Dark Squad in the Secrets of Saltmarsh
Session #035 Saltmarsh Reprise.
Dark Squad (in alphabetical order, no egos here).
Buggles (played by Stu) Male Wood Elf Fighter Lvl 3/Rogue Lvl 3
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
Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 RIP*
*Trapped in the Land of the Bad Dead Ancestors.
Buggles’ undead servitor
Gwen Female Duergar Skeleton, in full-face helm and armour
Buggles’ new non-undead servitor
Halibert Shambles Male Human Ex-Warehouseman (Level 3), newly armed and armoured
This is session 35, and it was possibly my favourite so far, def-o top three.
The Dark Squad were back on it, man- they were so far back on it they were up in it. Whatever that means.
So, we’re straight to fighting, there are a pair of manticores that the adventurers can see, the nearest is hovering thirty feet above Fiveways- pinging tail spikes at a peasant hiding behind the wall of the well here. At least it was until the Dark Squad started their reign of terror, in short order the beast is shot, speared, lightning blasted, fiery flamed, and… it survives, but only just, and- of course, not for long.
Vinnie’s second (call) lightning bolt sends the flying lion thundering into the ground, the beast hits hard and instantly becomes a sprawled lump. Dead before it hits.
The second Manticore is incoming!
A second manticore comes swooping in from the north, it too fires its tail spikes- tagging Daktari and Newt in the volley, and then spying its fallen cousin thinks better of it and tries to get a little altitude.
Too little, too late, although… Buggles steps out of the cornfield he was hidden in (briefly) and sinks an arrow into the beast’s flank, the wood elf a second later steps back out of sight.
Buggles is one of the children of the corn.
Ram repeats Buggles’ trick, and then Newt flings a Fireball up into the heavens, or at least the bit of the heavens closest to the newly arrived manticore, and a second later and the beast is badly scorched and beyond bloodied. Yet another lightning bolt streaks down from up above and frazzles the flying terror.
However, screams and shouts coming from within the ruined farmhouse that marks Fiveways draws the Dark Squad’s attention. Several of the adventurer’s rush to investigate. Within the ruins they discover a third manticore, this one on the ground- and swatting and snapping at a trio of cornered farmers, formerly hiding within the shambles.
Although my to hit rolls were ‘1’, ‘4’ & ‘1’ again- that’s right, the ferocious manticore, king of the skies (he reckons) fails to land a blow on any of the AC 10 peasants.
The badly wounded but still in flight manticore takes advantage of the distraction- it back-skulls its wings and climbs furiously, and then swoops around in order to get as far away, and as fast away, as it can from the terrifying Dark Squad.
It departs with just 6 HP left.
Meantime the rest of the Dark Squad, and their various hangers-on, including the ex-warehouse man Halibert Shambles, wade into the fracas within the ruined farmhouse. Even the farmer’s get their clubs out- the last manticore is surrounded. It is also being shot by the rapidly arriving rogues who are rushing to the kill.
The third Manticore is swiftly surrounded and beaten to death. There was some talk of Buggles signing the farmers up- the wood elf needs an entourage, it seems.
It’s a massacre, although the beast manages to almost (bloody hell- my dice) kill one of the peasant farmers (AC 10, just to remind you).
So, my dice are broken, the Manticores made 12 attacks in that fight- five of those rolls were ‘1’s.
[Death (mostly) to the stupid low-rolling Manticores 1750 XP]
The farmers are rescued, and soon after they’re rejoicing- and I mean proper rejoicing, hugging the various members of the Dark Squad and cavorting, and guess what the Dark Squad are all touchy-feely too.
What a turn around.
The adventurers are also plenty chatty, all of ‘em- and the peasants are happy to re-live the excitement and keen to both answer and enquire of their new heroes. The Dark Squad, just let me make absolutely clear, are almost to a man self-publicists.
It’s usually some version of the following-
“We’re the Dark Squad, we work for the dwarves at Farhill Mine, but we’re for hire, and here to protect, to solve-problems, and to save the day. You might call us… heroes.”
“If you need anything rescuing, slaying, saving, solving or in some other way- sorting out, we’re the Dark Squad- give us a call at the mine.”
Obviously, Vinnie’s version of the above is a little more Mediterranean, n’est pas, while Buggles’ version of the tag line sometimes gets sweary. Ram mumbles, or else delivers it off-hand, as if he’s just stating facts. Newt usually just sings the advert at ‘em.
But back to Fiveways.
The PCs have a good long chat with their newfound friends, they learn that there’s a healer- a priestess of Chauntea at Umber Hill, a settlement an hour or so up the road. That’s useful knowledge, the farmers who live near the place will put in a good word with the priestess.
[Lots of chat with the peasants 400 XP]
While the above is going on Vinnie is having a real good look at the manticores, the druid is immediately suspicious, and the farmers have earlier confirmed that manticore attacks are in no way common around here.
They are in fact unheard of.
Both of the dead beasts show signs of recent injury, prior I mean to the Dark Squad getting hold of them, both creatures it seems were subject to a fire- they had been burnt/singed, within the last two tendays.
Vinnie is very suspicious, he vocalises his concerns, and also figures out the kind of places that manticores like to lair- somewhere with elevation, a cave or ruin up high perhaps.
There’s a lot more chatter here amongst the Dark Squad- the question is, well… not so much a question as a concern- the Red Dragon, the Ancient Huge Red Dragon (who could be Ashardalon, or is being controlled by Ashardalon) that they saw back in the Neverwinter Woods, and that most likely also destroyed Castel Gwythyr.
Is the bad bugger following them?
Is it here, already?
Is it Ashardalon?
Plenty to think about.
[Vinnie’s Manticore investigations 250 XP]
Last bit at Fiveways, as we’re taking our time here with the farmers and fallen manticores then Buggles decides to get a bit of the action- he skins both beasts, and somewhat miraculously manages to do so without error.
Note, Buggles has tried and failed to skin, flense or else take mementos from a variety of deceased creatures along the way, I think this marked his first, and then soon after, his second success.
The meat from the beasts is further divided between the farmers.
Nothing wasted.
Then after more heartfelt thanks the Dark Squad head off to Farhill, and the peasants for home.
Note Grumpy and Porthole Slagg were, of course, witness to the attack, the Dark Squad legend grows some in the next few days back at Farhill Mine.
So, next up- a Buggles led chatter, basically Stu playing Buggles goes through all of the points he raised in an earlier post in this forum. The PCs, and the players, debate all of these, and then also have a long chat about how they’re going to playthings in Saltmarsh in the future.
I’ll not bore you with the details except to say- less forceful, more questions, free and easy with the money, and nice and polite.
[Buggles instigated chat 500 XP]
Stu/Buggles states that he should never be allowed to talk to NPCs again, but he’s already broken that promise this session, and within ten minutes of being back at the mine he even manages to persuade Grumpy Slagg to give him a hug- “come on, bring it in little-big man, you know you want to”.
[Buggles gets Grumpy onside 250 XP]
Grumpy is a bit of a softy, when you get to know him- but whisper this, it’d kill his rep if it got out.
You had to be there.
When he’s good- he’s very good, but when he’s bad… Buggles, tsk!
So, a new approach to Saltmarsh.
Also a good air-clearing chat with Manistrad Copperlocks, yes- the wagon work to Saltmarsh is beneath the Dark Squad, but Manistrad isn’t Gundren- she doesn’t know the Dark Squad, so do what you’re told for a while longer and… well, you earn trust, and respect.
The Dark Squad get it, and they’re six days (out of ten) done with this task, so- just four more days at it.
[More chatter with Manistrad 200 XP]
Newt, in an odd moment (for him) of social responsibility even takes the time to take Manistrad (and Golf) aside to tell them all about the burnt manticores, and the Dark Squad’s (maybe) problem with (Red) Dragons.
Newt has a conscience? Are you sure? When did that happen?
Manistrad is sure that the tabaxi is jumping to conclusions, but… the mine will be on the lookout.
[Newt tells Manistrad about the Red Dragon 100 XP]
So, back to Saltmarsh and the players have a plan this time, they’ve also convinced Grumpy and Porthole to allow them to spend a few more lunch hours having a wander around the town.
They have tasks to do.
Here’s how it goes, over the next three days, more (and better) lunchtime activities from the Dark Squad.
Ram visits The Whicker Goat, grabs a pint and a sarnie and takes in the ambience, the bar is full of off duty guards, and other folk that look like they prefer to drink in a place that is orderly and safe.
The rogue eventually locates a couple of off duty watchmen, and after a bit of blather and a couple or rounds of ales manages to convince the pair to tell him all about the Empty Net tavern. This after the charming fellow- and new in town, he makes clear, tells the tale of how he wandered into the place by accident a few days previously, and then was forced to vacate the establishment in a hurry (see last session).
The Empty Net is a bad place, the head of the Watch- Eliander Fireborn wants to close the it down, but… the tavern is somehow protected, someone in authority is all for keeping the place open. Possibly. It’s a dangerous place for the uninitiated, but Ram already knows this.
[Ram enquires about the Empty Net tavern 200 XP]
Newt spends an entire lunch hour going up, down, around and all about Sharkfin Bridge- the place that Buggles and Ram got weirded out on the initial trip into Saltmarsh. He also quietly casts a few divination rituals/spells while he’s on his wanders. There’s nothing much to find here however, and even less to tell- the construct is massive, which in itself is a little odd- it is very obviously the largest construction in the town. Odder still (perhaps) the bridge, after close inspection, appears to be ancient, certainly from what he’s seen so far, the oldest building in the town (again, perhaps).
In the last few minutes of his lunch hour he spots it, or else he spots, well… there’s something not right about the stonework within the central span of the bridge, but… he needs to get beneath the bridge, and on the water, to get closer to better investigate- but that’s for another day.
[Newt investigates Sharkfin Bridge 200 XP]
Vinnie uses his lunch hour off to head back to see Ferrin the Halfling Druid of Saltmarsh, and this time he’s keen to fill in the blank places on their map of the region (and the DM is feeling very generous). Ferrin is quickly convinced to help the Dark Squad, and over the course of the remainder of the hour Vinnie gets to learn about all of the places of interest in the area.
Note the kindly DM gives a short fifteen-minute lecture on what is where on this side of the river Dunwater.
See the new map-
Civilisation, at least- hereabouts.
[Vinnie gets the lay of the land 200 XP]
Buggles meantime visits again with Kester, of Kester’s Leather Goods fame, he’s back on the trail of magical armour, although Kester’s still unable to do the deal. Magic armour, she explains, needs a finely crafted suit of armour (which she can supply) but then also the services of a mage to cast the spells to enhance the item.
Remarkably, the incredibly polite and attentive wood elf manages to convince Kester to help him to find a mage, it seems Mafera (owner of the Dwarven Anvil) a few years past needed help with a similar project. Kester directed Mafera, and now Buggles, to Arty Swell, a gnome (known to Buggles) who works at the Farhill Mine.
Kester thinks that Arty Swell, while not a mage- he’s an alchemist/potion maker/seller, knows someone who can magically enhance armour, and the like. So, Buggles has got a lead.
Kester is keen to buy the manticore skins that Buggles shows her, and keener still to purchase any more ‘exotic’ hides that wood elf (& the Dark Squad) can supply, she even remarks and how well the skins have been removed/preserved.
Everyone’s happy, and Buggles now has just over 300gp burning a hole in his pocket, but he has a plan to spend it, and it’s a corker (and suitably Buggles, by which I mean- daft).
[Buggles on the trail of the magic armour 200 XP]
But now the PCs/players want to spend a bit more time in Saltmarsh, it seems they’re enjoying their new ‘play nicely’ stylings.
And so, we go again.
More lunchtime activities in Saltmarsh.
First up- Buggles again, that money really is burning a hole in his pocket, and I did say he had a plan- here it is.
Buggles has already won the heart and mind of Grumpy Slagg but this bit is the clincher, he takes the dwarf to the Dwarven Anvil, the blacksmith Grumpy was very suspicious of earlier.
He takes Grumpy to meet with Mafera (the owner)- to hear her story, and to see that the shrine to Moradin here that is still being lovingly maintained by the smith and her family.
Then he buys Grumpy two new axes- a handaxe for everyday use, and a battleaxe for Sunday best.
There’s a touching moment when Grumpy gets something in his… sniff… sniff… eye.
And more hugging.
Moments later, and this time with Halibert Shambles in close attendance, the wood elf- caught up in the emotion of the moment, goes further. Buggles dares to dream, of a time when little Saltmarsh(ian) boys and girls can hold hands (and adventure) with little dwarven boys and girls (from Farhill Mine).
“Free at last!”
Actually, he didn’t do the MLK thing, that’s my spin on it, but it was fairly righteous.
From this acorn a (possibly mighty) oak grows, or at least sprouts. Later on, back at Farhill Mine, the wood elf with the addition of associated social skill-type checks (for which he has a penalty- on all of ‘em) manages to convince Grumpy, Porthole & Halibert* to go adventuring together.
His last roll was a ‘20’, adjusted to ‘19’ with his penalty.
*With the addition of Nancy, Halibert’s would-be girlfriend. Note Nancy works at the Sea Temple in Saltmarsh, which is dedicated to Poseidon and Umberlee.
The Twilight Squad is born-
Buggles spends the rest of the money he made from the manticore pelts on equipping the new adventuring party.
He’s a love.
[The Twilight Squad is born 500 XP]
Meantime, the thing about Sharkfin Bridge, and now all of the adventurers want to find out what’s going on here (except Buggles, he’s in impresario/Svengali mode).
So, a local fisherman- Salty Pete, is persuaded for two gold coins to row his skiff out to inspect the underside of the Sharkfin Bridge, this after being convinced that Ram, Vinnie and Newt are very interested in the architecture. Not that he cares much- two gold for an hour’s work, well… that’s daylight robbery.
Ten minutes later and the gang are beneath the central span of the bridge, the stonework here- in places, is ancient, although swathes of it have been repaired over the ages. On one clear length of the ancient stonework is a single word, hard to make out at first, but that’s because it is written in elvish.
It’s clear that there is more text here, but it has been covered over by the repairs.
The one visible word is the elvish for ‘fire’.
Now that’s odd, and keep in mind that when I type the text in Fantasy Grounds it appears in the player’s chat window in undecipherable elvish script, only one of the PCs present gets the translation in their chat window, that’s Ram- the half-elf.
So, it goes like this…
“Whut does it zay Monsieur Ramshambow?” Vinnie asks, while bobbing in the skiff.
“Fire.” Ram simply states.
“Zat is not- ow yew zay- Gud!” Vinnie sucks his teeth.
Newt grins.
Then, for some unfathomable reason (a DM instigated Insight check, actually), Vinnie thinks to turn around- to inspect the underside of the arch/span opposite.
“Sacre bleu! Wut duz zis one say?”
Newt and Ram spin around to see where Vinnie is pointing, on the opposite wall in six-foot-high Elven swirls is another (much longer) word.
The rogue snorts as he reads the translation of the text in the chat window, and then giggles, which duly turns into a belly laugh.
“Whot iz it? Monsieur Ramshambow?” Vinnie begs.
“It says ‘Ashardalon’.”
“Oh! Sheet! I mean Merde!” The Druid concludes.
[Sharkfin Bridge ‘Ashardalon’ & ‘Fire’ 500 XP]
But that’s not all, although it would have been a nice place to end it.
Last but by no-means least, on the route back to Farhill Mine, on the ninth day of the operation and we’re back at Fiveways. There are a bunch of farmers waiting for the Dark Squad to pass, and they spot their heroes and come at the first cart running.
They’re the four farmers that the adventurers rescued from the manticores, and they have gifts for their heroes- a flask of cherry brandy, a leather belt with pouches made by one of the farmer’s sons, a clutch of cloth and wood charms- for luck, and a slew of other small items, including a stone shaped like a curled sleeping snake.
There’s no value in any of these things- save for the warmth of human kindness, in which the Dark Squad bathe for a while longer, possibly even after the session ends.
[The saved farmers say thanks to the Dark Squad 250 XP]
More of this kind of thing next time, you gotta hope. One more day on the cart and then the PCs know they’re going to be put to the test- Manistrad has already told them that she has a proper job for them.
Should they continue to impress.
Until then stay safe and well you lovely people.
Cheers the Dark Squad and goonalan.