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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: 8273855" data-attributes="member: 16069"><p style="text-align: center"><strong>Dark Squad in the Secrets of Saltmarsh</strong></p><p></p><p><strong>Session #047a And Saltmarsh’s new Councillor is…</strong></p><p><strong></strong></p><p><strong>Dark Squad (in alphabetical order, no egos here).</strong></p><p><strong>New Tricks (played by Bear) Male Tabaxi Warlock Lvl 6</strong></p><p><strong>Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 6</strong></p><p><strong>Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 6</strong></p><p><strong></strong></p><p><strong>NPCs</strong></p><p><strong>Daktari Male Human Uthgardt Sky Pony Barbarian Lvl 6</strong></p><p><strong><s>Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 </s>RIP*</strong></p><p><strong>*Trapped in the Land of the Bad Dead Ancestors.</strong></p><p><strong></strong></p><p><strong>Familiars </strong></p><p><strong>Gerald (Bat/Giant Bat) Newt’s familiar/ride</strong></p><p><strong>Owly (Owl) Vinnie’s familiar</strong></p><p></p><p>This is session 47a, and we got quite a lot done this evening, and apologies ahead of time but there’s an awful lot of chatter here- and lots of exposition, or else set up.</p><p></p><p>So, last session the Dark Squad had found their way through the crypts and the catacombs (and a portal) with Karg, the half-orc Saltmarsh sexton, all the way to a mausoleum/museum to the elven (Pact of the Flame) dead.</p><p></p><p>Although the Dark Squad have been told-</p><p></p><p>“You cannot pass.”</p><p></p><p>“You must belong.”</p><p></p><p>“You must each possess a key.”</p><p></p><p>The above words spoken by a disembodied female elven voice, that is not taking questions. Therefore what follows is another walk about the strange (and yet beautiful) place for the still curious adventurers. This in an attempt by the Dark Squad to figure out exactly where they are, and what they need to do next.</p><p></p><p>Alas there’s nothing much else to be found- there are hundreds of statues here, but save for the fact that they all depict elves, they have no other common cause. The folk depicted are all unknown to the Dark Squad, perhaps they are ancient elven heroes. The timeless space is hard to fathom- and there’s no text here, nothing to indicate the great tomb’s function.</p><p></p><p>If it is a tomb?</p><p></p><p>[ATTACH=full]136929[/ATTACH]</p><p><strong>"Yes, alright Vinnie- it does look amazing- but what does any of it do?" Newt meowls and hisses his displeasure.</strong></p><p></p><p>The Dark Squad make a lot of checks, the best clue they can garner from the wily DM is- if a secret organisation (the Pact of the Flame, for example) wanted to truly be secret, then it’s members would be unknown, their feats likewise unknown, and there would be no symbol, or text, to name them.</p><p></p><p>Maybe.</p><p></p><p>The lack of answers momentarily sends Newt loopy, he snarls threats and demands to see Wildroot, his contact- according to Belphegor, in the Pact of the Flame.</p><p></p><p>By which I mean he just rages and screams a version of the above, angrily, at anyone that will listen.</p><p></p><p>But nothing happens, like it has here- most likely, for centuries, millennia.</p><p></p><p>[More searching, investigating & intuiting- with scant reward 200 XP]</p><p></p><p>Then a sudden realisation- how the heck do we get out of here?</p><p></p><p>But that problem solves itself- eventually. The Dark Squad- and Karg, return to the place the portal initially deposited them, and… well, nothing happens for a while. Until Karg, then Daktari & then Vinnie disappear, and then reappear back at the other end of the portal in the catacombs beneath Saltmarsh.</p><p></p><p>However, the three successful portal jumpers neglect to tell their companions the how and why, therefore the secret of going home has to be fathomed, and then roleplayed out, by an increasingly angry Newt, and a flummoxed Ram.</p><p></p><p>Ram is the last to depart, but depart he does.</p><p></p><p>The secret to the return journey- the character just needs to imagine himself back through the portal. Newt is so mad about not being able to figure this out that he takes to leaping from foot to foot, eventually screaming at the heavens- “I JUST WANT TO GO HOME!” At which point, of course, he does- or at least back to the catacombs beneath Saltmarsh.</p><p></p><p>But even then Ram doesn’t get it (for a good long while), or else Kev playing Ram is roleplaying this up a bit- he tries twenty-three other things before finally cracking the code.</p><p></p><p>[Back to the Saltmarsh catacombs 200 XP]</p><p></p><p>The Dark Squad, after a little more investigation, depart the crypts and catacombs et al, they chat with Karg for a while, and thus decide that the only other person that should be told about this place is Eliander Fireborn. Then, at last, they head home.</p><p></p><p>But here’s the thing- Greengrass is a washout, not a big terrifying thunderstorm storm just one of those spring swirls complete with lashings of rain, some citizens of the town are trying to keep the spirit of the festival alive. But mostly they’re drunk, and in the various taverns and inns, but the Dark Squad don’t want that. They’ve had a hard day spent having to think about things, and that’s real graft for some of them.</p><p></p><p>And, they think, there’s still plenty to cogitate on.</p><p></p><p>So, supper (thanks to Mrs Badcrumble) and then a chat instigated by Vinnie that goes late into the night, to the wee small hours. The subject- do’s and don’ts, for the Saltmarsh Town Council meeting tomorrow evening.</p><p></p><p>Vinnie goes- “We shud find a way to impress zese peepul, find a way to elp the town, to do something gud fur zese fine folk zat av taken uz to zer artz!”</p><p></p><p>While Newt goes- “We should bend their puny minds to our will, we should pluck all that we want from these petty fools and wastrel councillors and then scour, with golden flame, the name of Saltmarsh from the map.”</p><p></p><p>[Newt is a maniac- the above is genuinely the kind of thing he says 200 XP]</p><p></p><p>When eventually he is asked Ram has the following to say on the subject “While I can see the merit in both of the above approaches, I think I’m somewhere in the middle.”</p><p></p><p>Somewhere in the middle? That covers quite a lot of territory.</p><p></p><p>Eventually a strategy is adopted, it boils down to this- if we can help, we help- particularly if we’re going to get paid (or it makes us or Farhill Mine look good). If we know something that might prove to be helpful, we tell them. If not, let’s just keep quiet and see what gets said.</p><p></p><p>Newt is, of course, made to swear he’s not going to set anyone on fire, or magically enthral the council etc. reluctantly he agrees. Although, when we get to the Saltmarsh Town Council meeting that doesn’t stop Bear (playing Newt) from repeatedly drawing the circle pointer on Fantasy Grounds he uses for targeting his Fireball spell.</p><p></p><p>Just to scare the bejesus out of his colleagues every now and then.</p><p></p><p>Note the above took a good 20-30 minutes to get straight, and there was a tiny bit more to it than the above. Although the DM is slightly perplexed by the one question that doesn’t get either asked or answered here.</p><p></p><p>But we’ll get to that.</p><p></p><p>[Plan for the council meeting 200 XP]</p><p></p><p>Oh, but before tomorrow comes Newt, who has also taken delivery of a shiny new saddle for Gerald (his familiar/Giant Bat), goes for a night flight. During which the DM requires the tabaxi to make two skill checks, just to see if he’s getting the hang of it, his first check is a ‘20’, his second… well, same again.</p><p></p><p>[ATTACH=full]136930[/ATTACH]</p><p><strong>Newt & Gerald, loop-de-loop. Note the scale is accurate in the picture above but keep in mind that Newt and Gerald are flying at over a 1,000 feet, and so much closer to the camera.</strong></p><p></p><p>Newt is loving this by the way, particularly as he manages a loop-de-loop on his maiden (with saddle and outdoors) Giant Bat flight, he’s rocking it, a natural.</p><p></p><p>[The Cat with the Bat 200 XP]</p><p></p><p>Then, at long last, it’s the 1st of Mirtul, the day of the Saltmarsh Town Council meeting, and while there’s a little more shopping for the Dark Squad, and another meeting with Eliander but… let’s skip that and get straight to the hot council meeting action.</p><p></p><p>Just to note guys- town council meetings are on the first of every month, mark it in your diaries.</p><p></p><p>So, what have we got- well to begin with, after the meeting is officially declared open by Eda Oweland, we’ve got an open session in which the good folk of Saltmarsh can air their various grievances.</p><p></p><p>[ATTACH=full]136931[/ATTACH]</p><p><strong>"ORDER!" Ram attempts to filibuster, and he's +3 for being a half-elf, while Vinnie raises a point of order. As for Newt, with his face screwed up tight, I think the tabaxi is about to pass a motion. A lot of the rules I used for this bit I got from the new D&D 5e splat book Courts & Committees- The Rule of RAW. I highly recommend it.</strong></p><p></p><p>Which to begin with takes the form of a number of carters and hauliers complaining about excessive loading times at the docks, and excessive queuing times at the town gate, and a variety of other niggles that add up to the same thing.</p><p></p><p>It all boils down to- “Saltmarsh is a fishing town, priority should be given to fishing boats and the hauliers employed to transport the catch!” This opinion, from the crowd, gets much applause.</p><p></p><p>The unspoken implication of the above statement does not remain unspoken for long.</p><p></p><p>“Merchant ships and those working for the dwarven mine should wait their turn, fish and not mining is the business of Saltmarsh!”</p><p></p><p>Here’s the thing though, the Dark Squad say nothing- they plot, ask questions of Golf Kindle, who is with them throughout the meeting, but they don’t start shouting the odds- they’re remarkably restrained. Keep in mind- Gundren Rockseeker is paying the Dark Squad, and they’re therefore big fanboys of Farhill Mine.</p><p></p><p>The Dark Squad make a series of insight/intuit (I can never remember which one it is in 5e) checks, and discern that the people that are making the above (anti-Mine/Dwarf) statements are, surprise-surprise- not stooges, they’re simple folk frightened for their livelihoods.</p><p></p><p>The meeting rumbles on, and then suddenly gets violent- for the kindly DM has also dropped in a little light entertainment for this evening. As it turns out one of the cart drivers with a loud voice ran over a now equally vocal citizen of Saltmarsh.</p><p></p><p>The two get fraught and sweary, and then to fisticuffs- with Eda Oweland hammering her gavel and screaming for the pair to “stop this bloody nonsense”, while a couple of town watchmen try to get in-between the puffing pugilists.</p><p></p><p>But who’s this to save the day?</p><p></p><p>That’s right- the voice of reason.</p><p></p><p>Newt steps into the fray.</p><p></p><p>And I swear to you Jim (playing Vinnie) screeched something like- “Oh f**k, please god NO!”, and not entirely out of character. While Ram, played by my bro- Kev, said something like- “Well, that didn’t last long did it.”</p><p></p><p>So, here’s what happens.</p><p></p><p>Ready?</p><p></p><p>Newt gives the injured citizen two gold pieces- recompense for the two days’ work he lost due to his bad foot, and then the tabaxi encourages the arguing pair to let bygones be bygones, and then rolls something like a ‘19’ with his persuasion check, and with a little more fine roleplay to add.</p><p></p><p>The two would-be sluggers leave the room, a little later on, arm-in-arm, BFFs, and still taking it in turn to apologise to each other.</p><p></p><p>Newt says nothing more and heads back to his seat- although with a bow to Eda Oweland en route, the head of the council is very impressed.</p><p></p><p>No-one expected that.</p><p></p><p>Bear, playing Newt, is spotted on Discord grinning like a chimp.</p><p></p><p>[Newt the moderator 300 XP]</p><p></p><p>The meeting continues on, although for only another five minutes with the DM reading through half-a-dozen more complaints and ‘helpful’ observations from the citizens of Saltmarsh.</p><p></p><p>The Dark Squad continue to keep the peace, and just to make clear- Golf informed them earlier that this was an open session, and as citizens of Saltmarsh that they’re more than entitled to have their say.</p><p></p><p>But nothing more gets said by the Dark Squad, but they’re still making checks- now and then, and taking names, and making notes- and plotting.</p><p></p><p>Note by the time the council meeting ends (after which we have a short break in the session) the players have worked out where the docks needs to be extended to (for merchant/mine ships only). How to improve the traffic flow with new roads and a second gate into the town, and have several more suggestions, Note, Vinnie has also suggested a series of sustainability targets for the town.</p><p></p><p>I’m playing Dungeons & Dragons with a bunch of middle-managers, as it turns out, no doubt one of them will send me a updated map of Saltmarsh complete with a new one-way system including street furniture requirements (bollards, benches & bins).</p><p></p><p>The only real bone of contention for the rest of the public meeting comes up when a number of fisherfolk complain about the time it takes, and the inconvenience it causes, with the random stop and search of fishing vessels by the watch looking for contraband (smuggled goods).</p><p></p><p>This one turns into an argument, a not particularly heated argument, and it sounds like something that gets said most weeks here. The secret is the fisherfolk, it seems, are looking- some of them, to supplement their declining income, perhaps.</p><p></p><p>But a bit of smuggling doesn’t seem to be a big issue, however at this point Anders Solmor has made it to the meeting- and he’s a full member of the council too (list to follow). Anders, it seems, doesn’t hold with smuggling, and neither does Eliander Fireborn, the Watch Commander. But again, the argument doesn’t go anywhere much, and the Dark Squad conclude- it’s probably oft repeated.</p><p></p><p>Which concludes the open session of the council.</p><p></p><p>So, the hall is cleared, and we are on to the council meeting proper, present are (note the short description for each, info known to the PCs or else supplied by Golf)-</p><p></p><p>[ATTACH=full]136932[/ATTACH]</p><p><strong>Left to right, top to bottom- Eliander Fireborn, Anders Solmor, Gellen Primewater & Eda Oweland; an august body of officials.</strong></p><p></p><p>Eda Oweland, head of the council, a loud and often stern older lady from a long-standing fishing family which owns maybe half of the Saltmarsh fleet.</p><p></p><p>Gellen Primewater, portfolio- fish & docks, a middle-aged dandy-ish fellow- very amenable, and pleasant with it. He too is Saltmarsh through and through, there’s been a Primewater in the town for much of its history. Gellen owns a number of fishing boats, and also property- lots of it. He’s the Dark Squad’s landlord, point of fact.</p><p></p><p>Anders Solmor, portfolio- expansion, new contacts/contracts; a young go get ‘em tyro, embracing the new and, perhaps, looking to clear out some of the old. Note, Solmor, as with Eda & Gellen above, is the young heir of another very old Saltmarsh fishing family, which owns boats, land and property.</p><p></p><p>Eliander Fireborn, portfolio- law & order, but we’ve met Eliander already, although it’s probably worth reminding the Dark Squad and informing you (dear reader). Eliander is an ex-Griffon Guard, he’s seen it- done it, and got the stain on his chain shirt.</p><p></p><p>Last up, and soon to be replaced, is Golf Kindle (filling in for Manistrad Copperlocks), portfolio- Farhill Mine. But we’ve known Golf for ages, he’s the sensible (and calmer, and friendlier) version of Manistrad.</p><p></p><p>So, to the meeting, which we get through swiftly, and it’s a chance for each of the council members to talk a little about what’s going on in their world, in summary-</p><p></p><p>1) The docks are much too busy, fewer stop & search operations are needed- the argument starts again, but only briefly.</p><p></p><p>2) New logging contracts, and new land being cleared for new buildings, Saltmarsh is looking to expand.</p><p></p><p>3) Goblin activity in the Dreadwood, being dealt with by the Falcon, at Burle (we’ll get to this, probably).</p><p></p><p>4) A dragon, maybe, scorched a flock of sheep somewhere near Ravendale.</p><p></p><p>5) Farhill Mine production is up, therefore profits are up- and the council is going to receive even more money.</p><p></p><p>And that’s about it- although, and obviously points 3) and in particular 4) cause a little consternation. The Dark Squad are heading goblin hunting (at least it’s on their to do list) but now they’re also keen to visit Ravendale.</p><p></p><p>But then we get to the last business of the meeting, as Eda Oweland states-</p><p></p><p>“So, first it was Manistrad that stopped coming to these meetings- but that just brought Golf into our lives.” Eda grins at the stony-faced dwarf.</p><p></p><p>“But now it seems that even Golf is too busy to come to our simple little town meetings, and so we have… Well, who’s next in the Farhill Mine hotseat?”</p><p></p><p>But here’s the thing that didn’t get discussed in the Dark Squad’s pre-council prep meeting- who is going to be the next Saltmarsh council member?</p><p></p><p>And the PCs, and the players are playing chicken with it.</p><p></p><p>And the silence continues, until…</p><p></p><p>At last.</p><p></p><p>Vinnie makes his speech, and it’s a corker, and while not as much a surprise as Newt’s mending bridges moment earlier, it’s still fairly wonderous.</p><p></p><p>Vinnie extols the virtues of traditional/fishing Saltmarsh- playing to the crowd, but then makes it clear how much he admires the hardworking dwarves of Farhill Mine, the place he now represents. Then the speech takes a twist and a turn, and imagines a Saltmarsh that has successfully harnessed both the traditional and the new. The druid describes a harmonious conjunction of the two industrious (and law-abiding) cultures.</p><p></p><p>It’s a little triumphant, towards the end, but hopeful throughout, and respectful right to the conclusion- we should work together for a better Saltmarsh.</p><p></p><p>That sort of thing.</p><p></p><p>Even Eda is a little stirred by the speech, which was marvellously off the cuff from Jim/Vinnie.</p><p></p><p>Good work!</p><p></p><p>[Vinnie’s speech 400 XP]</p><p></p><p>Anders, Gellen, Eliander and even Eda, take it in turns to congratulate, and then welcome, Vinnie to the forum.</p><p></p><p>Although Eda also attempts to pump the druid for info, wanting to know about his previous experience, commercial expertise, skills and talents et al. Less remarkable is the fact that Vinnie answers all of her questions easily (and well), and without any sign of distress, or dissembling.</p><p></p><p>He’s a smooth talking fellow when he wants to be- when he gets the chance.</p><p></p><p>Vinnie is directed to select a portfolio for the next meeting, something that he is going to be responsible for, and to report on in each meeting.</p><p></p><p>The rest is a glass of sherry, small talk. and sandwiches with the crusts cut off.</p><p></p><p>The Dark Squad have made an incredibly good impression on the council.</p><p></p><p>I know, I’m as surprised as you are.</p><p></p><p>[The first Saltmarsh Town Council meeting 1000 XP]</p><p></p><p>But that’s still not all- as the Dark Squad exit the council chambers they are met by a large and loud character- Don Jon Raskin.</p><p></p><p>Don Jon has just stepped off a ship from Neverwinter, and he has a message from Gundren Rockseeker for the Squad- it’s simply this-</p><p></p><p>1) Help Don Jon, he’s a friend, &</p><p></p><p>2) Why haven’t you written to me? How are things going in Saltmarsh?</p><p></p><p>The Dark Squad (Vinnie) promises to jot something down for Gundren, and after questioning Don Jon for a while- the fellow is an ex-adventurer who got rich, he’s invited back to stay at the Dark Squad house.</p><p></p><p>More chatter past midnight, and Don Jon exacts a favour from his new friends- the Dark Squad will be dropping him off at Goxhill in the morning. It seems Don Jon is in the market to buy a mine, and Goxhill has one of these too, business is/could be booming in the area.</p><p></p><p>[ATTACH=full]136934[/ATTACH]</p><p><strong>Don Jon Raskin, he's been looking cool since before you were born.</strong></p><p></p><p>And so the new plan is for the Dark Squad is to depart Saltmarsh on the morrow, the route is-</p><p></p><p>1) Take Don Jon to Goxhill.</p><p></p><p>2) Head to Umber Hill, meet with Adabra (witch/priestess of Chauntea) for a chat.</p><p></p><p>3) Check out Butterskull Ranch, home of the ‘missing’ Big Al Kalhoon.</p><p></p><p>4) To Ravendale, a dragon attack?</p><p></p><p>5) To Burle meet with the Falcon.</p><p></p><p>6) Goblins in the Dreadwood.</p><p></p><p>7) Go to Blackedge- find the Goblin Stair.</p><p></p><p>But that’s for part two of this write up.</p><p></p><p>Sorry, a lot of exposition but, all needed- and it was a great session thus far (and for the rest of it).</p><p></p><p>Stay safe and well you lovely people.</p><p></p><p>Cheers the Dark Squad and goonalan.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 8273855, member: 16069"] [CENTER][B]Dark Squad in the Secrets of Saltmarsh[/B][/CENTER] [B]Session #047a And Saltmarsh’s new Councillor is… Dark Squad (in alphabetical order, no egos here). New Tricks (played by Bear) Male Tabaxi Warlock Lvl 6 Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 6 Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 6 NPCs Daktari Male Human Uthgardt Sky Pony Barbarian Lvl 6 [S]Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 [/S]RIP* *Trapped in the Land of the Bad Dead Ancestors. Familiars Gerald (Bat/Giant Bat) Newt’s familiar/ride Owly (Owl) Vinnie’s familiar[/B] This is session 47a, and we got quite a lot done this evening, and apologies ahead of time but there’s an awful lot of chatter here- and lots of exposition, or else set up. So, last session the Dark Squad had found their way through the crypts and the catacombs (and a portal) with Karg, the half-orc Saltmarsh sexton, all the way to a mausoleum/museum to the elven (Pact of the Flame) dead. Although the Dark Squad have been told- “You cannot pass.” “You must belong.” “You must each possess a key.” The above words spoken by a disembodied female elven voice, that is not taking questions. Therefore what follows is another walk about the strange (and yet beautiful) place for the still curious adventurers. This in an attempt by the Dark Squad to figure out exactly where they are, and what they need to do next. Alas there’s nothing much else to be found- there are hundreds of statues here, but save for the fact that they all depict elves, they have no other common cause. The folk depicted are all unknown to the Dark Squad, perhaps they are ancient elven heroes. The timeless space is hard to fathom- and there’s no text here, nothing to indicate the great tomb’s function. If it is a tomb? [ATTACH type="full" alt="4701.jpg"]136929[/ATTACH] [B]"Yes, alright Vinnie- it does look amazing- but what does any of it do?" Newt meowls and hisses his displeasure.[/B] The Dark Squad make a lot of checks, the best clue they can garner from the wily DM is- if a secret organisation (the Pact of the Flame, for example) wanted to truly be secret, then it’s members would be unknown, their feats likewise unknown, and there would be no symbol, or text, to name them. Maybe. The lack of answers momentarily sends Newt loopy, he snarls threats and demands to see Wildroot, his contact- according to Belphegor, in the Pact of the Flame. By which I mean he just rages and screams a version of the above, angrily, at anyone that will listen. But nothing happens, like it has here- most likely, for centuries, millennia. [More searching, investigating & intuiting- with scant reward 200 XP] Then a sudden realisation- how the heck do we get out of here? But that problem solves itself- eventually. The Dark Squad- and Karg, return to the place the portal initially deposited them, and… well, nothing happens for a while. Until Karg, then Daktari & then Vinnie disappear, and then reappear back at the other end of the portal in the catacombs beneath Saltmarsh. However, the three successful portal jumpers neglect to tell their companions the how and why, therefore the secret of going home has to be fathomed, and then roleplayed out, by an increasingly angry Newt, and a flummoxed Ram. Ram is the last to depart, but depart he does. The secret to the return journey- the character just needs to imagine himself back through the portal. Newt is so mad about not being able to figure this out that he takes to leaping from foot to foot, eventually screaming at the heavens- “I JUST WANT TO GO HOME!” At which point, of course, he does- or at least back to the catacombs beneath Saltmarsh. But even then Ram doesn’t get it (for a good long while), or else Kev playing Ram is roleplaying this up a bit- he tries twenty-three other things before finally cracking the code. [Back to the Saltmarsh catacombs 200 XP] The Dark Squad, after a little more investigation, depart the crypts and catacombs et al, they chat with Karg for a while, and thus decide that the only other person that should be told about this place is Eliander Fireborn. Then, at last, they head home. But here’s the thing- Greengrass is a washout, not a big terrifying thunderstorm storm just one of those spring swirls complete with lashings of rain, some citizens of the town are trying to keep the spirit of the festival alive. But mostly they’re drunk, and in the various taverns and inns, but the Dark Squad don’t want that. They’ve had a hard day spent having to think about things, and that’s real graft for some of them. And, they think, there’s still plenty to cogitate on. So, supper (thanks to Mrs Badcrumble) and then a chat instigated by Vinnie that goes late into the night, to the wee small hours. The subject- do’s and don’ts, for the Saltmarsh Town Council meeting tomorrow evening. Vinnie goes- “We shud find a way to impress zese peepul, find a way to elp the town, to do something gud fur zese fine folk zat av taken uz to zer artz!” While Newt goes- “We should bend their puny minds to our will, we should pluck all that we want from these petty fools and wastrel councillors and then scour, with golden flame, the name of Saltmarsh from the map.” [Newt is a maniac- the above is genuinely the kind of thing he says 200 XP] When eventually he is asked Ram has the following to say on the subject “While I can see the merit in both of the above approaches, I think I’m somewhere in the middle.” Somewhere in the middle? That covers quite a lot of territory. Eventually a strategy is adopted, it boils down to this- if we can help, we help- particularly if we’re going to get paid (or it makes us or Farhill Mine look good). If we know something that might prove to be helpful, we tell them. If not, let’s just keep quiet and see what gets said. Newt is, of course, made to swear he’s not going to set anyone on fire, or magically enthral the council etc. reluctantly he agrees. Although, when we get to the Saltmarsh Town Council meeting that doesn’t stop Bear (playing Newt) from repeatedly drawing the circle pointer on Fantasy Grounds he uses for targeting his Fireball spell. Just to scare the bejesus out of his colleagues every now and then. Note the above took a good 20-30 minutes to get straight, and there was a tiny bit more to it than the above. Although the DM is slightly perplexed by the one question that doesn’t get either asked or answered here. But we’ll get to that. [Plan for the council meeting 200 XP] Oh, but before tomorrow comes Newt, who has also taken delivery of a shiny new saddle for Gerald (his familiar/Giant Bat), goes for a night flight. During which the DM requires the tabaxi to make two skill checks, just to see if he’s getting the hang of it, his first check is a ‘20’, his second… well, same again. [ATTACH type="full" alt="4702.jpg"]136930[/ATTACH] [B]Newt & Gerald, loop-de-loop. Note the scale is accurate in the picture above but keep in mind that Newt and Gerald are flying at over a 1,000 feet, and so much closer to the camera.[/B] Newt is loving this by the way, particularly as he manages a loop-de-loop on his maiden (with saddle and outdoors) Giant Bat flight, he’s rocking it, a natural. [The Cat with the Bat 200 XP] Then, at long last, it’s the 1st of Mirtul, the day of the Saltmarsh Town Council meeting, and while there’s a little more shopping for the Dark Squad, and another meeting with Eliander but… let’s skip that and get straight to the hot council meeting action. Just to note guys- town council meetings are on the first of every month, mark it in your diaries. So, what have we got- well to begin with, after the meeting is officially declared open by Eda Oweland, we’ve got an open session in which the good folk of Saltmarsh can air their various grievances. [ATTACH type="full" alt="4703.jpg"]136931[/ATTACH] [B]"ORDER!" Ram attempts to filibuster, and he's +3 for being a half-elf, while Vinnie raises a point of order. As for Newt, with his face screwed up tight, I think the tabaxi is about to pass a motion. A lot of the rules I used for this bit I got from the new D&D 5e splat book Courts & Committees- The Rule of RAW. I highly recommend it.[/B] Which to begin with takes the form of a number of carters and hauliers complaining about excessive loading times at the docks, and excessive queuing times at the town gate, and a variety of other niggles that add up to the same thing. It all boils down to- “Saltmarsh is a fishing town, priority should be given to fishing boats and the hauliers employed to transport the catch!” This opinion, from the crowd, gets much applause. The unspoken implication of the above statement does not remain unspoken for long. “Merchant ships and those working for the dwarven mine should wait their turn, fish and not mining is the business of Saltmarsh!” Here’s the thing though, the Dark Squad say nothing- they plot, ask questions of Golf Kindle, who is with them throughout the meeting, but they don’t start shouting the odds- they’re remarkably restrained. Keep in mind- Gundren Rockseeker is paying the Dark Squad, and they’re therefore big fanboys of Farhill Mine. The Dark Squad make a series of insight/intuit (I can never remember which one it is in 5e) checks, and discern that the people that are making the above (anti-Mine/Dwarf) statements are, surprise-surprise- not stooges, they’re simple folk frightened for their livelihoods. The meeting rumbles on, and then suddenly gets violent- for the kindly DM has also dropped in a little light entertainment for this evening. As it turns out one of the cart drivers with a loud voice ran over a now equally vocal citizen of Saltmarsh. The two get fraught and sweary, and then to fisticuffs- with Eda Oweland hammering her gavel and screaming for the pair to “stop this bloody nonsense”, while a couple of town watchmen try to get in-between the puffing pugilists. But who’s this to save the day? That’s right- the voice of reason. Newt steps into the fray. And I swear to you Jim (playing Vinnie) screeched something like- “Oh f**k, please god NO!”, and not entirely out of character. While Ram, played by my bro- Kev, said something like- “Well, that didn’t last long did it.” So, here’s what happens. Ready? Newt gives the injured citizen two gold pieces- recompense for the two days’ work he lost due to his bad foot, and then the tabaxi encourages the arguing pair to let bygones be bygones, and then rolls something like a ‘19’ with his persuasion check, and with a little more fine roleplay to add. The two would-be sluggers leave the room, a little later on, arm-in-arm, BFFs, and still taking it in turn to apologise to each other. Newt says nothing more and heads back to his seat- although with a bow to Eda Oweland en route, the head of the council is very impressed. No-one expected that. Bear, playing Newt, is spotted on Discord grinning like a chimp. [Newt the moderator 300 XP] The meeting continues on, although for only another five minutes with the DM reading through half-a-dozen more complaints and ‘helpful’ observations from the citizens of Saltmarsh. The Dark Squad continue to keep the peace, and just to make clear- Golf informed them earlier that this was an open session, and as citizens of Saltmarsh that they’re more than entitled to have their say. But nothing more gets said by the Dark Squad, but they’re still making checks- now and then, and taking names, and making notes- and plotting. Note by the time the council meeting ends (after which we have a short break in the session) the players have worked out where the docks needs to be extended to (for merchant/mine ships only). How to improve the traffic flow with new roads and a second gate into the town, and have several more suggestions, Note, Vinnie has also suggested a series of sustainability targets for the town. I’m playing Dungeons & Dragons with a bunch of middle-managers, as it turns out, no doubt one of them will send me a updated map of Saltmarsh complete with a new one-way system including street furniture requirements (bollards, benches & bins). The only real bone of contention for the rest of the public meeting comes up when a number of fisherfolk complain about the time it takes, and the inconvenience it causes, with the random stop and search of fishing vessels by the watch looking for contraband (smuggled goods). This one turns into an argument, a not particularly heated argument, and it sounds like something that gets said most weeks here. The secret is the fisherfolk, it seems, are looking- some of them, to supplement their declining income, perhaps. But a bit of smuggling doesn’t seem to be a big issue, however at this point Anders Solmor has made it to the meeting- and he’s a full member of the council too (list to follow). Anders, it seems, doesn’t hold with smuggling, and neither does Eliander Fireborn, the Watch Commander. But again, the argument doesn’t go anywhere much, and the Dark Squad conclude- it’s probably oft repeated. Which concludes the open session of the council. So, the hall is cleared, and we are on to the council meeting proper, present are (note the short description for each, info known to the PCs or else supplied by Golf)- [ATTACH type="full" alt="4704.jpg"]136932[/ATTACH] [B]Left to right, top to bottom- Eliander Fireborn, Anders Solmor, Gellen Primewater & Eda Oweland; an august body of officials.[/B] Eda Oweland, head of the council, a loud and often stern older lady from a long-standing fishing family which owns maybe half of the Saltmarsh fleet. Gellen Primewater, portfolio- fish & docks, a middle-aged dandy-ish fellow- very amenable, and pleasant with it. He too is Saltmarsh through and through, there’s been a Primewater in the town for much of its history. Gellen owns a number of fishing boats, and also property- lots of it. He’s the Dark Squad’s landlord, point of fact. Anders Solmor, portfolio- expansion, new contacts/contracts; a young go get ‘em tyro, embracing the new and, perhaps, looking to clear out some of the old. Note, Solmor, as with Eda & Gellen above, is the young heir of another very old Saltmarsh fishing family, which owns boats, land and property. Eliander Fireborn, portfolio- law & order, but we’ve met Eliander already, although it’s probably worth reminding the Dark Squad and informing you (dear reader). Eliander is an ex-Griffon Guard, he’s seen it- done it, and got the stain on his chain shirt. Last up, and soon to be replaced, is Golf Kindle (filling in for Manistrad Copperlocks), portfolio- Farhill Mine. But we’ve known Golf for ages, he’s the sensible (and calmer, and friendlier) version of Manistrad. So, to the meeting, which we get through swiftly, and it’s a chance for each of the council members to talk a little about what’s going on in their world, in summary- 1) The docks are much too busy, fewer stop & search operations are needed- the argument starts again, but only briefly. 2) New logging contracts, and new land being cleared for new buildings, Saltmarsh is looking to expand. 3) Goblin activity in the Dreadwood, being dealt with by the Falcon, at Burle (we’ll get to this, probably). 4) A dragon, maybe, scorched a flock of sheep somewhere near Ravendale. 5) Farhill Mine production is up, therefore profits are up- and the council is going to receive even more money. And that’s about it- although, and obviously points 3) and in particular 4) cause a little consternation. The Dark Squad are heading goblin hunting (at least it’s on their to do list) but now they’re also keen to visit Ravendale. But then we get to the last business of the meeting, as Eda Oweland states- “So, first it was Manistrad that stopped coming to these meetings- but that just brought Golf into our lives.” Eda grins at the stony-faced dwarf. “But now it seems that even Golf is too busy to come to our simple little town meetings, and so we have… Well, who’s next in the Farhill Mine hotseat?” But here’s the thing that didn’t get discussed in the Dark Squad’s pre-council prep meeting- who is going to be the next Saltmarsh council member? And the PCs, and the players are playing chicken with it. And the silence continues, until… At last. Vinnie makes his speech, and it’s a corker, and while not as much a surprise as Newt’s mending bridges moment earlier, it’s still fairly wonderous. Vinnie extols the virtues of traditional/fishing Saltmarsh- playing to the crowd, but then makes it clear how much he admires the hardworking dwarves of Farhill Mine, the place he now represents. Then the speech takes a twist and a turn, and imagines a Saltmarsh that has successfully harnessed both the traditional and the new. The druid describes a harmonious conjunction of the two industrious (and law-abiding) cultures. It’s a little triumphant, towards the end, but hopeful throughout, and respectful right to the conclusion- we should work together for a better Saltmarsh. That sort of thing. Even Eda is a little stirred by the speech, which was marvellously off the cuff from Jim/Vinnie. Good work! [Vinnie’s speech 400 XP] Anders, Gellen, Eliander and even Eda, take it in turns to congratulate, and then welcome, Vinnie to the forum. Although Eda also attempts to pump the druid for info, wanting to know about his previous experience, commercial expertise, skills and talents et al. Less remarkable is the fact that Vinnie answers all of her questions easily (and well), and without any sign of distress, or dissembling. He’s a smooth talking fellow when he wants to be- when he gets the chance. Vinnie is directed to select a portfolio for the next meeting, something that he is going to be responsible for, and to report on in each meeting. The rest is a glass of sherry, small talk. and sandwiches with the crusts cut off. The Dark Squad have made an incredibly good impression on the council. I know, I’m as surprised as you are. [The first Saltmarsh Town Council meeting 1000 XP] But that’s still not all- as the Dark Squad exit the council chambers they are met by a large and loud character- Don Jon Raskin. Don Jon has just stepped off a ship from Neverwinter, and he has a message from Gundren Rockseeker for the Squad- it’s simply this- 1) Help Don Jon, he’s a friend, & 2) Why haven’t you written to me? How are things going in Saltmarsh? The Dark Squad (Vinnie) promises to jot something down for Gundren, and after questioning Don Jon for a while- the fellow is an ex-adventurer who got rich, he’s invited back to stay at the Dark Squad house. More chatter past midnight, and Don Jon exacts a favour from his new friends- the Dark Squad will be dropping him off at Goxhill in the morning. It seems Don Jon is in the market to buy a mine, and Goxhill has one of these too, business is/could be booming in the area. [ATTACH type="full" alt="4705.jpg"]136934[/ATTACH] [B]Don Jon Raskin, he's been looking cool since before you were born.[/B] And so the new plan is for the Dark Squad is to depart Saltmarsh on the morrow, the route is- 1) Take Don Jon to Goxhill. 2) Head to Umber Hill, meet with Adabra (witch/priestess of Chauntea) for a chat. 3) Check out Butterskull Ranch, home of the ‘missing’ Big Al Kalhoon. 4) To Ravendale, a dragon attack? 5) To Burle meet with the Falcon. 6) Goblins in the Dreadwood. 7) Go to Blackedge- find the Goblin Stair. But that’s for part two of this write up. Sorry, a lot of exposition but, all needed- and it was a great session thus far (and for the rest of it). Stay safe and well you lovely people. Cheers the Dark Squad and goonalan. [/QUOTE]
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The Dark Squad in the Secrets of Saltmarsh #136 Into the Mere of the Dead Men.
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