Dark Squad in the Secrets of Saltmarsh
Session #146: The Matinee is Over.
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 146, and the Dark Squad are still aboard the Empress of the Sea, and still fighting for their lives.
Here we go again, or else- here’s some more of the same, and apologies in advance but there’s a fair amount of fighting still.
A few intrigues.
But very mostly terror and fighting.
To the north is Krell, half-orc devotee of Lolth- he’s not yet bloodied, however his phase spider companion is well beyond bloodied. But here’s the thing both enemies have over 200 HP each, well- before the Dark Squad showed up. Fellowyn and Newt have less than ten hit points between them. Daktari is a little better off.
The shouting up on deck is mostly over- Krell has just attempted mostly unsuccessfully to Entangle a bunch of the Dark Squad.
Krell, the DM must confess, has almost nothing left at this point. It didn’t help his buffs went away twice- he keeps failing his concentration checks.
Ram, if you remember is waiting for Krell to appear back in his bedroom. The rogue has had enough of all of the nonsense going on here.
Vinnie, in Moonboar form, meantime is about to have a strange encounter down below.
Oh, but keep in mind the boat is also on fire.
And there’s the chest containing a maze button to find in the bilges.
Fellowyn heads below to help Moonboar- this after Hasting Daktari, the pair rip free the first cocooned victim here, and discover, well… a god?
We’ll get back to this.
In a bit.
Newt blasts the phase spider away from him. His next move?
To run away, the same as Fellowyn has just done.
Lots of fire, and now there’s only a hasted wild-magic-enhanced, and raging Daktari facing-off against Krell and the phase spider.
Odd, the Dark Squad have spent the last several hours chasing after this pair. Now they’re mostly ignoring them, or else hiding from them.
The barbarian ignores the phase spider entirely and rushes Krell, three (or was it four with Haste) massive hits later and the half-orc has gone from maybe 60 damage taken to nearly 160.
Krell screams- terrified, and…
Disappears.
There’s a fair amount of swearing.
Until everyone remembers.
Ram guts Krell, and… Krell survives, but only just… and he doesn’t have another teleport available until his next turn.
The half-orc cracks Ram back with his (shillelagh) club and then scarpers- attempting to call more spiders to him as he goes (but with only limited success- he’s used this power already, so… mostly, for flavour).
Although back up on deck the phase spider… disappears.
Just a word about Ubdug. Ubdug has been raging- screaming repeatedly that he is the “Zero-bringer!” and then rushing around trying to get into the fight. The problem being Ubdug always makes it to the scene just as the bad guys disappear.
He’s arrived late to the last three fights.
The Dark Squad are collectively, between turns, starting to worry about Ubdug.
So, a bit earlier I said that the Moonboar, with a little help from Fellowyn, encounter a… well, a god. Or else a primordial being, or else…
Ub?
So, way back at the start of the Dark Squad’s adventures the gang encountered (in the Glitterhame) a sarcophagus (empty) made for Durgeddin the Black. The dwarf depicted was short dumpy, and… well, with the same features as the fellow in the image above.
Later a ghost told the PCs that Durgeddin the Black was a ‘wee guy’, and an albino.
Later still the Dark Squad worked out that Durgeddin the Black was actually a primordial being called Ub.
Since then, the Dark Squad have found a myriad signs (including a pub sign in Ubton as it happens), and symbols and other descriptions of… Ub.
He’s a very short and dumpy, thick-set, straggly bearded- with topknot, primitive looking albino dwarf.
So, when the Moonboar and Fellowyn rip open the first cocoon here- that’s Ub.
Wearing a grass skirt- as depicted.
They’re a little bit lost for words.
Note, the albino dwarf is, after examination- and removal from the cocoon, in a coma- very possibly induced by the poison injected by the myriad spiders here.
Although now I mention it- there are very few spiders on the boat right now.
But back to the Moonboar and Fellowyn.
There’s another inhabited cocoon here- the pair wrench it open and discover.
Another Ub/albino dwarf.
The identical twin of the first.
The second dwarf is similarly poisoned and in a coma.
Note, some of the above happens after the events described below, i.e. at the end of the fracas.
We go on with the fight.
Newt is back. The tabaxi warlock leaps down the hatch and into the companion way- this after Ram starts shouting- “he’s getting away”, and then blasts Krell into oblivion.
Newt does a lot of shouting, and a lot of crowing.
Apparently Horsey and Spidery can go do one.
Katty is best.
Oh, but…
The phase spider’s back- and it gets a good bite in on the Moonboar.
But the Dark Squad are on it. Even Ubdug makes it to the fight.
Note, at present Ubdug is trying to punch things to death- while still doing a lot of shouting.
And very soon after that’s the end of the phase spider.
No enemies left.
Only the fire.
But that doesn’t last long either- down below the fire in the walkway (see the image above) is put out quickly, Newt- as it turns out, has some ability/cantrip (Control Flames) that hoovers up fire, and the rest of the Squad, save for Fellowyn- see below, help by beating out the flames here.
Fellowyn’s Tidal Wave puts out the fire on the aft deck in a matter of moments.
And then rest…
The Dark Squad have been fighting for a good long while now- they’re out of stuff, big time.
There’s a lot of chatter.
Two Ubs?
And then, after their rest- and a lot of healing…
Well, two stories- Fellowyn, Ram, Daktari and Newt basically tear the ship apart looking for treasure, they find a few bits and pieces here and there- mostly jewellery, and maybe a few more choice items but, it all just gets stuffed into various bags of holding.
To be accounted for later.
The Dark Squad have remembered that they are against the clock here, or else- after they are done with the Empress they are going to have to get back on board Castle Argentriver (which will take a few hours tracing their buttons). They’ve very specifically remembered that for every hour they spend outside of Castle Argentriver there’s a 1% chance that some part of their history (their life) disappears and leaves them… well, changed.
So, they’ve got a wriggle on.
At the end of this session, they will have been here for over two hours already (including the rest).
But I said there were two stories to tell in this segment.
Two Ub’s?
Vinnie uses a jar of keoghtom’s ointment and… a while later (while the rest of the gang are searching the ship) the two albino dwarves open their eyes.
“Ub! Ub! Ub! Ub-ub.”
They don’t speak the dwarven tongue- point of fact every word they say is- “Ub!”
Although their words are accompanied by a myriad gestures- mostly facial.
Note, Vinnie- the druid, remember; makes a variety of checks here- firstly, to let the albino dwarves know that he means them no harm etc. His checks are all good, it also helps that he feeds the pair, it also helps that he has a background in anthropology.
He quickly figures that the pygmy dwarves here (the pair are only three or so feet tall) are somehow related to Ub, they’re part of the story but, they’re not Ub.
Most odd.
But he has no idea what the pair are saying.
And when he briefly leaves the pair- to go and talk to one of his companions, they- the albino dwarves, run away, or else try and find their way off the ship.
Vinnie has to move quickly to head them off and then to quickly convince them with gestures only that he wishes the pair to stay for a little while longer.
The albino dwarves don’t hang around for long- Vinnie, soon after, sees the pair over the side of the boat, and then watches the pair scurry off into the jungle.
Before they depart however, they give the druid a gift.
It’s a maze button.
That would be good, wouldn’t it?
But it isn’t a maze button, or else…
It’s a stone.
The same shape and size as a maze button.
The same shape and size as a coin.
It has a maze etched into it.
Just like a maze button has.
But it isn’t a maze button.
It can’t be.
Can it?
It’s just a stone- shaped like a coin, and about the same size, and with a very simple maze etched into one side- the other side completely blank.
Just like a maze button.
It’s been a funny session.
It’s about to get funnier.
It’s time to head below- into the bilges.
Ram is first in, as usual.
Although Newt also helps out by popping out one of his eyes and then sending it flying below to flutter around and observe the area.
This is a power called The Flying Eye of Zypop, or something equally silly, a gift from his newest patron.
The bilges extend the full length of the ship, to make clear in the picture above the Empress is listing to port, all the cargo here has therefore shifted, making a teetering mountain of broken, sodden- it’s wet down here, wood and junk.
The Dark Squad however have come equipped.
Ram has his ring of water walking and so he’s sticking to the starboard side down here- the wet bit, Daktari and the Moonboar are spider climbing along the port hull.
Newt meantime is scrambling and flailing with every teetering step over the junk pile.
Using their maze buttons (the two of them) the Dark Squad triangulate in on the chest.
Note they are actually triangulating in on the maze button that is in the chest they are looking for.
Therefore, the stone that the albino dwarf gave Vinnie was/is just a stone.
With a maze etched into it.
But definitely not a maze button.
It just looks exactly like one.
Here we all are again, and Daktari has just dug down into the trash pile and located a big iron chest- as depicted.
The chest is examined, once it’s dragged out of the hole- the chest has no discernible lock, it does however have three round indentations hidden away on the rear. The shape and size of three maze buttons- the Dark Squad quickly ascertain.
They only have two maze buttons.
There is swearing.
Note, while all this is going on below Fellowyn is in the cabin above, with Ubdug- keeping an eye on things up there.
But then…
Ghast!
So, this is how it goes down.
Daktari wrenches the chest out of the hole it’s buried in and discovers that it is heavy.
Scratch that- very heavy.
The DM drops the chest into Daktari’s inventory, on his character sheet.
The chest weighs 400lbs. Daktari is encumbered, but he can drag it.
It’s at this point the first ghast appears- smashing its way up and out of the debris in which it was buried/hidden.
It tears into Newt.
One of the PCs identifies the undead creature and now everyone is terrified of getting paralysed, and the stench exuded by the undead creatures is sickening.
Ghasts!
Lots of ‘em.
Lots and lots of ‘em.
Fellowyn unleashes Sydalg, and the Dark Squad are quickly about their business.
Newt however is swiftly in trouble again.
He panics.
And drops a Synaptic Static on as many enemies as he can, which alas requires that he also take the hit.
Which he duly does- and, of course, fails his save.
Newt is now minus 1d6 on all his attacks, saves and checks. Until he makes his save (DC 17) at minus 1d6, of course.
He’s also, at the end of the fight down here, back down to approx. 20 hit points.
The ghasts go away, or else they flail and tear, and… the Dark Squad stab, slash and pierce their flesh until… they’re all dead again.
But by the time that the fight is over, well… some other stuff is going on.
The Dark Squad’s focus is elsewhere.
To make clear.
Suddenly the entire ship lurches port to starboard, as if something large was leaning against the port side of the vessel, tipping it up- but briefly.
Down in the bilges Ram rides a mini-tidal wave, Ubdug just topples off the trash pile and into the water- everyone else hangs on.
In the cabin above Fellowyn is clinging onto the inside of the port hull- it sems to have gone dark outside.
“It appears to have gone dark outside!”
Fellowyn helpfully declares, while trying to peer through the warped and vine-entangled wood of the hull to the swamp and jungle beyond.
It’s dark out there… or else.
“Very dark! Very quickly!”
Fellowyn adds.
The second hit on the port side of the ship is enough to tip the boat almost (but not quite) to ninety degrees, and then- the return journey back to an even keel, which comes all too quickly after the initial tip. What goes up must come down.
Fellowyn grabs at the mast and hangs on as he is sent hurtling across/through the cabin.
Down below and now Newt and Ubdug are in a washing machine, Ram is riding the waves- and the shifting debris; Vinnie and Daktari, spider-climbing still, are clinging on to the inside of the hull.
The barbarian is also still clutching onto the 400lb chest.
The last badly wounded ghast is also only just hanging on.
And that… that’s the end of the session.
Just to say the main event has arrived.
All that other stuff- Krell and his myriad spider friends, a handful of ghasts, they were just the warm-up acts, the matinee.
More fun next time.
Stay safe and well you lovely people.
Cheers the Dark Squad and goonalan.