Dark Squad in the Secrets of Saltmarsh
Session #142a: Six Months in Castle Argentriver.
Dark Squad (in alphabetical order, no egos here).
Daktari/Dak (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 9
Fellowyn Silverstream (played by George) Male Eladrin Wizard Bladesinger Lvl 9
New Tricks/Newt (played by Bear) Male Tabaxi Warlock Lvl 9
Ramshambo/Ram (played by Kev) Male Half-Elf Rogue/Fighter Lvl 7/2
Vincenzo/Vinnie (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 9
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 EXPLODED
Ubdug (played by Goonalan) Supreme Being Lvl 2 (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
Archimedes (very scruffy & old, Owl) Fellowyn’s familiar.
The Dark Squad’s to-do list-
- 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 Cemetery).
- Nightshade is in the Deep Dreadwood- except she's not there anymore, 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 142a, and, well… there are no pictures (except one from the last session) and it’s a bit of a weird one.
I think I said previously that odd might happen. Well, here it is- or else the start of it.
But before we start here’s the prophecy the PCs are working on atm (again)-
“I am Kolven, and I am forever.
Seek the witch’s tor,
In the lair of the drowned ones,
But beware the demon’s spore.
Find the time.
Return again with the star fall,
To reclaim the power.”
Well, and this is for the players, you’ve found the time.
That’s what I said- ‘you’ve found the time’, at the end of the last session write up. In this session the Dark Squad discover what that statement means.
To begin with, here we are-
Castle Argentriver, it’s an odd place.
So, the voice here (speaking French = ancient elven) has told the PCs that Argentriver exists outside of the ‘silver stream’ of time.
Note, the voice is a message, by which I mean it is not a conversation. The voice has it’s say and that’s that.
The Dark Squad understand from this that any time they spend here does not count (literally) back in their reality, the point being the moment they get back to the Mere of the Dead Men then… it will be the same time as they left.
No time will have passed.
The Dark Squad are correct in their conclusion.
But that’s not all of it- as they, eventually, discover.
So, the Dark Squad have taken a beating in the last fight (which took nearly two sessions to play out) and their trip through the Mere of the Dead Men has not been without hazard. The various resources they stocked up on back in Saltmarsh are spent- they’re down to just a few healing potions, and nothing more curative. They have also accumulated a clutch of other things that they want to do- some of it downtime-related.
And so… Castle Argentriver represents an excellent opportunity.
It starts with the discovery that the castle provides- food here is plentiful, and if a PC fancies a steak, then, in the kitchen or else in the dining chamber- depending on the PCs location, a well-prepared steak, with suitable nourishing accompaniments, appears.
The food is delicious, and as stated- plentiful.
Newt has his own bowl, and it’s always brimming with fresh tuna.
I kid you not, that’s how Newt eats.
Then Fellowyn goes looking for wood (it’s not a joke)- he fancies building something, and then he needs paper, and then… and whatever it is (mundane) that Fellowyn wants- he finds just the item he needs on his wanders through the Castle.
Obviously, this revelation, when Fellowyn lets his colleagues know about it, is very swiftly abused.
It doesn’t work.
Newt’s attempt to occupy the master bedroom in the castle, and to turn it into his lair- complete with hanging (rattling) chains, dripping blood, and the sound of people moaning and screaming in pain. Alas, in the morning he awakes to discover his new bedroom strung with hundreds of paperchains and with oodles of glitter, as if in preparation for a jolly Christmas party, and the soundtrack. A sort of Andean/Peruvian pan flute muzak-version of Kenny Logins’ ‘Footloose’. So, fairly hell-ish. The tune is on permanent repeat.
Argentriver Castle has an ethics policy, or something similar- it seems.
Or else the spiteful DM has to get his kicks where and when he can.
The Dark Squad, while discovering how things work in the castle, begin to get into their groove, and… get on to some downtime activities.
And so…
Who is I? Ram’s Investigations.
Ram, it needs to be said, struggles- a little, with time spent in the castle, of all the PCs Ram is the least able to just turn off.
He spends the first three months on his own, in and about his room, his only companion a rat. Ram, or else- Were-Ram is the spawn (in a way) of the Swarm, sorry… The Swarm. So, there’s a part of this that’s a voyage of discovery, and there’s another part of this that’s about increasing his powers. Ram spends three months trying, mostly in vain, to observe and learn from his rat companions- and in doing so- he seeks to learn to communicate with rats, or else to work out what the rat is thinking about.
The Swarm, you may remember, has the ability to charm and control masses (lots of swarms) of rats.
The Swarm can also read, and manipulate, minds.
Ram wants some of that.
Over the three months Ram develops a empathy with rats, and to be clear- Ram encounters and/or experiences a new (and different) rat every day. He doesn’t kill the rats- let me also make clear, it’s just that every day a seemingly different rat is ready and waiting for him to interact with- the castle provides. But that’s the limit of his work- to be absolutely clear, Ram’s rolls are bad.
Not shockingly bad, he learns a little- and gains a tenuous understanding, but… it’s a bit of a bust, but very nice flavour.
Ram therefore decides to spend the next three months investigating a variety of topics- mostly to do with the Duergar, Hgraam- the very odd Stone Dreamwalker the Dark Squad encountered in the Underdark, this all the way back at the beginning of their adventures here in the Saltmarsh region. Back when they were working with/for Manistrad Copperlocks at Farhill Mine.
The reason for this interest- plot, the Duergar have two of the maze buttons (Symbols of Ub), at least the Dark Squad think this… Also, Ram is doing some groundwork for a bit of character development that’s coming up the road- when he gets to level 10.
But here’s the thing. Ram is not built for this kind of activity- his skills are all combat/rogue-based, he can be persuasive but, study- it’s not his bag.
Ram makes five checks in the three months, the results of which determine the outcomes of his downtime activities- a clutch of different skills can be employed. Regardless, Ram’s highest adjusted roll is a ‘7’.
Note this is how things work for all of the PCs.
Ram’s second three months in Castle Argentriver are therefore also a bust, although… the rogue is starting to suspect something, and in these three months he comes out of his room more often, in fact by the end of six months he’s spending lots of time with Vincenzo.
The two, it could be said, are in cahoots.
Vinnie has also figured something out- but we’ll get to this when we get to Vinnie’s downtime activities here.
And so, next up… Daktari montage.
The Undisputed Master of Blade & Sorcereryness/Sauciness.
First the reason- Daktari, almost by mistake/accident was gifted a headband of intellect (the DM thought it would be funny), the Sky Pony barbarian now has an Intelligence of 19, at least when he puts the headband on (he never takes it off). Just for info the headband looks similar to the one made famous by Bjorn Borg, the world-beating tennis star of yesteryear.
Daktari is rocking a similar look, although keep in mind he’s now in his 50’s and paunchy.
Lovely hair though.
Daktari is therefore giving up his barbarian berserker path (or whatever it’s called) and switching to the path of wild magic (or whatever it’s called). He’s also swapping out his martial adept skill/power and changing to great weapon master, and… mostly retiring Shatterspike (his first love magical longsword) and switching to his Dragonslaying Greatsword. Both weapons were made by Durgeddin the Black, or as he’s now known- Ub.
To make clear, I have no idea what any of the above powers do- the last time I read the player’s handbook was… 3rd edition? Mebs. Jim, however, is very informed, and so he lets me know.
So, Daktari is becoming a wizard. Sorta. Only with a big sword.
Like… Gandalf?
That can’t be right.
Just for info Daktari’s damage rolls with Shatterspike are legendary- he always hits, pretty much everything he attacks, he’s always raging- and furious, and frenzied, and… he rolls ‘1’ damage (plus bonuses) quite a lot. Some would say about 50% of the time, but the laws of probability may have something to say about that.
So, montage-
It starts with the hirsute barbarian strapped to a chair- bound with buckles and all manner of other restraints, more remarkably Daktari appears contented.
He nods, and grins. He looks like he is concentrating- it’s a new look, he’s still working on it.
In the background a white coated Vincenzo moves from alembic to bubbling retort as he concocts.
Next, Daktari’s head tipped right back- mouth agape, and with a huge funnel- the size and shape of the speaker on an ancient gramophone- inserted.
Then the pouring in of multi-hued, bubbling, steaming, icy, oily and unctuous unction’s.
Daktari bulges and explodes within, changing colour, shape and form with each new application.
The atmosphere goes from clinical and ordered laboratory-style, to Mandelbrot meets Dali rush of colours, shapes and sounds. Daktari, like Timothy Leary, is expanding and exploring the contours of his own new velour-lined mind.
“I is full of stars!” He whispers to himself, while panting heavily.
His eyes are like spaghetti.
Jump cut to a dojo.
Or else a large store cupboard with all the trash piled in one corner.
Daktari and Fellowyn are doing what look to be strange (off-world) calisthenics (in bullet-time, now and then), a lot of it gravity defying- and yet the wizened, bathrobe and y-front wearing wizard (Fellowyn) is clearly more than capable of all manner of strange and stretchy activities.
As is his Paduan, Daktari.
The physical exercises are intershot with moments of utter stillness, as the two old geezers sit zen-like big buddha style, serene and untrammeled, as if on some high scarp contemplating an entire continent within their purview.
And not sitting buck-naked, sweaty, cross legged, and tackle out in the middle of the dinning room table, which- alas, is the reality.
Lunches and dinners are skipped by the other members of the Dark Squad.
Over the course of the montage- exercise, then stillness, then exercise, then… Daktari starts dressing like Fellowyn.
At the end (of this bit) both Fellowyn and Dak are simply adorned- bathrobe and y-fronts.
Then- lets speed this up. Daktari says goodbye to Shatterspike in a very moving ceremony-
“It is not yew. It is me! I have grow. Our relationship haz change. I still respeck you but I need two hands for my weapon now. It iz grow, as I am grow.”
He then declares himself the ‘undisputed master of sword and sauciness/sorcereryness’.
Remember, in cod Russian if you please, and loud and heartfelt if you can manage it.
Note, the rest of the Dark Squad are invited to The Shedding of Shatterspike ceremony, it’s at this point that they come to understand that Daktari has also abandoned his trousers.
Just to say that between fighting one of the most complained about (and therefore talked about) things is Fellowyn’s semi-nudity. Now there are two of them. Although Fellowyn makes it worse for himself by constantly reminding folk that he is a skinny old man in his underpants (and an open flapping bathrobe)- he also does a lot of yoga.
But on to Vincenzo.
The Mad Alchemist, Vinnie gets to work- and then thinking.
Vinnie spends six months solid making potions, and then when he gets done with the potion’s he knows the formulas for, he starts looking up new recipes, for new potions.
It’s as simple as that.
In six months, he manages to brew fifteen potions of Greater Healing (three per PC), five elixirs of health (one each- the PCs like these, they make the bad stuff go away), and five potions of fire breath (one each- again, this is a PC fave- bonus action fire breath, you’ve got to love that action).
Then, with more hard study and book learning, he works out how to make a potion of hill giant strength, and then he makes two of them- undistributed, as of yet.
Vinnie is in his element. He’s also helping out lots of other folk with their schemes- as and when he’s needed.
And in months four to six, he and Ram become boon companions. The pair, they discover, have questions- to which they both seek the answers.
It goes a little like this, very simply put-
If Castle Argentriver is outside of time, where is it actually physically located?
The answer arising is- in its own demi-plane exercised from mundane reality.
But that’s only half the answer, because the next thing to ask is, obviously- where is the demi-plane actually physically located?
The answer, guessed at- at first, and then later confirmed is this-
The demi-plane, and therefore Castle Argentriver, is beyond the realms of time and space.
It is nowhere.
And thus- obviously- everywhere.
Potentially.
And at any time.
The point being, and this is the conclusion of Vinnie and Ram’s musings (and study).
Castle Argentriver is a time (and space) machine.
The implication being- if the Dark Squad can learn to control Castle Argentriver then, they can pop out of it anywhere…
And anywhen.
Which gets a near ovation at the gaming table.
The old ones are the best.
There is laughter. The players are happy.
There’s obviously more to this but, for now- we’ll leave it be, we’ll come back to it in the future (or the past), let’s get back to the Dark Squad’s six-month schemes.
Newt’s World Domination (NewWorldDom.Com) Kickstarter.
The tabaxi warlock spends six months pursuing the same task- to lift himself to godhood, sorry- Godhood, or the Godhead- if you prefer the phrase.
Initial thoughts involve the skimming of souls- like coin-shaving, Newt intends to pare a little off each soul he sends to Belphegor (and Humphrey Far-Fer-Nar) and so he can make a secret repository of soul power all for himself.
The next step to this, of course, would be to develop some sort of pyramid scheme (Worshippers? Perhaps) who can also supply him with a steady flow of life-essence.
Avenues are explored. Morality and ethics are not a consideration.
So, six months at the books, and when needed consulting with both Fellowyn and Vincenzo, Newt’s prepared to concede that there’s some stuff that this pair know more about.
Just to make clear, Fellowyn- in his schemes (we’ve not got to him yet) discovered very early on that he could think about books that he would like to read and- hey presto, the very same tomes were in the castle’s otherwise meagre library. The books seem to be transient; they disappear from the shelves just as soon as they are read, or else finished with. Thinking about them again brings them back to the shelves the day after.
So, Newt has access to some eldritch tomes, nothing magical or truly sinister- although he has some of this sort of stuff of his own in his bag of holding.
The tabaxi makes his plans, and they are good plans, point of fact over the six months Newt makes ten different skill checks as he’s about his task. Three of them are Crits.
He has a scheme, or at least the start of something.
He needs a very skilled tattooist, someone capable of creating a complex magical symbol (yet to be devised) on his face. Then to embed the powers needed for the warlock to suck the departing souls of the fallen directly into his fanged maw.
He’s a walking cat/tiger, remember- he’s a tabaxi.
Fresh Souls, Newt believes- taste like tuna. Delicious.
Newt (or else Bear) will be working on some of the details of this scheme, revealed hopefully in the coming sessions, or else when he remembers.
His other priority, atm, is the marketing- natch- he’s got to nail the message and then get it out there.
I am Newt the Magnificent, I am your (new) God!
Obviously not as overt, or as gauche, as the statement above, the messaging- he completely understands- is the most important part of the sell.
In translation- Newt has no desire to interact with the plot or story, he’s writing his own narrative.
I heart Newt.
We move on, to…
Fellowyn Hates Getting His Feet Wet.
Yep, that in essence is the reason for this- Fellowyn, atm, is having to ride piggyback on Newt’s flying broom, neither party are particularly happy with this. The pair had a brief love-in with one of the earlier fights- when they both started behaving (and speaking) like second world war (English) fighter pilots- as portrayed in films-
“Bandits at nine o’ clock, old chum.”
“Strafe them.”
“Tally ho!”
That kind of nonsense, but- of late, well… Newt just kicks Fellowyn off the broom, mostly at low altitude (so far) and then zooms off to do his thing. This ever since the DM ruled that with two of them on the broom then the flying device’s capabilities are somewhat limited.
Newt accepts no limitations.
Basically, Fellowyn was, in the tabaxi’s own words- ‘slowing me down, old man’. He therefore had to go.
I think Newt has a problem with making friends, he doesn’t really understand what friends are for.
Anyway, back to Fellowyn.
He makes a boat.
That’s underselling it.
Fellowyn makes a Fan-boat, I think that’s what they are called- one of them swamp boats with the great big fan on the back that skims the water, and at speed.
So, six months in and we have the body of the boat, we have the prow- metal, and the structure (and engineering) for the fan- and the connecting parts to make things work, and steer the thing etc.
Fellowyn has also, in the time, taught Archimedes (his scruffy owl familiar) how to intone the ritual for the spell Floating Disc- only a specialised version of the spell which lifts the hull- but mainly the prow- of the craft out of the water. Archimedes is trained to incant the ritual on repeat. The craft has a strange (USB-like) slot for the owl. Most odd.
At the end of the six months the boat is physically complete, it only lacks motive force- propulsion.
And so…
Fellowyn, with a little help from Vincenzo, is now in contract negotiations with an air elemental that the druid knows- Joe Blow. The sticking point atm- JB wants something valuable and ‘cool’ as payment for his year-long service.
Fellowyn is at present trying to figure out what would be valuable and ‘cool’ in the eyes/senses of an air elemental.
And that my friend is pretty much what happened in the first six months in Castle Argentriver. Odd.
But there’s some more of this to come…
Stay safe and well you lovely people.
Cheers the Dark Squad and goonalan.