Dark Squad in the Secrets of Saltmarsh
Session #054 Camping in Granny Frogwart's Backyard.
Dark Squad (in alphabetical order, no egos here).
New Tricks (played by Bear) Male Tabaxi Warlock Lvl 7
Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 7
Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 7
NPCs
Daktari (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 7
Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 RIP*
Tarbin Tul (played by goonalan) Male Human Bard
*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
This is session 54, and it was another cracker, although perhaps not for the players...
But let me take a moment to expand upon that- I had the Dark Squad on the run, actually not so much on the run but... stuck, it was a very hard slog for them. At the end of the session Ramshambo was still restrained, he'd been stuck to his spot for the last ninety minutes (real time), and the rogue was down to approx. 10 HP by the end, and with both of his inspiration points spent. Vinnie and Newt had taken a beating- and both had spent time paralysed, poisoned, grabbed, grappled, and restrained. However, by the end of the fracas the pair were no-longer bloodied. Tarbin Tul, the NPC bard, ended the session poisoned, restrained, grappled and on approx. 6 HP.
Daktari on the other hand mostly had a fine old time of it, he got bogged down for a little while, but with his rage still going he was MVP for the session- again. The barbarian rushed to the front of the action and then a while later rushed back to help his colleagues when things were starting to head south.
We played until well past midnight, but we started late, and even then there was another twenty minutes at the end in which the players continued to bemoan their misfortune- low rolls etc.
So, there was some low rolling (just ask Ram) from the PCs but not as much as they think (I've checked the chat file), and I had them worried for a good while, they were on the ropes.
But truth be told- it was a bit of a mess, and I let the players know at the end of the session- I'm not finished with them yet.
So, here's what happened...
The Dark Squad have clambered down the Gulthias Tree, descending the well shaft into a large and spacious cavern, with a forty foot high ceiling, the ground beneath swathed in stunted grass. Note the walls of the chamber bear some strange markings, also there's a depression to the west, and beyond this the jagged edges of broken mortared walls. That said the adventurers have not really had a chance to take a look around down here- they've been fighting for their lives. Against the Gulthias Tree (with it's Assassin Vine appendages), a bunch of blights, and latterly a pop-up meenlock- which at the end of the last session managed to catch Newt by surprise and leave the tabaxi paralysed.
The Gulthias Tree however is not long for this world- surrounded by Newt's Wall of Fire, it's burning nicely- with the roiling smoke exiting up the well shaft. The tree however is trying to fight back- it has Tarbin Tul in its viney poisonous grasp.
Fantasy Grounds Unity, and the image is darker because we are viewing the map through the eyes of the PCs, with their darkvision. Note there's a little light around the evil tree, that's Newt's Wall of Fire- in game this light pulses and flickers, very nice.
So, here we go... although, just to spoil the surprise, the session begins in this cavern, and... ends in the same place.
I did say the Dark Squad were stuck, but its not all fighting- promise, so read on.
The tree burns some more, meantime Daktari gets to Tarbin Tul and in his fury rips all of the vines that are grasping and poisoning the bard away- great work.
As the big man states-
Daktari: I am Daktari! I am MVP!
If you remember we've incorporated a random chat bot type MOD thing into Fantasy Grounds. The above statement was added to the possible list of war cries on Daktari's list, mainly after his great work in the previous fight in the manse above.
Oh, and in other news- we're using Fantasy Grounds Unity now, and it's a step up.
And then Newt's Wall of Flame finally puts paid to the 500 HP evil tree.
[Death to the blights and the Gulthias Tree 1500 XP]
The fight versus the tree and the blights is won, except for the pesky meenlock, but what's this- suddenly a skinny little arm reaches out from the solid stone wall to the side of the Newt, and punches the paralysed tabaxi in the mush.
WTF?
But Ram is watching and waiting, and with his bow at the ready and arrow nocked- ostensibly he's waiting for the reappearance of the meenlock, but the rogue is happy to accept other targets.
He fires an arrow with pinpoint accuracy (and a whole heap of sneak attack) and skewers the appendage arm before it can retract back into the stone wall, and with enough damage to kill the creature on the other end of the skinny limb.
There's a yelp, and then a sigh from down the nearby pit.
A brief inspection concludes that the strange markings on the wall are all hollow shapes- small potential portals the rogue surmises (after a '20' Insight check), and he's right- the arm belonged to a boggle, a small oleaginous fey creature. Unbeknown to the players the DM unleashed a clutch of these buggers towards the end of the last session- along with the meenlock.
There are thousands of these chalked potential portals all over the walls.
Newt recovers from the meenlock's paralysing poison, just in time for the fey insect-like assassin to reappear and claw at Vinnie this time, and now the druid is paralysed.
The Meenlock appears out of the shadows and claws at Vinnie. Note the Wall of Fire's light is much more apparent.
Bugger!
And so it goes for a short while, the PCs manoeuvre and then ready actions, while the meenlock pops in and out of the shadow- seemingly able to disappear from sight at will.
Note, I'm rolling stealth checks for the meenlock every round, for the next three turns I roll '19' +6 = 25 for stealth every time. The meenlock continues its hit and run tactics- Tarbin Tul is clawed and paralysed next.
FAILURE- it's Tarbin Tul's turn to be paralysed. The skull and crossbones in the pit denotes the dead Boggle, while the O token is a newly dripped puddle of Boggle oil.
But there are also still a few boggles at work, and some of them have managed to exude and drip puddles of sticky or slippery oil for the PCs to have further fun with.
Meantime the meenlock keeps at it, Ram takes a hit but withstands the strange insect's paralysing poison, and then after a fiery blast or two from Newt, the rogue manages to spot the little bastard at last and sink another arrow into the horrible insect fey- dead.
Vinnie shakes off the paralysing poison, rushes to the edge of the depression, and down below spots two boggles in the pit- one of the creatures is dead- with an arrow through its arm.
Vinnie spots the Boggle in the pit.
Just to make clear, a boggle can see through- and reach through, any outlined frame- so, it's arm snakes into one of the chalked outlines down in the pit, and emerges from another such chalked frame somewhere close by. It's a very neat trick.
Daktari rages and then jumps into the pit, well... I say jump, but what actually happens is the barbarian rushes into an unseen patch of slippery boggle oil and then falls into the pit. The barbarian lands next to the second boggle in the hollow, he picks himself up and almost slaughters the fey with two '20's in a row.
Daktari: I am Daktari! I am riding you!
And,
Daktari: You are my Little Pony!
Daktari really does have the best lines.
At which point Ben/Bear, who plays Newt arrives in session- he's a poorly fellow but he's committed to our cause. Ben has got a couple of cracked ribs, a broken collarbone (he was showing off on his bicycle) and has also just this afternoon undergone big bad dentistry- root canal work. Ouch!
Back to the game...
The critically wounded boggle shouts its surrender (in sylvan, the only language it knows) which Vinnie translates and then swiftly manages to convince Daktari to cease his raging and stand down.
The Dark Squad have a prisoner, and the fight... is over.
[Meelock and a pair of boggles 500 XP]
The boggle however proves to be a difficult prisoner to secure, the creature naturally exudes a slippery oil- neither Newt's manacles nor Ram's rope can secure the little bugger. That said, the badly wounded fey is happy to chat if it will keep its life.
The boggle introduces himself to Vinnie as Herbert Petite-Pantalon, and over the course of the next twenty or so minutes is happy to answer questions, although keep in mind some of the following information has to be worked for, Herbert really isn't that bright, and certainly not on a management pay grade.
Herbert Petite-Pantalon, cute ain't he?
The Dark Squad (actually just Vinnie) learn-
1) This place is the domain of Granny Ethel Frogwart, she's in charge of operations here.
2) There are other named bad guys and gals in the lair, including- the Rug Doctor, (Mrs) Fastpants and Big Evil Alan.
3) The Rug Doctor is big and hairy, Fastpants is little and fast, and Big Evil Alan is big and evil, who would have guessed.
4) There's yet another terror down here- Mr Bad Chutney, but he's crazy.
5) All of the above folk work for Granny Frogwart.
6) People are sent down into the well (from the manse above) for Granny et al to 'play' with. None of these folk ever get to go home...
Note, there are obviously some gaps in the information presented above (by Herbert) but the boggle is, as already stated, not the brightest of creatures. The above information is about as good as it gets.
Vinnie, now that the Wall of Fire is spent, allows Herbert to flee back up the well- although Newt is less inclined and has to be persuaded- the tabaxi is all for blasting the little bugger, but the druid has seen enough violence.
“I am fed up wiz all ze killing!”
Too soon Vinnie, too soon.
[Talk with Herbert Petite-Pantalon 400 XP]
Next, and this (for me, your kindly DM) was really weird, Newt erects his Leomund's Tiny Hut and the adventurers crawl within- for a short rest. Alas there's no retreat for the Dark Squad, and so they make camp (as it were) within Granny Frogwart's lair.
I'm not having that, but the DM knows that just launching attacks against the adventurers while they're within the hut is a fools game, and Granny is a clever woman, so...
Granny Frogwart, who still has minions aplenty down here, makes a very brief appearance. Granny is a hag, Vinnie determines, although the crone is only glimpsed briefly- over the other side of the depression, within the crumbling stone walls there.
There follows a rather marvellous conversation, marvellous because I get to give voice to Granny Frogwart, or Ethel as she insists 'Vinnie dearie', calls her.
Ethel wants to know who the hell the Dark Squad are, and mores the point- what the hell are they doing down here?
There's a lot of chatter, a good thirty plus minutes of it in game- and enough for the DM to allow the PCs to get their short rest.
Just to note a lot of the guys were pretty beaten up after the evil tree and blight fight, and Newt is out of spells (again).
It is, as usual, mostly Vinnie that's doing the chatting- although at some point Newt also gets involved, he introduces himself as Newt the Magnificent.
To which Ethel replies-
“I finds that folks what appends their names with terms like 'Magnificent' very rarely are.”
Vinnie cautions the now fractious tabaxi-
“She has found you out- seen through your charade, mes amis. She iz most insightful.”
And so the conversation rolls on, and encompasses many themes- partially to keep Granny talking (so they can get a rest), but also because the Dark Squad have questions. The adventurers explain that they are here to explore the 'ancient alchemist's well', and that they are attempting to fulfil a similarly ancient prophecy.
“I don't know what the bloody hell you are raving about Vinnie dearie!” Is Ethel's reply to this, even when Vinnie explains further- about the Land of the Bad Dead Ancestors etc.
Finally however a connection is found- Ethel knows who Nightshade is, and more importantly where she is.
Just to remind you Nightshade is the seventh Bad Dead Ancestor, a hag or witch the Dark Squad have been told, who escaped from the Land of the Bad Dead Ancestors- her return there will allow Garumn to be set free.
Nightshade, Ethel informs the Dark Squad, is the dark queen of the Dreadwood- she lairs within her Fortress of Dread in the deepest, darkest reaches of the forest.
Ethel will happily inform Nightshade that the Dark Squad are keen to meet with her, however, only if the Dark Squad bugger off now and leave her alone.
This is the Dark Squad's one and only chance to escape the place with their lives, Ethel makes clear.
It goes back and forth, with Vinnie being polite and chatty, Newt making threats- but only in a half-hearted way, while Ram et al whisper conversational suggestions. But we're going nowhere, an impasse- the Dark Squad are not going to leave here, and Ethel is not going to let them stay.
“Have it yer own way Vinnie dearie, it's been nice talking wiv you- but if you insist on staying- then so be it. Welcome to yer new home- yer not going anywhere, yer going to end yer days here dearies.”
So, while the chatter is going on Granny's minions have been at their work, in this instance Granny's minions consist of a clutch of kenku who are armed with bows and swords and are guarding her. A clutch more boggles- who are getting in position at their portal windows, and... a host of spiders and their spider-friends who are at present crawling about on the ceiling of the cavern.
Kenku, ready for action!
However, after the short rest has been concluded- and although the chat continues, Ram too has not been idle. The rogue has taken to the shadows, crept around the outside of the cavern, and then climbed across the pit/depression- so he's on the same side as Granny and a lot of her minion friends.
Alas Granny has been watching Ram's progress, the rogue's stealth check (made in the dice tower on Fantasy Grounds, and so unseen by the player) was a '2', that's a '9' with bonuses.
“Where are yew going little man?” Ethel asks, and very suddenly a small boggle arm, hand and fist snaps out of one of the chalked frames on the cavern wall and punches Ram in the face.
“Have it yer own way!” Ethel declares once again, and very suddenly we're back to fighting.
[A pleasant chat with Granny Ethel Frogwart 500 XP]
Newt starts up with his usual ranting and raving, cursing and threatening the hag, but Granny's not bothered about that.
Ram, somewhat sheepishly- after being spotted, leaps down from the wall he has been clambering across and lands in a pool of sticky boggle oil- he's stuck.
Note, this event happens at 10:31 PM (real world time) the following fight rages on until the end of the session, which was at 00:13 AM, at which point Ram is still stuck- and he spent both of his inspiration points trying to escape the glue (DC 11 strength check needed).
So, just the highlights- giant wolf spiders drop down from the ceiling, swarms of spiders scurry down the cavern walls, puddles of boggle oil- of both the sticky and the slippery variety are discovered the hard way. Puny boggle fists and feet emerge from chalked portals and kick and lunge, a bunch of kenkus start up with their bows, and eventually two ettercap stranglers get into action.
Ram gets stuck in Boggle oil, he's still stuck there even as I write this...
Granny Frogwart meantime heads off for a nice cup of tea and a biscuit.
But the highlights-
Daktari charges forward, leaps the pit and makes it to Ram's side of the fight- to defend the rogue, and then press the attack. The barbarian alas is kept at bay by the kenku and a bunch of spiders.
I am Daktari!
Ram, gives up trying to escape the sticky boggle oil (after spending two turns and both of his inspiration points attempting to do so) and so starts up with his bow, while trying to dodge a variety of attacks- difficult to do when you are immobilised and restrained.
Daktari starts taking hits- the barbarian rages again.
Tarbin Tul gets swarmed, by spiders of course- it's not pretty.
Vinnie launches a Moonbeam into the midst of the enemies- kenkus and boggles are radiant burnt, however moments later the druid is also beset by a swarm of spiders.
Vinnie's Moonbeam burns- note, I also put a little flickering light on it. I like Fantasy Grounds Unity a lot.
Newt keeps on fiery blasting, and then a bunch more spiders arrive, and he too is having problems.
Ramshambo, still restrained (of course), keeps on getting bitten, and punched, and shot... he's trying to figure out each turn when to spend his Uncanny Dodge, in an effort to stay alive.
Daktari is still trying to hack his way through the kenku.
Tarbin Tul, still beset by spiders, tries to Thunderwave his way to freedom- it doesn't work, but it does help. Tarbin is almost out of spells- also he's back to being bloodied.
Vinnie's Moonbeam continues to radiant burn- another kenku drops, but the druid is also taking hits, and it's at this point that the first ettercap strangler bungees down from the ceiling (Mission Impossible style) and attempts to garrotte the druid. It misses but this is the moment that the PCs become aware of this (soon to be these) guy(s). They're a little shaken- things are pretty tough as it is.
Hello Mr. Ettercap, will you be my friend?
Another kenku expires in Vinnie's Moonbeam, the other birdfolk guards- unseen by the members of the Dark Squad, although I'm writing this here because I think the PCs need the help- retreat from the radiant sphere.
But now Daktari, still in the front line, is fighting spiders.
Newt casts Mirror Image, he's taking hits- it takes approx. two more turns for the scurrying arachnids to reduce the tabaxi's conjured images from three to zero, and then get back to biting the warlock again.
Daktari kills a boggle.
Several more boggles retreat and get away, and no- the PCs don't see this happen either, but let's pretend Ram and Daktari heard them exit, because (again) the Dark Squad need all the help they can get.
Tarbin Tul keeps on getting bitten, he has to Thunderwave some more...
Vinnie refocuses his Moonbeam on the Ettercap that is threatening him- it burns.
However, the spider bastard is still in good shape and so it tries again- seconds later and the druid is being garrotted- he's also poisoned, and then... the druid fails his concentration check- his Moonbeam blinks out.
End of the Moonbeam!
Vinnie is beyond bloodied, as is Ram at this point.
The second ettercap strangler sneaks down the wall to make Tarbin Tul's acquaintance, and now the bard is also being strangled.
It's behind you Tarbin!
Tarbin is critically wounded.
Newt keeps on fiery blasting- he's out of alternatives, and at last the ettercap strangling Vinnie is left swinging by its thread- and dead.
Vinnie gets bitten by a giant wolf spider and poisoned some more.
Daktari abandons the front line- the enemies there are either dead or have fled, and rushes back the way he came. The barbarian leaps back over the pit (landing in another puddle of sticky boggle oil- he breaks free instantly) and then races to save his companions, slashing in a fury.
Daktari: I am Daktari! I am MVP!
Yes you are, my friend.
Tarbin Tul is reduced to using his Vicious Mockery on the ettercap throttling him... although how can he speak?
And at this point a lot of the spider bastards have been killed, and at last the battlefield is starting to clear.
Although Tarbin Tul gets swarmed again- and also bitten by the ettercap that's throttling him, the bard is now down to 6 HP, and grappled, and still poisoned.
Tarbin is very unwell, Ram is looking a little peaky too.
Ram is also being spider swarmed, the rogue is down to 10 HP.
Newt keeps on fiery blasting... I'm sure I've read that before.
Newt: Belphegor consumes thee!
But then, in a stroke of genius, the tabaxi rushes over to Tarbin Tul and force feeds a potion of healing into the bard (he rolls double '1' naturally for the healing draught).
Ram shoots the last ettercap dead, there are just three spider swarms (all badly wounded) still in the fight- they don't last long.
Particularly as Daktari is still in his frenzied rage-
Daktari: I am Daktari! Look at my beautiful hair!
Vinnie is back to Producing Flame-
Vincenzo: Stand by for ze most danger-ouse spell in ze entire Donjon & Dragons game, 'ere it comes!
The fight is soon over, actually it took another two turns, but we'll leave the last words to Daktari's chat bot-
Daktari: I am Daktari! I am Uthgardt! I am SKY PONY!
Daktari: I am Daktari! I am Killing You!
Daktari: Vinnie is my Little Pony!
[Some of Granny Frogwart's minions get killed 1825 XP]
The Dark Squad (some of them) are still badly wounded- although in the last few turns of the action several of the adventurers took the chance to swig down a healing potion or two, or to distribute a few cure wounds.
Ram however is still stuck, and...
I'll be honest, and this is the DM talking now, the Dark Squad have not put a scratch on my bad guys- not really. I still have a clutch of boggles and kenku who are about to head on back to the fight.
Also, the four named guys that Herbert Petite-Pantalon told the Dark Squad about earlier- the Rug Doctor, (Mrs) Fastpants, Big Evil Alan and Mr Bad Chutney, well- they're just waiting in the wings.
Then there's the hag, Granny Ethel Frogwart.
So, what I'm saying is this guys- you ain't seen nothing yet, you have just cleared out some (but not all) of the minions, the proper bad guys have not even got into the fight yet.
This is a heads up fellers, this could go bad.
After the action above, when the session had ended, there was a lot of player chatter, about how badly they were rolling- and how great my rolls were, well... that's just not true. I've been through the chat file and counted everything up. My bad guys hit with just over 20% of their attacks, and I rolled three times as many '1's as you. The Dark Squad on the other hand hit with over 65% of their attacks.
All of you, except for Ram, have inspiration points left.
And I really think you need to get Ram free somehow, perhaps like you did with Tarbin, although you might not get a chance next session.
Granny Ethel Frogwart is a clever enemy, but all she's done so far is co-ordinate the attack, she's not lifted a finger other than that to get involved.
The bad people are coming, there's the potential for a TPK here, I'm just saying.
I think you may need a plan for the next session.
That, however, is all that we had time for this evening.
The Dark Squad’s to-do list reads a little like this-
1) Survive the ancient alchemist's well.
2) Track the other half-orcs/boars.
3) DESTROY!
4) Back to the Falcon?
5) Goblins in the Dreadwood.
6) Nightshade in the Dreadwood.
7) To Blackedge, find the Goblin Stair.
8) Return to Fallowstone Holy for answers- the Witch’s Tor & the Pact of the Flame.
Stay safe and well you lovely people.
Cheers the Dark Squad and goonalan.