Dark Squad in the Secrets of Saltmarsh
Session #111: It's A Trap!
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-
- An extraordinary meeting of the Saltmarsh Town Council, the Dark Squad are going to get hired to end the smuggling menace (see below), scheduled for 10th Flamerule.
- The smuggler's ship will be turning up sometime between the 14th and 17th of Flamerule, the Dark Squad (and particularly Ram) are keen to meet the vessel, particularly Ram- why, because as the rogue said- “I'm getting a boat.”
- 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).
- Nightshade is in the Deep Dreadwood- except she's not there any more, but a big red dragon is?
- Blackedge and the Goblin Stair?
- 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.
- 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 111, and turn up the volume on the Benny Hill theme tune, we're on the run again...
The Dark Squad descend (once again) into another dungeon area, a sewer this time, and a flickering image of Rambles 'Shambles' Bowspirit pops up, berates them a moment for surviving thus far, and... a ship's bell rings.
And then there are skeletons.
Heads up, from now to the end of this session all of the PCs, (except when they are attacking or being attacked- although even sometimes then) are running full pelt, all of the time. Just burning through bonus actions, and inspiration points, and misty step spells, and... it's full on.
Except for the bit when they're all just standing around- bickering, but that's towards the end.
We'll get to that- promise.
The reason for all of the running around?
There are more enemies here, when the skeletons turn up they bring friends, three waves of the skinny buggers over the course of events on thie level, and with ten or twelve undead in each new gang.
The Dark Squad are taking care of business.
The ships' bell is still counting up to seven tolls.
Remember the Dark Squad have to find the way down in time for the seventh bell, at which point the exit stairs will fill with water and... the Dark Squad dive in, encounter a light, and- ZOOM, they teleport/tumble down the stairs and into the next level of the dungeon.
Easy as that.
It took seventeen turns to get to seven tolls on the first level of the dungeon, fifteen turns on the second, and this one... thirteen turns.
The Dark Squad notice the change and just... well, spread out- by which I mean without any plan they just run hither and yon.
It was such fun to watch.
The first wave of skeletons are dispatched- everyone spread out.
Keep in mind the backdrop to this- the PCs are obviously shouting this to each other, in game, because the players are definitely shouting at/to each other out of game. The topic is- do we go down again? Do we keep doing this?
Ram is very definitely in the 'no' camp, at several points because the bell keeps on ringing faster now, well... at several points he's the only one in the 'no' camp.
Jim, playing both Vinnie (the Moonboar) and Daktari, is very trepidatious with regard to breaking the rules...
Then Newt gets attacked by this guy, who isn't much for small talk.
All of the Dark Squad therefore have to run back to help Newt out, the warlock is a little on the squishy side.
This event improves no-one's mood.
Although, I was fairly sanguine about it all.
Then run away again, and Ram has found the stairs down, which is fortunate because this image was taken in the twelfth turn, and so... moments later the stairs fill with water as the ship's bell tolls seven times.
The way down is open.
Alas the thirteenth turn also sees the arrival of another gang of undead.
And a Carrion Crawler, on the ceiling above the fast running sewer, which scared the bejesus out of the Moonboar.
While the action unfolds (over the next few turns) the following events are on repeat-
Skeletons show up and are smashed down, blown apart, etc.
The bell tolling seven, repeatedly, the same seven bells on every turn.
The Moonboar attempts to talk Ram (and the other members of the Squad) into diving into the water-filled stairs.
Ram argues vehemently against this.
The pair agree to disagree- no-one does anything else much (except see above).
To make absolutely clear- Ram offers no reason for disobeying Shambles' rules, nor does he offer an opinion as to what is going to happen should they not descend- he doesn't know, and he's not prepared to guess.
And yet somehow he says enough to break the spell.
Every turn the grinning DM asks the players in initiative order (note we've been in initiative now since the end of session 109) “What are you doing?”
They are all readying an action (various) but other than that (and the bickering) none of them are moving a muscle.
They're not getting into the water.
Just to note, if you look at the pictures so far you'll note that the PCs are starting to look wounded. Daktari & the Moonboar are both beyond bloodied, Fellowyn has been running around on less than ten hit points for quite a while now. Newt is keeping himself topped up with temporary hit points thanks to one of his gruesome warlock powers (I forget what it's called), even Ram is down 25% of his HP, and that almost never happens.
There's been no time to heal.
Except maybe now.
Okay.
Ready.
The next picture in Discord is this-
What are we looking at here? Hang on, this isn't even the same level of the dungeon! What's going on?
And so, here's what the above image shows.
In the lead is a hasted Fellowyn, screaming with his flapping robe being worn like a cape. Close behind is the triple move every turn Ram. Behind these two by some measure are the puffing, chuffing big lads- the Moonboar and Daktari, and with the usually racy Newt bringing up the rear.
Note, the stairs down to the sewer level the Dark Squad were just exploring are just to the south of Newt in the above map.
So, how the hell did we get here?
Well, let me start off by saying that the entire dungeon is a trap.
The further down you explore the harder it is to get out.
I found maps and populated six levels of this, just in case.
Ram figured it in three, actually he started moaning big style during the second level of the dungeon.
But, let's go back a moment.
Back to seven bells ringing on the sewer level below this one.
What happened next?
Easy, the bells stopped ringing, for a short while.
The Dark Squad continued to stand around- ostensibly doing nothing, being aware- watching out, with associated readied actions, that kind of thing.
But nothing keeps on happening.
And so the bickering begins again.
And the water is still filling the stairs down.
The exit still seems to be available.
But then, the ship's bell starts to ring again.
Six bells.
Five bells.
Four bells.
The PCs have one turn of actions available for each of the above, basically the bells ring (counting down) once per turn.
The Dark Squad however are still doing nothing.
Maybe just a little bit of bickering still.
Although, Ram is developing a new theory.
He articulates it thusly- “Something is going to happen.”
He's not wrong.
Three bells.
And the ringing is accompanied by a grinding noise followed by a hollow WHUMP which is so loud, and resonates so deeply, that the Dark Squad feel it in their feet first, at least one of them (Newt) is knocked over, such is the force.
Insight/Intuition checks follow- because the Dark Squad are now screaming questions at the GM.
Remarkably both the Moonboar and Daktari roll natural 20's, and so, I'm up for telling.
My line was something like-
“Looking around you can see the mortar in the myriad bricks and tiles that hold the stones in place here is being squeezed out of its various crevices. Crushed. The whole dungeon, or at least as far you can see seems to ripple, the stone agitated. It's as if the entire structure has been set free... the brakes are off.”
And moments later-
“The entire dungeon complex is starting to descend- and it's getting quicker, scratch that- you remember the water. The entire dungeon is sinking, and any second now the water is going to come in.”
And when I say the water is going to come in...
“You are going to be either crushed (by the wave) or drowned, if you don't get out.”
“At least that's what you intuit.”
Two bells.
The walls and floors dance and surge, the area is quite definitely descending, and in the same instant being crushed.
"RUN!"
The quote in unattributed because they all kinda screamed/shouted it at once.
The Dark Squad run.
Note, Newt falls over again.
One bell and things are going really badly for the area around the stairs here.
Basically a wall of water surges up from the stairwell, while at the same time the southern 50% of the sewer map collapses (sinks) and, well... ceases to be/exist.
But the Dark Squad are not here to see this.
They can hear it however, as the passages and corridors they were previously exploring are torn apart by the forces that have been unleashed.
It's a roar like the end of the world.
But nothing much to see.
Yet.
But let's just take a moment.
Ram kept on remarking, during the Dark Squad's dungeon sojourn here, how he was surprised that there weren't more, or indeed- any, traps.
Well, now he has found the trap. Good on him, I say!
See the grey/blue wall to the right (east) that's a surging wall of water beyond which all things are in the process of being unmade. Oh, and that's the Moonboar, Dak, Ram and Ubmo- screaming (save for Ubmo- he just keeps making an electronic gurgling sound) as they rush to get away.
Note, it's at this point- scrambling up the stairs that Daktari falls over.
Further note, see the PC tokens up top left- all their inspiration points are spent.
All gone.
But, that's it.
That's pretty much where we got to, we were slightly over time already you see, save to say there was one more round of this.
Although no good pictures to show you.
I think there was a fair amount of panic going on at the time, not conducive to remembering to take screen shots it seems.
And so...
Fellowyn and Ram have made it all the way back to the entrance to the dungeon, which- if you remember, is an odd-looking little chamber- only ten feet square but with a ceiling way up above, possibly hundreds of feet overhead.
Like the bottom of a shaft.
Daktari tried climbing up it earlier, if you remember, he got maybe forty or so feet up before abandoning the sport- mainly because a skeleton appeared and started shooting at him from down below.
Well, if only he had continued on, by which I mean- up.
This would have been a much shorter dungeon.
There seems to be a light up there, at least two hundred feet more up the shaft.
The Dark Squad spotted this when they first arrived here, the kindly DM told them all about it, and Daktari saw it again when he did his bit of climbing.
So, to make a portal we need.
Water.
And a light.
Well, that seems to be how it has worked previously.
The water is coming.
In fact the last action of the session is for the DM to tell Bear that his PC (actually, and Ubmo), that's Newt- of course, will be hit by the full force of the wave first thing at the start of the next session.
So, I'm looking forward to that.
Of course the wave isn't going to stop at Newt, the rest of the PCs are going to have to brace for impact soon after.
Last bit, when I thought of this trap I checked, before springing it on the PCs, to make sure that they all (if they share) have the wherewithal to survive it, a Potion of Climbing is the cheapest one in the book, I think. Water Breathing would be nice too, but- not absolutely necessary because the water is going to give the Dark Squad a hand (maybe) to the portal.
No game this Tuesday coming (7th) and so we'll be trying to get into Foundry some more.
Oh, and you got down to the third level of the dungeon, that's 2d10 bludgeoning damage per level = 6d10 bludgeoning damage when the wave hits.
Brace! Brace! Brace!
Toodles.
Stay safe and well you lovely people.
Cheers the Dark Squad and goonalan.