glory.[/B] [The door to the forge is found 250 XP] There follows a lot of cautious investigation, mostly by Ram but with Buggles also in close attendance, the portal isn’t trapped- furthermore Vinnie declares there’s no magic bound to it. So, it’s just locked- but what a lock, even as Ram is attempting to open it he can see and hear the gears within realigning to make picking the thing a nightmare. It takes a while, but eventually the rogue has seen enough- he can’t open it. At which point, somewhat reluctantly Garumn calls for his comrades in arms to draw back- give him room, Shatterspike he explains was forged to cut through all manner of construct(ion)s. There are very few materials that can turn aside the magical blade… alas one of these materials is adamantine, which as it turns out is exactly what the portal is made of. “Moradin’s hairy testicles!” The paladin isn’t happy, so close… The Dark Squad are of the opinion that they are therefore now searching the key (and Bel still, of course). Buggles immediately suggests that it’s now time to open the three sealed sarcophagi, but the paladin is much less keen to disturb the dead- “we look high and lo’, only if we cannae find it then do we break the seals on them fine dwarf’s tombs.” [The door cannot be opened 150 XP] The high and low searching begins, high first- the second escarpment on the far side of the glitterhame is investigated, Ram clambers up to do the searching, but there’s nothing there to be found. Which just leaves low- the sinkhole, what did that ancient dwarven scroll say- “wary of the sinkhole”. Cautiously, the Dark Squad re-enter the fast flowing river cavern which culminates in the sinkhole, it’s slippery here close to the water’s edge. Ram- as always, leads, with Buggles again in close attendance, the pair head down the stair which spirals deep into another large cavern. Host to the plunge pool from the drop off above, the river heads south from the pool, the cavern is full of spray and the roar of the fast moving water. Odd, there appears to be an ancient brick wall complete with two sodden wooden doors blocking off the eastern section of the cavern, as spotted by the rogues- eventually the other members of the Squad come to take a look. The first door is stuck Ram determines, Garumn gets to work and smashes it open, within is a massive storeroom, actually as the thieves creep forward they discover that there are actually three large store chambers. The place is rife with mould, but Vinnie is also in close attendance- the mould here looks to be mostly harmless he determines, certainly not the yellow mould they encountered earlier. The Dark Squad make it to the last section of the chamber, and once there are coolly called to a halt by Ram, the rogue points to a pool of rippling water on the floor, it’s an ooze he confidently states, even though all of the chambers are dotted with very similar looking puddles. Ram’s right however, this after a ‘26’ perception check- note Ram has a nasty habit in Fantasy Grounds of dropping an active perception check into the Tower and stating “I stop and take a good look around” about every thirty seconds or so, he’s assiduous. The bastard, brothers- gah! [ATTACH type="full" alt="18.6.jpg"]127127[/ATTACH] [B]"Ooze yer friend?", BA-BUM-TISH. Garumn is on fire with the quips again.[/B] At which point however the session comes to an end, a nice fight for the start of the next session, as the ooze undulates forward- towards the slowly retreating Ram. [Investigating the sinkhole 100 XP] Stay safe and well. 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