Dark Squad in the Secrets of Saltmarsh
Session #071: Tracticus Halfpipe's Whispering Door.
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)
*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
This is session 71, and we're back into the swing of things.
The Dark Squad, fully recovered, are back to adventuring, the task- this time, to retrace their steps, back down into the deep dark beneath Squabblepot, it's time to check this place out thoroughly. Oh, and to find and have a chat with Randall the Black.
The ancient gnome warlock, best guess, and ex-member of the Eyes in the Night who was Ian with one I's boss.
The Dark Squad have a bunch of questions for Randall, will he be up for answering them? Well, we'll have to see about that.
But first up, as always, the Dark Squad have a chat about things- mainly the stuff explained above, the surprise package however in this chat is Newt.
The tabaxi warlock is very much of the opinion that they need to chat with Randall, the surprise being that's about the most sensible plan the tabaxi has come up with (ever) so far. Newt's plans usually, who am I kidding- always, involve a whole heap of death and destruction, preferably culminating in lots of folk 'going on fire'.
[Newt suggests diplomacy 200 XP]
The discussion then veers towards Vernon Hucrele, the Dark Squad's concern is not really plot-related, it's more to do with the revenants present status. In precis the question is- will big Vern be back and up and ready for action when they get back down below.
This after Newt makes clear, the warlock rolled a '20' on his monster knowledge check with regards to the revenant- Vernon ain't dead yet.
I mean, yes- Vernon looked dead, but revenants are not so easy to kill, they have a habit of getting back up again. The clue's in the name the tabaxi insists.
The final analysis is- watch out for Vernon when we head below, he's coming back.
No doubt about it.
The next heap of chat about Vern fiddles at the edge of the story- why was a paladin of Torm hunting down a bunch of innocent-ish adventurers who were (seemingly) intent on stopping the Time of Ash.
Which was Vernon's quest too, of course.
There's a little confusion, or else... no, let's stick with confusion.
How is this all happening?
Is it happening again?
And the follow up-
What is it that is happening?
It's great to see that the Dark Squad are beginning to get a handle on things.
[Vernon Hucrele is dead, but he's not forgotten 250 XP]
But, the Dark Squad are certain, some more of the story is going to reside below, with Randall the Black.
So, onwards... or rather, downwards.
Back into the basement...
Back into the basement, and from there through the dark, damp and rat-infested tunnels, all the way to a large high-ceilinged chamber that looks a lot like a chapel, the Dark Squad found this spot on their way back out of the depths. They didn't investigate the place then because Ram had just been nearly crushed to death by a trapper, and... the party, as a whole, were lost, out of spells, healing, everything; and just wanted to get out.
So, an ancient ruined chapel- maybe, skills checks are low to bad- it could be dwarven (and ancient) but possibly repurposed sometime between way back then and now.
There's a pile of stone, masonry and rubble to the north- nearly ten feet high, the ceiling it seems collapsed centuries past. But here's the thing... every now and then a few loose stones tumble down the rubble slope, and after further observation... the pile, every once in a while, shivers... and spills again.
There's something moving under there.
Ram and Daktari get together to dig through the mess, with the barbarian using Shatterspike (it cuts stone) to get to... a chest, there's something... perhaps several somethings moving about within the newly revealed container.
Ram, eventually, crowbars the box open and in the process releases half-a-dozen (beefed up) crawling claws, the undead appendages attempt to throttle our guys but, the Dark Squad take care of business.
Crawling Claws, blink and you'd miss them.
Keep in mind some of these encounters were designed to slow the Dark Squad down, they were against the clock on their previous save Arty run down here.
[Crawling claws 300 XP]
There's a little money in the chest, but not a lot.
Then on some more, and keep in mind throughout all of this Ram is off ahead on his own, stealth and perception checks aplenty.
The rogue finds, and is mid-explore, a large storage chamber when he's set upon by a swarm of rats, and then another, and... another.
Exploring.
His friends rush to help, and take a few bites here and there, but... the Dark Squad do-the-do, and soon after the rats are gone, again.
Rats! Don't worry, we're building the threat... promise.
Note, the Dark Squad- if they look back in this narrative, also encountered a swarm of rats in this area on their way down, I think they just forget that they had already explored this chamber.
[Swarms of rats 400 XP]
Then, down some more, this time back through the sulphurous caverns, which involves several tough descents, climbing around a pool or two of boiling/bubbling sulphuric acid (very low concentration- 1d4 acid & 1d4 fire/turn spent in the solution).
The first sulphuric acid pool climb around- Newt whines, more or less, throughout this bit. Here he is trying to get one his colleagues to lift/carry/fly/whatever him across. To be fair he only fell in very briefly for this one.
And here's the big descent, from where Newt stands to the rest of his companions is a series of stepped ten foot drops, and the bits that look flat in-between these are all canted at a 45 degree angle- heading down.
There are plenty of other environmental effects, including bubbling mud, a geyser, and... but the Dark Squad have been here before. Vinnie has his slippers of spider climbing, Inverna and Newt (eventually) gulp down potions of climbing, and Ram & Daktari are pretty good at the physical stuff anyway.
Climbing around a sulphuric acid lake, also equipped with a geyser and two bubbling mud pools.
There are no other threats here, which also helps, other than the environmental hazards.
[Spelunking 500 XP]
The Dark Squad, after a brief rest to recover, head on- down again into a series of narrow muddy tunnels. Home still to a great many rats, although no more cranium rat swarms. Vinnie convinces his comrades to use torches and fire to keep the vermin away- and it works.
The last time the adventurers were here they escaped the rat's lair to the west, emerging from the foul mud and stink into an ancient dwarven forge of some sort.
Muddy rat tunnels, the Dark Squad go right here, they went left the last time they were down here.
This time... the Dark Squad follow the rat tunnels north, and they're winding- and so it takes a while, and involves lots more cautious exploring. But, again the tunnels emerge into the same dwarven forge area, only these are chambers that the Dark Squad have not explored previously.
Back into the dwarven forge.
Last time they fought a bunch of undead dwarves here, and a bodak- the latter proving to be a very tough foe, and when they were done, they ran on- remember they were chasing Ian with one I first time around (and up against the clock).
So, what's to be found, well... two things.
Scratched into one of the walls here are a variety of threats, written in Abyssal Newt discovers after a short ritual (Comprehend Languages). Whoever it was that wrote these words in ancient times believed themselves to be the 'harbinger of the great dread serpent, the bringer of the dark.'
There's a lot of this kind of thing about, it seems. The Dark Squad take a moment to discuss this fact, particularly in light of the information presented below.
Also hidden away down here is a stash of coin, found by the side of the skeletal remains of a half-elf (Medicine '20' Ram) wearing a suit of black studded leather armour that is very clearly magical. While all of the skeleton's other gear has rotted to nothing, the armour looks (save for the dust and dirt) to be in fine fettle.
Furthermore, each individual stud on the armour is shaped like the rearing head of an enraged dragon, an incredible amount of skill has gone into the manufacture of this item.
The Abyssal script is on the wall to the south of Ram, while the Dragon Cultist's skeleton lies in the broken chamber to the east of Inverna.
The fight for who gets to take this is postponed until the next extended rest, note Newt and Ram both wear studded leather armour.
Half-a-dozen more skill checks later, a variety of subjects, and the Dark Squad are fairly convinced, the dead half-elf found here was very likely someone high up or important in the Cult of the Dragon.
But again, these ruins and the things found here... they're ancient.
[Abyssal warnings and the Dragon Cultists armour 300 XP]
Just to note, and I hope one of the PCs reads this- it is extremely unlikely that a Cult of the Dragon worshipper would write his or her threats in the Abyssal tongue, the Cult of the Dragon's script of choice would be... draconic, of course.
But... eventually, after another ten minutes of chatter and pondering the PCs head on, but just to say- still located in this area are the four sheets of incredibly expensive adamantine that the Dark Squad found first time through here. These, you'll remember, are too big to fit into the rat tunnels, or else- and I hope one of the PCs is reading this also, they can't go up- but they can go down.
So, down again, and there's a broken spiral stair here- exiting into the ceiling of a large natural cavern, the last thirty or so feet is just open space with a big pile of rubble below. The Dark Squad roped down from here last time, well, their rope is still here, and so down again they go.
Next, yet more of the nasty environment, this time a series of pools of bubbling mud, dotted here and there islands of solid stone.
There's a little bit of jumping (or similar) needed to get around this place, but we'll get to that in a bit.
Also present down here is a dwarven made opening, on one of the stone ledges, that leads down into an active magma chamber. The Dark Squad attempt to figure out what this is... and Vinnie dishes up a '20' for his history check. It's a vent. It is, of course, dwarven made- lava can be used in all manner of forge work, however it needs to be controlled, kept in check and at temperature, or else if it needs to vent then it needs to do it that somewhere safe. Like here.
Mud jumps and the vent.
The Dark Squad are beginning to realise, the dwarves have been very busy at something down here.
[Dwarven lava vent, and more exploration 500 XP]
But back to the jumping from island to island in order to avoid the bubbling mud, it requires two checks to safely cross the cavern- one is a DC 10, the other a DC 6.
Newt has failed the DC 6 check both times so far.
On the way down, and on the way back up again.
So, make that three.
Here's the thing, there was no-one around that VTT last night that didn't think the tabaxi was going to fall in.
Here's the slo-mo.
Newt, last one to attempt the jump (again), this after he fails to convince any of his colleagues for like the sixth time this session to help him across whatever environmental obstacle that lies in his path at present.
And... He leaps, and rolls an adjusted '3'.
Inspiration point to roll again.
'1'.
The tabaxi lands in the hot mud and sinks up to his midriff in the bubbling gunk in less than three seconds flat.
Daktari drags him out.
Note, Newt only managed the first DC 10 jump after Daktari agreed to catch him, giving him a +2 on the check, because I 'm kind.
Further note, this tender Newt & Daktari moment leads to a very emotional scene.
Newt declares, in his special hissed whisper (which makes everything he says sound like a threat)-
“You are my right-hand man Daktari. When I take over the running of this organisation I will allow you to...”
At this point Newt (Bear) either pauses to add a little drama, or else pauses to think about what he could possibly say next that will sound... positive/up-beat/appealing.
“... to live.”
The tabaxi declares, imagining for a moment that he has delivered the Christmas message.
Which draws Ram into the chat, the rogue takes a moment or two to remind the tabaxi that Newt starts every encounter usually thirty feet or more behind the action and watching things play out while hiding behind whatever large object is closest to hand.
The half-elf gets on a roll and further reminds Newt of a variety of things he has fallen off or into etc.
The tabaxi, with a climb speed, really does fall down/into a lot of stuff.
I think the rogue's point is this- Newt, a/the leader?
Then Daktari joins in, the Sky Pony barbarian agrees, he states “I don't want to be no part of Newt's organ-a-my-zation, because you are cruel. You only talk me when you want things- you not say anything about how nice my hair. Ever!”
Daktari has a thing about his hair.
A little further on the adventurers arrive (again) at the graves of a trio of ancient dwarves, a crypt- Newt broke into one of these places previously, much to Vinnie's chagrin. Now it's Ramshambo's turn to try to cajole the druid into a little more tomb-robbing, ostensibly to see if there's anything plot-related in the graves. But the druid is still not allowing it, more remarkably Vinnie gets his way.
Newt is a little cowed at this point- or else confused, his honeyed words for the barbarian having been rejected, for the life of him he can't think why Daktari wasn't keen to get on board, he had just promised to allow him to live!
Do the rest of the Dark Squad not see Newt as leader material? Are they not all in awe of him?
The warlock is genuinely confused by this turn of events.
[More exploring and then a Newt and Daktari moment 300 XP]
Then on, and down another eighty feet of spiral stone stairs, and through a formerly concealed door behind an altar (to Dumathoin) into the chapel in which a pair of Spinagons were battled. But there's nothing more to find here, and the treasure chamber that previously held a bunch of traps and a pair of mimics- is ignored.
Storeroom to Ram's right.
Onwards, into another massive storeroom- the chamber is only twenty by twenty-five feet but its tall, over sixty feet to the dripping stone ceiling. There's a rusted pile of metal here, and... odd, the metal (save for the fact that its nasty rusted iron) is very similar in shape and dimension to the adamantine sheets the Dark Squad found earlier.
After another '20', Ram again- I think, the gang are convinced that the metal here was going to be used to build a scale model of... well, whatever. There's no clue as to what shape the finished object would take because- it's just a pile of ancient rusted metal now.
The Dark Squad are about to head on when Newt, conducting his own investigation, and clambering about the metal pile, slips- with another '1'. The following crashing, smashing, banging crescendo-chorus that echoes in the great hollow space for a short age is one of the loudest noises the PCs have ever heard. The metal pile collapses, Newt suffers minor cuts and bruises.
Remarkably the tabaxi doesn't have anything smart to say about the event.
Then another similar chamber, only without the high-ceiling, the only thing of interest here is the door.
The Door.
The first thing to note, stone blocks and boulders have been piled before the door- the barricade is only half finished. Just to make that clear- the stone has been brought here for the express purpose of sealing the door, there are no collapses here, this was deliberate.
The second thing about the door... it has a name plate on it, written in dwarven, it reads-
'Chief Engineer Tracticus Halfpipe.'
The chamber beyond the door is most likely Tracticus' office.
The third thing to note about the door, someone has taken the time to seal the door with lead, that's quite an effort.
And already the question has come up.
“My frendz! Shud we opun zis door?”
Vinnie asks, and then goes on to refer to all of the really bad stuff that they have opened that they probably shouldn't have, primarily, of course, the tomb of Ashardalon.
The fourth thing to note about the door, the Dark Squad decide to go on silent running and take it in turns to listen at the portal.
Two of the buggers roll '20'.
Daktari can hear a whispered voice coming from the chamber beyond the door, alas the barbarian doesn't understand the language being spoken.
Vinnie hears a whispered voice on his turn too.
The voice says.
“Must find the hands!”
Only in dwarven.
Which is odd for a couple of reasons.
The first being that Daktari speaks the dwarven tongue, the voice he heard beyond the door however was definitely not speaking dwarven.
How many people/things are beyond the door, and why are they whispering things in different languages?
And the second odd thing?
Two of the Dark Squad's prophecies mention the hands.
SESSION 19- Belphegor’s words to Newt in the sinkhole of the Forge of Fury.
“Tell Wildroot that you wish to join the pact of flame, resist the urge to burn the woodsman to the ground- he will set you to your task.”
“Discover the last ancestor, she that lives under the cover of darkness- the hag will have the answers.”
“When the hands move the end will have begun.”
“WAIT!”
“For the pale dwarf without a face to beg you- only then should you take the ghost home.”
&
Ancestor #6 (after taking a monstrous beating, with two Crits from Buggles)-
“I am Latgun, I am terror- vell, I fort I waz.
The hands are within one thousand teeth.”
So, there's all that to consider.
[The whispering door 200 XP]
But then we were out of time.
The PCs all have enough XP for level eight now, so that's really nice, they just need an extended rest.
The Dark Squad’s to-do list reads a little like this-
- Go down again- back into the deep dark depths, and then through the door, Randall the Black is down there.
- To the Moon Pool.
- Goblins in the Dreadwood.
- Nightshade in the Dreadwood.
- To Blackedge, find the Goblin Stair.
- Return to Fallowstone Holy for answers- the Witch’s Tor & the Pact of the Flame.
OH!
And this isn't the door referred to in number one on the list above, that door was in the chamber in which the Dark Squad fought Ian with one I, the bone naga, Vernon and the kraken.
This is a different door.
Stay safe and well you lovely people.
Cheers the Dark Squad and goonalan.