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The Dark Squad in the Secrets of Saltmarsh #137 Into the Mere of the Dead Men Part 2.
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<blockquote data-quote="Goonalan" data-source="post: 8428624" data-attributes="member: 16069"><p style="text-align: center"><strong>Dark Squad in the Secrets of Saltmarsh</strong></p><p></p><p><strong>Session #066: No Smoke without Fire, or rather Magma.</strong></p><p><strong></strong></p><p><strong>Dark Squad (in alphabetical order, no egos here).</strong></p><p><strong>Daktari (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 7</strong></p><p><strong>New Tricks (played by Bear) Male Tabaxi Warlock Lvl 7</strong></p><p><strong>Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 7</strong></p><p><strong>Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 7</strong></p><p><strong></strong></p><p><strong>NPCs</strong></p><p><strong>Inverna Nightbreeze (played by Goonalan) Female Wood Elf Fighter Lvl 7 (Sidekick)</strong></p><p><strong><s><strong>Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 </strong></s>RIP*</strong></p><p><strong><s><strong>Tarbin Tul (played by goonalan) Male Human Bard</strong> </s>RETIRED</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></p><p>This is session 66, and here we go again.</p><p></p><p>Note, before this session there was a fair amount of chatter amongst the players about the impending level 8, they're only approx. 4,000 XP away- plans are getting made.</p><p></p><p>All they need to do is survive.</p><p></p><p>But back to it.</p><p></p><p>The Dark Squad are shuffling around some cramped and muddy tunnels, they're after Ian with one I, who is a nothic (they want to capture Ian, or else bring his body back as evidence)- the beast (it seems) has Arty Swell in its power. Or at least that's the story the PCs are telling me and themselves atm, we may get to see if they're right.</p><p></p><p>But not in this session we wont, there's a lot of fighting in this one- and some more nasty environmental stuff to deal with, and the psychic rats of course- a swarm of cranium rats actually. Last session ended with Daktari just about to take a big chunk out of Newt (he thought the tabaxi was Ian with one I), and then he (at last, and with disadvantage) made his save. The confusion is lifted- it's not Ian with one I it's the lovable Newt!</p><p></p><p>Oh, and atm Vinnie has about a thousand rats on him... that's not good.</p><p></p><p>So, here we go...</p><p></p><p>[ATTACH=full]145330[/ATTACH]</p><p><strong>Newt has a quiet word with Daktari.</strong></p><p></p><p>Newt goes bonkers, and by which I of course mean that Bear who plays Newt goes bonkers- in his rasping voice, and keep in mind that when he gets real hissy loud his microphone cuts out, so-</p><p></p><p>“Daktari, you moronic rat's ... If you ever come at me again then I will take your sky pony and shove it so far up your ... … ... stuck in your COLON! I am Newt the... I am the ... of ... you piece of ... I will ... and then ... and then ... and then ... with a ... until it breaks. Do you understand me?”</p><p></p><p>And everyone does.</p><p></p><p>Everybody is real clear.</p><p></p><p>Even Daktari who just mostly does sanguine, and yet he's very keen to explain.</p><p></p><p>Daktari is always remarkably calm, it's like he doesn't understand what's going on most of the time, odd that.</p><p></p><p>And so, and remember to do it in a dumb cod Russian voice-</p><p></p><p>“Newt! My eyes were telling lies to the bit behind my eyes! I do not understand Newt! They lied to me. My evil eyes!”</p><p></p><p>[Newt & Daktari 100 XP]</p><p></p><p>A little later the pair agree to go and find their friends, who are at present still happily playing with rats.</p><p></p><p>However, en route to Vinnie's rat-show (he's being swarmed) something tries to tickle Newt's brain- but the cranium swarm have picked the wrong guy this time, the tabaxi warlock is not buying it.</p><p></p><p>Ten seconds later and Newt has spotted yet another rat swarm off on its own, skulking around in the dark, trying to act all innocent, he blasts the heck out of the little critters, and rolls mad damage with his second Belphegor Fiery Blast.</p><p></p><p>[ATTACH=full]145331[/ATTACH]</p><p><strong>The Rat King Swarm.</strong></p><p></p><p>My cranium rat swarm gets toasted, shame- that was nearly ten turns of fun I had with those guys.</p><p></p><p>After that the swarm that was bothering Vinnie, and a bunch of other fast approaching rat enemies, that were closing in on the action, well... they sorta scurry off to do something else.</p><p></p><p>[Psychic rat bastards, and friends 2075 XP]</p><p></p><p>A couple of minutes later, while the Dark Squad watch and wait, the scene shifts to normality, there are cave rats about- mostly just scuttling along and doing their own thing, but no more giant rats trying to kill them, no swarms of ferocious biting rats, and definitely no-more cranium rat swarms.</p><p></p><p>Newt investigates and then identifies the bad psychic rats he lit up, maybe even takes a few body parts, he's like that.</p><p></p><p>Meantime Vinnie decides to try again with his Speak with Animals spell, which is still in operation. After a brief search about, and by proffering some of his hard tack, he manages to find a rat willing to gnaw the bone with him, as it were.</p><p></p><p>Vinnie chats with Wilfred the rat, he learns that Creepy Ian was here not so long ago- he passed through the tunnels, stopping only to communicate with the Rat King Swarm (the cranium rats) who then started riling everybody else up. Creepy Ian passed on into the old dwarven works.</p><p></p><p>Which is the place that Newt found last session, just a bit further through the tunnels here.</p><p></p><p>Good info.</p><p></p><p>Vinnie, as is his want, makes a speech to Wilfred about the new freedom that has been won for all rodent kind (in the post code), it ends with “Viva La Rodent!”, it usually does- or something very similar. It's good to see that Marxism and the revolutionary zeal still have a place in the D&D universe, It's like Animal Farm, only with... no, forget it.</p><p></p><p>Wilfred is made to promise to tell Vinnie if Creepy Ian gets spotted by him or any of his friends, note after this request I, your glorious DM, think- no chance, but then Jim/Vinnie rolls a '19' plus bonuses, so- okay.</p><p></p><p>Wilfred will pass the word.</p><p></p><p>[Chats with Wilfred 200 XP]</p><p></p><p>The Dark Squad exit the rat warren tunnels and into, well- what the hell is it. Maybe some kind of forge, maybe. Investigations begin- there are sloping four runnels, possibly down which molten liquid flows, into a mould. The mould is a very odd shape, it's not very deep- maybe two inches, and it's bevelled. It's odd. All of the stonework here is very definitely dwarven.</p><p></p><p>The Dark Squad take a moment to scratch their collective noggins- what were the dwarves making, the mould would create a ten foot tall, five foot wide, slightly curved- but very thin piece of metal. Or if not metal then whatever previously molten substance that entered the mould down the runnels here.</p><p></p><p>If they're right in their assumptions.</p><p></p><p>If you are struggling to imagine the shape than think of a tower shield- only ten feet tall, five feet wide and very slightly curved.</p><p></p><p>The stairs to the west of this chamber are also throwing out a lot of heat, there's something nasty warm down there, the PCs think, and so therefore chose not to explore.</p><p></p><p>Then someone, my guess is it's Ian with one I, which coincides with Newt's guess too, well... whoever that somebody is they start making threats in the tabaxi warlock's head again.</p><p></p><p>Newt, normally the most calm of individuals, starts hissing, swearing and shouting the odds.</p><p></p><p>“Get out of my head, you one eyed piece of … ! I am going to...”, but we know how this sentence ends, with Bear's mic cutting in and out as he screams and rants.</p><p></p><p>Then Vinnie and Daktari simultaneously conclude that the creature they are following- let's call him Ian, headed down the northern stairs, the gang follow. Note there are three exits to the mould chamber, the third is ignored.</p><p></p><p>[ATTACH=full]145332[/ATTACH]</p><p><strong>Ian went this way!</strong></p><p></p><p>The northern stairs however descend steeply into a cavernous wide passageway, possibly two passageways- there are two tunnels both heading north but the eastern one has completely collapsed.</p><p></p><p>There's a heat haze ahead, and the temperature rises as the Dark Squad cautiously move forward, Ram sneaking a little way in advance of his colleagues.</p><p></p><p>[ATTACH=full]145333[/ATTACH]</p><p><strong>Ram, off for a lurch in the dark.</strong></p><p></p><p>But here's a thing, to either side of the main thoroughfare of the passage are, what look to be stones shaped like the missing area of the mould, the Dark Squad stop to investigate and have another think about things. These low set stone biers, they conclude, are exactly the same shape as the hollow of the mould, whatever comes out of the mould could be placed here- to cool?</p><p></p><p>It's all very odd.</p><p></p><p>Then onwards, scurrying quickly, Ram first- of course, past an opening in the west wall, beyond the collapse a sea of molten lava- that's not good.</p><p></p><p>The Dark Squad move quicker still, particularly as Ram has just spotted a pair of reptile like taloned feet/legs (attached to an unseen body) skittering around the corner ahead, but on the ceiling. Ian with one I it seems is adept at spider climbing, as the PCs already presumed.</p><p></p><p>Then, of course, as the PCs are dashing ahead a sudden wave of ferociously hot lava surges up and over the collapsed wall to the west, it would have to happen now! What bad luck for the Dark Squad.</p><p></p><p>But remarkably- there are two saving throws, the first a Dex check for the two PCs in the path of the sudden slop of red hot liquid- they both pass with style. But then the corridor is suddenly filled with scalding hot steam and smoke, and... all of the PCs make their Con saves, so... that was pretty disappointing.</p><p></p><p>That said the passage ahead is now home to a pool of terrifyingly hot lava, and Inverna is on the wrong side of the fiery spew, although pretty much no-one at this point can see what they're doing, or indeed where they're going (the steam remember).</p><p></p><p>Worse still, moments later, everyone that's not Inverna spot- when the smoke clears a little, that ahead is the shimmer of yet more lava that has breached the passage. The safe route does indeed seem to be the ceiling...</p><p></p><p>Then, as the PCs are shouting back and forth to each other, and figuring just how close they can get to the lava without having to make saves, then... the mephits arrive.</p><p></p><p>These beauties come in two flavours- magma and smoke.</p><p></p><p>[ATTACH=full]145334[/ATTACH]</p><p><strong>No Smoke without fire (Magma). Get comfy.</strong></p><p></p><p>An hour later.</p><p></p><p>We're still at it.</p><p></p><p>The schtick is, the mephits emerge from the smoke and lava, use whatever they have in the way of breath weapons- hose a few PCs, and then retreat to the very hard to hit places (concealment or better, most every turn).</p><p></p><p>The PCs on the other hand have found a safe zone from which to do their fighting (mostly shooting), a spot in which they don't have to make saving throws for the smoke and heat of the lava pools either ahead or behind.</p><p></p><p>They pretty much religiously stick to this spot, Vinnie, Newt, Daktari & Ram are lined up across the passage, which is ideal for my guys- I get to make three attacks every time another breath weapon recharges.</p><p></p><p>Daktari gets blinded my a smoke mephit at least twice, Vinnie also dips in and out with regard to the sense. All of the PCs, even Newt (for 1 HP damage) get scalded by the magma mephit's breath attacks.</p><p></p><p>[ATTACH=full]145335[/ATTACH]</p><p><strong>Daktari's view for much of the fight, note he should not be able to see his colleagues, or the mephit to the south- I'm not a High Master when it comes to Fantasy Grounds Unity.</strong></p><p></p><p>However, early on in the fracas both Vinnie and Newt consume their Potions of Fire Resistance, and that helps a lot.</p><p></p><p>So, the fight goes on- because the Dark Squad are not going to move from their spots, and... the mephits are therefore much harder to hit, and they can take their time- wait for things to recharge.</p><p></p><p>Well, that's okay if you're a gang of four, Inverna after five turns of listening to her new found companions rant, scream and suffer suddenly gets to find out for herself.</p><p></p><p>The elf hireling is attacked by a magma and smoke mephit of her own, just one of each- but the magma mephit's Heat Metal spell is particularly effective, the sidekick fighter is bloodied in maybe three turns.</p><p></p><p>Of course all of the other guys are also taking hits, but the mephits are getting beaten down.</p><p></p><p>Daktari has to drop Shatterspike when it to is subject to a magma mephit's Heat Metal spell, it goes on a while.</p><p></p><p>But, eventually, we get through it, although Ram- danger man has to rush and leap the lava puddle to get to Inverna's side of the fight and help the elf out.</p><p></p><p>And keep in mind when the smoke mephits die they leave a cloud of concealing smoke as a grave marker.</p><p></p><p>[Lava and mephits 1050 XP]</p><p></p><p>[ATTACH=full]145336[/ATTACH]</p><p><strong>The greyed out circles are exploded smoke mephits- I've figured a better way of doing this in FGU now. The yellow circle is Vinnie's Moonbeam, I've also figured a better way to do this one.</strong></p><p></p><p>The Dark Squad finally continue on north, past another breach and more lava, then around the corner and back towards the collapse in the parallel passageway.</p><p></p><p>Vinnie even takes to the ceiling (with his Slippers of Spider Climbing) to search for Ian's trail, he finds the nothic's muddy foot prints.</p><p></p><p>Ian went this way, the druid is certain- back down the passage (south) and up a set of steep steps that rise to the east.</p><p></p><p>[ATTACH=full]145337[/ATTACH]</p><p><strong>Around the corner- Newt, of all people, finds the stairs outta here.</strong></p><p></p><p>But before we go there, the Dark Squad are pretty beat, and beat-up, remember they are trying to get this task done quickly- in just 24 hours, for which they will receive a reward of 5,000gp's worth of alchemical type items- drip fed to them by Arty providing they save him.</p><p></p><p>Keep in mind they actually have 72 hours to save the gnome, in reality, the time dependency thing (and the three levels of reward available) is my construct, a motivation tool.</p><p></p><p>So, the Dark Squad take a break- not a short rest, they've had one of those earlier today, but the time it takes to shoot the breeze and suck down a few Potions of Healing, and to rub in a use or two of Keoughtom's Ointment.</p><p></p><p>Note at this point Vinnie's hit points were in the high teens, Daktari was down to twenty-something (from about eighty), Inverna low-twenties (max high sixties), while Ram was only just bloodied.</p><p></p><p>Newt had lost one of his temporary hit points- that's it.</p><p></p><p>The tabaxi got hit just once in the entire mephit fight, I was rolling randomly to see who provoked each mephit's ire, he got ignored almost all of the time.</p><p></p><p>Also note, we have a combat stat counting thing attached to FGU, Ram did something like 270 damage in this session- the next best, Newt, with something like a 160 damage. The rogue was, well, on fire- I guess.</p><p></p><p>Then, after a brief discussion between Inverna and Newt-</p><p></p><p>“Is it always like this, I mean...” Inverna begins.</p><p></p><p>“What? This? Pull yourself together woman, we've barely started. Look at me. LOOK AT ME! WELL!” Newt starts up.</p><p></p><p>Inverna looks, there's not a scratch or a singe on the tabaxi warlock.</p><p></p><p>“Now buck up Missy and let's get on!” Newt has a way with folk, an easy natural charm.</p><p></p><p>[Inverna & Newt 100 XP]</p><p></p><p>[ATTACH=full]145338[/ATTACH]</p><p><strong>Ram, on point duty again.</strong></p><p></p><p>The Dark Squad send Ram up the stair, stealthy-like, the rogue spots a lone dwarven skeleton guarding the ten foot high chamber ahead, with another set of stairs exiting on the far side. He signals his comrades to ready, and then begins the attack- the skeleton is destroyed in seconds but it seems there are more enemies present, another half-a-dozen members of the shambling undead descend the far stairs and into action.</p><p></p><p>But... they're low level undead, it's a massacre.</p><p></p><p>[ATTACH=full]145339[/ATTACH]</p><p><strong>The Dark Squad get into the swing of things- low level undead are easy kills.</strong></p><p></p><p>And when the fight ends the Dark Squad take a brief moment to look around them, there are a bunch more of the strange curved biers in here, and on each sits a rustless piece of white metal? Maybe, the investigation of these items (possibly) next time.</p><p></p><p>And that's all we got up to... lots of chatter, lots of fighting, lots of fun.</p><p></p><p>I love this game.</p><p></p><p>The Dark Squad have spent eleven-and-a-half hours at the mystery so far.</p><p></p><p>The Dark Squad’s to-do list reads a little like this-</p><p> </p><ol> <li data-xf-list-type="ol"><p style="text-align: left"> Find Ian with one 'I'</p> </li> <li data-xf-list-type="ol"><p style="text-align: left"> Save (the bastard) Arty Swell (maybe).</p> </li> <li data-xf-list-type="ol"><p style="text-align: left"> To the Moon Pool.</p> </li> <li data-xf-list-type="ol"><p style="text-align: left"> Goblins in the Dreadwood.</p> </li> <li data-xf-list-type="ol"><p style="text-align: left"> Nightshade in the Dreadwood.</p> </li> <li data-xf-list-type="ol"><p style="text-align: left"> To Blackedge, find the Goblin Stair.</p> </li> <li data-xf-list-type="ol"><p style="text-align: left"> Return to Fallowstone Holy for answers- the Witch’s Tor & the Pact of the Flame.</p> </li> </ol><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: 8428624, member: 16069"] [CENTER][B]Dark Squad in the Secrets of Saltmarsh[/B][/CENTER] [B]Session #066: No Smoke without Fire, or rather Magma. Dark Squad (in alphabetical order, no egos here). Daktari (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 7 New Tricks (played by Bear) Male Tabaxi Warlock Lvl 7 Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 7 Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 7 NPCs Inverna Nightbreeze (played by Goonalan) Female Wood Elf Fighter Lvl 7 (Sidekick) [S][B]Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 [/B][/S]RIP* [S][B]Tarbin Tul (played by goonalan) Male Human Bard[/B] [/S]RETIRED *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[/B] This is session 66, and here we go again. Note, before this session there was a fair amount of chatter amongst the players about the impending level 8, they're only approx. 4,000 XP away- plans are getting made. All they need to do is survive. But back to it. The Dark Squad are shuffling around some cramped and muddy tunnels, they're after Ian with one I, who is a nothic (they want to capture Ian, or else bring his body back as evidence)- the beast (it seems) has Arty Swell in its power. Or at least that's the story the PCs are telling me and themselves atm, we may get to see if they're right. But not in this session we wont, there's a lot of fighting in this one- and some more nasty environmental stuff to deal with, and the psychic rats of course- a swarm of cranium rats actually. Last session ended with Daktari just about to take a big chunk out of Newt (he thought the tabaxi was Ian with one I), and then he (at last, and with disadvantage) made his save. The confusion is lifted- it's not Ian with one I it's the lovable Newt! Oh, and atm Vinnie has about a thousand rats on him... that's not good. So, here we go... [ATTACH type="full"]145330[/ATTACH] [B]Newt has a quiet word with Daktari.[/B] Newt goes bonkers, and by which I of course mean that Bear who plays Newt goes bonkers- in his rasping voice, and keep in mind that when he gets real hissy loud his microphone cuts out, so- “Daktari, you moronic rat's ... If you ever come at me again then I will take your sky pony and shove it so far up your ... … ... stuck in your COLON! I am Newt the... I am the ... of ... you piece of ... I will ... and then ... and then ... and then ... with a ... until it breaks. Do you understand me?” And everyone does. Everybody is real clear. Even Daktari who just mostly does sanguine, and yet he's very keen to explain. Daktari is always remarkably calm, it's like he doesn't understand what's going on most of the time, odd that. And so, and remember to do it in a dumb cod Russian voice- “Newt! My eyes were telling lies to the bit behind my eyes! I do not understand Newt! They lied to me. My evil eyes!” [Newt & Daktari 100 XP] A little later the pair agree to go and find their friends, who are at present still happily playing with rats. However, en route to Vinnie's rat-show (he's being swarmed) something tries to tickle Newt's brain- but the cranium swarm have picked the wrong guy this time, the tabaxi warlock is not buying it. Ten seconds later and Newt has spotted yet another rat swarm off on its own, skulking around in the dark, trying to act all innocent, he blasts the heck out of the little critters, and rolls mad damage with his second Belphegor Fiery Blast. [ATTACH type="full"]145331[/ATTACH] [B]The Rat King Swarm.[/B] My cranium rat swarm gets toasted, shame- that was nearly ten turns of fun I had with those guys. After that the swarm that was bothering Vinnie, and a bunch of other fast approaching rat enemies, that were closing in on the action, well... they sorta scurry off to do something else. [Psychic rat bastards, and friends 2075 XP] A couple of minutes later, while the Dark Squad watch and wait, the scene shifts to normality, there are cave rats about- mostly just scuttling along and doing their own thing, but no more giant rats trying to kill them, no swarms of ferocious biting rats, and definitely no-more cranium rat swarms. Newt investigates and then identifies the bad psychic rats he lit up, maybe even takes a few body parts, he's like that. Meantime Vinnie decides to try again with his Speak with Animals spell, which is still in operation. After a brief search about, and by proffering some of his hard tack, he manages to find a rat willing to gnaw the bone with him, as it were. Vinnie chats with Wilfred the rat, he learns that Creepy Ian was here not so long ago- he passed through the tunnels, stopping only to communicate with the Rat King Swarm (the cranium rats) who then started riling everybody else up. Creepy Ian passed on into the old dwarven works. Which is the place that Newt found last session, just a bit further through the tunnels here. Good info. Vinnie, as is his want, makes a speech to Wilfred about the new freedom that has been won for all rodent kind (in the post code), it ends with “Viva La Rodent!”, it usually does- or something very similar. It's good to see that Marxism and the revolutionary zeal still have a place in the D&D universe, It's like Animal Farm, only with... no, forget it. Wilfred is made to promise to tell Vinnie if Creepy Ian gets spotted by him or any of his friends, note after this request I, your glorious DM, think- no chance, but then Jim/Vinnie rolls a '19' plus bonuses, so- okay. Wilfred will pass the word. [Chats with Wilfred 200 XP] The Dark Squad exit the rat warren tunnels and into, well- what the hell is it. Maybe some kind of forge, maybe. Investigations begin- there are sloping four runnels, possibly down which molten liquid flows, into a mould. The mould is a very odd shape, it's not very deep- maybe two inches, and it's bevelled. It's odd. All of the stonework here is very definitely dwarven. The Dark Squad take a moment to scratch their collective noggins- what were the dwarves making, the mould would create a ten foot tall, five foot wide, slightly curved- but very thin piece of metal. Or if not metal then whatever previously molten substance that entered the mould down the runnels here. If they're right in their assumptions. If you are struggling to imagine the shape than think of a tower shield- only ten feet tall, five feet wide and very slightly curved. The stairs to the west of this chamber are also throwing out a lot of heat, there's something nasty warm down there, the PCs think, and so therefore chose not to explore. Then someone, my guess is it's Ian with one I, which coincides with Newt's guess too, well... whoever that somebody is they start making threats in the tabaxi warlock's head again. Newt, normally the most calm of individuals, starts hissing, swearing and shouting the odds. “Get out of my head, you one eyed piece of … ! I am going to...”, but we know how this sentence ends, with Bear's mic cutting in and out as he screams and rants. Then Vinnie and Daktari simultaneously conclude that the creature they are following- let's call him Ian, headed down the northern stairs, the gang follow. Note there are three exits to the mould chamber, the third is ignored. [ATTACH type="full"]145332[/ATTACH] [B]Ian went this way![/B] The northern stairs however descend steeply into a cavernous wide passageway, possibly two passageways- there are two tunnels both heading north but the eastern one has completely collapsed. There's a heat haze ahead, and the temperature rises as the Dark Squad cautiously move forward, Ram sneaking a little way in advance of his colleagues. [ATTACH type="full"]145333[/ATTACH] [B]Ram, off for a lurch in the dark.[/B] But here's a thing, to either side of the main thoroughfare of the passage are, what look to be stones shaped like the missing area of the mould, the Dark Squad stop to investigate and have another think about things. These low set stone biers, they conclude, are exactly the same shape as the hollow of the mould, whatever comes out of the mould could be placed here- to cool? It's all very odd. Then onwards, scurrying quickly, Ram first- of course, past an opening in the west wall, beyond the collapse a sea of molten lava- that's not good. The Dark Squad move quicker still, particularly as Ram has just spotted a pair of reptile like taloned feet/legs (attached to an unseen body) skittering around the corner ahead, but on the ceiling. Ian with one I it seems is adept at spider climbing, as the PCs already presumed. Then, of course, as the PCs are dashing ahead a sudden wave of ferociously hot lava surges up and over the collapsed wall to the west, it would have to happen now! What bad luck for the Dark Squad. But remarkably- there are two saving throws, the first a Dex check for the two PCs in the path of the sudden slop of red hot liquid- they both pass with style. But then the corridor is suddenly filled with scalding hot steam and smoke, and... all of the PCs make their Con saves, so... that was pretty disappointing. That said the passage ahead is now home to a pool of terrifyingly hot lava, and Inverna is on the wrong side of the fiery spew, although pretty much no-one at this point can see what they're doing, or indeed where they're going (the steam remember). Worse still, moments later, everyone that's not Inverna spot- when the smoke clears a little, that ahead is the shimmer of yet more lava that has breached the passage. The safe route does indeed seem to be the ceiling... Then, as the PCs are shouting back and forth to each other, and figuring just how close they can get to the lava without having to make saves, then... the mephits arrive. These beauties come in two flavours- magma and smoke. [ATTACH type="full"]145334[/ATTACH] [B]No Smoke without fire (Magma). Get comfy.[/B] An hour later. We're still at it. The schtick is, the mephits emerge from the smoke and lava, use whatever they have in the way of breath weapons- hose a few PCs, and then retreat to the very hard to hit places (concealment or better, most every turn). The PCs on the other hand have found a safe zone from which to do their fighting (mostly shooting), a spot in which they don't have to make saving throws for the smoke and heat of the lava pools either ahead or behind. They pretty much religiously stick to this spot, Vinnie, Newt, Daktari & Ram are lined up across the passage, which is ideal for my guys- I get to make three attacks every time another breath weapon recharges. Daktari gets blinded my a smoke mephit at least twice, Vinnie also dips in and out with regard to the sense. All of the PCs, even Newt (for 1 HP damage) get scalded by the magma mephit's breath attacks. [ATTACH type="full"]145335[/ATTACH] [B]Daktari's view for much of the fight, note he should not be able to see his colleagues, or the mephit to the south- I'm not a High Master when it comes to Fantasy Grounds Unity.[/B] However, early on in the fracas both Vinnie and Newt consume their Potions of Fire Resistance, and that helps a lot. So, the fight goes on- because the Dark Squad are not going to move from their spots, and... the mephits are therefore much harder to hit, and they can take their time- wait for things to recharge. Well, that's okay if you're a gang of four, Inverna after five turns of listening to her new found companions rant, scream and suffer suddenly gets to find out for herself. The elf hireling is attacked by a magma and smoke mephit of her own, just one of each- but the magma mephit's Heat Metal spell is particularly effective, the sidekick fighter is bloodied in maybe three turns. Of course all of the other guys are also taking hits, but the mephits are getting beaten down. Daktari has to drop Shatterspike when it to is subject to a magma mephit's Heat Metal spell, it goes on a while. But, eventually, we get through it, although Ram- danger man has to rush and leap the lava puddle to get to Inverna's side of the fight and help the elf out. And keep in mind when the smoke mephits die they leave a cloud of concealing smoke as a grave marker. [Lava and mephits 1050 XP] [ATTACH type="full"]145336[/ATTACH] [B]The greyed out circles are exploded smoke mephits- I've figured a better way of doing this in FGU now. The yellow circle is Vinnie's Moonbeam, I've also figured a better way to do this one.[/B] The Dark Squad finally continue on north, past another breach and more lava, then around the corner and back towards the collapse in the parallel passageway. Vinnie even takes to the ceiling (with his Slippers of Spider Climbing) to search for Ian's trail, he finds the nothic's muddy foot prints. Ian went this way, the druid is certain- back down the passage (south) and up a set of steep steps that rise to the east. [ATTACH type="full"]145337[/ATTACH] [B]Around the corner- Newt, of all people, finds the stairs outta here.[/B] But before we go there, the Dark Squad are pretty beat, and beat-up, remember they are trying to get this task done quickly- in just 24 hours, for which they will receive a reward of 5,000gp's worth of alchemical type items- drip fed to them by Arty providing they save him. Keep in mind they actually have 72 hours to save the gnome, in reality, the time dependency thing (and the three levels of reward available) is my construct, a motivation tool. So, the Dark Squad take a break- not a short rest, they've had one of those earlier today, but the time it takes to shoot the breeze and suck down a few Potions of Healing, and to rub in a use or two of Keoughtom's Ointment. Note at this point Vinnie's hit points were in the high teens, Daktari was down to twenty-something (from about eighty), Inverna low-twenties (max high sixties), while Ram was only just bloodied. Newt had lost one of his temporary hit points- that's it. The tabaxi got hit just once in the entire mephit fight, I was rolling randomly to see who provoked each mephit's ire, he got ignored almost all of the time. Also note, we have a combat stat counting thing attached to FGU, Ram did something like 270 damage in this session- the next best, Newt, with something like a 160 damage. The rogue was, well, on fire- I guess. Then, after a brief discussion between Inverna and Newt- “Is it always like this, I mean...” Inverna begins. “What? This? Pull yourself together woman, we've barely started. Look at me. LOOK AT ME! WELL!” Newt starts up. Inverna looks, there's not a scratch or a singe on the tabaxi warlock. “Now buck up Missy and let's get on!” Newt has a way with folk, an easy natural charm. [Inverna & Newt 100 XP] [ATTACH type="full"]145338[/ATTACH] [B]Ram, on point duty again.[/B] The Dark Squad send Ram up the stair, stealthy-like, the rogue spots a lone dwarven skeleton guarding the ten foot high chamber ahead, with another set of stairs exiting on the far side. He signals his comrades to ready, and then begins the attack- the skeleton is destroyed in seconds but it seems there are more enemies present, another half-a-dozen members of the shambling undead descend the far stairs and into action. But... they're low level undead, it's a massacre. [ATTACH type="full"]145339[/ATTACH] [B]The Dark Squad get into the swing of things- low level undead are easy kills.[/B] And when the fight ends the Dark Squad take a brief moment to look around them, there are a bunch more of the strange curved biers in here, and on each sits a rustless piece of white metal? Maybe, the investigation of these items (possibly) next time. And that's all we got up to... lots of chatter, lots of fighting, lots of fun. I love this game. The Dark Squad have spent eleven-and-a-half hours at the mystery so far. The Dark Squad’s to-do list reads a little like this- [LIST=1] [*][LEFT] Find Ian with one 'I'[/LEFT] [*][LEFT] Save (the bastard) Arty Swell (maybe).[/LEFT] [*][LEFT] To the Moon Pool.[/LEFT] [*][LEFT] Goblins in the Dreadwood.[/LEFT] [*][LEFT] Nightshade in the Dreadwood.[/LEFT] [*][LEFT] To Blackedge, find the Goblin Stair.[/LEFT] [*][LEFT] Return to Fallowstone Holy for answers- the Witch’s Tor & the Pact of the Flame.[/LEFT] [/LIST] 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 #137 Into the Mere of the Dead Men Part 2.
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