The Dark Squad in the Secrets of Saltmarsh #147 Was That Supposed to Happen?


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Goonalan

Legend
Supporter
Dark Squad in the Secrets of Saltmarsh

Session #101: Ram's Revenge.

Dark Squad (in alphabetical order, no egos here).
Daktari/Dak (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 8
New Tricks/Newt (played by Bear) Male Tabaxi Warlock Lvl 8
Nicholai Barbaros Kostyiev/Nicky (played by George) Male Dhampir Cleric of Twilight Lvl 8
Ramshambo/Ram (played by Kev) Male Half-Elf Rogue/Fighter Lvl 7/1
Vincenzo/Vinnie (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 8

NPCs
Inverna Nightbreeze (played by George) Female Wood Elf Fighter Lvl 8 (Sidekick) RETIRED
Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 RIP*
Tarbin Tul (played by goonalan) Male Human Bard RETIRED
Ubmo (played by Goonalan) Supreme Being Lvl 1 (When we remember)
*Trapped in the Land of the Bad Dead Ancestors.

Servants/Familiars
Gerald (Bat/Giant Bat) servant/mount of New Tricks
Owly (Owl) Vinnie’s familiar

The Dark Squad’s to-do list-


  1. The De La Crane Manse is on The Leap, and Anders Solmor would like the Squad to check it out, it's also the ancestral home of the De La Crane family, and the Squad are looking for Antonio De La Crane- see below.
  2. Bonnie Bowspirit, grand-daughter of Rambles, will show the Squad to the missing halfling killer's tomb, on the 6th of Flamerule- see below.
  3. Find the other four Symbols of Ub, one was left in Deepbridge (Duergar fortress in the Underdark). The others need to be found, they belonged to- Rambles 'Shambles' Bowspirit (halfling killer from Lowhill), Antonio De La Crane (posh kid druid alchemist) & Giggles (crazy wood elf). All of these folk lived in the Saltmarsh region, the Dark Squad have found the De La Crane Manse (in the Dreadwood) and the De La Crane Crypt (in Saltmarsh Cemetary).
  4. Nightshade is in the Deep Dreadwood- except she's not there anymore, but a big red dragon is?
  5. Blackedge and the Goblin Stair?
  6. To join the Pact of the Wild Flame prepare the Witch's Tor for the coming of the starfall, the Witch's Tor is in the Drowned Forest, in the Mere of the Dead Men.
  7. To join the Pact of the Wild Flame track down the last member of the Pact, a wild elf adventurer called Giggles- and finally put her spirit to rest, and also recover her maze button. Location unknown. SEE 2. ABOVE.

This is session 101, and we're still fighting, in fact spoiler alert- the fracas that started at the end of session #99 continues to its conclusion here, and we only got it finished by going thirty or so minutes over time.

So, last we left the Dark Squad they were battling their way through a mob of human thugs and toughs, although a few of the enemies were also adept at the sneak attacks, and so the going is slow. It doesn't help that the Dark Squad expended a lot of ordinance fighting illusory snake swarms at the start of this to-do.

At present Vinnie is the Moonboar, but middling-low on hit points and almost out of spells- he's also missing a lot of his hits but has a Fire Shield running, so he's spreading the joy; Daktari has Exhaustion 2 and has taken a beating, and his second to last Rage is just about to end. Nicky is almost through his spells, he too has taken a good kicking- the Dhampir is at present flying around with his Spectral (Vampire) Guardians surrounding him, he's pale-faced, fangs extended and feeding on the villains (and in the process terrifying them). Nicky is pissed. Newt has been out of warlock powers for hours now, he spends the majority of this session hiding and blasting- back to Newt of old. Although not all of this session, later he will attempt to stir the Dark Squad into further action with a Churchillian speech (but see later). Ram? Well, Ram has taken just one point of damage. Ram is a man entirely in control of his destiny, his ability to get both 'in' and 'out' of trouble is becoming legendary, the swashbuckling rogue is a terror, ghosting in to slash and stab, and as quickly retreating to find cover, out of the way of whatever bad things the enemies attempt to serve up next. He is however rolling low quite a lot.

So, back to it.

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And here we are again, the Dark Squad have been attacked from the rear, and have therefore abandoned the cavern passages to the south and have started to hunt down their new enemies. Note, there's a fresh bad guy arriving from the north east, firing his hand crossbow as he arrives.

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But the Dark Squad swiftly turn this situation around, and moments later the same new enemy is fleeing back up the stairs with Ram and Nicky in pursuit, and... between the pair they convince the 'smuggler' to surrender.

Oddly, and pretty much at the same time, back down stairs in the basement Vinnie also convinces another one of the sneaky hand crossbow firing bad guy smugglers to surrender too. Alas, at this point a whole new batch of enemies begin swarming in from the cavern tunnels, more smugglers, more tough guys, and oh look! There's a hefty (seven foot tall) thickset bugbear wielding a club as big as Daktari.

The Moonboar can also hear someone shouting orders to the large goblinoid, someone back in the cavern passages to the south.

Note, prior to this the Dark Squad have had maybe ten seconds to chat with their two new captives, in summary they learn- they're smugglers (but the real deal, these are the pros), their boss is called 'the Master', and he's a wizard or caster of some sort.

Further note, both prisoners are knocked out- the Squad don't have time to tie up these fellows.

Then, however, the bad guys start arriving again...

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The bugbear hits hard, and by the sound of things there are more enemies on the way.

It's at this point that some members of the Dark Squad start wondering whether they should ship-out, flee this place.

But Newt is having none of it, although it's not yet time for his stirring speech.

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It's also at this point that someone wrenches open a trapdoor above the stairs that lead into the barracks here (just south of Newt) and another enemy emerges from here, rushing down the stairs- hand crossbow pinging. Oh, but you can't see Nicky? That's because the dhampir is fighting another tough smuggler in the pantry, back up the stairs from the wine cellar.

The fight is getting spread out again.

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But Nicky isn't built for going toe-to-toe with a guy that's swinging both a longsword and a shortsword in a swirling bloody pattern, the cleric retreats- at speed. The heavily armoured fellow facing him swears (repeatedly) that he's going to end 'the vampire', he pursues the priest of Twilight at all cost.

You'll note the Moonboar is getting busy with it over in the south west corner of the barracks here. But how come he seems to have healed a lot of damage- he's back down to one blood drop in the image above. Vinnie has had to drop out of Moonboar mode, and then re-initiate, this after getting dropped down to less than ten HP.

So, the druid is using his second (and last) Wildshape.

However, Vinnie is also sporting his Fire Shield and so while he's taking hits his attackers are getting hurt too.

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Then the Master suddenly appears (he was Invisible), he's a tall thin robed fellow with the mandatory 'evil genius' goatee, he makes a maniacal proclamation or two and then frazzles Daktari and the still flying Nicky with a Lightning Bolt (and I rolled 38 damage on 8d6).

Nicky fails his save and soaks up the lot.

You'll note there are now three of the hefty bugbears in the chamber, and these trio take a lot of stopping- and with 100+ hit points each, although they keep on bloody missing.

Newt is generally issuing bold statements, and blasting, although most all of this is achieved whilst hiding behind the stone stair well. Note the very bloody smuggler here is unconscious. The remarkable thing about the end of that last statement is the fact that Newt doesn't kill this guy just for the temporary hit points.

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Enter the Supreme Being to save the day. Ubmo comes flying down the stairs beeping furiously, and to ragged cheers.

It's at this point that we remember that Ubmo is not in the fight, and so... here he is. The binary speaking modron flies down the stairs and the DM rolls a 1d4 to see what Ubmo's attack is going to be (he uses his powers at random).

The DM rolls a '4'.

Jim/Vinnie starts cheering.

Jim/Vinnie knows that '4' is a Lightning Bolt, and so Ubmo positions himself and...

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Is swiftly torn apart by Nicky's Vampire-style Spectral Guardians. See those two circles on the map, well- when you put them down they get in the way of other folk moving their PCs etc. and so we just put them to the side. One of them is Nicky's Spirit Guardians...

RIP Ubmo, and no Lightning Bolt.

The DM enjoyed that immensely.

Note, the Vampire Spiritual Guardians also account for both unconscious prisoners that the Dark Squad have taken, they're dead too.

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And then, bad things happen.

In quick succession the following events occur-

The tough guy smuggler that has been chasing Nicky for the last maybe six or seven turns gets to the dhampir and cuts him down.

Nicky is flying, although only a few feet in the air (the ceiling is about twelve feet above here) he therefore falls unconscious and then falls out of the air- and hard to the ground, but for only three points of damage.

But that's a Death Saved failed.

Seconds later Nicky rolls and fails another Death Save.

This is suddenly getting very tricky.

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You'll further note that the Moonboar is gone, and Vinnie is back, and only just clutching on to life- the druid is down to maybe six hit points, he's halfway up the entirely enclosed stairs.

This after yet another Lightning Bolt from the Master.

The druid wants to go home.

However, Newt climbs on the table and starts making threats.

So, as stated before, Newt is played by Ben, and when Ben is voicing Newt, and Newt is angry and pissed, and loud- well, Ben's microphone cuts out, repeatedly.

It's a marvelous piece of comedy, every time, because Ben forgets it happens- and obviously this is a big role-play moment for him- every time, and yet-

“Mighty Bel... and SHAME! For I am... and... and... with my fiery... and...FOREVER!”

The bit we get to hear is great, but I've no idea what any of it means.

Anyway, the point is- Newt's going nowhere, he's fighting until the bitter end.

Then, see all the yellow targeted enemies on the image above, well... Daktari has a Necklace of Fireballs, the barbarian flings a bead into the far wall of the chamber and very suddenly the Master has just two badly wounded bugbears to cover his retreat, all other enemies are burned to death in the fiery blast.

Newt approves wholeheartedly.

Note, there's also a plan to get Nicky back on his feet.

But that doesn't work.

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Then... the Master, the enemy wizard, casts a Shatter spell into the largest wedge of the Dark Squad left standing, alas that's also the end of Nicky, that's him- the skull nestled behind Daktari.

Three failed Death Saves.

He's done.

Nicholai Barbaros Kostyiev/Nicky (played by George) Male Dhampir Cleric of Twilight Lvl 8 is DEAD.

There's a lot of wailing and gnashing of teeth, sack cloth and ashes- that kind of thing.

But... It ain't over yet.

The fight that is.

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The Dark Squad are only just hanging on, although there are only two enemies left here- note the Master, badly wounded, has already exited running back into the passages to the south.

In the next few moments both bugbears are cut down, Vinnie gets to the fallen Nicky but there's nothing the druid can do, he doesn't have the components he needs to cast Revivify (I think that was the discussion, I didn't get too involved). Although there were a lot of angry voices (not from George) as Nicky departs all for the want of 300gp of diamond dust (or some such).

Vinnie is all for grabbing Nicky's body and getting the hell out of dodge right now, but then Ram has a speech of his own, although it's not a speech as much as a muttered reply. It goes like this-

“I'm off to kill the wizard. You do what you like.”

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And with that the rogue ducks out of the chamber, hustling down the steps into the torch-lit cavern passages, Newt (grinning) following after.

“Yeah! Get 'em Ram!” Newt offers, and then seconds later- as the fast moving Ram goes full stealth the warlock is suddenly left alone in the caverns.

“Ram? Ram?”

But Ram's in stealth mode, and so- no reply.

Newt is very suddenly a little less confident.

And then even less so...

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See Ram, he's following an invisible wizard, and doing rather well, by which I mean his passive perception is high, and the Master's stealth rolls are low. Newt however, the warlock took the wrong path and has had to quickly employ his tabaxi shuffle (Feline Agility), the cavern he's exiting was home to a whole a number of patches of Green Slime, several of which tried to drip on him.

Daktari is just heading in, keep in mind he's still Exhaustion 2, and so plodding.

Vinnie is staying with the fallen Nicky, he makes a very nice speech (although there's no-one there to hear it) and then says a few prayers.

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Here's the bigger picture.

Where's the wizard? Where's the Master?

He's invisible but is also trying to push the small sail boat ten feet ahead of Ram out to sea.

Ram knows where to aim his next attack with Deadend (his magical rapier) and sure enough...

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Here's the Master, having just failed his concentration check.

Invisibility over.

But that's not enough.

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The Master dives into the sea, desperate to get away.

But Ram's not having that, and the rogue is wearing his magical Mariner's armour.

Then Ram misses both of his attacks.

There is cursing.

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But then Newt and Daktari dive into the sea too. Newt Blasts (but mostly misses) while Daktari is much more accurate with his javelins.

The Master has had enough, he surrenders.

Or else turns and mimes the act to Ram- he's underwater and holding his breath remember.

But the rogue is having none of it.

He guts the Master.

Dead.

Revenge.

And that was all we got up to in this one.

Stay safe and well you lovely people.

Cheers the Dark Squad and goonalan.

Oh, and George's new PC is already made, unless he changes his mind again.
 



Goonalan

Legend
Supporter
Dark Squad in the Secrets of Saltmarsh

Session #102: Where's My Pudding?

Dark Squad (in alphabetical order, no egos here).
Daktari/Dak (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 8
Fellowyn Silverstream (played by George) Male Eladrin Wizard Bladesinger Lvl 8
New Tricks/Newt (played by Bear) Male Tabaxi Warlock Lvl 8
Ramshambo/Ram (played by Kev) Male Half-Elf Rogue/Fighter Lvl 7/1
Vincenzo/Vinnie (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 8

DEAD PCs
Nicholai Barbaros Kostyiev/Nicky (played by George) Male Dhampir Cleric of Twilight Lvl 8 RIP

NPCs
Inverna Nightbreeze (played by George) Female Wood Elf Fighter Lvl 8 (Sidekick) RETIRED
Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 RIP*
Tarbin Tul (played by goonalan) Male Human Bard RETIRED
Ubmo (played by Goonalan) Supreme Being Lvl 1 (When we remember)
*Trapped in the Land of the Bad Dead Ancestors.

Servants/Familiars
Gerald (Bat/Giant Bat) servant/mount of New Tricks
Owly (Owl) Vinnie’s familiar

The Dark Squad’s to-do list-


  1. The De La Crane Manse is on The Leap, and Anders Solmor would like the Squad to check it out, it's also the ancestral home of the De La Crane family, and the Squad are looking for Antonio De La Crane- see below.
  2. Bonnie Bowspirit, grand-daughter of Rambles, will show the Squad to the missing halfling killer's tomb, on the 6th of Flamerule- see below.
  3. Find the other four Symbols of Ub, one was left in Deepbridge (Duergar fortress in the Underdark). The others need to be found, they belonged to- Rambles 'Shambles' Bowspirit (halfling killer from Lowhill), Antonio De La Crane (posh kid druid alchemist) & Giggles (crazy wood elf). All of these folk lived in the Saltmarsh region, the Dark Squad have found the De La Crane Manse (in the Dreadwood) and the De La Crane Crypt (in Saltmarsh Cemetary).
  4. Nightshade is in the Deep Dreadwood- except she's not there any more, but a big red dragon is?
  5. Blackedge and the Goblin Stair?
  6. To join the Pact of the Wild Flame prepare the Witch's Tor for the coming of the starfall, the Witch's Tor is in the Drowned Forest, in the Mere of the Dead Men.
  7. To join the Pact of the Wild Flame track down the last member of the Pact, a wild elf adventurer called Giggles- and finally put her spirit to rest, and also recover her maze button. Location unknown. SEE 2. ABOVE.

This is session 102, and relax.

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And here we all are, the Dark Squad have won the day- but at a price.

Well, that was a close one, just to recap-

Nicky is dead.

Vinnie burned through both of his Moonboar wildshapes (and all of their hit points) and then out of spells entirely was reduced to six hit points.

Newt was out of warlock powers for the last three to four hours of the fight, he was also briefly unconscious (twice) of course, and was mostly just surviving on temporary hit points towards the end.

Daktari got down to five hit points at one point but all of the other members of the Squad found ways to keep the barbarian up and swinging. Dak was also on Exhaustion 2 for almost all of the fracas, so- tough going.

And Ram?

Ram lost one hit point.

You read that right.

One hit point.

One.

Hit.

Point.

My observation is, Ram does his own thing, that's not to say he doesn't help out- he killed a lot of stuff, and delivered healing potions (to Newt and Dak) when needed. That aside, Ram has a groove, and it's a narrow-ish groove (but again, that's not a bad thing), and he's very good at it. Very good.

We move on.

The above image shows the Dark Squad after almost exhausting their healing supplies, note Dak has gone to sleep already, he's knackered. The Squad have had a couple of hours rest here, but now Ram egged on by Newt is keen to investigate further.

Note prior to this there had been a vote- 2:2, I seem to remember, the question being- whether to take a long rest or not...

And Newt settles all draws, or else he usually finds someone (Ram) to do whatever he wants doing, he's a silver-tongued bastard when he needs to be.

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Ram, eventually, gets the door open (it was locked and trapped)- it leads to the Master's room, the Squad correctly surmise. Note, there's another door to the right in the above image- it's locked, and barred, and has “DANGER!” chalked on it.

This is the door that instigated the above vote.

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The Master's room is ransacked, and I mean ransacked- this after a spray of Detect Magic followed by the Ram trap finding tour, he finds a second trap here- the hard way, a blast of Magic Missiles to the torso.

It hurts but not enough, besides- Ram still has plenty of healing left.

There's lots to find here, including the Master's spellbook, the bastard was an illusionist- well, that figures. The wizard also kept a scrawled diary, from the last few entries the Squad learn that the crew here have been ordered by 'the Captain', to wait for 'the ship'.

There's even notes for a signalling system, Ram makes sense of these, he spent a lot of years at sea remember, and always on the wrong side of the law.

There's also a collection of dirty poems (illustrated), this is passed to Daktari (by Newt, he likes handing out presents) in an effort to improve the barbarian's reading skills.

Daktari, point of fact, cannot read (or write) but he now has 18 Int, and so he's learning- and besides the pictures keep him amused.

“That is wrong way to put up shelf!”

The barbarian is very interested in DIY.

Note, throughout what follows (including the fighting- see later) Daktari (played by Jim) entertains us with a number of risqué limericks, for full authenticity these should be read aloud (by you) in Dak's dumbish (slow) cod Russian accent.

Begin-

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And-

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There, that's done- we'll move on.

So, the Dark Squad take another time out to talk through and make sense of the things that they have found in the Master's room, including a book of tide times for the Saltmarsh region. Ram also takes the time to read the last month or so of the Master's diary. The enemy wizard fellow is actually called Sanbalet, but he has adopted airs and graces, he thought himself a master, sorry- Master, illusionist- beyond compare. But as Ram said at the time, “he's dead now, so screw him.”

So, the upshot is- Ram thinks, the Master and his guys here are smugglers, and there's a lot of high-end goods in the caverns (and one of the guys before his demise confessed to being a smuggler). But, Ram thinks, this is a high level operation, and furthermore that the next boat is due sometime soon, best guess (tide & moon taken into consideration) is between the 14th & 18th of Flamerule (July), that's this month (it's the 2nd today).

Ram has a plan, and it involves being back here between the dates above- to meet the ship, Newt interrupts and rushes ahead to the end of his own plan, something about burning the smuggler's ship to the waterline. The tabaxi warlock is shouting again.

But Ram's plan is even better than that, and here it is, in all of its glory-

“I'm getting a ship this month.”

The rogue doesn't smile often, but reports come in of a smirk.

Then, back to the here and now, and specifically a door marked “DANGER!”, Newt (& Ram) want to take a look inside, and the warlock has a way of safely doing this. This after Ram discovers that the door has a keyhole (it's also locked).

Newt looking through the keyhole manifests Gerald his bat familiar in the room beyond the sealed door.

He's a clever lad.

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It's easier, of course, just to move Newt's token into the newly revealed chamber- particularly as the warlock is 'seeing' the chamber through Gerald's senses.

There's an old once elaborate now smashed up large table, and... at least half-a-dozen skeletal bodies, some armoured- humanoids, best guess.

There are no other exits from the chamber, and nothing else of note.

Then Newt, and Vinnie, remember that when they were looking through a bunch of old books in one of the chambers above, in the manse, a fragment of paper fell out of one old tome, written on the scrap- “...beyond the skeletons...”

Then, however we get back to debating what to do next, because the Dark Squad are now convinced that the skeletons are going rise again should they open this door, and fighting... well, Vinnie and Daktari are still very broken.

Newt, however, is ready to rock and roll, and Ram's looking feisty.

He's getting a boat, apparently.

We get to debating/arguing, delete as appropriate.

Therefore, the DM (and George) chose this moment to blind-side the Dark Squad.

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Fellowyn makes his entrance, that's him- top left. He's an old man (or something) wearing a dressing gown over a pair of tighty-whitie budgie-smugglers. Oh, and he's wearing a wizard's hat, and sports a wizard's long flowing white beard, and he's puffing merrily on a pipe.

Later (when Fellowyn draws the blade) the Dark Squad note that he also wields a battered rapier.

Fellowyn's opening line is something like, “Is that you Antonio? What the hell has happened to the house, you've really let things go my friend?”

Which gets the various members of the Dark Squad interested.

However, Fellowyn's follow up sentence, on spotting the various members of the adventuring party, is- “Are you the hired help? I'm six-hundred-and-thirty-four-years-of-age. Where's my pudding? I WANT my pudding!”

Over the course of the next twenty (extremely frustrating) minutes the Dark Squad learn, or else deduct, that Fellowyn is an elf (probably), he knew (knows?) Antonio De La Crane, he's an expert with blade and spell, he talks like an older/retired gentleman, he loses track of what he's saying all of the time, he's mad.

F'rinstance-

“Oh, yes! Yes, of course. Yes, indeedy-do, I know Antonio De La Crane, this is his house. See. And you're in it, so you must know Antonio too. I'm Fellowyn, Fellowyn Silverstream. I haven't seen you since, well... forever. Have you seen Antonio? Is he about? Is there pudding? I'm six-hundred-and-thirty-four-years-of-age. Who are you people and why are you here (THREATENING- DRAWS RAPIER). Is it time for breakfast? (MOTIONS TO RAM) Garçon, the full works- with extra treacle, and make it snappy man, I'm absolutely famished. (FELLOWYN SUDDENLY STANDS) Antonio! ANTONIO? Where the hell is he? Off with his adventuring friends again, no doubt. (NOTICING THE DARK SQUAD ARE HERE) Oh, my manners, I'm Fellowyn Silverstream- dashing blade and bookish mage, what-what, charmed to meet you. I'm six-hundred-and-thirty-four-years-of-age. Where are we?”

And then in the gawking silence that follows.

“Is there pudding?”

And so it goes, and for longer than you'd think possible.

And so the DM keeps dropping the in adventure time in the chat window- moving forward one hour at a time, and still Fellowyn is talking, saying everything... and nothing, only perhaps the shape or shadow of hidden things.

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Fellowyn knows/knew Antonio De La Crane, very well apparently, but alas he makes no sense.

The Dark Squad make a variety of meals, chat, and then sleep the night- Fellowyn, well...

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Fellowyn, after lots more chatter, let's it all hang-out.

Apparently George rendered these pictures, this is original art, which I certainly would not admit to.

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And then in the morning after breakfast, but with Fellowyn mostly still not making sense, Ram gets the “DANGER!” door open, but he's not going in.

That's the purview of the new hire, Fellowyn is invited to demo his hot to trot skills with sword and blade, after all the old man keeps going on about them.

Note, it's Newt that makes the above deal with Fellowyn, tempts the old man into action.

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And then it goes semi-badly (for George) once again.

The skeletons get up and into action, and the fellow with the bow stood on the ruined table manages to plug Fellowyn three times in a row. Then an armoured skeleton with a pike starts its dance of death, it too manages to skewer Fellowyn, and then seconds later- Ram, too.

Moments later it is discovered, by the players, that both bad guys have the use of a variety of Legendary Actions.

Oh, and Fellowyn, the expert with blade and spell, well...

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Fellowyn is reduced to six hit points in two turns, and now there's a third skeleton in the mix, and this fellow is armed (and armoured) with a longsword and a shield. The latter he clonks into old man Fellowyn's face.

It seems the forgetful fellow has entered into combat with none of his spell assists running, not even Mage Armour.

And the third skeleton also possesses a few Legendary Actions.

Just a note, Jim (plays Vinnie and Daktari) at work prior to this session, he said something like- “I'm glad the fighting's over, that was a close one.”

My reply, “Over?”

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Fellowyn panics and turns (polymorphs) into a giant scorpion.

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Daktari barges his way into the action, and yet another skeleton gets up to meet the barbarian's rush. Although the Squad have now managed to take the tough one with the pike down, good work from Fellowyn (in scorpion form)- he grabs the undead bugger and then holds it out for his new found comrades to smash to pieces.

But it's still not going super-well, Daktari is back to raging, and he's taking hits- in one turn I land three Crits on the barbarian.

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Fellowyn retreats to think about things, he's still only got six hit points left.

As debuts go...

Well, this one went.

Vinnie is back to being the Moonboar (it's a new day remember) and both skeletons in the picture have been knocked prone.

But that's all we had time for this session- keep in mind there was a lot of good stuff in the Master's room (although no magic items save the spell book and a few potions), also plenty of the other enemies had bits and pieces of treasure, and... Fellowyn really did hold court for a while.

Stay safe and well you lovely people.

Cheers the Dark Squad and goonalan.
 



Goonalan

Legend
Supporter
Dark Squad in the Secrets of Saltmarsh

Session #103: Well! Well!

Dark Squad (in alphabetical order, no egos here).
Daktari/Dak (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 8
Fellowyn Silverstream (played by George) Male Eladrin Wizard Bladesinger Lvl 8
New Tricks/Newt (played by Bear) Male Tabaxi Warlock Lvl 8
Ramshambo/Ram (played by Kev) Male Half-Elf Rogue/Fighter Lvl 7/1
Vincenzo/Vinnie (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 8

DEAD PCs
Nicholai Barbaros Kostyiev/Nicky (played by George) Male Dhampir Cleric of Twilight Lvl 8 RIP

NPCs
Inverna Nightbreeze (played by George) Female Wood Elf Fighter Lvl 8 (Sidekick) RETIRED
Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 RIP*
Tarbin Tul (played by goonalan) Male Human Bard RETIRED
Ubmo (played by Goonalan) Supreme Being Lvl 1 (When we remember)
*Trapped in the Land of the Bad Dead Ancestors.

Servants/Familiars
Gerald (Bat/Giant Bat) servant/mount of New Tricks
Owly (Owl) Vinnie’s familiar

The Dark Squad’s to-do list-

  1. The De La Crane Manse is on The Leap, and Anders Solmor would like the Squad to check it out, it's also the ancestral home of the De La Crane family, and the Squad are looking for Antonio De La Crane- see below.
  2. Bonnie Bowspirit, grand-daughter of Rambles, will show the Squad to the missing halfling killer's tomb, on the 6th of Flamerule- see below.
  3. Find the other four Symbols of Ub, one was left in Deepbridge (Duergar fortress in the Underdark). The others need to be found, they belonged to- Rambles 'Shambles' Bowspirit (halfling killer from Lowhill), Antonio De La Crane (posh kid druid alchemist) & Giggles (crazy wood elf). All of these folk lived in the Saltmarsh region, the Dark Squad have found the De La Crane Manse (in the Dreadwood) and the De La Crane Crypt (in Saltmarsh Cemetary).
  4. Nightshade is in the Deep Dreadwood- except she's not there any more, but a big red dragon is?
  5. Blackedge and the Goblin Stair?
  6. To join the Pact of the Wild Flame prepare the Witch's Tor for the coming of the starfall, the Witch's Tor is in the Drowned Forest, in the Mere of the Dead Men.
  7. To join the Pact of the Wild Flame track down the last member of the Pact, a wild elf adventurer called Giggles- and finally put her spirit to rest, and also recover her maze button. Location unknown. SEE 2. ABOVE.
This is session 103, and we are (of course) back to fighting.

Skeletons this time.

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Only these skeletons are tough buggers, there are seven of them in this encounter- although only six have made themselves known so far. Three of the six skeletons so far revealed have the use of Legendary Actions (and a big bag of hit points), alas the Squad have already destroyed two of the three tough bad guys so far.

The Legendary Actions I attached to these three fellows were awesome, alas the two skeletons the Dark Squad have already taken down didn't get a chance to show off their skills; the skeleton with a pike had an awesome attack in which he impaled an enemy (a PC) with his pike and then swung around his planted weapon kicking everyone within ten feet in the chops. I failed to hit with this attack repeatedly.

Damn!

The sword and board skeleton with Legendary Actions (also alas deceased) had something similar going on, but in a moment of genius the new mumbling bumbling Bladesinger (Fellowyn) transformed into a giant scorpion and grabbed this guy up. The skeleton swordsman failed to escape the scorpion's claws, and was duly smashed apart.

So, I had vowed (your kindly DM) to put some effort into getting the last of my Legendary Action-enhanced skeletons, the archer, into some mischief- success! Read on.

10301.jpg

But my poor skeletons are struggling to begin with, although it helps slightly that the Dark Squad are also missing quite a lot.

But then...

10302.jpg

My seventh skeleton turns up.

An ordinary piece of wall suddenly outlines an opening, which swings inwards- and stepping out of the dark within comes another skeleton- this one is in robes, and with a wizard's hat, and a spectral wispy beard.

This guy's skeleton claws (worn down finger bones) exude acid- Daktari gets raked and scarred.

This guy also makes sounds, he/it has a speech, or at least a few pithy asides, like-

“Come on! Keep Ub!”

“Like the Crocodile said to the Man- make it snappy!”

“And it all turns to Ash in the end!”

“Go on! Amaze me!”

That kind of thing, and the PCs are noting this stuff down- I just copied and pasted the above from the Discord chat window.

This is all stuff from the Dark Squad's various quests.

But here's the thing- what happens when the big bad guy (the skeleton with the wizard's hat) turns up?

That's right, the PCs concentrate fire and start hitting.

10303.jpg

Less than six seconds later and my acid flinging wizard hat skeleton is down to single digit hit points (from approx. 120). It didn't help that Ram and Daktari both landed Crits.

And then he's gone... shattered.

Last words-

“WELL! WELL!”

Last actions-

The wizard hat wearing skeleton sinks to his knees, spits out a... something the size of a coin, onto the table before him, and then delivers the above last line.

Let's type it again- it must be important.

“WELL! WELL!”

10304.jpg

See the circle(-ish) indicator on the map, that's whatever the wizard hat wearing skeleton spat out.

But here's the thing, remember I said that three of the skeletons had Legendary Actions, well bow-guy just got his chance, one of his Legendary Actions involves a full move action, with no AoO's, combined with a chance to fire his bow at anyone he gets within ten feet of (with no disadvantage).

At last.

And all hits.

Fellowyn is on something like two hit points, and my bad guy is off and running, although he's the only member of the undead still standing.

10305.jpg

And still standing, although only just- you'll note that Daktari is back down to only a handful of hit points (again), the skeleton archer managed to plug the barbarian at least four times since the last image (with one of them a Crit).

Even Ram has taken a few hits.

But... it doesn't last.

Ram's attacks leave the last undead creature on just one hit point, at which point Vincenzo (the Moonboar) grunts out-

“Ze mowst powerful zpell in Don-john's and Drag-oons! Produce Flame!”

And that's all she wrote for my guy.

Then rest, and healing- Vinnie is having to provide a few Cure Wounds (remember Nicky, I miss him).

Funny thing.

Nicky is still in the Combat Tracker, his body is still on the map, and so every turn in combat- as we play-through the tracker, last thing- every turn is George's bell ringing on his PC to remind him that it's Nicky's go.

At which point the rest of the Players helpfully remind George, every time they hear that bell ring-

“Nicky's dead!”

It's a wonderful chorus.

I'm not sure if it's an accepted method of grief counselling, but hey-ho.

10306.jpg

The thing the wizard hat skeleton spat out turns out to be a Luckstone. Newt snaffles this, and soon after (oddly the warlock is now very keen to get in a short rest) he attunes it.

Then, after the aforementioned rest, the Dark Squad investigate the newly revealed chamber.

10307.jpg

It's an office come laboratory. There's money here- gold pieces, and a few hundred of them (nice). There are also lots of objects- a skull, a rose, an apple, and other things that seemingly have been turned to solid gold.

Investigations continue apace.

Note, in reality the PCs examine all of the gold items repeatedly- seemingly passing them from PC to PC, attempting a variety of skills, and eventually- after maybe a dozen checks they come to the conclusion that these are everyday items that have been either magically transformed into solid gold (less likely) or else dipped in gold (gold-plated).

Then Newt eventually takes a look at the open book on the desk, the one that the DM has been pointedly reminding the PCs about (repeatedly) for the last fifteen minutes.

The book is entitled the “Ye Olde Philosopher's Stone”, and the text begins by explaining that the book contains the secret of turning base elements into gold...

That's fifteen minutes of my life I'm not getting back.

The finds lead to more head-scratching for the Squad. The skeleton with the wizard hat said lots of stuff, it's as if Antonio De La Crane (the guy they are here to find, and to acquire his Symbol of Ub/maze button) is taunting them.

But, “WELL! WELL!”

It's time to go into the well.

Remember the Bad Dead Ancestors and their prophecies-

Ancestor #2-
I am Larkoz, the warden.
Check the ancient alchemist’s well.”


Well, Antonio De La Crane was an alchemist, ancient or not, and he has a well.

So, here we go again-

10308.jpg

Out into the overgrown garden, and it's the day after (the PCs arrived) and mid-morning now, the sun is out and yet the house seems to be perpetually in shadow and gloom. Daktari assumes spider-stance, and descends, trailing a rope as he goes (affixed to an immovable rod up top).

The chamber below (eighty feet below) is full of sickly glowing fungi, but otherwise empty.

The well opening however continues down into the depths.

10309.jpg

The Dark Squad descend into the newly revealed chamber, avoiding the glowing fungal furze- except for Vinnie who dares it- and takes a little poison damage from the spore cloud.

There are coins scattered around the chamber here, Newt sends a Mage Hand to collect them all up- silver coins.

“A luuuuuuure.” The Moonboar explains, almost breaking the French language (in an Inspector Clouseau way) with his 'luuuuuuure'.

Note, to get into the chamber the PCs (without Spider Climbing) have to swing and leap/step a few feet from the bottom of the rope onto the floor of the cavern chamber proper- this to avoid falling further down the well-shaft.

I (your glorious DM) state, 'as long as you don't roll a '1' you leap clear.'

Ram rolls a '1', and then has to spend his last Inspiration Point to re-roll it (successfully).

Which only makes the rogue more unhappy when ten minutes later the Dark Squad's investigations reveal that the well-shaft has a solid (see through) barrier preventing access below.

In essence they could have all just stepped off the rope.

After lots more checks and the use of a few ritual cantrips and the Squad discern that the barrier preventing access to the shaft below has a pattern etched into it- the pattern depicts a simple maze.

The Moonboar grabs out his Symbol of Ub/maze button, remember the Dark Squad are looking for more of these- as it turns out they all need to have one.

So far they have found... one of them.

And this Symbol of Ub/maze button was gifted them by Timor (& Daktari) of the Sky Pony Uthgardt barbarians, all the way back in...

2403 BUTTON.jpg

Session 24, I think.

But then the Moonboar tries to trace the maze that prevents entrance to below, but when he gets close with his maze button in hand- the forcefield or barrier disappears with a 'pop'.

The way below is open.

Daktari, still spider stance, descends into...

10310.jpg

A dark and grim looking pillared chamber.

And after a brief search of the place he calls his comrades down to continue the investigation.

The twenty foot high pillared chamber is dwarven built, like a lot of things the Dark Squad have been finding buried around this region. Furthermore, it's ancient.

Note, the well-shaft continues on, but as with above this too is blocked, another invisible barrier prevents further descent.

Oh, and a little later it's discovered that Vinnie's button does not open this barrier.

Further note, the Squad are around 150 feet below the surface in this columned chamber.

The statues are ghoulish looking dwarves, skeletal beneath their robes, and frightening to look at, menacing even.

The Dark Squad are waiting for these things to come alive, and are thus a little on edge throughout all that follows, although that doesn't prevent them from investigating the walls, the statues, the floors and... well, everything.

There follows lots of rolls, and lots of ideas, and things to try and/or explore- with associated skill checks. I've just checked on Discord, the image above was taken at 10.21 PM, the next image times in at 10.59 PM.

So, between this and the next bit is almost forty minutes of real time activity, so- and again, the PCs try lots of stuff, lots of searching and investigating.

There are no secret doors to be found, in the floor, in the walls, in the ceiling, or even in the pillars.

Likewise there's nothing that moves, or presses, or turns, or... nada, nothing.

No signs, or text, or images, or symbols to translate or to make sense of.

The only thing that's not part of the chamber are the remains (shattered bones) of maybe one or two individuals, but they're old... very old.

Both long dead humanoids, best guess.

For forty minutes the DM asks- “What are you doing?” And the PCs have an answer, and some other activity is discussed and then undertaken, and... still, nothing is found.

The DM, getting a little bored with this, even gets the PCs to roll random d20's every now and then, just to see if a '20' or similar comes up, so that I can give them a clue.

The thing to do here is...

Nothing.

Just stop, stand still, and listen.

Eventually, it's Ram that hears it in the end, a very quiet scratching noise, and... it seems to be coming from Newt.

Most odd.

The Squad stand in silence for a minute, and then all concur- there is indeed a faint scratching noise coming from the tabaxi warlock's backpack.

Newt gingerly takes one item at a time out of his bag.

It's coming from his Book of Shadows.

Note, Newt's Book of Shadows contains all of his spells, powers, rituals, cantrips, and other dark thoughts, it also contains his various to-do lists etc. It's a filofax-cum-necronomicon.

Newt, with the Dark Squad peering over his shoulders, turns the pages to see.

Someone else is writing in Newt's Book of Shadows.

This fact doesn't do much for Newt's mood.

10311.jpg

There's a lot of this, about five pages worth of screen shots.

Whoever's writing in the Book of Shadows starts with 'Who are you?', although the author refuses to tell the Squad who he (or she) is.

Note Newt is writing his answers in the book, and also writing his own questions for the mystery author to answer.

There's a little back and forth, although very quickly the unknown author gets around to asking- “Who have you killed already?”

And the Dark Squad instinctively know that the writer is talking about the members of the Eyes in the Night, because they have the Symbols of Ub/maze buttons that they need.

The conversation circles for a little while longer, with the unknown author repeatedly refusing to answer quite a few of the Squad's questions.

Although many of the mystery writer's answers just lead to more questions.

Particularly about the Man and the Crocodile, which comes up- the unknown author tells the Squad that they will need to go to the Man and the Crocodile, this however only causes Newt to get even more tetchy.

The warlock starts adding emoticons to his answers, and surly asides, and CAPSLOCK SHOUTING!

That's when the twelve foot tall armoured Skeleton Minotaur appears from nowhere and full tilt slams into Newt (although in truth I missed my charge attack, even with advantage) and then follows up with a maul attack which connects with the tabaxi's mush.

10312.jpg

That's also where we leave it, we were thirty minutes over time again.

Although there was a lot of chatter after this one, consensus is- Antonio De La Crane is the author, and he's below, maybe, and he's keen for the PCs to see off the other members of his old adventuring party- the Eyes in the Night.

More of this kind of thing, probably, next time.

Although, we're not back at the VTT until Tuesday the 18th October.

Stay safe and well you lovely people.

Cheers the Dark Squad and goonalan.
 

Goonalan

Legend
Supporter
Dark Squad in the Secrets of Saltmarsh

Session #104: To the Lighthouse.

Dark Squad (in alphabetical order, no egos here).
Daktari/Dak (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 8
Fellowyn Silverstream (played by George) Male Eladrin Wizard Bladesinger Lvl 8
New Tricks/Newt (played by Bear) Male Tabaxi Warlock Lvl 8
Ramshambo/Ram (played by Kev) Male Half-Elf Rogue/Fighter Lvl 7/1
Vincenzo/Vinnie (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 8

DEAD PCs
Nicholai Barbaros Kostyiev/Nicky (played by George) Male Dhampir Cleric of Twilight Lvl 8 RIP

NPCs
Inverna Nightbreeze (played by George) Female Wood Elf Fighter Lvl 8 (Sidekick) RETIRED
Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 RIP*
Tarbin Tul (played by goonalan) Male Human Bard RETIRED
Ubmo (played by Goonalan) Supreme Being Lvl 1 (When we remember)
*Trapped in the Land of the Bad Dead Ancestors.

Servants/Familiars
Gerald (Bat/Giant Bat) servant/mount of New Tricks
Owly (Owl) Vinnie’s familiar

The Dark Squad’s to-do list-

  1. The De La Crane Manse is on The Leap, and Anders Solmor would like the Squad to check it out, it's also the ancestral home of the De La Crane family, and the Squad are looking for Antonio De La Crane- see below.
  2. Bonnie Bowspirit, grand-daughter of Rambles, will show the Squad to the missing halfling killer's tomb, on the 6th of Flamerule- see below.
  3. Find the other four Symbols of Ub, one was left in Deepbridge (Duergar fortress in the Underdark). The others need to be found, they belonged to- Rambles 'Shambles' Bowspirit (halfling killer from Lowhill), Antonio De La Crane (posh kid druid alchemist) & Giggles (crazy wood elf). All of these folk lived in the Saltmarsh region, the Dark Squad have found the De La Crane Manse (in the Dreadwood) and the De La Crane Crypt (in Saltmarsh Cemetary).
  4. Nightshade is in the Deep Dreadwood- except she's not there any more, but a big red dragon is?
  5. Blackedge and the Goblin Stair?
  6. To join the Pact of the Wild Flame prepare the Witch's Tor for the coming of the starfall, the Witch's Tor is in the Drowned Forest, in the Mere of the Dead Men.
  7. To join the Pact of the Wild Flame track down the last member of the Pact, a wild elf adventurer called Giggles- and finally put her spirit to rest, and also recover her maze button. Location unknown. SEE 2. ABOVE.
This is session 104, and we are (as usual) fighting again.

Last we left the Dark Squad they were in a spooky dwarven (evil?) temple style area about two levels (approx 100 feet) below the surface of the well, which is in the backyard of the ruined De La Crane Manse up on the cliffs.

Remember-

Ancestor #2-
I am Larkoz, the warden.
Check the ancient alchemist’s well.”


So, that's what they're doing, only now they're fighting a skeletal minotaur (and guess what, this fellow is a tough bugger!) this after Newt started cheeking (writing in CAPS LOCK, and leery with it, and adding emojis to his replies).

To make clear, the Dark Squad have been communicating with whoever it is down here in the well, by writing and receiving written replies in Newt's Book of Shadows.

Note, I get the feeling that Newt's Book of Shadows is actually a spiral bound note book with “SECRETS KEEP OUT” written on the front cover, and slathered in “I [heart] Belphegor” stickers.

Anyway, fighting-

10400.jpg

The skeletal minotaur hits hard and hits plenty.

And very briefly my dice are on fire, I seldom miss through what follows.

10401.jpg

And then the second skeletal minotaur (200+ HPs each) suddely charges into existence and smashes into Daktari.

The Sky Pony barbarian has still got one level of exhaustion on him and he's pretty much out of healing hit dice, and it's not much past 10 AM.

Have a nice day!

But here's the thing, this is the Dark Squad, and all the skeleton minotaurs do, once they get locked down- which happens remarkably quickly, is hit hard.

So, the Moonboar and a (raging) Daktari just soak up the hurt while the rest of the gang do their stuff.

10402.jpg

And soon enough we get to here.

It was inevitable.

You'll note both Daktari and the Moonboar are beyond bloodied, it should also be noted- at this point, that a few of the PCs (but not Ram) are also getting low on healing potions and the like.

And so, after a bit more chat, and another attempt or two to communicate (via the Book of Shadows) with the well's author/alchemist- no luck, and... the Dark Squad head back up and out of the well, safely ascending to the surface.

They need to do some work to get further down the well shaft, they need to kill a few more members of the previous adventuring party- the Eyes in the Night, or else they need to locate the maze buttons that each of these long dead adventurers possessed.

Then- back in-game, a short rest and another (much longer- see below) chat, and then... Fantasy Grounds Unity flips out while trying to send the map that follows in the next image to the Players. We spend nearly forty-five minutes fixing this error, or else installing a new update and making it work.

10403.jpg

The map that crashed Fantasy Grounds Unity, for a while, actually it was much bigger than this- but all of equal quality.

So, during the rest stop/chat the Dark Squad are trying to figure out what comes next, they need to be on the track from Gedge to meet Bonnie Bowspirit (halfling granddaughter of Rambles 'Shambles' Bowspirit) on the evening of the 6th of Flamerule but it's only the 3rd today.

So, what next?

Well, the Dark Squad- while exploring the De La Crane manse, briefly saw a light, a big light- as if from a lighthouse, the source of this illumination must, they figure, be situated somewhere down in The Choke. The Choke being the delta of islands in the bay of the Dunwater River, that separates civilisation (sorta) from the Mere of the Dead Men.

Therefore the Squad decide to grab the rowing boat they saw down in the smuggler's caves below the manse, and then drag it through the marshy/watery region here, trying to find the source of the light. Note, Ram has already determined that high tide will be at 6 bells (PM) this evening, and so while they have a few hours to search they don't want to get stranded, hence Dak gets to drag the boat.

Further note, Daktari is a little under the weather at present, or else he's starting to feel his age, and so do the following lines in his cod-Russian accent, but mumble it, as the barbarian narrates his pain-

“Yes! Daktari bring boat. Yes! Daktari kill skelli-bobs. Yes! Daktari spider-stance down well. Daktari tired now. Daktari taken for granted. Daktari no feel value- is not love, is service...”

And on the Dark Squad ramble, for hours- no, really- hours.

It takes an hour in the mist and fog, and with the squelching stinking mud, and the sudden deep sections of running water to search just one square of the map above.

And so after two or three hours of wandering through the stink the Dark Squad are almost pleasantly surprised when someone starts shouting at them through the mist, at this point the gang are wading from one islet to another.

Eventually half-a-dozen rough (& wild = hairy) looking (human) fellows are spotted in the mist ahead, all of them are armed with crossbows, and soon after- after a little back and forth with whoever is shouting at the guys, the crossbows get put to good use.

But here's the thing, these are bandits (stat-wise) with about ten hit points each (save for the leader type) and so this is a massacre. The various members of the Dark Squad are soon in pursuit of their now terrified attackers, although some of the slower members of the group- including Daktari still dragging the boat, are soon so far behind the action that they're out of the fight.

10404.jpg

The initial encounter, the 'bandits' have crossbows.

10405.jpg

The Dark Squad press forward leaving a trail of destruction behind them, well... apart from Dak who is still trudging forward through waist deep water and knee deep mud.

Still dragging the row boat.

At this point the Squad have already figured out that the enemy they are facing is very weak, they're dropping like flies, and Newt is obviously capering with delight as he screams obscenities at the fleeing humans, stopping only briefly to blow the screaming wild-men apart.

Newt's is sending the souls of these fellows to Belphegor, and he's keeping count- his fiery master set him to this task at the warlock's last Personal Development Review (PDR).

There were over a dozen 'bandits', plus the leader type, in this encounter.

10406.jpg

Only three of them (and the leader) escape the encounter (map).

But some of the Dark Squad- Ram, Newt & Fellowyn, are happy to pursue.

We move into a chase sequence, with the dirty hairy guys getting blasted apart, or shot in the back, by Newt and Fellowyn, but that's not Ram's style. The rogue is after the leader type, who started out with the threats at the beginning of this encounter.

Ram, as it turns out, is very hard to shake off. The rogue eventually catches up with, and then quickly subdues the mid 50's disheveled human leader of the enemy group while swimming (and wrestling/fighting) in a (formerly) hidden deep channel that seems to snake through the marshy hummocks and stony eyots that constitute The Choke.

10407.jpg

About twenty minutes later, Ram gets turned around for a short while- he gets lost, the rogue makes his way back to his comrades with a very badly wounded (but still fairly surly) leader of the 'bandits'.

Time for a chat.

The rough fellow, he's very hairy and disheveled (think wild man), is a bit strange to talk to- he sometimes makes sense, sometimes, less so.

The Dark Squad, employ a combination of overt threat and honeyed words- Ram's going to cut the guy's fingers off- one by one (Ram's a troubled soul at heart, not all toothpaste smiles and action hero); while Vinnie is happy to play good cop, offering to let the fellow go unharmed, and being reasonable about it.

The Dark Squad eventually learn that the 'bandits' (the dirty fellow's job title is never discussed) here work for the mad lightning summoning half-orc priest, and his pet harpies, that inhabit the nearby lighthouse. The Squad, of course, secure directions to the aforementioned lighthouse.

Then, after the wild man prisoner is released, the Dark Squad get in their row boat, because the tide is really turning now- it's coming in quickly, and off they row to the lighthouse, which takes another hour or so (the tide is coming in, remember) and keep in mind the entire area is swathed in thick mist and fog.

10408.jpg

A trio of docks are spotted ahead.

But that's all we had time for this session, a short one- you'd think, but keep in mind that we had at least forty five minutes out when FGU dropped, and the Squad spent a similar amount of time discussing what comes next after their visit to the well. Most of this in character.

To further explain- Dark Squad consensus is the alchemist down the well is indeed Antonio De La Crane, in whatever form he presently exists. The Squad have obviously already met (and killed) Randall the Black (the mad gnome warlock from the Eyes in the Night). They're next venture will be to go after Rambles 'Shambles' Bowspirit, the rogue of the previous party. The only one they've not located is Giggles, the mad elf.

Oh, and Ub, the dwarf.

But they've still only got one of the maze buttons, and all of the adventurers above had one of these each, probably/maybe. They figure that Randall the Black left his maze button with the duergar that captured him two hundred or so years ago, in Deepbridge, in the Underdark, and the PCs have already been there, they're plotting now to go back.

The Dark Squad need more maze buttons, they're definite about this now- they need these to descend deeper into the well, and to join the Pact of the Flame.

Note, during the chatter here it becomes obvious that Fellowyn spent plenty of time with Antonio De La Crane, the ancient (and yet sprightly) bladesinger knows about the splitting of the previous party- when the various members of the Eyes in the Night went their own separate ways.

The unfortunate thing, of course, is that Fellowyn is a bit old and daft- the friendly DM has gifted him a series of nuggets of information, which he has been instructed to distribute as and when he sees fit, but only one nugget per session- max.

So, the tap that is Fellowyn is dripping.

Oh, and last thing- in the previous session, or the one before- I forget, Newt found a Luckstone; as it turns out this item is cursed, Newt discovers this the hard way- he wants to attune something new but, he can't 'put down' the Luckstone. Nor can he lose it, even when he throws it away it comes back, reappearing in his pocket. The warlock is cursed, although the nature of the curse has yet to reveal itself...

But that's you/our lot- more of this kind of thing next time.

Stay safe and well you lovely people.

Cheers the Dark Squad and goonalan.
 
Last edited:


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