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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: 8863328" data-attributes="member: 16069"><p style="text-align: center"><strong>Dark Squad in the Secrets of Saltmarsh</strong></p><p></p><p><strong>Session #108: The Shambles in the Shambles Tomb</strong></p><p><strong></strong></p><p><strong>Dark Squad (in alphabetical order, no egos here).</strong></p><p><strong>Daktari/Dak (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 8</strong></p><p><strong>Fellowyn Silverstream (played by George) Male Eladrin Wizard Bladesinger Lvl 8</strong></p><p><strong>New Tricks/Newt (played by Bear) Male Tabaxi Warlock Lvl 8</strong></p><p><strong>Ramshambo/Ram (played by Kev) Male Half-Elf Rogue/Fighter Lvl 7/1</strong></p><p><strong>Vincenzo/Vinnie (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 8</strong></p><p><strong></strong></p><p><strong>DEAD PCs</strong></p><p><strong><s>Nicholai Barbaros Kostyiev/Nicky (played by George) Male Dhampir Cleric of Twilight Lvl 8 </s>RIP</strong></p><p><strong></strong></p><p><strong>NPCs</strong></p><p><strong><s>Inverna Nightbreeze (played by George) Female Wood Elf Fighter Lvl 8 (Sidekick) </s>RETIRED</strong></p><p><strong><s>Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 </s>RIP*</strong></p><p><strong><s>Tarbin Tul (played by goonalan) Male Human Bard </s>RETIRED</strong></p><p><strong>Ubmo (played by Goonalan) Supreme Being Lvl 1 (When we remember) </strong></p><p><strong>*Trapped in the Land of the Bad Dead Ancestors.</strong></p><p><strong></strong></p><p><strong>Servants/Familiars</strong></p><p><strong>Gerald (Bat/Giant Bat) servant/mount of New Tricks</strong></p><p><strong>Owly (Owl) Vinnie’s familiar</strong></p><p><strong></strong></p><p><strong>The Dark Squad’s to-do list-</strong></p><p></p><ol> <li data-xf-list-type="ol">Bonnie Bowspirit, grand-daughter of Rambles, will show the Squad to the missing halfling killer's tomb, on the 6th of Flamerule.</li> <li data-xf-list-type="ol">An extraordinary meeting of the Saltmarsh Town Council, the Dark Squad are going to get hired to end the smuggling menace (see below), scheduled for 10th Flamerule.</li> <li data-xf-list-type="ol">The smuggler's ship will be turning up sometime between the 14th and 17th of Flamerule, the Dark Squad (and particularly Ram) are keen to meet the vessel, particularly Ram- why, because as the rogue said- “I'm getting a boat.”</li> <li data-xf-list-type="ol">Find the other four Symbols of Ub, one was left in Deepbridge (Duergar fortress in the Underdark). The others need to be found, they belonged to- Rambles 'Shambles' Bowspirit (halfling killer from Lowhill), Antonio De La Crane (posh kid druid alchemist) & Giggles (crazy wood elf). All of these folk lived in the Saltmarsh region, the Dark Squad have found the De La Crane Manse (in the Dreadwood) and the De La Crane Crypt (in Saltmarsh Cemetary).</li> <li data-xf-list-type="ol">Nightshade is in the Deep Dreadwood- except she's not there any more, but a big red dragon is?</li> <li data-xf-list-type="ol">Blackedge and the Goblin Stair?</li> <li data-xf-list-type="ol">To join the Pact of the Wild Flame prepare the Witch's Tor for the coming of the starfall, the Witch's Tor is in the Drowned Forest, in the Mere of the Dead Men.</li> <li data-xf-list-type="ol">To join the Pact of the Wild Flame track down the last member of the Pact, a wild elf adventurer called Giggles- and finally put her spirit to rest, and also recover her maze button. Location unknown. SEE 2. ABOVE.</li> </ol><p>This is session 108, and we didn't get much done, although.... there were several very good reasons for this- high level(-ish) play, and the need to look lots of things up in the rules; a degree of ineptitude- we've been away from the game for a bit; and... I (your studious DM) upped the threat level and kicked the crap out of a few folk. Which caused a little consternation in the ranks.</p><p></p><p>But as always we begin at the beginning.</p><p></p><p>It's the 6th of Flamerule, the Dark Squad have made the journey along the coast road to Gedge (I sent a picture of the village but none of the players deigned to screen shot it) and then onwards towards Lowhill (a halfling village) along a rutted dry cart track, as instructed previously by Bonnie Bowspirit.</p><p></p><p>And sure enough, there they are- Bonnie and her crew (three young male halflings) intercept the Squad and direct them a little way off the beaten track and eventually to another ancient stone circle.</p><p></p><p>The Dark Squad are not that interested in their surroundings however, they're concentrating their efforts on staying alive, several of them think that this meeting is a set up and they're about to get jumped.</p><p></p><p>As it turns out, and after a bit of chatter, that's not the case- Bonnie and her co-conspirators are as nervous as the PCs but not about to break their word- keep in mind these four halflings are selling out their village. The money they are about to receive from the Dark Squad (1500gp) will pay for them to take a boat to elsewhere and to start their lives afresh.</p><p></p><p>So, there's a little back and forth, the counting of the money and then...</p><p></p><p>[ATTACH=full]269956[/ATTACH]</p><p><strong>The four halflings do a little dance within the stone circle, it's a little shambolic, and several of the PCs are making rolls trying to fathom what's going on here, because this doesn't look like anything serious. It looks, for want of a better phrase- made up.</strong></p><p></p><p>Then, the dancing stops.</p><p></p><p>And a little way down the hill a series of steps have seemingly just appeared, the ancient stone stair descends to two equally ancient stone doors.</p><p></p><p>Welcome to the tomb of Rambles 'Shambles' Bowspirit.</p><p></p><p>The Dark Squad are not quite sure what to make of events, soon after they are however happy to hand over the cash.</p><p></p><p>Bonnie attempts to sell the Squad a few clues as to what awaits them in the tomb.</p><p></p><p>There's a little back-and-forth as negotiations continue for a little while, Newt is particularly unhappy with events so far- he really wanted this whole thing to be a set up, he wanted to blast a few halflings (and put his cash back in his pocket). Wiser folk do the deal, and Bonnie reveals a few extra details (for another 350gp)-</p><p></p><ol> <li data-xf-list-type="ol">The Dark Squad need to find their way into the middle of the tomb.</li> <li data-xf-list-type="ol">The coins and gems in the central tomb are all fakes- don't waste your time on them.</li> <li data-xf-list-type="ol">There's a guardian in the central chamber- a dwarf made of stone.</li> <li data-xf-list-type="ol">A bad spirit haunts the tomb, angry and terrifying, and lastly-</li> <li data-xf-list-type="ol">Rambles 'Shambles' Bowspirit, Bonnie's great-grandaddy, was a real bad bastard- which translates to- 'be careful in there'.</li> </ol><p>The Dark Squad crave more details but, Bonnie tells them again- she's only been in the tomb once previously.</p><p></p><p>And with that the halflings are gone, back down the hill and as far away as they can get.</p><p></p><p>One of the doors to the tomb is ajar, and after a series of checks Ram enters silently, sneakily & very carefully.</p><p></p><p>[ATTACH=full]269957[/ATTACH]</p><p><strong>We're adventuring again, it's been a while.</strong></p><p></p><p>And so it goes, slow- slow-slow.</p><p></p><p>It takes nearly twenty minutes (real time) to check out about a hundred or so feet of the circular inner corridor.</p><p></p><p>Then, apropos absolutely nothing, someone (I think it was Newt) gets clawed in the back, and then moments later Fellowyn suffers the same fate. It becomes obvious that whatever is attacking (and then moving quickly away) is invisible (even after it has attacked), and that there are at least two of them in here.</p><p></p><p>There's a lot of shouting, a lot of readied actions, and a fair amount of swearing.</p><p></p><p>Even when Daktari manages to land a hit on one of the invisible foes- blood flies, a hissing noise is briefly heard, and then... the still invisible attackers move off again...</p><p></p><p>It's getting frustrating.</p><p></p><p>Obviously, not for me- I'm having a ball.</p><p></p><p>Eventually Newt, holding a manifested Gerald (his bat familiar) to his head and 'looking' through Gerald's eyes/senses spots the foe. The attackers are hairless, sexless humanoids- feral looking (ghoul-like) and entirely insubstantial. Newt can only make out the outline of the creatures, the warlock's monster knowledge check is an '8', so- he has no idea what they are.</p><p></p><p>That said, with the help of a little Faerie Fire (from Vinnie), one of the attackers is hunted down and slaughtered- even dead the creature is just an hazy outline. More failed monster knowledge checks follow.</p><p></p><p>However the attacks don't stop.</p><p></p><p>Newt, still using Gerald's senses, manages to spot another of the strange humanoids, this nasty chap claws Fellowyn, the old man is left a little flustered, as it turns out the Dark Squad do not possess many spells that allow them to see invisible foes.</p><p></p><p>Shame that.</p><p></p><p>It's like the DM has checked out the PCs resources- just cruel.</p><p></p><p>We move on.</p><p></p><p>[ATTACH=full]269958[/ATTACH]</p><p><strong>To here- to the north, Fellowyn has just filled the corridor ahead of him with his Web spell, one of the invisible buggers is trapped in there. That's a dead invisible dude lying beside Ram. Last bit- there's something much bigger in the space between Newt & Dak, Vinnie and Ubmo.</strong></p><p></p><p>How do the Dark Squad learn this?</p><p></p><p>Well, shadows shift and shape and two almost indistinct great clawed hands lash out at Daktari, with a follow up bite attack. The barbarian is bloodied and beyond in an instant. All three attacks are hits (one of them a Crit) and Dak goes from full (83 HP) to maybe a quarter of that in seconds.</p><p></p><p>Worse, whatever just hit him has also scrambled his mind, the barbarian is left Stunned- gawping, spitting and shouting out random phrases.</p><p></p><p>Newt is quickly to the scene with his Gerald-enhanced vision, he spies Dak's attacker, and wishes he hadn't.</p><p></p><p>[ATTACH=full]269959[/ATTACH]</p><p></p><p><strong>It's a ghostly troll like creature swathed in shadow, he tells his friends- which doesn't help things much. His monster knowledge check is something around '3'.</strong></p><p></p><p>Vinnie quickly transforms into the Moonboar, and then gets his Fire Shield up and running; Newt fails to land a hit with one of his 'big spells' (I forget which- the ghostly troll made his save), and then someone- perhaps it was Ram, lands a hit on the beast. Suddenly the ghostly troll becomes much more visible, although still transparent (as shown above).</p><p></p><p>Note, several PCs also try to identify this new attacker, more monster knowledge checks- all of them spectacularly low rolls.</p><p></p><p>The spectral troll claws (with another Crit) Daktari once more- the barbarian drops unconscious.</p><p></p><p>Note, SPOILER ALERT- five seconds later and Ram & Fellowyn will both get a potion of healing (each) into the barbarian, however the big man is still stunned (Wis DC 15 save), and still stunned ninety minutes later at the end of this session.</p><p></p><p>[ATTACH=full]269960[/ATTACH]</p><p><strong>The Dark Squad concentrate fire, note Ram steps into the fight- his rapier and scimitar slice, and then he steps away again. Which is why he almost never gets hurt. It's a swashbuckler skill.</strong></p><p></p><p>[ATTACH=full]269961[/ATTACH]</p><p><strong>See that circle around the troll- that's Newt's Wall of Fire, which makes it hard for those outside to hit the beast but... it's worth it, particularly as Vinnie has also managed to Confuse the spectral enemy- and I (your glorious DM) have managed to roll 'do nothing' on the Confusion table three turns in a row.</strong></p><p></p><p>The Dark Squad are winning.</p><p></p><p>Note, the other invisible humanoids seem to have stopped their attacks.</p><p></p><p>But then the winning stops.</p><p></p><p>[ATTACH=full]269962[/ATTACH]</p><p><strong>The still confused ghostly troll rolls to move in a random direction on the Confusion table, and off he goes- stepping through the wall just to the left of him.</strong></p><p></p><p>Bugger!</p><p></p><p>There's a lot of swearing/shouting- sometimes in combination.</p><p></p><p>There also follows a brief moment for recriminations, but then Fellowyn starts shouting, and then pointing.</p><p></p><p>The ghostly troll (still failing its saving throws versus Confusion) is stood only a hundred or so feet away from the now bickering Dark Squad, just a little way around the corner (if a circular corridor can have a corner- it can't).</p><p></p><p>[ATTACH=full]269963[/ATTACH]</p><p><strong>The Benny Hill theme tune plays as the Dark Squad (in a conga line) rush towards the nasty troll.</strong></p><p></p><p>They're just arriving on the scene, when...</p><p></p><p>[ATTACH=full]269964[/ATTACH]</p><p><strong>The ghostly troll (still confused) rolls to 'run' again, and rushes off through the doors highlighted by the circle on the map above.</strong></p><p></p><p>The Benny Hill theme music continues.</p><p></p><p>The swearing has reached red hot levels.</p><p></p><p>And that's your cracker- that's all we did, and keep in mind people that this was a three-and-a-half hour session, with only a couple of five minute breaks. All of the PCs have spent almost all of their Inspiration Points, they've been hard at it in this one.</p><p></p><p>Although with not much to show from it.</p><p></p><p>Note- there has been talk (already) about a retreat from the tomb (after this fight is done, perhaps even before) and so I'd just like to pose the following question to the PCs, or rather to the Players-</p><p></p><p>“How long do you think that the entrance to Rambles 'Shambles' Bowspirit's tomb is going to remain 'open' if you exit this place?”</p><p></p><p>Be warned, this is your shot. I asked repeatedly back in Saltmarsh- 'are you ready?'</p><p></p><p>Oh, and I've ratcheted up the difficulty level a turn or two. You may have noticed.</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: 8863328, member: 16069"] [CENTER][B]Dark Squad in the Secrets of Saltmarsh[/B][/CENTER] [B]Session #108: The Shambles in the Shambles Tomb Dark Squad (in alphabetical order, no egos here). Daktari/Dak (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 8 Fellowyn Silverstream (played by George) Male Eladrin Wizard Bladesinger Lvl 8 New Tricks/Newt (played by Bear) Male Tabaxi Warlock Lvl 8 Ramshambo/Ram (played by Kev) Male Half-Elf Rogue/Fighter Lvl 7/1 Vincenzo/Vinnie (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 8 DEAD PCs [S]Nicholai Barbaros Kostyiev/Nicky (played by George) Male Dhampir Cleric of Twilight Lvl 8 [/S]RIP NPCs [S]Inverna Nightbreeze (played by George) Female Wood Elf Fighter Lvl 8 (Sidekick) [/S]RETIRED [S]Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 [/S]RIP* [S]Tarbin Tul (played by goonalan) Male Human Bard [/S]RETIRED Ubmo (played by Goonalan) Supreme Being Lvl 1 (When we remember) *Trapped in the Land of the Bad Dead Ancestors. Servants/Familiars Gerald (Bat/Giant Bat) servant/mount of New Tricks Owly (Owl) Vinnie’s familiar The Dark Squad’s to-do list-[/B] [LIST=1] [*]Bonnie Bowspirit, grand-daughter of Rambles, will show the Squad to the missing halfling killer's tomb, on the 6th of Flamerule. [*]An extraordinary meeting of the Saltmarsh Town Council, the Dark Squad are going to get hired to end the smuggling menace (see below), scheduled for 10th Flamerule. [*]The smuggler's ship will be turning up sometime between the 14th and 17th of Flamerule, the Dark Squad (and particularly Ram) are keen to meet the vessel, particularly Ram- why, because as the rogue said- “I'm getting a boat.” [*]Find the other four Symbols of Ub, one was left in Deepbridge (Duergar fortress in the Underdark). The others need to be found, they belonged to- Rambles 'Shambles' Bowspirit (halfling killer from Lowhill), Antonio De La Crane (posh kid druid alchemist) & Giggles (crazy wood elf). All of these folk lived in the Saltmarsh region, the Dark Squad have found the De La Crane Manse (in the Dreadwood) and the De La Crane Crypt (in Saltmarsh Cemetary). [*]Nightshade is in the Deep Dreadwood- except she's not there any more, but a big red dragon is? [*]Blackedge and the Goblin Stair? [*]To join the Pact of the Wild Flame prepare the Witch's Tor for the coming of the starfall, the Witch's Tor is in the Drowned Forest, in the Mere of the Dead Men. [*]To join the Pact of the Wild Flame track down the last member of the Pact, a wild elf adventurer called Giggles- and finally put her spirit to rest, and also recover her maze button. Location unknown. SEE 2. ABOVE. [/LIST] This is session 108, and we didn't get much done, although.... there were several very good reasons for this- high level(-ish) play, and the need to look lots of things up in the rules; a degree of ineptitude- we've been away from the game for a bit; and... I (your studious DM) upped the threat level and kicked the crap out of a few folk. Which caused a little consternation in the ranks. But as always we begin at the beginning. It's the 6th of Flamerule, the Dark Squad have made the journey along the coast road to Gedge (I sent a picture of the village but none of the players deigned to screen shot it) and then onwards towards Lowhill (a halfling village) along a rutted dry cart track, as instructed previously by Bonnie Bowspirit. And sure enough, there they are- Bonnie and her crew (three young male halflings) intercept the Squad and direct them a little way off the beaten track and eventually to another ancient stone circle. The Dark Squad are not that interested in their surroundings however, they're concentrating their efforts on staying alive, several of them think that this meeting is a set up and they're about to get jumped. As it turns out, and after a bit of chatter, that's not the case- Bonnie and her co-conspirators are as nervous as the PCs but not about to break their word- keep in mind these four halflings are selling out their village. The money they are about to receive from the Dark Squad (1500gp) will pay for them to take a boat to elsewhere and to start their lives afresh. So, there's a little back and forth, the counting of the money and then... [ATTACH type="full" alt="10800.jpg"]269956[/ATTACH] [B]The four halflings do a little dance within the stone circle, it's a little shambolic, and several of the PCs are making rolls trying to fathom what's going on here, because this doesn't look like anything serious. It looks, for want of a better phrase- made up.[/B] Then, the dancing stops. And a little way down the hill a series of steps have seemingly just appeared, the ancient stone stair descends to two equally ancient stone doors. Welcome to the tomb of Rambles 'Shambles' Bowspirit. The Dark Squad are not quite sure what to make of events, soon after they are however happy to hand over the cash. Bonnie attempts to sell the Squad a few clues as to what awaits them in the tomb. There's a little back-and-forth as negotiations continue for a little while, Newt is particularly unhappy with events so far- he really wanted this whole thing to be a set up, he wanted to blast a few halflings (and put his cash back in his pocket). Wiser folk do the deal, and Bonnie reveals a few extra details (for another 350gp)- [LIST=1] [*]The Dark Squad need to find their way into the middle of the tomb. [*]The coins and gems in the central tomb are all fakes- don't waste your time on them. [*]There's a guardian in the central chamber- a dwarf made of stone. [*]A bad spirit haunts the tomb, angry and terrifying, and lastly- [*]Rambles 'Shambles' Bowspirit, Bonnie's great-grandaddy, was a real bad bastard- which translates to- 'be careful in there'. [/LIST] The Dark Squad crave more details but, Bonnie tells them again- she's only been in the tomb once previously. And with that the halflings are gone, back down the hill and as far away as they can get. One of the doors to the tomb is ajar, and after a series of checks Ram enters silently, sneakily & very carefully. [ATTACH type="full" alt="10801.jpg"]269957[/ATTACH] [B]We're adventuring again, it's been a while.[/B] And so it goes, slow- slow-slow. It takes nearly twenty minutes (real time) to check out about a hundred or so feet of the circular inner corridor. Then, apropos absolutely nothing, someone (I think it was Newt) gets clawed in the back, and then moments later Fellowyn suffers the same fate. It becomes obvious that whatever is attacking (and then moving quickly away) is invisible (even after it has attacked), and that there are at least two of them in here. There's a lot of shouting, a lot of readied actions, and a fair amount of swearing. Even when Daktari manages to land a hit on one of the invisible foes- blood flies, a hissing noise is briefly heard, and then... the still invisible attackers move off again... It's getting frustrating. Obviously, not for me- I'm having a ball. Eventually Newt, holding a manifested Gerald (his bat familiar) to his head and 'looking' through Gerald's eyes/senses spots the foe. The attackers are hairless, sexless humanoids- feral looking (ghoul-like) and entirely insubstantial. Newt can only make out the outline of the creatures, the warlock's monster knowledge check is an '8', so- he has no idea what they are. That said, with the help of a little Faerie Fire (from Vinnie), one of the attackers is hunted down and slaughtered- even dead the creature is just an hazy outline. More failed monster knowledge checks follow. However the attacks don't stop. Newt, still using Gerald's senses, manages to spot another of the strange humanoids, this nasty chap claws Fellowyn, the old man is left a little flustered, as it turns out the Dark Squad do not possess many spells that allow them to see invisible foes. Shame that. It's like the DM has checked out the PCs resources- just cruel. We move on. [ATTACH type="full" alt="10803.jpg"]269958[/ATTACH] [B]To here- to the north, Fellowyn has just filled the corridor ahead of him with his Web spell, one of the invisible buggers is trapped in there. That's a dead invisible dude lying beside Ram. Last bit- there's something much bigger in the space between Newt & Dak, Vinnie and Ubmo.[/B] How do the Dark Squad learn this? Well, shadows shift and shape and two almost indistinct great clawed hands lash out at Daktari, with a follow up bite attack. The barbarian is bloodied and beyond in an instant. All three attacks are hits (one of them a Crit) and Dak goes from full (83 HP) to maybe a quarter of that in seconds. Worse, whatever just hit him has also scrambled his mind, the barbarian is left Stunned- gawping, spitting and shouting out random phrases. Newt is quickly to the scene with his Gerald-enhanced vision, he spies Dak's attacker, and wishes he hadn't. [ATTACH type="full" alt="10804.jpg"]269959[/ATTACH] [B]It's a ghostly troll like creature swathed in shadow, he tells his friends- which doesn't help things much. His monster knowledge check is something around '3'.[/B] Vinnie quickly transforms into the Moonboar, and then gets his Fire Shield up and running; Newt fails to land a hit with one of his 'big spells' (I forget which- the ghostly troll made his save), and then someone- perhaps it was Ram, lands a hit on the beast. Suddenly the ghostly troll becomes much more visible, although still transparent (as shown above). Note, several PCs also try to identify this new attacker, more monster knowledge checks- all of them spectacularly low rolls. The spectral troll claws (with another Crit) Daktari once more- the barbarian drops unconscious. Note, SPOILER ALERT- five seconds later and Ram & Fellowyn will both get a potion of healing (each) into the barbarian, however the big man is still stunned (Wis DC 15 save), and still stunned ninety minutes later at the end of this session. [ATTACH type="full" alt="10805.jpg"]269960[/ATTACH] [B]The Dark Squad concentrate fire, note Ram steps into the fight- his rapier and scimitar slice, and then he steps away again. Which is why he almost never gets hurt. It's a swashbuckler skill.[/B] [ATTACH type="full" alt="10806.jpg"]269961[/ATTACH] [B]See that circle around the troll- that's Newt's Wall of Fire, which makes it hard for those outside to hit the beast but... it's worth it, particularly as Vinnie has also managed to Confuse the spectral enemy- and I (your glorious DM) have managed to roll 'do nothing' on the Confusion table three turns in a row.[/B] The Dark Squad are winning. Note, the other invisible humanoids seem to have stopped their attacks. But then the winning stops. [ATTACH type="full" alt="10807.jpg"]269962[/ATTACH] [B]The still confused ghostly troll rolls to move in a random direction on the Confusion table, and off he goes- stepping through the wall just to the left of him.[/B] Bugger! There's a lot of swearing/shouting- sometimes in combination. There also follows a brief moment for recriminations, but then Fellowyn starts shouting, and then pointing. The ghostly troll (still failing its saving throws versus Confusion) is stood only a hundred or so feet away from the now bickering Dark Squad, just a little way around the corner (if a circular corridor can have a corner- it can't). [ATTACH type="full" alt="10808.jpg"]269963[/ATTACH] [B]The Benny Hill theme tune plays as the Dark Squad (in a conga line) rush towards the nasty troll.[/B] They're just arriving on the scene, when... [ATTACH type="full" alt="10809.jpg"]269964[/ATTACH] [B]The ghostly troll (still confused) rolls to 'run' again, and rushes off through the doors highlighted by the circle on the map above.[/B] The Benny Hill theme music continues. The swearing has reached red hot levels. And that's your cracker- that's all we did, and keep in mind people that this was a three-and-a-half hour session, with only a couple of five minute breaks. All of the PCs have spent almost all of their Inspiration Points, they've been hard at it in this one. Although with not much to show from it. Note- there has been talk (already) about a retreat from the tomb (after this fight is done, perhaps even before) and so I'd just like to pose the following question to the PCs, or rather to the Players- “How long do you think that the entrance to Rambles 'Shambles' Bowspirit's tomb is going to remain 'open' if you exit this place?” Be warned, this is your shot. I asked repeatedly back in Saltmarsh- 'are you ready?' Oh, and I've ratcheted up the difficulty level a turn or two. You may have noticed. 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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