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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: 8221479" data-attributes="member: 16069"><p style="text-align: center"><strong>Dark Squad in the Secrets of Saltmarsh</strong></p><p></p><p><strong>Session #038 Too Smart For That.</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 3/Rogue Lvl 3</strong></p><p><strong>New Tricks (played by Bear) Male Tabaxi Warlock Lvl 6</strong></p><p><strong>Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 6</strong></p><p><strong>Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 6</strong></p><p><strong></strong></p><p><strong>NPCs</strong></p><p><strong>Daktari Male Human Uthgardt Sky Pony Barbarian Lvl 6</strong></p><p><strong><s>Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 </s>RIP*</strong></p><p><strong>*Trapped in the Land of the Bad Dead Ancestors.</strong></p><p><strong></strong></p><p><strong>Buggles’ undead servitor</strong></p><p><strong>Gwen Female Duergar Skeleton, in full-face helm and armour </strong></p><p></p><p>This is session 38, and I don’t know quite how to explain it…</p><p></p><p>Almost nothing dies, by which I mean no enemies, oh but- sorry, two kobolds bought the farm (euphemism for deceased). That’s it, and I tried- I laid on a smorgasbord of unfriendly folk, and… well, read on- it was, weird.</p><p></p><p>It was like they (the players) were trying to do the thing that they had been asked to do.</p><p></p><p>Y’know, properly.</p><p></p><p>So, weird.</p><p></p><p>But let’s start with weird, picture this…</p><p></p><p>A low-ceilinged bunkhouse in a mine hut- six camp beds, a sprawl of clutter- a large wooden table, gouged and graffitied, and surrounded by mismatched chairs. A stove crackles and pops, as it warms the place, and casts light on the two hunched companions at the table.</p><p></p><p>The first an ugly elf, Buggles’ face is all odd angles- cheekbones that could cut cloth but the overall effect sometimes makes folk turn away. Opposite the clearly concentrating adventurer a short and slight creature- all bone and armour, the rictus grin of Gwen meets the rogue’s gaze.</p><p></p><p>Buggles nods down at the last card he laid on the table, and then nods again at the last card Gwen laid too.</p><p></p><p>Gwen follows her master’s gaze.</p><p></p><p>The elf continues nodding at the two (matched) cards, more vigorously this time.</p><p></p><p>“SNAP! Ohhh! Come on Gwen! It’s not difficult, I’m not going through the rules again…”</p><p></p><p>In the background, on his bed, the propped Vincenzo spies over his book at the card playing duo, mutters- as he often does, “Sacre-bleu, it iz… against nay-chure.” Then harrumphs some more until finally settling into his book- a treatise on dragon lore, most interesting.</p><p></p><p>“Remember if the cards are the same number… THE SAME NUMBER”, Buggles makes clear as he points from the ten of swords to the ten of dragons. “The same… a ten, we say…”</p><p></p><p>There is however another source of light in the otherwise shadowy room, another- smaller fire over in the far corner of the slightly fetid chamber, and sat before the small conflagration, cross-legged, and swathed in the smoke of expensive and cloyingly sweet incense is the tabaxi warlock, Newt.</p><p></p><p>Ram, propped on his bed, watches the strange creature like a hawk, very aware that Newt is up to something.</p><p></p><p>Vinnie had argued with the warlock earlier, called the tabaxi out for some of his ethical missteps- the worship of fiends, idolatry in general, consorting with devils, his ranting rages, his constant collecting of viscera and body parts, and for the fact that after the tabaxi has been in the bathroom there are always clumps of fur left on the soap.</p><p></p><p>The argument had raged a while, but Newt didn’t really understand Vinnie’s accusations, the tabaxi is soul bound to a pair of fiends, what’s he supposed to do?</p><p></p><p>But now the odd tabaxi is humming and rumbling some sort of dissonant non-tune, eyes screwed tight shut, and his hands, disconcertingly, in the flames.</p><p></p><p>With Ram watching on.</p><p></p><p>Finally the spell is completed, and at the last instant- in the tabaxi’s mind it is clear that he has a choice, is he seeking Belphagor’s favour, or else the favour of his new devilish beau, Humphrey Far-Fer-Nar.</p><p></p><p>Newt chooses Belphegor, his first love, his primo fiend.</p><p></p><p>The spell finds favour- the fire flares and…</p><p></p><p>THUMP.</p><p></p><p>The sound comes from above, something just landed on the roof of the hut- and now all eyes within the room are on the spot. Save for Gwen’s, the skeleton takes a moment to rearrange her cards, she’s going to have to work really hard to prolong Buggles’ winning streak.</p><p></p><p>But Shhhh! Don’t tell the elf.</p><p></p><p>“Well?” Ram asks.</p><p></p><p>“I have summoned a creature to help us with our task- to aid us during our time in the Underdark.” Newt declares with a fiendish grin, and then heads for the door of the hut.</p><p></p><p>“What av yew summoned? What man-ur of fiend av yew…” Vinnie splutters while levering himself upright.</p><p></p><p>“Just a bat.” Newt grumbles. “Just a plain old bat, nothing fiendish… nothing, strange. I’m fed up with you always… Oh!”</p><p></p><p>But at this point the conversation, and the members of the Dark Squad, have moved outside. In the last light of day, and silhouetted against the sinking sun on the roof of their hut is a bat, a nine foot tall bat- swathed in rubber-black cloak-like wings. Its furred, feral and somewhat fiendish looking visage starring down at the newly assembled crowd.</p><p></p><p>And in Newt’s mind a rumbling voice sounds- “Belphegor sends greetings to his faithful servant. I am… Gerald!”</p><p></p><p>“Oh fu…” Newt mutters, but out loud.</p><p></p><p>“Will he fit… in the Underdark, I mean?” Ram enquires, grinning.</p><p></p><p>Newt wonders the same thing, and seconds later the nine foot tall giant bat, sorry- Gerald, shrinks down to become, well... a regular bat sized (tiny), and then flutters down to nestle in the tabaxi’s fur, almost disappearing from sight.</p><p></p><p>Gerald will fit in the Underdark.</p><p></p><p>All is well with the world.</p><p></p><p>Excitement over, the Dark Squad head back inside.</p><p></p><p>[The summoning of Gerald 250 XP]</p><p></p><p>Gerald is Newt’s new familiar- I had no warning he was going to do this, it seems the tabaxi has given up on calling Jot to serve him (for now). Shame, I was keen to get the little guy back in action.</p><p></p><p>And so, early the next morning, the Dark Squad enter Farhill Mine proper, descend to Vent Shaft One- and it’s a straight path north from here, a full day’s trek- to the bridge cavern, and so on we go.</p><p></p><p>The Underdark is a dark and empty place, or so it seems at first- just to note the PCs are having to make lots of checks here, and with a little added roleplay at each juncture, a successful check moves the Dark Squad on- an hour closer to their destination. A failure or other mishap, well- there may be consequences.</p><p></p><p>But again, this first day’s travel, as Old Gorm made clear, is an easy-ish hike, north and down- don’t stray, stick to the main cavern passage and you can’t go wrong.</p><p></p><p>There’s only one mishap to report, an over excited Daktari (played by Jim (Vinnie) this session) attempts to lever a few boulders out of the path, alas at the exact moment he attempts his feat of strength the entire passage shifts and shimmies hard right. The newly loosed boulders become craggy bowling balls- the Dark Squad are briefly the pins, and several of them get skittled.</p><p></p><p>The tremor subsides, the Dark Squad (some of them) pick themselves up, dust themselves down- and after a few harsh words for the barbarian, head off again.</p><p></p><p>It takes a full ten hours for the adventurers to get to the bridge cavern, at which time we enter explore mode- and with Gerald taking the lead, Newt piggybacking the bat’s senses. But the bridge cavern appears to be empty, it is huge of course, and with the expected crevasse-cum-chasm bisecting it, bridged by, well… a sturdy looking stone bridge.</p><p></p><p>[ATTACH=full]134072[/ATTACH]</p><p><strong>I swear to you it took over fifteen minutes to get the PCs from the edge of the map- bottom right, to their present position (approx. fifty feet away from where they started), such was the prevaricating and- I'm not going first. They were officially (TM) 'spooked', Buggles had been chatting up the dangers of the Underdark- see later.</strong></p><p></p><p>[To the bridge cavern 250 XP]</p><p></p><p>The Dark Squad are very (very) cautious, it takes a good twenty minutes around the VTT to finally convince them that there’s nothing untoward or dangerous in the area. Gerald also locates a ledge to the northern side of the massive chamber, a safe haven- somewhere to rest, as Old Gorm told them.</p><p></p><p>Note the players are very much doing the ‘scare’ for themselves here- there’s lots of fretting going on, Buggles is doing great work for me- “we could be attacked from above, we could be attacked from the rear… This place is a terrifying death trap- remember that!” He’s a cheery bugger.</p><p></p><p>Eventually the Dark Squad get situated up on the ledge, this after spending another ten minutes creeping around to check the place out first- there are signs that other Underdark dwellers/travellers have camped here in the past.</p><p></p><p>[ATTACH=full]134073[/ATTACH]</p><p><strong>The Dark Squad's ledge-top campsite, home for the night.</strong></p><p></p><p>But again, the place is silent, safe… empty.</p><p></p><p>Newt conjures his Leomund’s Tiny Hut, and the Dark Squad shuffle inside for supper and discussions.</p><p></p><p>Note the first item up for discussion is- “Why is Gerald the bat wearing a cloak?” Buggles is ever-so keen to discover, but… What the hell? As it turns out Buggles has been working under the misapprehension that the giant/tiny Gerald is wearing a cloak. My initial description of Gerald mentioned that his wings were wrapped around him like a cape/cloak.</p><p></p><p>Buggles thought… but never mind, the elf is also keen to find out whether Gerald could be used for ‘rides’, and will he be allowed to pet him?</p><p></p><p>The strange wood elf has taken to Gerald, a little later in the session Buggles also orders Gwen to ‘guard’ Newt. It seems the warlock’s stock (already high) has also gone up again with the elf.</p><p></p><p>[The cloaked bat mystery 250 XP]</p><p></p><p>[ATTACH=full]134074[/ATTACH]</p><p><strong>Hanging out in the Hut.</strong></p><p></p><p>There however also seems to be a difference of opinion as to which of the tunnels the Dark Squad should be taking for the next part of their journey. The conversation goes back and forth for a short while, with each player taking it in turns to read their notes aloud to their colleagues.</p><p></p><p>Eventually, after a three versus one (Buggles) vote, a direction is decided.</p><p></p><p>Just to remind you Old Gorm gave the guys directions to the duergar bridge, a three day journey through the Underdark wilds, he however used various dwarven/mining idioms and colloquialisms in his speech. But the adventurers/players had all the time they needed to ask questions as things went on. It seems however that not everyone agreed on the answers and/or meaning of Old Gorm’s words.</p><p></p><p>Funny that.</p><p></p><p>It’s like the DM was trying to make it deliberately difficult, or else- obscure.</p><p></p><p>Lolz.</p><p></p><p>[Direction discussions 250 XP]</p><p></p><p>So, food and sleep- and already Ram is feeling the strain, one level of exhaustion after his first day in the Underdark, note he is however just about to sleep this penalty off. Let’s hope nothing happens before he’s finished his rest.</p><p></p><p>Note the PCs each have to make a DC 10 (at least- subject to activities) Con save or else gain a level of exhaustion at the end of each day’s travel, remember this is all rough (hot and dry) terrain- and with plenty of ups and downs, and also… well, it’s tense down here in the dark.</p><p></p><p>Ram failed his roll, and then failed again after using an inspiration point to re-roll it, it seems the swashbuckling ex-smuggler is less attuned to the Dark Squad’s present environ.</p><p></p><p>So, first watch- Buggles, and very soon after (maybe only twenty minutes later) the sound of yelping, yapping- and soon after all of the Dark Squad are on alert, there’s no need for the elf to wake his comrades, such is the noise.</p><p></p><p>Whoever or whatever it is coming is not trying to be quiet at all.</p><p></p><p>Just to note Gerald G. Bat is on watch up above the ledge on which the Dark Squad rest, while Gwen is sprawled in skeleton form at the foot of the scree of rocks that lead up onto the same ledge. The long-passed duergar has orders to attack any unknown creature that attempts to climb to our heroes rest.</p><p></p><p>So, Buggles is actually on watch, and there are indeed kobolds in the cavern, possibly dozens of them- from the noise (there are actually around about thirty). Seconds later and the rest of the Squad assemble to view the action.</p><p></p><p>Vinnie (and one other PC- but I’ve forgotten who else speaks draconic) can hear some of what the rabble are saying- it becomes clear that the kobolds are frightened and fleeing, something is hunting them.</p><p></p><p>The Dark Squad, and here’s the start of the remarkable, hold station. Even when a slew of kobolds skitter by- across the bridge and in prime position for a Newt flavoured Fireball, he does so love those.</p><p></p><p>The problems however start when a scattered bunch of the fleeing kobolds, this group lead by a winged variant, spy the ledge (but not the Dark Squad). The kobolds make for the newly spotted hiding place, activating Gwen’s watch.</p><p></p><p>However at this point Vinnie has already laced the ground with his spike growth, the first kobold climbing to the ledge slips and succumbs to the razor sharp stones. Ram meantime shoots the flying kobold, critically wounding it- while Newt does better still.</p><p></p><p>“Flee this place, death is here- lead your comrades across the bridge!”</p><p></p><p>The tabaxi’s suggestion (spell) is accepted as the absolute truth, and the badly injured winged kobolds leads his terrestrial comrades away from the ledge and back towards the bridge.</p><p></p><p>[ATTACH=full]134075[/ATTACH]</p><p><strong>They let Kobolds go... Sheesh. Are you sure this is the Dark Squad?</strong></p><p></p><p>Although one kobold miscreant remains behind- fighting the newly risen Gwen, which is enough to raise Buggles’ hackles, the rogue/fighter sneaks into position and then shoots the kobold dead.</p><p></p><p>But that’s all she wrote… the remaining kobolds are watched from afar, but are otherwise allowed to flee the scene.</p><p></p><p>Bugger!</p><p></p><p>Quite obviously (in retrospect) this was a set-up by me- your fiendish DM, I figured (incorrectly, as it turns out) that the Dark Squad couldn’t/wouldn’t pass up on a bunch of easy kills, but the bastards gone and proved me wrong.</p><p></p><p>[ATTACH=full]134077[/ATTACH]</p><p><strong>Buggles: "More demons?" Newt: "No, Maw Demons- Maw! Maw!" Buggles: "I know that but how many more? You're not making sense Catkins." </strong></p><p></p><p>They are however in prime position to watch the main event, it starts with a pack of slavering hyenas that come rushing into the bridge cavern from the same passageway through which the kobold’s entered. In the midst of the hyena pack are a quintet or more of gnoll witherlings- the skeletal versions of the ferocious beasts. Also along for the ride are at least two squat maw demons- many-legged/limbed, massive-mouthed, ugly gurgling beasts, as identified by Newt.</p><p></p><p>[ATTACH=full]134076[/ATTACH]</p><p><strong>The Headliners of the fight (the Gnolls) are allowed to go on their way- no show tonight.</strong></p><p></p><p>Last to traverse the great cavern, and across the bridge in rapid pursuit of the kobolds, are the gnolls themselves, a pack of a dozen or more of the terrifying howling, slavering killers.</p><p></p><p>As Jim (playing Vinnie) said at the time- “Sheeet! We would have still been still fighting this lot at the end of the next session.”</p><p></p><p>I think there were between 50 and 60 potential enemies in the two groups.</p><p></p><p>It certainly would have been fun to get a three-way going on, but alas- it was not to be, the Dark Squad are too smart for that.</p><p></p><p>Hang on.</p><p></p><p>Hang on.</p><p></p><p>I’ve checked back through every session, I’ve never written that before- “the Dark Squad are too smart for that.”</p><p></p><p>Kidding, of course, but it was weird to watch.</p><p></p><p>And, of course, a great call.</p><p></p><p>[Watch the Kobolds and Gnolls rushing by 1000 XP]</p><p></p><p>The rest of the night passes without incident, this after the Dark Squad take the time to reset their watch, and after checking that the bridge cavern is once again clear of enemies.</p><p></p><p>Day one in the Underdark is done- it’s a dangerous place, just like Old Gorm and Manistrad told them.</p><p></p><p>So, day two in the Underdark, and the nor-nor-west passage is taken, and as Old Gorm stated the tunnel mostly slopes upwards, again it’s a fairly straight route, a few branching passages here and there but otherwise, well, the chances of getting lost are slight.</p><p></p><p>That said the journey is not without incident, about an hour or two out of bridge cavern and Ram leading the group, sneaking a little way ahead of his companions, spots something marked high up on a stalactite/stalagmite conjoined pillar.</p><p></p><p>This after a ‘27’ perception check.</p><p></p><p>[ATTACH=full]134078[/ATTACH]</p><p><strong>How good are Ram's eyes? I can't see anything written there... He should have a go at spot-the-ball.</strong></p><p></p><p>The Dark Squad gather and guard as the rogue climbs to see what it is- marked on the stone are elvish letters, although the usage is a little bewildering at first- that is until Ram works out that this is a drow sign. The warning states, “demons ahead”, which causes a little consternation in the ranks when translated.</p><p></p><p>But, this is the Dark Squad, and so we venture on- and the passage it has become noticeable is now dotted with high cavern openings either side of the equally tall thoroughfare. Note the main passage the adventurers are following meanders between five and thirty feet wide but is easily sixty feet high, the cavern openings are high up at almost roof level.</p><p></p><p>Then a scream, or else… but none of the PCs can identify either the location, except to say it came from ahead somewhere, or else the source- best guess some unknown creature with a mouth and a voice just met its demise.</p><p></p><p>The hearty trek turns quickly into a stealthy crawl, the Dark Squad spend nearly twenty minutes carefully, cautiously, moving along the main passage- once or twice there’s a noise- a gurgling sound, a crunching sound, a slurping sound but… otherwise, nothing else to report.</p><p></p><p>It’s… well, unnerving, but after another fifteen or so minutes it is evident that the threat has passed, and so the Dark Squad once again increase their pace, and they can collectively smell the damp and green- they’re expecting a fungus cavern of titanic proportions ahead.</p><p></p><p>And so it proves.</p><p></p><p>However, before we get to that just another little aside to report, Buggles- still doing great work by repeatedly reminding his friends just how nasty the Underdark is. The wood elf enhances the mood by making the following statement-</p><p></p><p>“Remember guys, down here we’re the prey- and not the predators.”</p><p></p><p>Which, of course, maverick number two of our group- Newt, instantly takes umbrage with-</p><p></p><p>“We are the Dark Squad, we are always the predators, never the prey.”</p><p></p><p>The difference of opinion however attracts only chuckles from the duo’s boon companions, and so we progress.</p><p></p><p>[Dark Squad predator or prey 250 XP]</p><p></p><p>[ATTACH=full]134079[/ATTACH]</p><p><strong>"What are these? Enemies?" Buggles asks, warily. "Fun-guy" Vinnie simply states. Buggles looks momentarily nonplussed, and then decides to accept the compliment- "Thanks, you're not so bad yourself- I mean, you could smile more."</strong></p><p></p><p>Into the aforementioned titanic fungus forest. Note the cavern here is perhaps a hundred or so feet wide, at its widest point, the ceiling undulates from twenty or so feet of headspace to places in which the roof is way beyond the range of the PCs darkvision. There is a slow moving but broad stream that hugs the eastern wall of the snaking cavern, while the rest of the way is a swathe- a forest of fungi of a myriad varieties, shapes and sizes. There’s also a well-worn trail that follows close to the river’s course.</p><p></p><p>[To the great fungus cavern 250 XP]</p><p></p><p>There’s a lot of wary going on here, and lots of checks getting made.</p><p></p><p>[ATTACH=full]134080[/ATTACH]</p><p><strong>It's a massive cavern, or else the fiendish DM has set the square size for the map really small- it's just a matter of perspective.</strong></p><p></p><p>Note Vinnie identifies several fungi that can be used for food and water- primarily barrelstalks, but he also locates a few clusters of nightlights, there’s a fair amount of bioluminescence in the here, and the hum, whirr and click of fulsome insect life.</p><p></p><p>There’s some thought of stopping to investigate the place a little more thoroughly, and talk about gathering some extra food and water, but the consensus is- let’s get on. This cavern, according to the Dark Squad’s collective notes, is going to take several hours to traverse, which proves to be the case.</p><p></p><p>But the Dark Squad are on it, and you put them in the initiative tracker and make them work as a team, well… it’s an absolute delight to witness.</p><p></p><p>Again, just weird.</p><p></p><p>There’s a brief discussion, a little way into this section of the journey, Old Gorm’s treasure can be found by following the river in this cavern, or so the Dark Squad say. But the decision is to head for the duergar bridge first, the treasure for the return run. There’s a vote, of course, the result- as almost always, three to one (Newt).</p><p></p><p>Have you spotted the pattern?</p><p></p><p>The one in the ‘three to one’ is always either Newt or Buggles, funny that.</p><p></p><p>And the last act of this session, well that’s the part in which the Dark Squad find the narrow tunnel, half submerged in mud and slip- the next section of their journey. This place they have all remembered, was home to a giant lizard which Old Gorm and his companion Harfnag fought and killed. It is, they have been warned, an ideal place for predators to gather and wait, and it’ll take the Dark Squad at least an hour to find their way through.</p><p></p><p>[Traverse the great fungus cavern 250 XP]</p><p></p><p>The other side of these tunnels will mark the end of their second day’s travel in the Underdark, they just have to make it through.</p><p></p><p>But you get what I am doing here, the Dark Squad certainly did- lots of skill checks, lots of description of what the PCs are doing, and lots of things to provoke their danger senses. Roll low on the checks, or do the wrong thing, and… well, bad things can happen. Roll high and/or do the right things and the journey goes on, unimpeded. The potential for harm (or otherwise) is apparent in every hour of travel, the Underdark is a different world.</p><p></p><p>The longest discussion at the end of the session was not the usual one, in which player after player recounts their PCs success, “how many did I get with that fireball?” that kind of thing. The main part of the chatter at the end of this one revolved around the fact that the PCs were a) restrained and cautious, and b) they were reliant on their skills, and not their ability to inflict unlimited (seemingly) hurt.</p><p></p><p>Good one, another cracker.</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: 8221479, member: 16069"] [CENTER][B]Dark Squad in the Secrets of Saltmarsh[/B][/CENTER] [B]Session #038 Too Smart For That. Dark Squad (in alphabetical order, no egos here). Buggles (played by Stu) Male Wood Elf Fighter Lvl 3/Rogue Lvl 3 New Tricks (played by Bear) Male Tabaxi Warlock Lvl 6 Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 6 Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 6 NPCs Daktari Male Human Uthgardt Sky Pony Barbarian Lvl 6 [S]Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 [/S]RIP* *Trapped in the Land of the Bad Dead Ancestors. Buggles’ undead servitor Gwen Female Duergar Skeleton, in full-face helm and armour [/B] This is session 38, and I don’t know quite how to explain it… Almost nothing dies, by which I mean no enemies, oh but- sorry, two kobolds bought the farm (euphemism for deceased). That’s it, and I tried- I laid on a smorgasbord of unfriendly folk, and… well, read on- it was, weird. It was like they (the players) were trying to do the thing that they had been asked to do. Y’know, properly. So, weird. But let’s start with weird, picture this… A low-ceilinged bunkhouse in a mine hut- six camp beds, a sprawl of clutter- a large wooden table, gouged and graffitied, and surrounded by mismatched chairs. A stove crackles and pops, as it warms the place, and casts light on the two hunched companions at the table. The first an ugly elf, Buggles’ face is all odd angles- cheekbones that could cut cloth but the overall effect sometimes makes folk turn away. Opposite the clearly concentrating adventurer a short and slight creature- all bone and armour, the rictus grin of Gwen meets the rogue’s gaze. Buggles nods down at the last card he laid on the table, and then nods again at the last card Gwen laid too. Gwen follows her master’s gaze. The elf continues nodding at the two (matched) cards, more vigorously this time. “SNAP! Ohhh! Come on Gwen! It’s not difficult, I’m not going through the rules again…” In the background, on his bed, the propped Vincenzo spies over his book at the card playing duo, mutters- as he often does, “Sacre-bleu, it iz… against nay-chure.” Then harrumphs some more until finally settling into his book- a treatise on dragon lore, most interesting. “Remember if the cards are the same number… THE SAME NUMBER”, Buggles makes clear as he points from the ten of swords to the ten of dragons. “The same… a ten, we say…” There is however another source of light in the otherwise shadowy room, another- smaller fire over in the far corner of the slightly fetid chamber, and sat before the small conflagration, cross-legged, and swathed in the smoke of expensive and cloyingly sweet incense is the tabaxi warlock, Newt. Ram, propped on his bed, watches the strange creature like a hawk, very aware that Newt is up to something. Vinnie had argued with the warlock earlier, called the tabaxi out for some of his ethical missteps- the worship of fiends, idolatry in general, consorting with devils, his ranting rages, his constant collecting of viscera and body parts, and for the fact that after the tabaxi has been in the bathroom there are always clumps of fur left on the soap. The argument had raged a while, but Newt didn’t really understand Vinnie’s accusations, the tabaxi is soul bound to a pair of fiends, what’s he supposed to do? But now the odd tabaxi is humming and rumbling some sort of dissonant non-tune, eyes screwed tight shut, and his hands, disconcertingly, in the flames. With Ram watching on. Finally the spell is completed, and at the last instant- in the tabaxi’s mind it is clear that he has a choice, is he seeking Belphagor’s favour, or else the favour of his new devilish beau, Humphrey Far-Fer-Nar. Newt chooses Belphegor, his first love, his primo fiend. The spell finds favour- the fire flares and… THUMP. The sound comes from above, something just landed on the roof of the hut- and now all eyes within the room are on the spot. Save for Gwen’s, the skeleton takes a moment to rearrange her cards, she’s going to have to work really hard to prolong Buggles’ winning streak. But Shhhh! Don’t tell the elf. “Well?” Ram asks. “I have summoned a creature to help us with our task- to aid us during our time in the Underdark.” Newt declares with a fiendish grin, and then heads for the door of the hut. “What av yew summoned? What man-ur of fiend av yew…” Vinnie splutters while levering himself upright. “Just a bat.” Newt grumbles. “Just a plain old bat, nothing fiendish… nothing, strange. I’m fed up with you always… Oh!” But at this point the conversation, and the members of the Dark Squad, have moved outside. In the last light of day, and silhouetted against the sinking sun on the roof of their hut is a bat, a nine foot tall bat- swathed in rubber-black cloak-like wings. Its furred, feral and somewhat fiendish looking visage starring down at the newly assembled crowd. And in Newt’s mind a rumbling voice sounds- “Belphegor sends greetings to his faithful servant. I am… Gerald!” “Oh fu…” Newt mutters, but out loud. “Will he fit… in the Underdark, I mean?” Ram enquires, grinning. Newt wonders the same thing, and seconds later the nine foot tall giant bat, sorry- Gerald, shrinks down to become, well... a regular bat sized (tiny), and then flutters down to nestle in the tabaxi’s fur, almost disappearing from sight. Gerald will fit in the Underdark. All is well with the world. Excitement over, the Dark Squad head back inside. [The summoning of Gerald 250 XP] Gerald is Newt’s new familiar- I had no warning he was going to do this, it seems the tabaxi has given up on calling Jot to serve him (for now). Shame, I was keen to get the little guy back in action. And so, early the next morning, the Dark Squad enter Farhill Mine proper, descend to Vent Shaft One- and it’s a straight path north from here, a full day’s trek- to the bridge cavern, and so on we go. The Underdark is a dark and empty place, or so it seems at first- just to note the PCs are having to make lots of checks here, and with a little added roleplay at each juncture, a successful check moves the Dark Squad on- an hour closer to their destination. A failure or other mishap, well- there may be consequences. But again, this first day’s travel, as Old Gorm made clear, is an easy-ish hike, north and down- don’t stray, stick to the main cavern passage and you can’t go wrong. There’s only one mishap to report, an over excited Daktari (played by Jim (Vinnie) this session) attempts to lever a few boulders out of the path, alas at the exact moment he attempts his feat of strength the entire passage shifts and shimmies hard right. The newly loosed boulders become craggy bowling balls- the Dark Squad are briefly the pins, and several of them get skittled. The tremor subsides, the Dark Squad (some of them) pick themselves up, dust themselves down- and after a few harsh words for the barbarian, head off again. It takes a full ten hours for the adventurers to get to the bridge cavern, at which time we enter explore mode- and with Gerald taking the lead, Newt piggybacking the bat’s senses. But the bridge cavern appears to be empty, it is huge of course, and with the expected crevasse-cum-chasm bisecting it, bridged by, well… a sturdy looking stone bridge. [ATTACH type="full" alt="3801.jpg"]134072[/ATTACH] [B]I swear to you it took over fifteen minutes to get the PCs from the edge of the map- bottom right, to their present position (approx. fifty feet away from where they started), such was the prevaricating and- I'm not going first. They were officially (TM) 'spooked', Buggles had been chatting up the dangers of the Underdark- see later.[/B] [To the bridge cavern 250 XP] The Dark Squad are very (very) cautious, it takes a good twenty minutes around the VTT to finally convince them that there’s nothing untoward or dangerous in the area. Gerald also locates a ledge to the northern side of the massive chamber, a safe haven- somewhere to rest, as Old Gorm told them. Note the players are very much doing the ‘scare’ for themselves here- there’s lots of fretting going on, Buggles is doing great work for me- “we could be attacked from above, we could be attacked from the rear… This place is a terrifying death trap- remember that!” He’s a cheery bugger. Eventually the Dark Squad get situated up on the ledge, this after spending another ten minutes creeping around to check the place out first- there are signs that other Underdark dwellers/travellers have camped here in the past. [ATTACH type="full" alt="3802.jpg"]134073[/ATTACH] [B]The Dark Squad's ledge-top campsite, home for the night.[/B] But again, the place is silent, safe… empty. Newt conjures his Leomund’s Tiny Hut, and the Dark Squad shuffle inside for supper and discussions. Note the first item up for discussion is- “Why is Gerald the bat wearing a cloak?” Buggles is ever-so keen to discover, but… What the hell? As it turns out Buggles has been working under the misapprehension that the giant/tiny Gerald is wearing a cloak. My initial description of Gerald mentioned that his wings were wrapped around him like a cape/cloak. Buggles thought… but never mind, the elf is also keen to find out whether Gerald could be used for ‘rides’, and will he be allowed to pet him? The strange wood elf has taken to Gerald, a little later in the session Buggles also orders Gwen to ‘guard’ Newt. It seems the warlock’s stock (already high) has also gone up again with the elf. [The cloaked bat mystery 250 XP] [ATTACH type="full" alt="3803.jpg"]134074[/ATTACH] [B]Hanging out in the Hut.[/B] There however also seems to be a difference of opinion as to which of the tunnels the Dark Squad should be taking for the next part of their journey. The conversation goes back and forth for a short while, with each player taking it in turns to read their notes aloud to their colleagues. Eventually, after a three versus one (Buggles) vote, a direction is decided. Just to remind you Old Gorm gave the guys directions to the duergar bridge, a three day journey through the Underdark wilds, he however used various dwarven/mining idioms and colloquialisms in his speech. But the adventurers/players had all the time they needed to ask questions as things went on. It seems however that not everyone agreed on the answers and/or meaning of Old Gorm’s words. Funny that. It’s like the DM was trying to make it deliberately difficult, or else- obscure. Lolz. [Direction discussions 250 XP] So, food and sleep- and already Ram is feeling the strain, one level of exhaustion after his first day in the Underdark, note he is however just about to sleep this penalty off. Let’s hope nothing happens before he’s finished his rest. Note the PCs each have to make a DC 10 (at least- subject to activities) Con save or else gain a level of exhaustion at the end of each day’s travel, remember this is all rough (hot and dry) terrain- and with plenty of ups and downs, and also… well, it’s tense down here in the dark. Ram failed his roll, and then failed again after using an inspiration point to re-roll it, it seems the swashbuckling ex-smuggler is less attuned to the Dark Squad’s present environ. So, first watch- Buggles, and very soon after (maybe only twenty minutes later) the sound of yelping, yapping- and soon after all of the Dark Squad are on alert, there’s no need for the elf to wake his comrades, such is the noise. Whoever or whatever it is coming is not trying to be quiet at all. Just to note Gerald G. Bat is on watch up above the ledge on which the Dark Squad rest, while Gwen is sprawled in skeleton form at the foot of the scree of rocks that lead up onto the same ledge. The long-passed duergar has orders to attack any unknown creature that attempts to climb to our heroes rest. So, Buggles is actually on watch, and there are indeed kobolds in the cavern, possibly dozens of them- from the noise (there are actually around about thirty). Seconds later and the rest of the Squad assemble to view the action. Vinnie (and one other PC- but I’ve forgotten who else speaks draconic) can hear some of what the rabble are saying- it becomes clear that the kobolds are frightened and fleeing, something is hunting them. The Dark Squad, and here’s the start of the remarkable, hold station. Even when a slew of kobolds skitter by- across the bridge and in prime position for a Newt flavoured Fireball, he does so love those. The problems however start when a scattered bunch of the fleeing kobolds, this group lead by a winged variant, spy the ledge (but not the Dark Squad). The kobolds make for the newly spotted hiding place, activating Gwen’s watch. However at this point Vinnie has already laced the ground with his spike growth, the first kobold climbing to the ledge slips and succumbs to the razor sharp stones. Ram meantime shoots the flying kobold, critically wounding it- while Newt does better still. “Flee this place, death is here- lead your comrades across the bridge!” The tabaxi’s suggestion (spell) is accepted as the absolute truth, and the badly injured winged kobolds leads his terrestrial comrades away from the ledge and back towards the bridge. [ATTACH type="full" alt="3804.jpg"]134075[/ATTACH] [B]They let Kobolds go... Sheesh. Are you sure this is the Dark Squad?[/B] Although one kobold miscreant remains behind- fighting the newly risen Gwen, which is enough to raise Buggles’ hackles, the rogue/fighter sneaks into position and then shoots the kobold dead. But that’s all she wrote… the remaining kobolds are watched from afar, but are otherwise allowed to flee the scene. Bugger! Quite obviously (in retrospect) this was a set-up by me- your fiendish DM, I figured (incorrectly, as it turns out) that the Dark Squad couldn’t/wouldn’t pass up on a bunch of easy kills, but the bastards gone and proved me wrong. [ATTACH type="full" alt="3806.jpg"]134077[/ATTACH] [B]Buggles: "More demons?" Newt: "No, Maw Demons- Maw! Maw!" Buggles: "I know that but how many more? You're not making sense Catkins." [/B] They are however in prime position to watch the main event, it starts with a pack of slavering hyenas that come rushing into the bridge cavern from the same passageway through which the kobold’s entered. In the midst of the hyena pack are a quintet or more of gnoll witherlings- the skeletal versions of the ferocious beasts. Also along for the ride are at least two squat maw demons- many-legged/limbed, massive-mouthed, ugly gurgling beasts, as identified by Newt. [ATTACH type="full" alt="3805.jpg"]134076[/ATTACH] [B]The Headliners of the fight (the Gnolls) are allowed to go on their way- no show tonight.[/B] Last to traverse the great cavern, and across the bridge in rapid pursuit of the kobolds, are the gnolls themselves, a pack of a dozen or more of the terrifying howling, slavering killers. As Jim (playing Vinnie) said at the time- “Sheeet! We would have still been still fighting this lot at the end of the next session.” I think there were between 50 and 60 potential enemies in the two groups. It certainly would have been fun to get a three-way going on, but alas- it was not to be, the Dark Squad are too smart for that. Hang on. Hang on. I’ve checked back through every session, I’ve never written that before- “the Dark Squad are too smart for that.” Kidding, of course, but it was weird to watch. And, of course, a great call. [Watch the Kobolds and Gnolls rushing by 1000 XP] The rest of the night passes without incident, this after the Dark Squad take the time to reset their watch, and after checking that the bridge cavern is once again clear of enemies. Day one in the Underdark is done- it’s a dangerous place, just like Old Gorm and Manistrad told them. So, day two in the Underdark, and the nor-nor-west passage is taken, and as Old Gorm stated the tunnel mostly slopes upwards, again it’s a fairly straight route, a few branching passages here and there but otherwise, well, the chances of getting lost are slight. That said the journey is not without incident, about an hour or two out of bridge cavern and Ram leading the group, sneaking a little way ahead of his companions, spots something marked high up on a stalactite/stalagmite conjoined pillar. This after a ‘27’ perception check. [ATTACH type="full" alt="3807.jpg"]134078[/ATTACH] [B]How good are Ram's eyes? I can't see anything written there... He should have a go at spot-the-ball.[/B] The Dark Squad gather and guard as the rogue climbs to see what it is- marked on the stone are elvish letters, although the usage is a little bewildering at first- that is until Ram works out that this is a drow sign. The warning states, “demons ahead”, which causes a little consternation in the ranks when translated. But, this is the Dark Squad, and so we venture on- and the passage it has become noticeable is now dotted with high cavern openings either side of the equally tall thoroughfare. Note the main passage the adventurers are following meanders between five and thirty feet wide but is easily sixty feet high, the cavern openings are high up at almost roof level. Then a scream, or else… but none of the PCs can identify either the location, except to say it came from ahead somewhere, or else the source- best guess some unknown creature with a mouth and a voice just met its demise. The hearty trek turns quickly into a stealthy crawl, the Dark Squad spend nearly twenty minutes carefully, cautiously, moving along the main passage- once or twice there’s a noise- a gurgling sound, a crunching sound, a slurping sound but… otherwise, nothing else to report. It’s… well, unnerving, but after another fifteen or so minutes it is evident that the threat has passed, and so the Dark Squad once again increase their pace, and they can collectively smell the damp and green- they’re expecting a fungus cavern of titanic proportions ahead. And so it proves. However, before we get to that just another little aside to report, Buggles- still doing great work by repeatedly reminding his friends just how nasty the Underdark is. The wood elf enhances the mood by making the following statement- “Remember guys, down here we’re the prey- and not the predators.” Which, of course, maverick number two of our group- Newt, instantly takes umbrage with- “We are the Dark Squad, we are always the predators, never the prey.” The difference of opinion however attracts only chuckles from the duo’s boon companions, and so we progress. [Dark Squad predator or prey 250 XP] [ATTACH type="full" alt="3808.jpg"]134079[/ATTACH] [B]"What are these? Enemies?" Buggles asks, warily. "Fun-guy" Vinnie simply states. Buggles looks momentarily nonplussed, and then decides to accept the compliment- "Thanks, you're not so bad yourself- I mean, you could smile more."[/B] Into the aforementioned titanic fungus forest. Note the cavern here is perhaps a hundred or so feet wide, at its widest point, the ceiling undulates from twenty or so feet of headspace to places in which the roof is way beyond the range of the PCs darkvision. There is a slow moving but broad stream that hugs the eastern wall of the snaking cavern, while the rest of the way is a swathe- a forest of fungi of a myriad varieties, shapes and sizes. There’s also a well-worn trail that follows close to the river’s course. [To the great fungus cavern 250 XP] There’s a lot of wary going on here, and lots of checks getting made. [ATTACH type="full" alt="3809.jpg"]134080[/ATTACH] [B]It's a massive cavern, or else the fiendish DM has set the square size for the map really small- it's just a matter of perspective.[/B] Note Vinnie identifies several fungi that can be used for food and water- primarily barrelstalks, but he also locates a few clusters of nightlights, there’s a fair amount of bioluminescence in the here, and the hum, whirr and click of fulsome insect life. There’s some thought of stopping to investigate the place a little more thoroughly, and talk about gathering some extra food and water, but the consensus is- let’s get on. This cavern, according to the Dark Squad’s collective notes, is going to take several hours to traverse, which proves to be the case. But the Dark Squad are on it, and you put them in the initiative tracker and make them work as a team, well… it’s an absolute delight to witness. Again, just weird. There’s a brief discussion, a little way into this section of the journey, Old Gorm’s treasure can be found by following the river in this cavern, or so the Dark Squad say. But the decision is to head for the duergar bridge first, the treasure for the return run. There’s a vote, of course, the result- as almost always, three to one (Newt). Have you spotted the pattern? The one in the ‘three to one’ is always either Newt or Buggles, funny that. And the last act of this session, well that’s the part in which the Dark Squad find the narrow tunnel, half submerged in mud and slip- the next section of their journey. This place they have all remembered, was home to a giant lizard which Old Gorm and his companion Harfnag fought and killed. It is, they have been warned, an ideal place for predators to gather and wait, and it’ll take the Dark Squad at least an hour to find their way through. [Traverse the great fungus cavern 250 XP] The other side of these tunnels will mark the end of their second day’s travel in the Underdark, they just have to make it through. But you get what I am doing here, the Dark Squad certainly did- lots of skill checks, lots of description of what the PCs are doing, and lots of things to provoke their danger senses. Roll low on the checks, or do the wrong thing, and… well, bad things can happen. Roll high and/or do the right things and the journey goes on, unimpeded. The potential for harm (or otherwise) is apparent in every hour of travel, the Underdark is a different world. The longest discussion at the end of the session was not the usual one, in which player after player recounts their PCs success, “how many did I get with that fireball?” that kind of thing. The main part of the chatter at the end of this one revolved around the fact that the PCs were a) restrained and cautious, and b) they were reliant on their skills, and not their ability to inflict unlimited (seemingly) hurt. Good one, another cracker. 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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