Dark Squad in the Secrets of Saltmarsh
Session #117: 1,000gp & more Hoof to Groin.
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 117, and strap in because it’s mainly all fighting…
Dak & a wererat are fighting in a spike filled pit to the south; while a second wererat has just appeared from the sewers/pipes (look for the drains on the map) and shot Fellowyn back down to below 10 hit points.
Oh, and the last thing that happens in the previous session was- Fellowyn fails his concentration check and… Daktari’s Haste spell is gone, and now the barbarian has to rest a moment.
We begin…
With the wererat in the pit, who stabs (and poisons) Daktari up again, and then clambers out of the pit unchallenged, and departs at speed.
The wererat is soon out of sight, and off the map.
The second wererat departs the same way it arrived, down the drainpipe.
The Dark Squad are taking a kicking here, both wererats escape and… the Squad are still kinda stuck-ish, they’re too far into this dungeon to turn around, and some of them are hurting real bad.
Newt got shot too, and poisoned of course, by the wererat departing down the drain (also visible). Here he is in-game, it’s full swear-a-thon around the VTT.
It gets no better.
While a number of the Dark Squad cower, Daktari makes his way out of the pit and further along the trap-filled corridor.
Ram also checks out the drains, these openings are dotted throughout the dungeon, and have been briefly ‘examined’ previously by the Squad. The rogue eventually discerns that these are definitely the thoroughfares that the wererats are using to get around, and that he too could enter here (he has a potion of Diminution) but, he’s reluctant to do so. The tunnel network beneath the tomb floor looks to be extensive however… it’s an option to be kept in mind.
Then back to Daktari.
There are more traps to find here- Dak’s all the way at the bottom, he’s just managed to dodge his way past a spectral scythe trap (with only a few minor wounds) the blade of which passes through the stone walls here but seems to cut flesh pretty well.
This blade swings like a fast pendulum, left to right across the corridor.
The Sky Pony barbarian leaps out of the first spectral scythe trap and straight into a similarly trapped zone- the spectral scythe blades however swing out of the walls here- both sides, and once activated they synch with the first spectral blade trap.
The effect is a killing zone, or else a hurting zone- to which Daktari can attest.
The barbarian takes a few more wounds, he does however manage to dodge the third trap here, which starts firing spear-sized arrows down the corridor, the missiles emerging from hidden holes in the wall to the south. This is a constant rain, a spear-sized arrow is unleashed every turn, from a different hole in the wall each time (seemingly).
Daktari gets out of the firing line, around the corner is a plain looking corridor- no enemies, no wererats, just dank, dark and dirty. The passage goes on, Daktari doesn’t however, he’s almost broken, he therefore gorges himself on a jar of Keoghtom’s Ointment- eagerly spooning the salve into his mouth with his fingers.
After some shouting- back and forth, and a bit more healing, the other members of the Dark Squad make it to the stairs in the long corridor. Ram makes it past the pit and through the various spectral scythe blades without a scratch on him, Fellowyn’s an Eladrin, he Misty Steps the rogue across.
That’s the Dark Squad hunkered down by the stairs midway down the passage, up the stairs (to the south) is an open spiked pit, spectral scythe blades (various) and the spear-sized arrows are still firing.
Then a wererat turns up (see image above, to the north) and starts shooting at the squishier members of the Squad.
This is going very badly is the consensus.
That is until… and this is a genius move from Fellowyn.
The ancient Eladrin bladesinger (in fluffy white slippers, bathrobe, wizard’s hat and Y-fronts- Gandalf White!) casts a Suggestion on the wererat.
“I say you fine fellow, you’d be better off attacking the pig and the cat here with your blade, don’t you know.”
The wererat duly fails its save, drops its crossbow, draws its sword and rushes into melee with the ‘pig’, the Moonboar- the nearest of the ‘named’ pair. The rat-man, actually rat-woman, is snickering and squeaking threats all the while.
The Moonboar gets stabbed and poisoned (a bit) but he’s a tough bugger and, he hits hard in reply, and seconds later the wererat is almost broken, but still up for the fight.
It’s at this point that yet another wererat turns up and starts shooting- Fellowyn is the first to take hits.
Note the PCs are still trying to figure out how many wererats there are in the mix here, consensus is hard to find- guesses range from three to five, although the adventurers are certain that they have killed two of the bastards so far.
At least two…
There were four wererats to begin with.
They’ve killed just one of them.
Where are Ram and Daktari in all of this, the wrong side of the spectral scything blades, spear firing mechanism, and the spiked pit.
Point of fact Ram, with a little help from Daktari using Shatterspike (his anti-construct magical longsword) to make short work of the wall and expose the trap’s mechanism, is in the process of ‘fixing’ the large arrow firing trap.
Here’s a better picture of things, including what’s around the corner, the blue circle at the bottom of the corridor indicates the arrow firing mechanism, Ram’s present task.
So, things have changed slightly- the female wererat has been battered into submission, and has further been persuaded to call the wererat with the crossbow off…
In a very around about way we have arrived at a parley.
The female wererat has also thrown off the Suggestion spell and is now very keen not to die here.
That said several of the PCs (by which I mean mostly Newt) are absolutely spitting feathers. There follows a number of brash (and very loud & sweary) statements from the tabaxi.
“We are not TALKING to this RAT! KILL IT! KILL IT NOW!”
“KILL IT VINCENZO! It’s VERMIN, they have lied to us and… RAMBLE-SWEAR-RAMBLE-REPEAT”, ad infinitim.
Newt votes murder, and Fellowyn is on his side.
Note, Fellowyn is mostly the good guy, he has however been shot and poisoned so very many times by the wererats, at least three of them Crits. He has expended almost all of his spells, healing HD, and all of his potions et al. He’s spent. Broken.
He doesn’t like the wererats.
But wiser heads prevail.
Or else Vinnie declares-
“We can ‘ear it out, and zen decide weaver to keel it or, non!”
Throughout the following conversation, which rattles on for nearly 45 minutes (real time) Newt continues to shout threats and express his general displeasure.
When the discussion gets to the point where the wererat demands 1,000gp from the Dark Squad…
Newt goes swear-nova.
It’s wonderful to sit on the side lines at these moments.
Vinnie/the Moonboar, you see, is ‘dad/mum’ of the Dark Squad. Or at least he’s management, and for all of Newt’s bluster he’s… neither parent nor manager.
Every one of Newt’s swearing-efforts, and there are plenty to choose from, is aimed either directly at Vinnie or else to garner support from his fellow party members in order to persuade Vinnie of the rightness of Newt’s cause.
Keep in mind Newt’s cause at this juncture, is to be allowed to blast Bonnie Bowspirit dead.
Oh yeah.
The captured (sorta) badly wounded wererat is Bonnie Bowspirit, granddaughter of Rambles Shambles Bowspirit. The halfling that lead them to this hell-hole place, and remember the Dark Squad paid for the privilege.
So, here’s what the Dark Squad learn, and this is teased out, the first few statements come for free, but then Bonnie figures out that she has the upper hand in these negotiations, and so we move to the Newt swear-nova section, which begins with Bonnie demanding 1,000gp for the rest of the info that she knows.
Newt = apoplectic.
But to begin with Bonnie tells the guys (for free, nice of her)-
She and her fellow wererats (Bowspirits all) are cursed with lycanthropy, they didn’t choose this life, their mad bad grandad Rambles Shambles Bowspirit made them what they are.
Rambles Shambles Bowspirit is indeed a swarm of rats, how he ended up in this form Bonnie does not know but, as she states- “he was a rat bastard halfling before, and now…”
Rambles has one maze button (Symbol of Ub)- she’s seen it. He says he has two but… she’s only ever seen one of them.
The Rambles Swarm can leave this place (the tomb), although the swarm is less a swarm and more a colony- over a million rats strong. Rambles really is legion. So, the Rambles Swarm can send out smaller (swarms) to go investigating and has been doing so for the past two centuries.
Bonnie’s point- Rambles Shambles Bowspirit knows his stuff.
And that about covers the free info, mostly extracted by the Moonboar while waving his gigantic maul in the broken wererat’s face.
The pay-wall info regards the following, this is the enticement, Bonnie tells the Squad-
“Der’s a way ta get grandpappy Rambles Shambles Bowspirit back to dis ‘ere tomb, all of ‘im. An’ when he’s all ere he can be killt or bargained wid, he’d be vulnerable. I’ll tellya all about it, fur anuther 1,000gp.”
The point being unless Rambles is all here then… he can’t be killt, I mean- killed.
Bonnie discovered this secret way back- and kept the information safe, as a form of insurance, her point- Rambles doesn’t know that she knows.
Then, as above, Newt goes off the deep end for a bit.
And to be fair no-one is particularly keen to pay Bonnie another 1,000gp, the PCs have already paid these rat bastard halflings just short of 2,000gp to get them to this point.
Newt repeats the word “never”, only much much louder and with added swears for… maybe twenty minutes solid. He finds his meter about eight minutes in, the rest is just derivative.
The row, let’s call it what it is, gets resolved in the following way.
Newt’s various tirades include all sorts of terrible accusations with regard to the honour of Bonnie Bowspirit and her chums. Taking the Dark Squad’s money, leading them into a nest of traps, etc. etc.
The DM, voiced by Bonnie, therefore reminds the PCs, and very specifically Newt, of the following.
Bonnie told the Dark Squad repeatedly that Rambles was a Rat Bastard, every time they spoke to her in fact, as in repeatedly.
She further told them that the tomb was not a place she would ever go (with them, the PCs) because it was ‘likely’ full of traps, Rambles was a Rat Bastard, and a rogue/smuggler/pirate/assassin remember. Like Ram.
Bonnie repeatedly warned the PCs about going into the tomb- that it would be trapped, and very dangerous.
She even wrote Rat Bastard on Rambles’ sarcophagi, the Dark Squad found this, and remarked upon it.
The point being, everything (which wasn’t a lot, but just enough) that Bonnie told the PCs was true, the Dark Squad either chose to take it as a challenge, or else words of warning, or… they just ignored it. They’re adventurers, this is what they do etc.
It’s at this point that Vinnie declares he will pay 500gp for the info that they need.
Bonnie is happy to do business with the Dark Squad.
Newt swears for a while longer, but his heart is no longer in it.
Note, Ram was for paying from the very start.
Also note, throughout all of this Ram and Newt are still to the south of the traps, they’re getting the chatter/info relay style.
And so… shouty-shouty etc. Then the secret’s out, here it is.
This entire tomb, according to Bonnie, and she heard it from Rambles (many times), was designed by a mad ancient dwarf called Ub. There are four guardians here- horned skeletal minotaur creatures all of them, terrifying undead beasts. If all four guardians are destroyed within 24 hours (first to last) then the tomb sorta shuts down, and all of the Rambles Swarm is forced to return here until the guardian’s regenerate. Which takes another 24 hours.
This info elicits as much sorrow as joy.
The Dark Squad have found and destroyed two minotaur guardians already, they’re certain- and they are correct this time. The undead minotaur's were pretty tough- particularly as the foul creatures have a Legendary Action Hoof to Groin which caught a number of members (fnarr) of the Squad out. Daktari repeatedly.
Note, the minotaur guardians actually have a number of cool Legendary Actions but so far Hoof to Groin has proved a) the easiest to get into play, and more importantly b) by far the funniest.
The PCs also know where a third minotaur guardian is, they spotted it earlier on their journey through the tomb, they left it alone because… well, Ram had had enough of the mindless violence, and so- they let it be.
So, two guardian minotaur's destroyed already, leaving two to go- one of which they’ve already found, and at this point the Dark Squad have another eighteen hours to get the job done. Although that would also leave them with the small matter of dealing with Rambles Shambles Bowspirit, The Swarm.
To make matters clear- the Dark Squad (nearly all of ‘em) are close to broken, but here’s the thing- they can get an extended rest in those eighteen hours… this could just work.
As for Bonnie, she gets her money- wishes the Dark Squad well, and with her other wererat chums- she departs the tomb. Ram and Bonnie agree to meet up back in Saltmarsh, the rogue learns how to get a message to her.
Bonnie makes sure the PCs know that she has other secrets to sell. She knows other things about the goings on in Saltmarsh, present day.
Last bit, before Bonnie departs, she makes one thing very clear-
“My grandpappy wants yew ta join da club.”
The ‘yew’ in question is Ram, of course, and the club is… to join the Bowspirit family, to become a wererat.
Ram is flattered but… he’ll think about it.
The Dark Squad are still sundered, they’re either side of the spectral scythe traps- the arrow/spear firing trap is eventually disarmed, they therefore rest up and chat (shout at each other) for an hour or so… during which time, the spectral scythes depart.
The trap is reset, Ram determines, but Dak is not hanging around- the barbarian leaps over the trap, the trigger spot (he found it the hard way earlier), and then across the spiked pit- that’s how it’s done. Ram repeats the trick with ease, when the dice are with you… and you know what you are doing and where it is safe to land. Lots easier.
Time to hunt the third undead minotaur skeleton down.
Here he is… but hell, there’s another rune-etched skull in the chamber, the Dark Squad have encountered these before too. The last time it was a pair of the buggers- Flameskulls, which were unleashed as soon as the minotaur (initially in statue form) animated.
Which, on both occasions, was preceded by Newt helping himself to the treasure/offerings arrayed before each guardian.
The Dark Squad ready up- get healed, get Blessed, get whatever other spells they have going on (tbh I don’t think they had much else left). Then get ready to face the foe.
Note, the guardians have a good AC, 250+ HP, two very bloody attacks and three Legendary Actions/turn- Hoof to Groin being the finest/funniest.
They are bad bastards.
I know, I made them.
Fellowyn Mage Hands a handful of coins from the guardian’s treasure and…
Here we go again…
The PCs in the chamber all had readied actions, however the minotaur also arrives swinging, and kicking.
Dak, as is traditional, is the first to suffer a Hoof To Groin onslaught.
Oh, but the skull disappears.
Note the skulls are initially (when encountered) embedded in a metal housing grafted into the stone floor, they’re able to look around (pivot) but not escape… and so, the skull disappears, it’s gone. Which stymies quite a few readied actions.
Then, after say another ten seconds, the Flameskull turns up, or rather makes it way back to the fight.
Welcome to the Fireball.
Note, observant PCs at this point would have noted that the Flameskulls, when summoned, do not appear close to the action- they always, so far, appear some distance from their initial position. The PCs (actually mostly Daktari) had to hunt them down last time.
Anyway, Fireball!
And then a lot of missing from the Dark Squad, with much fewer misses from my guys, and…
Hoof to Groin!
Daktari drops unconscious, keep in mind that the barbarian is out of Rages, there’s no half-damage here, he’s getting the full treatment, and it hurts.
The Supreme Being- Ubmo, is consumed entirely in the Fireball, but he’ll be back in two turns- he always is. Yay, Ubmo!
Ram ends the Flameskull, with Deadend- his undead killing magical rapier.
The rest of the team kick/blast heck out of the third minotaur guardian, but not before Daktari has been healed by Vinnie, staggered to his feet- hit the guardian a couple of times more, and then has been Hoofed to Groin back into unconscious once more.
Then, after the fracas is ended, healed again.
Note, when I say healed, we’re mostly down to Vinnie’s Cure Wounds, that’s all they have left… and not many of them.
So, it would be fair to say that no-one is particularly happy at this point.
Although I seem to be smiling a lot. Perhaps I’m just a nicer person than my players, with a sunnier disposition. Yeah, that works.
The Dark Squad are not ‘appy.
And so…
They crawl inside Newt’s Tiny Hut.
To remind you within Newt’s Tiny Hut the atmos is as follows- dark and flickering shadow, shrouded seemingly by distant fires, a low moaning and whimpering- someone in pain? Punctuated by strangled screams. It smells of brimstone, and flame.
But at this point no-one, not even Newt, gives a monkey’s cuss.
They’ve just had enough.
An hour passes, in silence (and pretty much the last of the healing*), save for the sound effects.
*Ram has some healing stuff left, but then again Ram very rarely gets hurt. Vinnie may have a little something left… but not much. I figure the rest of them are out.
Then…
“We are the SWARM! We are LEGION! Shiver me TIMBERS! You are BANJAXED!”
Make that last word- BANJAXED, sound a lot like a Dalek screaming “EXTERMINATE!” in your face and you are getting there.
Next session is on the 25th.
Stay safe and well you lovely people.
Cheers the Dark Squad and goonalan.