Dark Squad in the Secrets of Saltmarsh
Session #045 Prawn to be Wild!
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
*Trapped in the Land of the Bad Dead Ancestors.
Lost to the void…
Buggles (played by Stu) Male Wood Elf Fighter Lvl 3/Rogue Lvl 3
Gwen Female Duergar Skeleton, in full-face helm and armour
This is session 45, and it’s party time.
And it was a cracker.
But first up, an explanation- actually not so much an explanation- that’d take too long, a statement.
Buggles (& Gwen) have departed the Dark Squad, simple as- on the morning of the party the wood elf’s room in chez Dark Squad is discovered to be empty. The bed not slept in, where has the crazy bastard gone?
Well, maybe later on in this story we’ll find out.
Maybe.
But it’s party time in chez Dark Squad and the guys have a plan, or at least, well… it starts off with weird (ain’t it always the way with this mob).
Newt calls the guys together in the great hall of their newly rented accommodation and signals that they really do need to chat, to get some ground rules straight for tonight’s main event. The tabaxi warlock is insistent that the other members of the Squad mind their P’s and Q’s this evening, everyone should be on their best behaviour, no tomfoolery- nothing that will sully the Dark Squads good name and reputation.
Chez Dark Squad, dramatically brought to life using only felt tips and ennui.
There’s a long and silent WTF moment from the rest of the folk at the VTT.
Ram & Vinnie are very aware that Newt has at least one demonic master, they suspect he has acquired a second (but don’t know for sure). Keep in mind reader that during his mindless slaying the warlock is often want to shout out things like-
“I send these fleshy souls to you my dark master!”
Bit of a give-away.
Or,
“Great Lord Belphegor, send your purifying flame to consume this offering!”
And in recent times-
“I send this fallen one to the realms of Lord Humphrey Far-Fer-Nar!”
It’s the kind of thing that gets noticed, even in the midst of battle.
Vinnie even had to reissue a warning in this session to Newt-
“Newt my friend, we are going to have to work harder on this plausible deniability thing, do not zay zese sings allowed.”
So, getting told to mind your manners by a seven foot tall hissing cat that consorts with demons and sacrifices prostitutes, apologies, that last ‘s’ was misplaced- Newt has killed only one hooker so far. Well, being lectured on etiquette… it’s a bit much to take.
[Newt lectures his colleagues on how to behave 300 XP]
As it turns out Ram and Vinnie have also been chatting, and they have some ground rules too, here they are, as presented to Newt-
1) No killing.
2) No fire in the house.
3) No bewitching townsfolk, of late Newt has become awfully fond of the spell Suggestion.
4) All of the prostitutes get to leave the party alive, and fully functioning (see 1.)
5) No genocide (see 1.)
Note, in reality none of the other PCs know that Newt murdered and sacrificed a prostitute back in Neverwinter, but all of the players do, and its hard not to mention it, so unsavoury was the original event.
After a few quibbles, and a little lawyerly discussion, the rules of engagement for this evenings entertainments are accepted by one and all.
[Ram and Vinnie’s rules 300 XP]
In addition Vinnie and Ram also discuss (with Newt) a number of safe topics for discussion for this evening, they include- the weather, fishing, hobbies and interests (excluding murder and genocide et al), the local cuisine, and the ultimo fallback conversational opener/clincher- check out the free bar.
The PCs also discuss the various bits of info that they are looking to find out, should the opportunity arise- bits and pieces of the plot that perhaps needs a little more exploration, that kind of thing.
[Questions that need answers 200 XP]
It's a hive of activity, the Dark Squad house. Note, the bar and buffet table have been added, and spots for the band. Nice!
Then… Lukas turns up, he’s the landlord of the Whicker Goat, and he introduces the bar & wait staff for this evening, and then gets on setting up the bar and the buffet, the guys are also getting busy- helping out where they can.
Next up Fishy Pete arrives, but he’s with the band- Clam ’69, a folk/punk/sea-shanty quartet. Pete plays lead spoons and washboard. Alas the first member of the Dark Squad on the scene is Newt, time to put the tabaxi’s charm skills to the test. The conversation goes so well that Pete let’s Newt in on a secret, he’s got some Red Kelp to sell.
Red Kelp?
After a brief chat with Vinnie (and a Herbalism check from the druid) the warlock discovers that Red Kelp is a mild aquatic (like a narcotic) which is said to produce a mellow buzz and feelings of undersea-style euphoria. Newt buys a bag of the stuff and settles into it.
Note Red Kelp comes in a perforated tea-bag style leather pouch, which is worn around the neck on piece of twine or similar, to be sucked on every now and then to get the full effect.
Later, when the Red Kelp really kicks in, Newt feels like he is fully submerged in the briny- but able to breathe, and employ all of his senses, only… with a little lag, like he is moving, seeing and doing everything really slowly. Oh, and he keeps spotting little fishes swimming by in his peripheral vision, and being a tabaxi- he chases them little fishes in an effort to make them his supper.
[Newt the Red Kelp fiend 100 XP]
But, while this is all going on in Newt’s world, Clam ‘69 are on stage, and on fire (figuratively you understand), so no-one much even notices Newt’s Red Kelp ingested oddness.
So, there are a bunch of visitors to the party, which as Vinnie repeatedly describes to each new arrival, is a house warming. Although then he has to further explain what is meant by the term- ‘house-warming’, somebody mentions setting the building on fire, which causes Newt to perk up, but thankfully the moment passes.
Over the course of the next four or so hours all of the folk that accepted the Dark Squad’s invitation turn up to the event, and… have a great time.
The Byrd family arrive early- Kum Ba Yah Poseidon, Kum Ba Yah!
Just for info at the party are- the Byrd’s- an extended family of very religious farmers (and the Dark Squad’s nearest neighbours), Golf Kindle and two off-duty dwarven guards from the Farhill Mine HQ in Saltmarsh, four hookers from the docks (hired by Newt)- two of whom turn out to regular attendees of the Temple of the Sea, which is also the Byrd family’s place of worship. Also attending are Winston, a local halfling storekeeper, who is accompanied by two massively muscled companions, and also a pair of off-duty guards from the Saltmarsh Watch, the pair are known to Ram, their names- Canon & Ball.
There are a few close calls during the evening, but the nearest we get to a confrontation is when Winston’s musclebound friends find themselves at the bar with the dwarven guards from the Farhill HQ- there follows a large amount of glaring. But Ram- of all people, somehow manages to diffuse the situation.
The free bar thing- it works most every time.
Then the band do their thing, and it’s time for the PCs to get their rewards.
Just to say at this point the PCs have made maybe close to 20 checks, a vast majority of these (90%) using their (charisma based) social skills (which save for Newt, are not great) but the DM is helping as much as he can with low DCs, and bonuses for good roleplay (and the free bar) et al.
Newt accompanies the Byrd’s on his lute for a skate-punk rendition of Kum Ba Yah Poseidon, Ramshambow learns to play the spoons with Fishy Pete, while Vinnie spends quite a while wild-shaped into a sea turtle- don’t ask how we got to this.
The hookers are here, as are a good number of the other invited guests, and the band (Clam '69) are just awaiting the arrival of their lead singer- Bustin' Crabman. Vinnie has wild-shaped into a Leatherback-style Sea Turtle, it made sense at the time.
So, the Dark Squad are doing well with it.
[Lots of RP and good-ish and better checks 500 XP]
Then, as stated above, the band- Clam ’69, get the place jumping, check out their setlist for this evening-
Clam ’69 set list
Dark Squad Party 29th Tarsakh 1493
Prawn Free
Prawn to be Wild
Krilling Me Softly
Rock Around the Dock
Just the Tuna of us
Baggy Flounders
Ships Don’t Lie (Sharkera Cover)
Sprats the way I like it!
Paradise by the Porthole Light
There’s no Plaice like home
Cod Only Knows
You make me wanna- Trout!
Trout! Trout! Let it all out.
I Like Hali-butts, and I cannot lie
Can I play with Lobsters
Breaking the Claw
I fought the Claw (but the Claw won)
Cod Save The Bream
ENCORE
Baggy Flounders (repeat)
Dark Squad Party 29th Tarsakh 1493
Prawn Free
Prawn to be Wild
Krilling Me Softly
Rock Around the Dock
Just the Tuna of us
Baggy Flounders
Ships Don’t Lie (Sharkera Cover)
Sprats the way I like it!
Paradise by the Porthole Light
There’s no Plaice like home
Cod Only Knows
You make me wanna- Trout!
Trout! Trout! Let it all out.
I Like Hali-butts, and I cannot lie
Can I play with Lobsters
Breaking the Claw
I fought the Claw (but the Claw won)
Cod Save The Bream
ENCORE
Baggy Flounders (repeat)
And just to say that while I came up with some of the great tracks listed above, the players contributed as many- and we took it in turns (some of us) to sing a few of these.
So, for every suitable song the players come up with for the set list, well… they get to make a free (social skill) check, the DC is always 20, and for every success they get to buttonhole one specific member of the audience and ask them a question, any question. The answer to which (because of the high skill check) will be as honest as that individual can be.
Everybody is having a great time.
Party Hearty Dark Squad, dudes. Note the Byrd family in the mosh-pit, also note Canon & Ball, Ram's Saltmarsh Watch friends, have just arrived and are now enjoying their mandatory WTF moment, which will only last a few more seconds- Ram'll tell them about the free bar.
Later Vinnie sang an entire song, so… the players embraced it, and he did it all in accent.
The Dark Squad therefore get a few more of their plot-related questions answered, but we’ll catch up with all the new info gained a little later on in this piece.
[For every sea/fish related song title the chance of a prize 500 XP]
The finale of the show is a huge bonfire at the rear of chez Dark Squad, accompanied by animated tales- shaped from the fire, and using minor illusion spells, by Newt. The flame and illusions are used to depict some of the adventures of the Dark Squad. A couple of these tales get close to the wire- specifically, from memory, the Succubus and Garumn, but always Newt manages to pull back from the edge.
Newt's in charge of the pyrotechnics, and that's what scares me- and some others that I know.
A little crazy, but not too crazy.
The party then is a rip-roaring success, so much so that by the time the thing finishes at least another dozen locals have come along to catch the end of the Clam ‘69 set, and to join in with the (free bar) fun.
[Dark Squad party hearty 1000 XP}
Daktari, dressed in leather underpants, furry boots and a red dickie-bow- and that’s all, eventually ushers the last guest out of chez Dark Squad, and then helps Lukas and his staff dismantle the bar et al and load it on their wagon. This after the stars of the show- Vinnie, Newt & Ram have already gone to bed, or at least two of them have…
Newt, heads back out to tend the remains of his fire, and using his Control Flame spell once again makes a hollow within the pyre to sit within. Once in his toasty cocoon the tabaxi calls upon Belphegor, time to commune with his devilish/demonic fiery master.
Note, Flaming Kevin did make it to the Fantasy Grounds screen, but alas no screenshots were taken.
Belphegor however sends a f(r)iend, a being made entirely of flame joins the tabaxi within the swelter, and introduces himself as Flaming Kevin, he tells the tabaxi that he is a myrmidon, a champion of their fiery lord.
The two chat for a while, although it’s mostly Flaming Kevin that’s marking Newt’s card, his final assessment report being- ‘could do better’. Flaming Kev therefore sets Newt a new target- if he can wrestle 100 fresh souls to their master’s side, all of them executed by flame- then, Kev reassures the tabaxi, he will attract the attention of Lord Belphegor, and will likely get some sort of fire-upgrade-type promotion, and possibly a personal visit.
Newt likes the sound of that.
[Newt’s performance review with Flaming Kevin 250 XP]
The next day… well, let’s start with weird again.
The Dark Squad rise and shine only to discover that there’s someone (that’s not one of them) in the house. Vinnie is the first to make it out of bed, and therefore the first to make the acquaintance of Mrs Badcrumble.
Mrs Badcrumble is the char, the domestic, the woman that does for the Dark Squad. She cleans up the remains of last night’s activities, and then cooks breakfast- even going as far as to head out (briefly) to buy fresh fish for Newt (oddly he has a hankering for fish this morning). Her role, she tells the Dark Squad, is to keep the place spick and span, and our heroes fed and watered while they’re in residence.
Mrs Badcrumble refers to Vinnie as Mr V, Newt as Mr N, Ramshambow as Mr R, and you get the rest.
Her token in Fantasy Grounds is Mrs Miggins from the Black Adder series.
Note, Mrs Badcrumble did make it to the Fantasy Grounds screen, but alas no screenshots were taken.
Furthermore Mrs B(adcrumble) comes with the house, her services- she explains, are included in the rent they pay to Mr P, that’s Gellen Primewater- the Dark Squad's landlord.
The Dark Squad are semi-delighted.
They therefore spend a leisurely morning planning out who they’re going to chat with in Saltmarsh, and why.
[More plans, and a list of questions that need answers 250 XP]
Meeting with Pegs Larsson in the Mariner's Rest chapel- "No one comes in 'ere!"
So, to town, and over the course of the day the Dark Squad talk with Pegs Larsson, an ex-fisherman who now resides in the Mariner’s Rest, an alms house cum doss house for sea-faring folk.
Then with Karg, a half-orc, and the local sexton, who as well as digging graves is also very well-informed with regard to local history. Note, Vinnie wild-shapes into a badger and gets on with digging graves so as to afford more time for Karg to make his answers. So in depth are the Dark Squad’s questions that Karg cautions them that more information will only be forthcoming if they can persuade Eliander Fireborn that they are on the side of good and right.
Big red circle is the Saltmarsh Cemetary, like you needed telling. The small red circle is the Dark Squad abode. It's conveniently close to the big red circle, Newt makes a note of this.
It seems Karg sets a lot of store in Eliander Fireborn’s opinion.
Note, Eliander Fireborn is the head of the Saltmarsh Watch, and because their need is great- he is therefore their next port of call, although…
En route to Saltwatch Tower, the location of Eliander’s office, Ram is stopped and chatted at by one of the vendors from the Green Market, Leena Codswallop attended the Dark Squad party, and was enamoured of Newt’s flame-enhanced tales of adventure.
Leena tells Ram that Big Al, the ex-head of the Saltmarsh Watch, hasn’t been seen at the market for nearly two tendays. Note, Ram bought plants from Leena (for Vinnie) and a butter-pat (shaped like a skull) from Big Al during his last visit to the Green Market.
It seems the ex-Watch Commander now sells butter for a living, that doesn’t sound like a promotion.
Ram promises to check out Big Al’s farm- Butterskull Ranch (in a couple of days time), it’s out of town, obviously.
Then the guys get to meet with Eliander, this after some good social skill checks supplemented by offering to buy drinks for a few of the guards that staff Saltwatch Tower. Ram's friendship with Canon & Ball, it seems, is paying dividends. The Dark Squad are learning how to oil the wheels here in Saltmarsh.
The rest of the afternoon is spent in Eliander’s office, during this time both parties make clear their positions. Eliander represents the law in Saltmarsh, he has however heard good things about the Dark Squad- from Manistrad at Farhill Mine, and also from Barbara Lighthouse, the Watch Captain in Lowden. Therefore, if the Dark Squad continue to do the right thing- and make a point of popping by every now and then to tell Eliander what they know, if there’s anything worth knowing, then… well, he’ll let them be. Maybe he’ll even give them some elbow room, or a nudge in the right direction. On the other hand, should the Dark Squad become a concern… well, they’re going to get to see what the inside of a cell looks like.
I asked the guys, after their conversation with Eliander, what impression they had of the Saltmarsh Watch Captain. The consensus was- he's a nice guy, but I wouldn't want to naughty word with him. Nailed it.
Note, all of the above is achieved in a considered way, no threats- just a line in the sand, and having laid the foundation for any future relationship Eliander agrees that Krag, the Slatmarsh sexton, should continue to help the Dark Squad with their investigations. He also takes the time to offer a few opinions of his own.
The two parties have an accord.
The Dark Squad will be in Saltmarsh for at least one more day (tomorrow) and then they’re probably going to be journeying out into the wilds, and with tasks to do- problems to solve, people to see- all lined-up (see below). There’s also the small matter of their first Saltmarsh Town Council meeting, that’s tomorrow night, at which the adventurers have been informed- one of them will serve as the representative of Farhill Mine. Although Golf, and possibly Manistrad, will also be attending- to hold the elected PCs hand throughout the ordeal.
So, there’s that to look forward to.
DMing/RPGing a Town Council meeting, how much more high fantasy can you get? Do you remember the scene in Lord of the Rings when Elrond had to play arbiter between two Wardsmen disputing which of them was responsible for street furniture, or picking up dog mess?
No, me neither.
But we’re getting to the end of the session here, the only thing left for me to do is to explain what new info the Dark Squad have caused to come to light.
1) Sharkfin Bridge which must be crossed to enter Saltmarsh proper, is ancient- it was here before Saltmarsh the village. It was built by the elves (or at least the original structure was), and is something to do with the Pact of the Flame, and- it is said- is (somehow) the guarantor that Saltmarsh (or else the land between the structure and the graveyard) will never burn down. There’s even a local nursery rhyme that mentions the bridge, the Pact of the Flame, and a ward against ‘the flame from the sky’. The adventurers are intrigued- and Newt is looking to join the Pact of the Flame, Belphegor commanded him to do so.
2) Karg, the sexton, will show the PCs further proof of the above theory tomorrow, there’s something in the graveyard he wishes them to see, this now Eliander has given his permission.
3) Umber Hill, a small village nearby, is home to a healer, a witch- some say, called Adabra- she may be able to help with regard to the location of the Witch’s Tor, which appears in another one of the prophecies the Squad are investigating.
4) Butterskull Ranch, home to Big Al Kahoon- the previous head of the Saltmarsh Watch, who is missing, or else he hasn’t been seen in Saltmarsh for two tendays, and folk are concerned. Butterskull Ranch is close to Umber Hill. Ram has therefore promised to check this place out, although Eliander has also warned the Squad- Big Al, his predecessor in the job, is/was a shady guy- with his fingers in many of pies, or so it is said.
5) Burle is a frontier (wild-west) town, with plenty to see an do, it is also home to the Falcon’s Nest, a fortified manor, home (of course) to the Falcon, real name Keira. Keira is much admired by Eliander (and others), her job is to keep whatever’s in the Dreadwood, in the Dreadwood, and not menacing any of the other folk in the region. The present threat, it seems, are goblins- and in particular around the town of Blackedge, and the logging camps nearby. There’s money to be made in Burle, and a reputation to be gained.
6) Blackedge is also the PCs prime location for the Goblin Stair, see the prophecies earlier- Hgraam, the Stone Giant said as much during the Dark Squad’s time in the Underdark. Note the Goblin Stair- whatever this may be, is part of Buggles’ quest to discover Gwen’s secrets.
7) Lastly, Nightshade- a hag, and the missing Bad Dead Ancestor, is said to hold court somewhere in the depths of the Dreadwood. If the PCs can send Nightshade back to hell, then they can extract Garumn from his present tomb-sitting funk.
That’s a lot to see and do, and not even all of what gets said- the Dark Squad also learn about Lawhon and the way into the Mere of the Dead Men, but that’s for another time, and plenty of other stuff.
But that’s mostly what we got up to tonight.
So, next session the timetable is (atm)-
1) Trip to the Saltmarsh graveyard with Karg.
2) Buy horses?
3) Meeting of the Saltmarsh Town Council.
4) On the road to Umber Hill.
5) Then the Butterskull Ranch.
6) Then on to Burle.
7) Then probably to Blackedge.
8) Then, maybe, plunge into the Dreadwood.
It’s not a fixed list, it’s just what the players/PCs worked out at the end of the evening’s play.
Which all sounds like a whole host of fun.
Stay safe and well you lovely people.
Cheers the Dark Squad and goonalan.