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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: 8151399" data-attributes="member: 16069"><p style="text-align: center"><strong>Dark Squad in Neverwinter Downtime Redux, but Darker</strong></p><p></p><p><strong>Session #028a Everything is Coming Up Erky.</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 2/Rogue Lvl 3</strong></p><p><strong>New Tricks (played by Bear) Male Tabaxi Warlock Lvl 5</strong></p><p><strong>Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 5</strong></p><p><strong>Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 5</strong></p><p><strong></strong></p><p><strong>NPCs</strong></p><p><strong>Daktari Male Human Uthgardt Sky Pony Barbarian Lvl 5</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><strong></strong></p><p><strong>NPC hangers-on, rescued prisoners of the Orcs</strong></p><p><strong>Geradil the “Inconceivable”, aging trapper (Male Human)</strong></p><p><strong>Spandwick the Magic Gnome, ex-stage mesmerist (Male Gnome)</strong></p><p><strong>Bel, the beautiful and lovely wife of Spandwick (Female Gnome)</strong></p><p></p><p>So, here we go again- the Neverwinter Downtime Redux, or at least the first bit of it, which in all truth, isn’t really downtime. Instead lots of good RP to follow.</p><p></p><p>Just a quick recap- Castell Gwythyr has been destroyed by a (huge Red Dragon, most likely)- although Erky may have escaped/survived the ordeal. The Land of the Bad Dead Ancestors has been bested/escaped- oh, but Garumn’s still stuck there so the Dark Squad now need to find the seventh bad ancestor- a hag/fiend called Nightshade, and send her back.</p><p></p><p>And… what was it, oh yeah- the forges of Durgeddin the Black have been found, and cleared of dangers.</p><p></p><p>Oh, and Ashardalon is going to pop by for a chat.</p><p></p><p>That’s nice.</p><p></p><p>[ATTACH=full]130210[/ATTACH]</p><p><strong>It's NEVERWINTER DOWNTIME TIME! Again... catchy.</strong></p><p></p><p>And so we’re into it- Neverwinter that is, and I have a surprise for the PCs this evening, but for later on- only, well… the guys jump the gun at the start of the session and so the surprise comes sooner than I had expected- keep reading, it’ll hopefully start to make sense.</p><p></p><p>But first up because it’s just easy admin, the Dark Squad sell all of the loot that they found on their adventures- and what a haul. However loot selling, particularly for gems and jewellery etc. was much more profitable in the past because Garumn was with the Squad. Garumn is/was a jeweller by trade, so that helped considerably. Still, the Dark Squad now each have a big bag of cash to spend. Just for info around 1,500gp each, I don’t know how that equates to your games, but it’s plenty in mine.</p><p></p><p>However for purposes of the narrative the first thing the adventurers actually do back in Neverwinter is to meet up with Gundren Rockseeker, the Dark Squad’s patron, of sorts, for a debrief. They’re back in the Dog Arms Inn, where the adventurers will also be staying, Gundren gets them cheap rooms here.</p><p></p><p>[ATTACH=full]130211[/ATTACH]</p><p><strong>The Dog Arms Inn, Neverwinter- the map must have just loaded, two seconds later and the image would show Gwen sitting by Buggles' side, all cosy.</strong></p><p></p><p>So, the Dark Squad have a story to tell (you’ve read it) and they try not to leave anything out, and they’re really very keen to chat, and also to embellish, and also very happy to take questions. Gundren is suitably overjoyed as a map and the front door key to the forge of Durgeddin the Black is handed over- he pays the guys in full for a job well done, and then also agrees to pay for food and ale for all of the adventurers (and hangers-on), for the evening.</p><p></p><p>The dwarf, soon after, is however saddened to learn of Garumn’s demise- although the Dark Squad’s follow up chatter regarding their meeting with Garumn in the Land of the Bad Dead Ancestors just leaves their patron somewhat confused about what to do for the best (see later).</p><p></p><p>[The Dark Squad’s story 500 XP]</p><p></p><p>Lastly, and the most worrying part of the Dark Squad’s tale is… the destruction of Castell Gwythyr by a huge red dragon- note this last fact isn’t a matter of record, but the PCs are pretty certain of what they saw there. Gundren is rendered speechless, this is a big deal- the Neverwinter authorities need to be told. Lord Boskin was a friend of Gundren’s, so… but, the PCs prevaricate, as in they (Buggles) quickly figure out that reporting the incident is going to lead to questions (remarkably prescient). What the wood elf actually said was something like, “they’re going to be looking for someone to blame, and that’ll be us.”</p><p></p><p>This conversation trundles on- it even sprawls for a while, two of the guys- Vinnie and Newt are keen, nay eager, to go and talk to the watch and tell them their tale. The rogues are keener still to avoid doing so, for reasons already made clear.</p><p></p><p>[The news that Castell Gwythyr has been destroyed 250 XP]</p><p></p><p>Well, question time is the surprise I had in store for the PCs this session, so after another ten minutes of listening to the players circle and offer opinions, well… I call the cops.</p><p></p><p>My secret for the session is Inspector Clawed (pronounced ‘Cloooor-D’) of the New Neverwinter movement, who is accompanied by several no-necked members of the Winterwatch. They pay a visit to the Dog Arms Inn- and interrupt the Dark Squad’s chatter. No time like the present, I figure- let’s force the issue.</p><p></p><p>The urbane dragonborn Clawed, invites the PCs to accompany him to Horsefetter Lane Watchhouse for a private conversation- the PCs are not being arrested, providing they- of course- agree to accompany Clawed of their own volition- as above.</p><p></p><p>On the map in Fantasy Grounds, I drop in a bunch of veteran watchmen, they’re blocking all of the exits to the Inn- the only way out is through them. Meantime, as the conversation is rolling on- back and forth, Buggles’ token- and of course that of his skeleton companion- Gwen, both suddenly bolt through a door and into a greyed out area on the map that the players cannot see into. Alas the greyed out area, when I reveal it on Fantasy Grounds, turns out to be the kitchen of the inn. A little later, and somewhat reluctantly, the Dark Squad (all of ‘em) agree to accompany the affable Inspector Clawed to the station.</p><p></p><p>[ATTACH=full]130212[/ATTACH]</p><p><strong>There they are- Buggles and Gwen attempt to hide in the fog of war, turns out to be the kitchen.</strong></p><p></p><p>Note I maxed the HP of all of the members of the watch for this visit with the Dark Squad- and there were plenty of them, just in case. I figured that if the Dark Squad were going to go tonto resisting arrest then they’re going to have a proper fight on their hands. Just for info, for any fellow DMs out there, there were ten max HP heavily armoured veterans, and Inspector Clawed- a gladiator (also max HP) with a few extra skills and smarts.</p><p></p><p>So, to the watchhouse- and separate interviews- although how to do this? I have a plan.</p><p></p><p>[ATTACH=full]130213[/ATTACH]</p><p><strong>The Dark Squad are helping with enquiries, note Buggles and Gwen are sharing a cell- the wood elf threatened to flip out should the two be parted.</strong></p><p></p><p>Each player/PC opens a note in Fantasy Grounds- calls it PCs NAME Interview, and then without talking to each other they write their answers to all of the good Inspectors numbered questions. No chatting at all- not on discord, or any other textual devices. I tell the PCs ahead of time that I can see what they are writing as they write it- so, no cheating.</p><p></p><p>It works like a dream.</p><p></p><p>Which is remarkable because that last part was a lie, I can’t see what they’re writing unless they close the note- then it updates and I can view the text. But the players didn’t figure this out until the very end.</p><p></p><p>So, approx. 30-40 minutes of silence later, save of course for my questions and the sound of the players tip-tap-typing their replies.</p><p></p><p>The questions, all eight of them are-</p><p></p><p>1) Name and any aliases.</p><p></p><p>2) Occupation, employer/s etc.</p><p></p><p>3) What business did you have at Castell Gwythyr on the 25th Uktar 1492?</p><p></p><p>4) Where have you been, and what have they been doing, for the period after leaving Castell Gwythyr (26th Uktar 1492) to your arrival in Neverwinter (6th Hammer 1493)?</p><p></p><p>5) Any dragon sightings during this time?</p><p></p><p>6) How do they think Castell Gwythr came to be destroyed, and its inhabitants (save one) slaughtered?</p><p></p><p>7) Any other information, no matter how trivial you think it is, that can help us to try to solve this mystery/terrible tragedy?</p><p></p><p>8) Why did you spend several months researching a creature called Ashardalon here in the temple of Oghma in Neverwinter, before heading off to Castell Gwythyr?</p><p></p><p>Note the first seven questions are asked by a mild-mannered Inspector Clawed, for the seventh question the dragonborn even goes so far as to plead/beg the PCs for help. The eighth question only gets asked after the PCs have been considerably thanked and told that the interview is over. The last question is growled by Inspector Clawed, with menace.</p><p></p><p>Results- so, second time around- I ask each of the questions again and then call upon the PCs in turn to read out their answers, the notes have been locked so the text cannot be changed.</p><p></p><p>The process proves to be a big hit- or else the results are, not so much (on reflection) for the disparity of their answers- that really doesn’t happen, much. But for the way that each of the player’s answers reflect their PC’s character.</p><p></p><p>So, four PCs-</p><p></p><p>1) Buggles, crazy trigger-happy killer.</p><p></p><p>2) Newt, fiery fiend-worshipping immolator.</p><p></p><p>3) Ramshambow, stealthy & cold-blooded, assassin.</p><p></p><p>4) Vinnie, friendly, clever and talkative goodbody.</p><p></p><p>And the four sets of answers given could be described as-</p><p></p><p>a) Honest & open, with lots of detail- regularly going above and beyond.</p><p></p><p>b) Honest-ish, but very mostly curt, surly & guarded.</p><p></p><p>c) Mostly honest with a touch of BS here and there, and very obvious omissions.</p><p></p><p>d) Honest but keen to omit details, keener still to add extra details (of no import).</p><p></p><p>So, who did/wrote what/which?</p><p></p><p>The answers- and this surprised me, and (I think) everyone around the VTT.</p><p></p><p>So, we’ll start with 4) Vinnie = d) Honest but keen to omit details, keener still to add extra details (of no import)- the druid says plenty, but leaves gaps- plastered over with thoughts and observations that have little to do with the questions being asked.</p><p></p><p>Next up 3) Ram = b) Honest-ish, but very mostly curt, surly & guarded- the rogue doesn’t play friendly, his longest answer is a single blunt and uninformative sentence, he doesn’t lie, but likewise he’s not saying anything much at all.</p><p></p><p>Next up 2) Newt = c) Mostly honest with a touch of BS here and there, and very obvious omissions- the warlock also adds plenty of flavour, and again- no lying, but he often omits lots/all of the substance, or else just makes stuff up.</p><p></p><p>Which just leaves 1) Buggles = a) Honest & open, with lots of detail- regularly going above and beyond- the wood elf’s replies are longer than all of the other player’s combined, they go into much more detail- as much as he can remember. No lies.</p><p></p><p>[ATTACH=full]130214[/ATTACH]</p><p><strong>The PCs statements, ready to be signed. Take a good look at that last entry- Buggles and Gwen, every one of Buggles' answers ends with- (Gwen nods). I'm just going to say it- this isn't hijinks and adventure, it's a love story we're writing here.</strong></p><p></p><p>Then later on, after the interviews have been concluded, and Buggles has remembered more detail- he volunteers this information too.</p><p></p><p>He’s a delight.</p><p></p><p>[Interview with Inspector Clawed 1000 XP]</p><p>[Extra info volunteered by Buggles 250 XP]</p><p></p><p>Inspector Clawed is highly impressed with the charming and eager to please young wood elf- “if only we ‘ad more citizens like you ‘ere in New Neverwinter, mes amis.” Note, I played Clawed as French/European, I figure if it works for Vinnie/Jim.</p><p></p><p>Buggles is, of course, delighted- with himself.</p><p></p><p>Note, when I say Buggles tells the truth, and he very mostly does, as do all of the PCs- but, it’s worth keeping in mind that no-one here is stupid enough to tell the good Inspector that they let Ashardalon out of the bag.</p><p></p><p>Although, as the PCs go on to explain- Ashardalon is a bit of a mystery to them. The DM is happy to note that more of the players are taking this line, basically- as Vinnie said, “We do not know what zis creature iz, only zat it wishes to communicate wiz uz.”</p><p></p><p>Ashardalon, at least for the purpose of this conversation, seems no-longer to be the enemy.</p><p></p><p>I think that may be progress.</p><p></p><p>As to the destruction of Castell Gwythyr, a huge red dragon did it- the PCs are convinced, as is Inspector Clawed, most likely the great dragon seen by the Dark Squad (1st Nightal 1492) but this creature is nothing to do with the adventurers.</p><p></p><p>Inspector Clawed believes the Dark Squad’s collective story, and they’re free to go- they have been very ‘elpful.</p><p></p><p>Busy start to the session, particularly for downtime.</p><p></p><p>But bit the next- the PCs of course also pick up on the fact that Clawed said in question 6 above- How do they think that Castell Gwythyr came to be destroyed, and its inhabitants (save one) slaughtered?</p><p></p><p>It’s that save one.</p><p></p><p>Joy upon joy- it’s Erky Timbers, the luckiest gnome (adherent of Tymora, so…) alive. The still distraught gnome priest is released from his ‘helping with inquiries (cell)’ and allowed to depart with his friends, including a tearful Spandwick (Erky’s brother) and Bel.</p><p></p><p>Back to the pub, Gundren’s still buying.</p><p></p><p>There is joy in the adventurer’s hearts, only that doesn’t last long because Erky has a story to tell- of a huge red dragon swooping down onto/into the Castell and incinerating every guard- more or less, and maybe another quarter of Gwythyr’s inhabitants with one fiery breath. Then not content with that the great terror returned to incinerate anything else still standing. Erky is reduced to a gibbering wreck in the telling of this tale.</p><p></p><p>[Erky’s story 500 XP]</p><p></p><p>Which gets a reaction- but alas not the reaction the DM was hoping for.</p><p></p><p>Let me explain.</p><p></p><p>Buggles is not that sympathetic to the gnome- the deal is, as far as he can make out, Erky’s still alive- what’s he carping on about, celebrate that- remember the dead but, they’re dead. Nothing can be done for them, why don’t you get yourself some crisps while you’re at the bar.</p><p></p><p>Or something similar.</p><p></p><p>Newt.</p><p></p><p>OMG, as the kids these days are want to exclaim, at almost any juncture.</p><p></p><p>Newt’s reaction is worse still.</p><p></p><p>And by worse, I mean nastier.</p><p></p><p>He expands on Buggles’ repertoire (see above) adding to the horror/terror by making regular enquiries about how (in detail) the flame turned Erky’s friends to ash. Repeatedly asking if the incinerated looked to be exalting with joy during their final moments- as the fire cleansed them? Yes/No, just shake or nod your head if you can’t speak due to the ecstasy you are feeling right now as you re-live those glorious moments.</p><p></p><p>That kind of thing.</p><p></p><p>Helpful.</p><p></p><p>His last line to Erky is something like, “What are you complaining about, you were spared the cleansing flame- as far as I can tell everything is coming up Erky?”</p><p></p><p>Which is how we got the title for this bit.</p><p></p><p>Even Buggles was heard to comment- “good one”, while Vinnie, nearly silently, continued to weep.</p><p></p><p>[Everything is coming up Erky 250 XP]</p><p></p><p>Obviously Vinnie quickly gets in with the reasoned and kind words, and even Buggles caves a bit (this after he and Gwen try to tickle the Gnome Priest of out of his blues) but Erky keeps screaming about the death of all of his friends. The wood elf’s final reply is something like- “Oh. Yeah. That probably hurts- that’s bad. Do you want some peanuts? I’ll get you some peanuts- you’ve had a rough time.”</p><p></p><p>He’s a one, that Buggles.</p><p></p><p>Erky, Spandwick, Bel and the ‘Inconceivable’ Geradil get rooms at the inn, and soon after make for them.</p><p></p><p>But, the Dark Squad are still not done in the bar- and this is all happening on their first day/night back in the city, it is therefore time for a brief re-hash of the ‘did we die?’ conversation- see Session 27b Ups & Downs. Again, it is very mostly the three PCs that had a hellish time in the afterlife that are making the running in this diatribe/moan. Buggles is now very much of the opinion that either it wasn’t hell they were in, or else if it was, then there must have been some sort of administrative error. Ram is still very mostly ignoring the event- although he’s now very keen to start rescuing slaves, and making those that are involved in the slave trade pay. The ex-slave, ex-smuggler, rogue is hoping to get even, and perhaps to rebalance the scales.</p><p></p><p>[Hell was an admin error 100 XP]</p><p></p><p>Newt however is still ranting, he’s also being encouraged by his friends (mostly Buggles) to put a strongly worded complaint in to Belphegor, the over-fiend is supposed to be looking out for the tabaxi’s best interests etc. Newt screams and shouts for a quite a while.</p><p></p><p>But we eventually get on. Just a few more bits to get through before we actually arrive at the downtime stuff proper.</p><p></p><p>Next up Gundren arranges a meeting, the very next day, with a dwarven priest of Moradin, called Grimphart- basically, what’s to be done with Garumn? Note the paladin’s body is at present being stored in the cold room at the Inn. The vote goes three to one: Newt, Buggles & Ram are keen for the paladin to go on the fire/pyre, he’s done his time.</p><p></p><p>This may sound a bit cruel but… at least two of the PCs (Ram & Buggles) are convinced that Garumn would be happier in the All-Father’s workshop, this after they spoke to him back in the Land of the Bad Dead Ancestors. Newt is just a pragmatist.</p><p></p><p>Therefore, while Ram and Buggles have lots of praise for Garumn… he’s all used up, and as above- happier where he is (or would be if he wasn’t still in the Land of the Bad Dead Ancestors). While Newt, on a roll this session, manages to add a few more cheery words for the brave dwarven paladin’s send off before concluding that Garumn is however, at present, a useless husk that needs to get immolated as soon as possible. Vinnie, in the end, convinces (and then pays- 100gp) for Grimphart to preserve Garumn’s body (Gentle Repose) for 100 days.</p><p></p><p>[What to do with Garumn 250 XP]</p><p></p><p>Vinnie, you are getting steamrollered, dude.</p><p></p><p>Last bit, before we get into the downtime stuff proper (in Session 28b), the two rogues however have a conscience- it seems, in the chat window throughout all of the above the pair (Buggles & Ram) have been messaging each other back and forth about what to do about Erky and Big Al. If you remember Big Al, head of the Shoremen Thieves’ Guild had employed Ram to bring back something of Erky’s- a hand or an ear, possibly. Something to ensure that Erky doesn’t cross the guildmaster again.</p><p></p><p>Therefore the pair of villains, the very next day, pay a visit to Big Al, and Ram decides to take with him a bag of ash, swept from one of the fires in the Inn.</p><p></p><p>[ATTACH=full]130215[/ATTACH]</p><p><strong>They're good people, Buggles and Ram. Always trying to do the right thing by their friends...</strong></p><p></p><p>“Here’s Erky, probably…” Ram captions as he empties the bag of ash on to Big Al’s desk, and then goes on to explain about the huge red dragon attacking/destroying Castell Gwythyr. Buggles (& Gwen, they go everywhere together) nod in unison and attempt to keep a straight face- much easier, of course, for Gwen.</p><p></p><p>Remarkably, and without the need for the use of inspiration points, both PCs roll high and sound convincing, so much so that Big Al starts to feel bad about the whole affair. The quartet drink a toast to the memory of Erky, and then the rogues say their goodbyes and skedaddle sharpish.</p><p></p><p>Good work.</p><p></p><p>[Rogues with a conscience 250 XP]</p><p></p><p>And that’s enough for this bit, except perhaps to say a last word about Gwen, Buggles’ skeleton friend. Now normally there’d be a fair amount of consternation about a member of the undead roaming the streets of Neverwinter. However, you need to keep in mind- Gwen is armoured, head to toe, and layered to give her a bit of bulk- substance. She looks like a heavily armoured, shambling but still quite slight dwarf- she also nods her head (a lot) and at all the right moments. So, she’s taciturn. She goes places (with Buggles) and… she stands there, or just sits there, obviously not speaking- not doing anything.</p><p></p><p>Except every now and then nodding.</p><p></p><p>She’s very anonymous- remember you can’t even see her face.</p><p></p><p>So, I’m allowing it.</p><p></p><p>Also, it’s much more fun this way.</p><p></p><p>The oddity comes however in-game, when we change maps on Fantasy Grounds- I plonk the PCs tokens down on the new map, maybe they’re back in the bar, and the players slide their tokens about to take their seats. Buggles always sits next to Gwen. If another PCs token is in Gwen’s spot then Stu (playing Buggles and Gwen) moves it, often with a “Come on Gwen, sit here”, by way of explanation.</p><p></p><p>Which is weird- right?</p><p></p><p>If Buggles goes to the bar, then Gwen follows- and I swear to you that it looks like the two tokens are both moving together- at the same time.</p><p></p><p>They’re… inseparable, it’s a bit creepy.</p><p></p><p>Every now and then Buggles will end one of his sentences with- “isn’t that right Gwen?”, and then add, after a suitable pause- ‘Gwen nods.’</p><p></p><p>Just weird.</p><p></p><p>Actual downtime activities in the next bit which is X-Rated, thanks to Newt.</p><p></p><p>Stay safe and well.</p><p></p><p>Cheers the Dark Squad and goonalan.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 8151399, member: 16069"] [CENTER][B]Dark Squad in Neverwinter Downtime Redux, but Darker[/B][/CENTER] [B]Session #028a Everything is Coming Up Erky. Dark Squad (in alphabetical order, no egos here). Buggles (played by Stu) Male Wood Elf Fighter Lvl 2/Rogue Lvl 3 New Tricks (played by Bear) Male Tabaxi Warlock Lvl 5 Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 5 Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 5 NPCs Daktari Male Human Uthgardt Sky Pony Barbarian Lvl 5 [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 NPC hangers-on, rescued prisoners of the Orcs Geradil the “Inconceivable”, aging trapper (Male Human) Spandwick the Magic Gnome, ex-stage mesmerist (Male Gnome) Bel, the beautiful and lovely wife of Spandwick (Female Gnome)[/B] So, here we go again- the Neverwinter Downtime Redux, or at least the first bit of it, which in all truth, isn’t really downtime. Instead lots of good RP to follow. Just a quick recap- Castell Gwythyr has been destroyed by a (huge Red Dragon, most likely)- although Erky may have escaped/survived the ordeal. The Land of the Bad Dead Ancestors has been bested/escaped- oh, but Garumn’s still stuck there so the Dark Squad now need to find the seventh bad ancestor- a hag/fiend called Nightshade, and send her back. And… what was it, oh yeah- the forges of Durgeddin the Black have been found, and cleared of dangers. Oh, and Ashardalon is going to pop by for a chat. That’s nice. [ATTACH type="full" alt="2801.jpg"]130210[/ATTACH] [B]It's NEVERWINTER DOWNTIME TIME! Again... catchy.[/B] And so we’re into it- Neverwinter that is, and I have a surprise for the PCs this evening, but for later on- only, well… the guys jump the gun at the start of the session and so the surprise comes sooner than I had expected- keep reading, it’ll hopefully start to make sense. But first up because it’s just easy admin, the Dark Squad sell all of the loot that they found on their adventures- and what a haul. However loot selling, particularly for gems and jewellery etc. was much more profitable in the past because Garumn was with the Squad. Garumn is/was a jeweller by trade, so that helped considerably. Still, the Dark Squad now each have a big bag of cash to spend. Just for info around 1,500gp each, I don’t know how that equates to your games, but it’s plenty in mine. However for purposes of the narrative the first thing the adventurers actually do back in Neverwinter is to meet up with Gundren Rockseeker, the Dark Squad’s patron, of sorts, for a debrief. They’re back in the Dog Arms Inn, where the adventurers will also be staying, Gundren gets them cheap rooms here. [ATTACH type="full" alt="2802.jpg"]130211[/ATTACH] [B]The Dog Arms Inn, Neverwinter- the map must have just loaded, two seconds later and the image would show Gwen sitting by Buggles' side, all cosy.[/B] So, the Dark Squad have a story to tell (you’ve read it) and they try not to leave anything out, and they’re really very keen to chat, and also to embellish, and also very happy to take questions. Gundren is suitably overjoyed as a map and the front door key to the forge of Durgeddin the Black is handed over- he pays the guys in full for a job well done, and then also agrees to pay for food and ale for all of the adventurers (and hangers-on), for the evening. The dwarf, soon after, is however saddened to learn of Garumn’s demise- although the Dark Squad’s follow up chatter regarding their meeting with Garumn in the Land of the Bad Dead Ancestors just leaves their patron somewhat confused about what to do for the best (see later). [The Dark Squad’s story 500 XP] Lastly, and the most worrying part of the Dark Squad’s tale is… the destruction of Castell Gwythyr by a huge red dragon- note this last fact isn’t a matter of record, but the PCs are pretty certain of what they saw there. Gundren is rendered speechless, this is a big deal- the Neverwinter authorities need to be told. Lord Boskin was a friend of Gundren’s, so… but, the PCs prevaricate, as in they (Buggles) quickly figure out that reporting the incident is going to lead to questions (remarkably prescient). What the wood elf actually said was something like, “they’re going to be looking for someone to blame, and that’ll be us.” This conversation trundles on- it even sprawls for a while, two of the guys- Vinnie and Newt are keen, nay eager, to go and talk to the watch and tell them their tale. The rogues are keener still to avoid doing so, for reasons already made clear. [The news that Castell Gwythyr has been destroyed 250 XP] Well, question time is the surprise I had in store for the PCs this session, so after another ten minutes of listening to the players circle and offer opinions, well… I call the cops. My secret for the session is Inspector Clawed (pronounced ‘Cloooor-D’) of the New Neverwinter movement, who is accompanied by several no-necked members of the Winterwatch. They pay a visit to the Dog Arms Inn- and interrupt the Dark Squad’s chatter. No time like the present, I figure- let’s force the issue. The urbane dragonborn Clawed, invites the PCs to accompany him to Horsefetter Lane Watchhouse for a private conversation- the PCs are not being arrested, providing they- of course- agree to accompany Clawed of their own volition- as above. On the map in Fantasy Grounds, I drop in a bunch of veteran watchmen, they’re blocking all of the exits to the Inn- the only way out is through them. Meantime, as the conversation is rolling on- back and forth, Buggles’ token- and of course that of his skeleton companion- Gwen, both suddenly bolt through a door and into a greyed out area on the map that the players cannot see into. Alas the greyed out area, when I reveal it on Fantasy Grounds, turns out to be the kitchen of the inn. A little later, and somewhat reluctantly, the Dark Squad (all of ‘em) agree to accompany the affable Inspector Clawed to the station. [ATTACH type="full" alt="2803.jpg"]130212[/ATTACH] [B]There they are- Buggles and Gwen attempt to hide in the fog of war, turns out to be the kitchen.[/B] Note I maxed the HP of all of the members of the watch for this visit with the Dark Squad- and there were plenty of them, just in case. I figured that if the Dark Squad were going to go tonto resisting arrest then they’re going to have a proper fight on their hands. Just for info, for any fellow DMs out there, there were ten max HP heavily armoured veterans, and Inspector Clawed- a gladiator (also max HP) with a few extra skills and smarts. So, to the watchhouse- and separate interviews- although how to do this? I have a plan. [ATTACH type="full" alt="2804.jpg"]130213[/ATTACH] [B]The Dark Squad are helping with enquiries, note Buggles and Gwen are sharing a cell- the wood elf threatened to flip out should the two be parted.[/B] Each player/PC opens a note in Fantasy Grounds- calls it PCs NAME Interview, and then without talking to each other they write their answers to all of the good Inspectors numbered questions. No chatting at all- not on discord, or any other textual devices. I tell the PCs ahead of time that I can see what they are writing as they write it- so, no cheating. It works like a dream. Which is remarkable because that last part was a lie, I can’t see what they’re writing unless they close the note- then it updates and I can view the text. But the players didn’t figure this out until the very end. So, approx. 30-40 minutes of silence later, save of course for my questions and the sound of the players tip-tap-typing their replies. The questions, all eight of them are- 1) Name and any aliases. 2) Occupation, employer/s etc. 3) What business did you have at Castell Gwythyr on the 25th Uktar 1492? 4) Where have you been, and what have they been doing, for the period after leaving Castell Gwythyr (26th Uktar 1492) to your arrival in Neverwinter (6th Hammer 1493)? 5) Any dragon sightings during this time? 6) How do they think Castell Gwythr came to be destroyed, and its inhabitants (save one) slaughtered? 7) Any other information, no matter how trivial you think it is, that can help us to try to solve this mystery/terrible tragedy? 8) Why did you spend several months researching a creature called Ashardalon here in the temple of Oghma in Neverwinter, before heading off to Castell Gwythyr? Note the first seven questions are asked by a mild-mannered Inspector Clawed, for the seventh question the dragonborn even goes so far as to plead/beg the PCs for help. The eighth question only gets asked after the PCs have been considerably thanked and told that the interview is over. The last question is growled by Inspector Clawed, with menace. Results- so, second time around- I ask each of the questions again and then call upon the PCs in turn to read out their answers, the notes have been locked so the text cannot be changed. The process proves to be a big hit- or else the results are, not so much (on reflection) for the disparity of their answers- that really doesn’t happen, much. But for the way that each of the player’s answers reflect their PC’s character. So, four PCs- 1) Buggles, crazy trigger-happy killer. 2) Newt, fiery fiend-worshipping immolator. 3) Ramshambow, stealthy & cold-blooded, assassin. 4) Vinnie, friendly, clever and talkative goodbody. And the four sets of answers given could be described as- a) Honest & open, with lots of detail- regularly going above and beyond. b) Honest-ish, but very mostly curt, surly & guarded. c) Mostly honest with a touch of BS here and there, and very obvious omissions. d) Honest but keen to omit details, keener still to add extra details (of no import). So, who did/wrote what/which? The answers- and this surprised me, and (I think) everyone around the VTT. So, we’ll start with 4) Vinnie = d) Honest but keen to omit details, keener still to add extra details (of no import)- the druid says plenty, but leaves gaps- plastered over with thoughts and observations that have little to do with the questions being asked. Next up 3) Ram = b) Honest-ish, but very mostly curt, surly & guarded- the rogue doesn’t play friendly, his longest answer is a single blunt and uninformative sentence, he doesn’t lie, but likewise he’s not saying anything much at all. Next up 2) Newt = c) Mostly honest with a touch of BS here and there, and very obvious omissions- the warlock also adds plenty of flavour, and again- no lying, but he often omits lots/all of the substance, or else just makes stuff up. Which just leaves 1) Buggles = a) Honest & open, with lots of detail- regularly going above and beyond- the wood elf’s replies are longer than all of the other player’s combined, they go into much more detail- as much as he can remember. No lies. [ATTACH type="full" alt="2805.jpg"]130214[/ATTACH] [B]The PCs statements, ready to be signed. Take a good look at that last entry- Buggles and Gwen, every one of Buggles' answers ends with- (Gwen nods). I'm just going to say it- this isn't hijinks and adventure, it's a love story we're writing here.[/B] Then later on, after the interviews have been concluded, and Buggles has remembered more detail- he volunteers this information too. He’s a delight. [Interview with Inspector Clawed 1000 XP] [Extra info volunteered by Buggles 250 XP] Inspector Clawed is highly impressed with the charming and eager to please young wood elf- “if only we ‘ad more citizens like you ‘ere in New Neverwinter, mes amis.” Note, I played Clawed as French/European, I figure if it works for Vinnie/Jim. Buggles is, of course, delighted- with himself. Note, when I say Buggles tells the truth, and he very mostly does, as do all of the PCs- but, it’s worth keeping in mind that no-one here is stupid enough to tell the good Inspector that they let Ashardalon out of the bag. Although, as the PCs go on to explain- Ashardalon is a bit of a mystery to them. The DM is happy to note that more of the players are taking this line, basically- as Vinnie said, “We do not know what zis creature iz, only zat it wishes to communicate wiz uz.” Ashardalon, at least for the purpose of this conversation, seems no-longer to be the enemy. I think that may be progress. As to the destruction of Castell Gwythyr, a huge red dragon did it- the PCs are convinced, as is Inspector Clawed, most likely the great dragon seen by the Dark Squad (1st Nightal 1492) but this creature is nothing to do with the adventurers. Inspector Clawed believes the Dark Squad’s collective story, and they’re free to go- they have been very ‘elpful. Busy start to the session, particularly for downtime. But bit the next- the PCs of course also pick up on the fact that Clawed said in question 6 above- How do they think that Castell Gwythyr came to be destroyed, and its inhabitants (save one) slaughtered? It’s that save one. Joy upon joy- it’s Erky Timbers, the luckiest gnome (adherent of Tymora, so…) alive. The still distraught gnome priest is released from his ‘helping with inquiries (cell)’ and allowed to depart with his friends, including a tearful Spandwick (Erky’s brother) and Bel. Back to the pub, Gundren’s still buying. There is joy in the adventurer’s hearts, only that doesn’t last long because Erky has a story to tell- of a huge red dragon swooping down onto/into the Castell and incinerating every guard- more or less, and maybe another quarter of Gwythyr’s inhabitants with one fiery breath. Then not content with that the great terror returned to incinerate anything else still standing. Erky is reduced to a gibbering wreck in the telling of this tale. [Erky’s story 500 XP] Which gets a reaction- but alas not the reaction the DM was hoping for. Let me explain. Buggles is not that sympathetic to the gnome- the deal is, as far as he can make out, Erky’s still alive- what’s he carping on about, celebrate that- remember the dead but, they’re dead. Nothing can be done for them, why don’t you get yourself some crisps while you’re at the bar. Or something similar. Newt. OMG, as the kids these days are want to exclaim, at almost any juncture. Newt’s reaction is worse still. And by worse, I mean nastier. He expands on Buggles’ repertoire (see above) adding to the horror/terror by making regular enquiries about how (in detail) the flame turned Erky’s friends to ash. Repeatedly asking if the incinerated looked to be exalting with joy during their final moments- as the fire cleansed them? Yes/No, just shake or nod your head if you can’t speak due to the ecstasy you are feeling right now as you re-live those glorious moments. That kind of thing. Helpful. His last line to Erky is something like, “What are you complaining about, you were spared the cleansing flame- as far as I can tell everything is coming up Erky?” Which is how we got the title for this bit. Even Buggles was heard to comment- “good one”, while Vinnie, nearly silently, continued to weep. [Everything is coming up Erky 250 XP] Obviously Vinnie quickly gets in with the reasoned and kind words, and even Buggles caves a bit (this after he and Gwen try to tickle the Gnome Priest of out of his blues) but Erky keeps screaming about the death of all of his friends. The wood elf’s final reply is something like- “Oh. Yeah. That probably hurts- that’s bad. Do you want some peanuts? I’ll get you some peanuts- you’ve had a rough time.” He’s a one, that Buggles. Erky, Spandwick, Bel and the ‘Inconceivable’ Geradil get rooms at the inn, and soon after make for them. But, the Dark Squad are still not done in the bar- and this is all happening on their first day/night back in the city, it is therefore time for a brief re-hash of the ‘did we die?’ conversation- see Session 27b Ups & Downs. Again, it is very mostly the three PCs that had a hellish time in the afterlife that are making the running in this diatribe/moan. Buggles is now very much of the opinion that either it wasn’t hell they were in, or else if it was, then there must have been some sort of administrative error. Ram is still very mostly ignoring the event- although he’s now very keen to start rescuing slaves, and making those that are involved in the slave trade pay. The ex-slave, ex-smuggler, rogue is hoping to get even, and perhaps to rebalance the scales. [Hell was an admin error 100 XP] Newt however is still ranting, he’s also being encouraged by his friends (mostly Buggles) to put a strongly worded complaint in to Belphegor, the over-fiend is supposed to be looking out for the tabaxi’s best interests etc. Newt screams and shouts for a quite a while. But we eventually get on. Just a few more bits to get through before we actually arrive at the downtime stuff proper. Next up Gundren arranges a meeting, the very next day, with a dwarven priest of Moradin, called Grimphart- basically, what’s to be done with Garumn? Note the paladin’s body is at present being stored in the cold room at the Inn. The vote goes three to one: Newt, Buggles & Ram are keen for the paladin to go on the fire/pyre, he’s done his time. This may sound a bit cruel but… at least two of the PCs (Ram & Buggles) are convinced that Garumn would be happier in the All-Father’s workshop, this after they spoke to him back in the Land of the Bad Dead Ancestors. Newt is just a pragmatist. Therefore, while Ram and Buggles have lots of praise for Garumn… he’s all used up, and as above- happier where he is (or would be if he wasn’t still in the Land of the Bad Dead Ancestors). While Newt, on a roll this session, manages to add a few more cheery words for the brave dwarven paladin’s send off before concluding that Garumn is however, at present, a useless husk that needs to get immolated as soon as possible. Vinnie, in the end, convinces (and then pays- 100gp) for Grimphart to preserve Garumn’s body (Gentle Repose) for 100 days. [What to do with Garumn 250 XP] Vinnie, you are getting steamrollered, dude. Last bit, before we get into the downtime stuff proper (in Session 28b), the two rogues however have a conscience- it seems, in the chat window throughout all of the above the pair (Buggles & Ram) have been messaging each other back and forth about what to do about Erky and Big Al. If you remember Big Al, head of the Shoremen Thieves’ Guild had employed Ram to bring back something of Erky’s- a hand or an ear, possibly. Something to ensure that Erky doesn’t cross the guildmaster again. Therefore the pair of villains, the very next day, pay a visit to Big Al, and Ram decides to take with him a bag of ash, swept from one of the fires in the Inn. [ATTACH type="full" alt="2808.jpg"]130215[/ATTACH] [B]They're good people, Buggles and Ram. Always trying to do the right thing by their friends...[/B] “Here’s Erky, probably…” Ram captions as he empties the bag of ash on to Big Al’s desk, and then goes on to explain about the huge red dragon attacking/destroying Castell Gwythyr. Buggles (& Gwen, they go everywhere together) nod in unison and attempt to keep a straight face- much easier, of course, for Gwen. Remarkably, and without the need for the use of inspiration points, both PCs roll high and sound convincing, so much so that Big Al starts to feel bad about the whole affair. The quartet drink a toast to the memory of Erky, and then the rogues say their goodbyes and skedaddle sharpish. Good work. [Rogues with a conscience 250 XP] And that’s enough for this bit, except perhaps to say a last word about Gwen, Buggles’ skeleton friend. Now normally there’d be a fair amount of consternation about a member of the undead roaming the streets of Neverwinter. However, you need to keep in mind- Gwen is armoured, head to toe, and layered to give her a bit of bulk- substance. She looks like a heavily armoured, shambling but still quite slight dwarf- she also nods her head (a lot) and at all the right moments. So, she’s taciturn. She goes places (with Buggles) and… she stands there, or just sits there, obviously not speaking- not doing anything. Except every now and then nodding. She’s very anonymous- remember you can’t even see her face. So, I’m allowing it. Also, it’s much more fun this way. The oddity comes however in-game, when we change maps on Fantasy Grounds- I plonk the PCs tokens down on the new map, maybe they’re back in the bar, and the players slide their tokens about to take their seats. Buggles always sits next to Gwen. If another PCs token is in Gwen’s spot then Stu (playing Buggles and Gwen) moves it, often with a “Come on Gwen, sit here”, by way of explanation. Which is weird- right? If Buggles goes to the bar, then Gwen follows- and I swear to you that it looks like the two tokens are both moving together- at the same time. They’re… inseparable, it’s a bit creepy. Every now and then Buggles will end one of his sentences with- “isn’t that right Gwen?”, and then add, after a suitable pause- ‘Gwen nods.’ Just weird. Actual downtime activities in the next bit which is X-Rated, thanks to Newt. Stay safe and well. 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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