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Story Hour
The Dark Squad in the Secrets of Saltmarsh #136 Into the Mere of the Dead Men.
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<blockquote data-quote="Goonalan" data-source="post: 8909899" data-attributes="member: 16069"><p style="text-align: center"><strong>Dark Squad in the Secrets of Saltmarsh</strong></p><p></p><p></p><p><strong>Session #109: The Rat Bastard.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Dark Squad (in alphabetical order, no egos here).</strong></p><p><strong>Daktari/Dak (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 8</strong></p><p><strong>Fellowyn Silverstream (played by George) Male Eladrin Wizard Bladesinger Lvl 8</strong></p><p><strong>New Tricks/Newt (played by Bear) Male Tabaxi Warlock Lvl 8</strong></p><p><strong>Ramshambo/Ram (played by Kev) Male Half-Elf Rogue/Fighter Lvl 7/1</strong></p><p><strong>Vincenzo/Vinnie (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 8</strong></p><p><strong></strong></p><p><strong>DEAD PCs</strong></p><p><strong><s>Nicholai Barbaros Kostyiev/Nicky (played by George) Male Dhampir Cleric of Twilight Lvl 8 </s>RIP</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>NPCs</strong></p><p><strong><s>Inverna Nightbreeze (played by George) Female Wood Elf Fighter Lvl 8 (Sidekick) </s>RETIRED</strong></p><p><strong><s>Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 </s>RIP*</strong></p><p><strong><s>Tarbin Tul (played by goonalan) Male Human Bard </s>RETIRED</strong></p><p><strong>Ubmo (played by Goonalan) Supreme Being Lvl 1 (When we remember) </strong></p><p><strong>*Trapped in the Land of the Bad Dead Ancestors.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Servants/Familiars</strong></p><p><strong>Gerald (Bat/Giant Bat) servant/mount of New Tricks</strong></p><p><strong>Owly (Owl) Vinnie’s familiar</strong></p><p><strong></strong></p><p><strong>The Dark Squad’s to-do list-</strong></p><p></p><p></p><ol> <li data-xf-list-type="ol">An extraordinary meeting of the Saltmarsh Town Council, the Dark Squad are going to get hired to end the smuggling menace (see below), scheduled for 10th Flamerule.</li> <li data-xf-list-type="ol">The smuggler's ship will be turning up sometime between the 14th and 17th of Flamerule, the Dark Squad (and particularly Ram) are keen to meet the vessel, particularly Ram- why, because as the rogue said- “I'm getting a boat.”</li> <li data-xf-list-type="ol">Find the other four Symbols of Ub, one was left in Deepbridge (Duergar fortress in the Underdark). The others need to be found, they belonged to- Rambles 'Shambles' Bowspirit (halfling killer from Lowhill), Antonio De La Crane (posh kid druid alchemist) & Giggles (crazy wood elf). All of these folk lived in the Saltmarsh region, the Dark Squad have found the De La Crane Manse (in the Dreadwood) and the De La Crane Crypt (in Saltmarsh Cemetary).</li> <li data-xf-list-type="ol">Nightshade is in the Deep Dreadwood- except she's not there any more, but a big red dragon is?</li> <li data-xf-list-type="ol">Blackedge and the Goblin Stair?</li> <li data-xf-list-type="ol">To join the Pact of the Wild Flame prepare the Witch's Tor for the coming of the starfall, the Witch's Tor is in the Drowned Forest, in the Mere of the Dead Men.</li> <li data-xf-list-type="ol">To join the Pact of the Wild Flame track down the last member of the Pact, a wild elf adventurer called Giggles- and finally put her spirit to rest, and also recover her maze button. Location unknown. SEE 2. ABOVE.</li> </ol><p>This is session 109, and we're back. This after the usual Christmas and New Year madness, throughout which we were unable to arrange a game, and then... when we finally got the opportunity- my PC died. Big time- no coming back, I'm typing this with a new (much improved) desk top PC, keep in mind I bought the last PC off the shelf (from Tesco) in 2010, and for less than £300. So, it did good.</p><p></p><p>We're back.</p><p></p><p>It's the 6th of Flamerule and the Dark Squad are in the tomb of Rambles 'Shambles' Bowspirit, they've been shown the way in by Rambles' grand-daughter- Bonnie Bowspirit. The Dark Squad have paid good money to get there way in here (1,850gp, and that's a lot of money for the Dark Squad). Furthermore the PCs have worked out that if they leave the tomb then it will not be here on their return, this is a one-shot deal, Bonnie and her friends seemed to summon the entrance to the dungeon with their little dance (see last session).</p><p></p><p>Within, well- there's a ghostly troll that took a liking to Daktari, knocking the barbarian onto his backside in just two turns of the fight getting started (although there was one massive Crit hit in there for over 50 damage to the barbarian).</p><p></p><p>Then... Vinnie (actually the Moonboar) managed to hit the ghostly terror with a Confusion spell, the spectral troll has been gibbering and prevaricating ever since (unable to roll the Wisdom DC 16 save it needs to dispel the magic).</p><p></p><p>Things took a turn for the better and the Dark Squad scored some good hits, but then the troll ran off, which it's very good at as it runs through walls. But here's the thing- it cannot escape the tomb.</p><p></p><p>Caught up, good.</p><p></p><p>Let's get on with it.</p><p></p><p>[ATTACH=full]273265[/ATTACH]</p><p><strong>Look at the lovely picture, somehow since we've been away Fantasy Grounds Unity has got much better looking. Note, Ram has found the ghostly troll- it's cowering in the corner, trying to 'shush' the rogue staring at it, slightly bewildered. Note, Daktari is at the back of the queue, he's taking a slow wander back to the action- swigging potions of healing as he goes.</strong></p><p></p><p>He's not well again.</p><p></p><p>The vultures gather... for my poor spectral troll, note at this point the poor beast has failed to make maybe seven saves in a row, although that's not so hard to believe when you learn that the DC is 16 and it has -1 on it's Wisdom save.</p><p></p><p>They got me.</p><p></p><p>[ATTACH=full]273266[/ATTACH]</p><p><strong>The Dark Squad take it in turns to step into melee (or ranged), do their thing, and then step away again. The spectral troll is confused remember, it has no reactions.</strong></p><p></p><p>[ATTACH=full]273267[/ATTACH]</p><p><strong>It doesn't last.</strong></p><p></p><p>There is cheering, and that was just short of 6,000 XP worth of bad guy, again keep in mind before the Confusion spell it managed to reduce Daktari from his full (80 or so HP) to zero in just two turns, and also do a chunk of damage (down to bloodied) to Fellowyn. It was a ferocious bastard, but only very briefly.</p><p></p><p>The Dark Squad (i.e. Newt) erect their Tiny Hut and gather inside to heal and chunter (moan and bicker) about how things are not going so well, so far... in the Shambles tomb.</p><p></p><p>There follows a brief discussion, about resources and the like, and the fact that this is their one and only shot at this place. Then, after the mithering, it's out of the hut and time to start breaking the various sarcophagi (and the like) open. Looking for... well, mostly treasure.</p><p></p><p>[ATTACH=full]273268[/ATTACH]</p><p><strong>Oddly there's not much treasure to be found, and this place is starting to remind the Squad of many other places that they have explored previously on their adventures in the Saltmarsh region. There are more skeleton mask wearing dwarven statues here- like in the shrine to Abbathor they investigated right at the start (while rescuing Bang & Olafsson), and also a lot like the area beneath the well at the De La Crane manse on the cliffs.</strong></p><p></p><p>The search goes on with Ram creeping ahead a way, checking things out and then finding the next door to open, Daktari is called forward every now and then to put his shoulder to the portals that in time have become choked and blocked by debris.</p><p></p><p>It looks like no-one has been here for a long while.</p><p></p><p>And keep in mind that the Dark Squad are being very cautious because before the spectral troll hit they were also being hunted through the corridors by some other spectral beings- a group (they thought) of barely visible humanoids.</p><p></p><p>The creatures, the DM can confirm, have since departed the tomb, but the PCs don't know that.</p><p></p><p>[ATTACH=full]273269[/ATTACH]</p><p><strong>Into a much larger chamber, and there's another fancy sarcophagi here, and the Dark Squad have been opening and searching these- they really are keen to get their money back. Perhaps more importantly, up the stairs in this chamber are a pair of double doors, which Ram is certain must lead into the central tomb. The place that Bonnie Bowspirit told them that they must go, and also warned them of the illusory treasure there, and the stony guardian.</strong></p><p></p><p>The sarcophagi here, as it happens, takes a while to open, and yet- all it contains are a pair of cracked and flawed very low value gems.</p><p></p><p>The Squad are beginning to chafe.</p><p></p><p>There's something not quite right here.</p><p></p><p>But onwards, and into the central chamber...</p><p></p><p>[ATTACH=full]273270[/ATTACH]</p><p><strong>And then, after five to ten minutes of the PCs slowly creeping closer- one square at a time (at times) the observers work out the following-</strong></p><p></p><p>The treasure here is indeed illusory, and the magic pretty badly done. It wouldn't fool anyone for more than a few seconds.</p><p></p><p>There are no traps to be found, which was not at all what they were expecting.</p><p></p><p>The sarcophagi bears the legend-</p><p></p><p><strong>Rambles 'Shambles' Bowspirit, the meanest halfling that ever sailed the Sea of Swords.</strong></p><p></p><p>Although someone, with a chisel- that's intent, has added the following statement in a (chiselled) scrawl-</p><p></p><p><strong>Rat Bastard!</strong></p><p></p><p>So, that's nice.</p><p></p><p>A little while later, after lots of standing around- checking- more chatter- more standing around- more checking, and... the sarcophagi gets opened.</p><p></p><p>Odd, it's full to the brim with cool clear water.</p><p></p><p>At which point however the Earth Elemental Myrmidon (with a little extra kick) emerges from the floor of the chamber and rips into... Daktari, he's always in the wrong place at the right time.</p><p></p><p>[ATTACH=full]273271[/ATTACH]</p><p><strong>Here's Johnny!</strong></p><p></p><p>Dak is bloodied in an instant.</p><p></p><p>A mixture of bludgeoning from the rock hammer and fair amount of thunder damage.</p><p></p><p>As it turns out the wordless elemental guardian hits very hard, but... here's the thing. The Dark Squad hit hard too, and they are legion (at times).</p><p></p><p>[ATTACH=full]273272[/ATTACH]</p><p><strong>Action shot! Gurn with delight or else claw at your own eyes as you witness Fellowyn's bathrobe flapping wide open as he streaks (this word was chosen carefully) towards the foe.</strong></p><p></p><p>Keep in mind Fellowyn only ever wears his fluffy slippers, his towelling bathrobe, his budgie-smugglers (y-fronts) and his wizard's hat; and all in white. Well, off white.</p><p></p><p>The elemental guardian doesn't last long- about three or four turns, and yes- he had the best part of 250 hit points and an AC of around 20. They don't mess around the Dark Squad.</p><p></p><p>So, job done, but hang on- what the hell, the sarcophagi- the tomb of Rambles 'Shambles' Bowspirit contains (as stated previously) cool clear water.</p><p></p><p>But here's the thing, there's no bottom to the sarcophagi, the water seems to go on- and some of the Squad are certain that they can see a light down there.</p><p></p><p>There follows a good ten to twenty minutes of puzzling, with a few associated (tremendously low) skill checks, although George (playing Fellowyn) is very quick to the solution. Which is finally revealed to all when one of the low-rolling Squad manage to conjure something more than ten on a Skill Check.</p><p></p><p>There was a mad low-rolling streak here, just prior to this Ram had managed to roll a double '1' with advantage. During the course of the next ten D20 skill check rolls six more of them are '1's.</p><p></p><p>So, in the end- this is a portal.</p><p></p><p>Like the portal within a sarcophagi the Dark Squad found beneath the Saltmarsh cemetery, which lead them to some great hall of the Pact of the Wild Flame.</p><p></p><p>Only it seems they have to swim to the portal.</p><p></p><p>More chatter follows, most of which is Newt-flavoured, the tabaxi doesn't do water.</p><p></p><p>If only he could spend an hour and re-equip (attune) his helm of underwater action, alas he cannot because the Cursed Luckstone he is wearing cannot be de-attuned, or at least not through the usual methods, and even when he throws it away it comes back.</p><p></p><p>Full disclosure, Newt has also come to understand that the Cursed Luckstone has blessed him with disadvantage on all of his saving throws, and so... he's a little bit more cautious than usual atm.</p><p></p><p>Ram dives in, actually, truth be told- Ram dived in about five seconds after the portal idea came up, he has balls of steel the lad.</p><p></p><p>The rogue swims down and disappears into the light.</p><p></p><p>Eventually, some more reluctant than others- although Daktari should be applauded for bombing into the sarcophagi/pool and by so doing soaking his remaining colleagues, anyway- they all go for a brief swim and into the light.</p><p></p><p>Again, full disclosure, while the sarcophagi exists beyond this space the water is just a short (twenty feet tall) cylinder of liquid- with the entrance at the top into the tomb, and the light at the bottom. Surrounding the cylinder of water? Nothing- or else, inky blackness.</p><p></p><p>The Dark Squad, all of 'em, and all bone dry- appear gathered in an odd little ante-room, the ten by ten chamber has no ceiling- or at least it appears that way, there's a light however somewhere very far above.</p><p></p><p>Of more interest however are the larger broken wooden doors that lead into a large barrel ceilinged pillared hall, lit by six smoking braziers. It looks very dwarven.</p><p></p><p>Ram is sent in.</p><p></p><p>Seconds later the flickering image of a scurvy (and tasty) looking halfling flickers into life.</p><p></p><p>Flickers is the word, it quickly becomes apparent that the image is another poorly maintained (or just low-powered) illusion.</p><p></p><p>Well, immediately obvious to all but one of the members of the Dark Squad- see later.</p><p></p><p>[ATTACH=full]273273[/ATTACH]</p><p><strong>However, it- or rather Rambles, has a lot to say. Ignore the skeletons in the picture for now, we'll get to them in a minute.</strong></p><p></p><p>Here goes Rambles-</p><p></p><p><strong>“Ahoy there, Rambles Bowspirit, Halfling Pirate Captain, Assassin, Expert Thief, and all round nice guy. Welcome to my tomb ya scurvy landlubbers.”</strong></p><p></p><p>And between each fresh announcement the flickering halfling scoundrel delights in movement- capering, bowing, gesturing, guffawing, hectoring and the like.</p><p></p><p><strong>“You will, of course- me hearties, be here to relieve me of my hard won treasure, which lies below- and what treasures I have gathered, my hoard is truly amazing.”</strong></p><p><strong></strong></p><p><strong>“I don't know who you are, but then again- neither do I care, because...”</strong></p><p><strong></strong></p><p><strong>“You scurvy dogs are mine now- and your treasures shall join my horde.”</strong></p><p><strong></strong></p><p><strong>“So, without any further ado, here are the rules-”</strong></p><p><strong></strong></p><p><strong>“RULE ONE: First Bell starts the game.”</strong></p><p><strong></strong></p><p><strong>“RULE TWO: The Seventh Bell opens the way drown, I mean down.”</strong></p><p><strong></strong></p><p><strong>“And...”</strong></p><p><strong></strong></p><p><strong>“RULE THREE: Don't hang around!”</strong></p><p><strong></strong></p><p><strong>“Any questions?”</strong></p><p></p><p>At which point the flickering fool taps his foot for a minute, all through Daktari's questions- the barbarian is the only one that hasn't figured out by this point that Rambles is an illusion.</p><p></p><p>The Sky Pony's comments get more provocative the longer Rambles remains tight-lipped.</p><p></p><p>Daktari is furious, Jim has a lot of fun with it.</p><p></p><p><strong>“I am waiting, for answer- you are provoking my ire tremendously. You little-person, sea-gypsy!”</strong></p><p></p><p>Remember, in cod-Russian. Daktari, you will note, has been reading.</p><p></p><p>Eventually flickering Rambles goes on-</p><p></p><p><strong>“No?”</strong></p><p><strong></strong></p><p><strong>“Then let the fun begin.”</strong></p><p><strong></strong></p><p><strong>“DONG!”</strong></p><p></p><p>A ship's bell rings.</p><p></p><p>And nothing happens.</p><p></p><p>Which is a little disappointing, the Dark Squad drift about- looking here and there, the consensus is the place is long abandoned and very dwarven.</p><p></p><p>A very short time later (maybe six or so seconds) a ships's bell rings twice and three skeletons appear, as if from nowhere, the three rickety members of the undead attack the Dark Squad- but, the distraction doesn't last long.</p><p></p><p>The skeletons are just a nuisance.</p><p></p><p>The ship's bell keeps on ringing.</p><p></p><p>It rings twice again.</p><p></p><p>And then twice again.</p><p></p><p>And then three times.</p><p></p><p>And by now the Dark Squad have all the clues they need (or are going to get).</p><p></p><p>They're looking for something- best guess is the way out, and they have to find it by the seventh bell.</p><p></p><p>At least that's their best shot at the answer, atm.</p><p></p><p>[ATTACH=full]273274[/ATTACH]</p><p><strong>The search is on.</strong></p><p></p><p>A short while later Newt opens a room and releases a zombie from the guard chamber within, although- sorry, there are no pictures of this, then the zombie seems to vanish, or else... well, it's not where it was.</p><p></p><p>A short while later the zombie reappears, it's crawling on the ceiling and then spewing spider swarms at Newt, that's nice.</p><p></p><p>The combat is short and to the point- the zombie is blasted by the warlock and then quickly broken by Daktari.</p><p></p><p>[ATTACH=full]273275[/ATTACH]</p><p><strong>A little while later, and in another side room- Ram is attacked by a spectral dwarf, again- the undead is very similar (the same) to the attackers in the Tomb of Abbathor (back with Bang & Olafsson).</strong></p><p></p><p>Then it gets all kind of wonky.</p><p></p><p>[ATTACH=full]273276[/ATTACH]</p><p><strong>The steps down have been found- a variety of PCs have fled down them, they are at the lowest point in the above image. Only the PCs emerge from the stairs down back into the small ante room (at the top of the image). The same chamber from which they first entered this place.</strong></p><p></p><p>Like in a loop.</p><p></p><p>Oh, and when the PCs step back into the dwarven hall from the ante-chamber the flickering Rambles turns back on again, and begins his spiel once more.</p><p></p><p>The DM insists on voicing this.</p><p></p><p>Every time.</p><p></p><p>It doesn't get annoying.</p><p></p><p>Some more skeletons show up, when the ship's bell tolls four times, or at least the first time it tolls four times.</p><p></p><p>Daktari tries to see how far he can climb in the ante-chamber (he's wearing his Slippers of Spider-Climbing). The answer is- very far.</p><p></p><p>A skeleton appears at the bottom of the shaft like chamber and starts shooting its bow at the barbarian.</p><p></p><p>Daktari descends a way and then leaps down and crushes the miscreant, although not without a few bruises to himself.</p><p></p><p>The fighting goes on, although... fighting? It's not really that, the skeletons are a push-over, sure they manage to land a hit every now and then, but... a scratch. That's all.</p><p></p><p>The zombie coughing up spiders was a little tougher, but nothing to worry about, the same for the spectral dwarf. Low level threat, that's all- no danger for the Dark Squad they can keep this up for... ever?</p><p></p><p>But that's where the session ends...</p><p></p><p>[ATTACH=full]273277[/ATTACH]</p><p><strong>With a handful of skeletons still menacing the Squad and the guys- well, shouting a variety of things, opening doors, scurrying about and... well, let's be generous and say taking in the scenery.</strong></p><p></p><p>Not just heedlessly (headlessly) running around.</p><p></p><p>No, not that.</p><p></p><p>At least don't say that.</p><p></p><p>That would put a slight damper on our first session back.</p><p></p><p>It's good to be back. </p><p></p><p>Stay safe and well you lovely people, that's everyone except the members of the Dark Squad.</p><p></p><p>Cheers the Dark Squad and goonalan.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 8909899, member: 16069"] [CENTER][B]Dark Squad in the Secrets of Saltmarsh[/B][/CENTER] [B]Session #109: The Rat Bastard. Dark Squad (in alphabetical order, no egos here). Daktari/Dak (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 8 Fellowyn Silverstream (played by George) Male Eladrin Wizard Bladesinger Lvl 8 New Tricks/Newt (played by Bear) Male Tabaxi Warlock Lvl 8 Ramshambo/Ram (played by Kev) Male Half-Elf Rogue/Fighter Lvl 7/1 Vincenzo/Vinnie (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 8 DEAD PCs [S]Nicholai Barbaros Kostyiev/Nicky (played by George) Male Dhampir Cleric of Twilight Lvl 8 [/S]RIP NPCs [S]Inverna Nightbreeze (played by George) Female Wood Elf Fighter Lvl 8 (Sidekick) [/S]RETIRED [S]Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 [/S]RIP* [S]Tarbin Tul (played by goonalan) Male Human Bard [/S]RETIRED Ubmo (played by Goonalan) Supreme Being Lvl 1 (When we remember) *Trapped in the Land of the Bad Dead Ancestors. Servants/Familiars Gerald (Bat/Giant Bat) servant/mount of New Tricks Owly (Owl) Vinnie’s familiar The Dark Squad’s to-do list-[/B] [LIST=1] [*]An extraordinary meeting of the Saltmarsh Town Council, the Dark Squad are going to get hired to end the smuggling menace (see below), scheduled for 10th Flamerule. [*]The smuggler's ship will be turning up sometime between the 14th and 17th of Flamerule, the Dark Squad (and particularly Ram) are keen to meet the vessel, particularly Ram- why, because as the rogue said- “I'm getting a boat.” [*]Find the other four Symbols of Ub, one was left in Deepbridge (Duergar fortress in the Underdark). The others need to be found, they belonged to- Rambles 'Shambles' Bowspirit (halfling killer from Lowhill), Antonio De La Crane (posh kid druid alchemist) & Giggles (crazy wood elf). All of these folk lived in the Saltmarsh region, the Dark Squad have found the De La Crane Manse (in the Dreadwood) and the De La Crane Crypt (in Saltmarsh Cemetary). [*]Nightshade is in the Deep Dreadwood- except she's not there any more, but a big red dragon is? [*]Blackedge and the Goblin Stair? [*]To join the Pact of the Wild Flame prepare the Witch's Tor for the coming of the starfall, the Witch's Tor is in the Drowned Forest, in the Mere of the Dead Men. [*]To join the Pact of the Wild Flame track down the last member of the Pact, a wild elf adventurer called Giggles- and finally put her spirit to rest, and also recover her maze button. Location unknown. SEE 2. ABOVE. [/LIST] This is session 109, and we're back. This after the usual Christmas and New Year madness, throughout which we were unable to arrange a game, and then... when we finally got the opportunity- my PC died. Big time- no coming back, I'm typing this with a new (much improved) desk top PC, keep in mind I bought the last PC off the shelf (from Tesco) in 2010, and for less than £300. So, it did good. We're back. It's the 6th of Flamerule and the Dark Squad are in the tomb of Rambles 'Shambles' Bowspirit, they've been shown the way in by Rambles' grand-daughter- Bonnie Bowspirit. The Dark Squad have paid good money to get there way in here (1,850gp, and that's a lot of money for the Dark Squad). Furthermore the PCs have worked out that if they leave the tomb then it will not be here on their return, this is a one-shot deal, Bonnie and her friends seemed to summon the entrance to the dungeon with their little dance (see last session). Within, well- there's a ghostly troll that took a liking to Daktari, knocking the barbarian onto his backside in just two turns of the fight getting started (although there was one massive Crit hit in there for over 50 damage to the barbarian). Then... Vinnie (actually the Moonboar) managed to hit the ghostly terror with a Confusion spell, the spectral troll has been gibbering and prevaricating ever since (unable to roll the Wisdom DC 16 save it needs to dispel the magic). Things took a turn for the better and the Dark Squad scored some good hits, but then the troll ran off, which it's very good at as it runs through walls. But here's the thing- it cannot escape the tomb. Caught up, good. Let's get on with it. [ATTACH type="full"]273265[/ATTACH] [B]Look at the lovely picture, somehow since we've been away Fantasy Grounds Unity has got much better looking. Note, Ram has found the ghostly troll- it's cowering in the corner, trying to 'shush' the rogue staring at it, slightly bewildered. Note, Daktari is at the back of the queue, he's taking a slow wander back to the action- swigging potions of healing as he goes.[/B] He's not well again. The vultures gather... for my poor spectral troll, note at this point the poor beast has failed to make maybe seven saves in a row, although that's not so hard to believe when you learn that the DC is 16 and it has -1 on it's Wisdom save. They got me. [ATTACH type="full"]273266[/ATTACH] [B]The Dark Squad take it in turns to step into melee (or ranged), do their thing, and then step away again. The spectral troll is confused remember, it has no reactions.[/B] [ATTACH type="full"]273267[/ATTACH] [B]It doesn't last.[/B] There is cheering, and that was just short of 6,000 XP worth of bad guy, again keep in mind before the Confusion spell it managed to reduce Daktari from his full (80 or so HP) to zero in just two turns, and also do a chunk of damage (down to bloodied) to Fellowyn. It was a ferocious bastard, but only very briefly. The Dark Squad (i.e. Newt) erect their Tiny Hut and gather inside to heal and chunter (moan and bicker) about how things are not going so well, so far... in the Shambles tomb. There follows a brief discussion, about resources and the like, and the fact that this is their one and only shot at this place. Then, after the mithering, it's out of the hut and time to start breaking the various sarcophagi (and the like) open. Looking for... well, mostly treasure. [ATTACH type="full"]273268[/ATTACH] [B]Oddly there's not much treasure to be found, and this place is starting to remind the Squad of many other places that they have explored previously on their adventures in the Saltmarsh region. There are more skeleton mask wearing dwarven statues here- like in the shrine to Abbathor they investigated right at the start (while rescuing Bang & Olafsson), and also a lot like the area beneath the well at the De La Crane manse on the cliffs.[/B] The search goes on with Ram creeping ahead a way, checking things out and then finding the next door to open, Daktari is called forward every now and then to put his shoulder to the portals that in time have become choked and blocked by debris. It looks like no-one has been here for a long while. And keep in mind that the Dark Squad are being very cautious because before the spectral troll hit they were also being hunted through the corridors by some other spectral beings- a group (they thought) of barely visible humanoids. The creatures, the DM can confirm, have since departed the tomb, but the PCs don't know that. [ATTACH type="full"]273269[/ATTACH] [B]Into a much larger chamber, and there's another fancy sarcophagi here, and the Dark Squad have been opening and searching these- they really are keen to get their money back. Perhaps more importantly, up the stairs in this chamber are a pair of double doors, which Ram is certain must lead into the central tomb. The place that Bonnie Bowspirit told them that they must go, and also warned them of the illusory treasure there, and the stony guardian.[/B] The sarcophagi here, as it happens, takes a while to open, and yet- all it contains are a pair of cracked and flawed very low value gems. The Squad are beginning to chafe. There's something not quite right here. But onwards, and into the central chamber... [ATTACH type="full"]273270[/ATTACH] [B]And then, after five to ten minutes of the PCs slowly creeping closer- one square at a time (at times) the observers work out the following-[/B] The treasure here is indeed illusory, and the magic pretty badly done. It wouldn't fool anyone for more than a few seconds. There are no traps to be found, which was not at all what they were expecting. The sarcophagi bears the legend- [B]Rambles 'Shambles' Bowspirit, the meanest halfling that ever sailed the Sea of Swords.[/B] Although someone, with a chisel- that's intent, has added the following statement in a (chiselled) scrawl- [B]Rat Bastard![/B] So, that's nice. A little while later, after lots of standing around- checking- more chatter- more standing around- more checking, and... the sarcophagi gets opened. Odd, it's full to the brim with cool clear water. At which point however the Earth Elemental Myrmidon (with a little extra kick) emerges from the floor of the chamber and rips into... Daktari, he's always in the wrong place at the right time. [ATTACH type="full"]273271[/ATTACH] [B]Here's Johnny![/B] Dak is bloodied in an instant. A mixture of bludgeoning from the rock hammer and fair amount of thunder damage. As it turns out the wordless elemental guardian hits very hard, but... here's the thing. The Dark Squad hit hard too, and they are legion (at times). [ATTACH type="full"]273272[/ATTACH] [B]Action shot! Gurn with delight or else claw at your own eyes as you witness Fellowyn's bathrobe flapping wide open as he streaks (this word was chosen carefully) towards the foe.[/B] Keep in mind Fellowyn only ever wears his fluffy slippers, his towelling bathrobe, his budgie-smugglers (y-fronts) and his wizard's hat; and all in white. Well, off white. The elemental guardian doesn't last long- about three or four turns, and yes- he had the best part of 250 hit points and an AC of around 20. They don't mess around the Dark Squad. So, job done, but hang on- what the hell, the sarcophagi- the tomb of Rambles 'Shambles' Bowspirit contains (as stated previously) cool clear water. But here's the thing, there's no bottom to the sarcophagi, the water seems to go on- and some of the Squad are certain that they can see a light down there. There follows a good ten to twenty minutes of puzzling, with a few associated (tremendously low) skill checks, although George (playing Fellowyn) is very quick to the solution. Which is finally revealed to all when one of the low-rolling Squad manage to conjure something more than ten on a Skill Check. There was a mad low-rolling streak here, just prior to this Ram had managed to roll a double '1' with advantage. During the course of the next ten D20 skill check rolls six more of them are '1's. So, in the end- this is a portal. Like the portal within a sarcophagi the Dark Squad found beneath the Saltmarsh cemetery, which lead them to some great hall of the Pact of the Wild Flame. Only it seems they have to swim to the portal. More chatter follows, most of which is Newt-flavoured, the tabaxi doesn't do water. If only he could spend an hour and re-equip (attune) his helm of underwater action, alas he cannot because the Cursed Luckstone he is wearing cannot be de-attuned, or at least not through the usual methods, and even when he throws it away it comes back. Full disclosure, Newt has also come to understand that the Cursed Luckstone has blessed him with disadvantage on all of his saving throws, and so... he's a little bit more cautious than usual atm. Ram dives in, actually, truth be told- Ram dived in about five seconds after the portal idea came up, he has balls of steel the lad. The rogue swims down and disappears into the light. Eventually, some more reluctant than others- although Daktari should be applauded for bombing into the sarcophagi/pool and by so doing soaking his remaining colleagues, anyway- they all go for a brief swim and into the light. Again, full disclosure, while the sarcophagi exists beyond this space the water is just a short (twenty feet tall) cylinder of liquid- with the entrance at the top into the tomb, and the light at the bottom. Surrounding the cylinder of water? Nothing- or else, inky blackness. The Dark Squad, all of 'em, and all bone dry- appear gathered in an odd little ante-room, the ten by ten chamber has no ceiling- or at least it appears that way, there's a light however somewhere very far above. Of more interest however are the larger broken wooden doors that lead into a large barrel ceilinged pillared hall, lit by six smoking braziers. It looks very dwarven. Ram is sent in. Seconds later the flickering image of a scurvy (and tasty) looking halfling flickers into life. Flickers is the word, it quickly becomes apparent that the image is another poorly maintained (or just low-powered) illusion. Well, immediately obvious to all but one of the members of the Dark Squad- see later. [ATTACH type="full"]273273[/ATTACH] [B]However, it- or rather Rambles, has a lot to say. Ignore the skeletons in the picture for now, we'll get to them in a minute.[/B] Here goes Rambles- [B]“Ahoy there, Rambles Bowspirit, Halfling Pirate Captain, Assassin, Expert Thief, and all round nice guy. Welcome to my tomb ya scurvy landlubbers.”[/B] And between each fresh announcement the flickering halfling scoundrel delights in movement- capering, bowing, gesturing, guffawing, hectoring and the like. [B]“You will, of course- me hearties, be here to relieve me of my hard won treasure, which lies below- and what treasures I have gathered, my hoard is truly amazing.” “I don't know who you are, but then again- neither do I care, because...” “You scurvy dogs are mine now- and your treasures shall join my horde.” “So, without any further ado, here are the rules-” “RULE ONE: First Bell starts the game.” “RULE TWO: The Seventh Bell opens the way drown, I mean down.” “And...” “RULE THREE: Don't hang around!” “Any questions?”[/B] At which point the flickering fool taps his foot for a minute, all through Daktari's questions- the barbarian is the only one that hasn't figured out by this point that Rambles is an illusion. The Sky Pony's comments get more provocative the longer Rambles remains tight-lipped. Daktari is furious, Jim has a lot of fun with it. [B]“I am waiting, for answer- you are provoking my ire tremendously. You little-person, sea-gypsy!”[/B] Remember, in cod-Russian. Daktari, you will note, has been reading. Eventually flickering Rambles goes on- [B]“No?” “Then let the fun begin.” “DONG!”[/B] A ship's bell rings. And nothing happens. Which is a little disappointing, the Dark Squad drift about- looking here and there, the consensus is the place is long abandoned and very dwarven. A very short time later (maybe six or so seconds) a ships's bell rings twice and three skeletons appear, as if from nowhere, the three rickety members of the undead attack the Dark Squad- but, the distraction doesn't last long. The skeletons are just a nuisance. The ship's bell keeps on ringing. It rings twice again. And then twice again. And then three times. And by now the Dark Squad have all the clues they need (or are going to get). They're looking for something- best guess is the way out, and they have to find it by the seventh bell. At least that's their best shot at the answer, atm. [ATTACH type="full"]273274[/ATTACH] [B]The search is on.[/B] A short while later Newt opens a room and releases a zombie from the guard chamber within, although- sorry, there are no pictures of this, then the zombie seems to vanish, or else... well, it's not where it was. A short while later the zombie reappears, it's crawling on the ceiling and then spewing spider swarms at Newt, that's nice. The combat is short and to the point- the zombie is blasted by the warlock and then quickly broken by Daktari. [ATTACH type="full"]273275[/ATTACH] [B]A little while later, and in another side room- Ram is attacked by a spectral dwarf, again- the undead is very similar (the same) to the attackers in the Tomb of Abbathor (back with Bang & Olafsson).[/B] Then it gets all kind of wonky. [ATTACH type="full"]273276[/ATTACH] [B]The steps down have been found- a variety of PCs have fled down them, they are at the lowest point in the above image. Only the PCs emerge from the stairs down back into the small ante room (at the top of the image). The same chamber from which they first entered this place.[/B] Like in a loop. Oh, and when the PCs step back into the dwarven hall from the ante-chamber the flickering Rambles turns back on again, and begins his spiel once more. The DM insists on voicing this. Every time. It doesn't get annoying. Some more skeletons show up, when the ship's bell tolls four times, or at least the first time it tolls four times. Daktari tries to see how far he can climb in the ante-chamber (he's wearing his Slippers of Spider-Climbing). The answer is- very far. A skeleton appears at the bottom of the shaft like chamber and starts shooting its bow at the barbarian. Daktari descends a way and then leaps down and crushes the miscreant, although not without a few bruises to himself. The fighting goes on, although... fighting? It's not really that, the skeletons are a push-over, sure they manage to land a hit every now and then, but... a scratch. That's all. The zombie coughing up spiders was a little tougher, but nothing to worry about, the same for the spectral dwarf. Low level threat, that's all- no danger for the Dark Squad they can keep this up for... ever? But that's where the session ends... [ATTACH type="full"]273277[/ATTACH] [B]With a handful of skeletons still menacing the Squad and the guys- well, shouting a variety of things, opening doors, scurrying about and... well, let's be generous and say taking in the scenery.[/B] Not just heedlessly (headlessly) running around. No, not that. At least don't say that. That would put a slight damper on our first session back. It's good to be back. Stay safe and well you lovely people, that's everyone except the members of the Dark Squad. Cheers the Dark Squad and goonalan. [/QUOTE]
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The Dark Squad in the Secrets of Saltmarsh #136 Into the Mere of the Dead Men.
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