Dark Squad in the Forge of Fury
Session #021 Love Hurts.
Dark Squad (in alphabetical order, no egos here).
Buggles (played by Stu) Male Wood Elf Fighter Lvl 1/Rogue Lvl 3
New Tricks (played by Bear) Male Tabaxi Warlock Lvl 4
Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 4
Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 4
NPCs
Garumn Male Mountain Dwarf Paladin of Moradin Lvl 4
NPC hangers-on, rescued prisoners of the Orcs
Geradil the “Inconceivable”, aging trapper (Male Human)
“Screaming” Courana, lady’s maid (Female Human)
Spandwick the Magic Gnome, ex-stage mesmerist (Male Gnome)
Bel, the beautiful and lovely wife of Spandwick (Female Gnome)
This is session 21, and screw the players- I bloody loved it.
I think they enjoyed it too.
Just a warning ahead of time- SPOILERS, this is an ongoing game- please don’t say anything in the comments section here that could spoil the player’s surprise in future sessions.
Last we left the Dark Squad they were in the long lost forge of Durgeddin the Black, they’ve chased the duergar away- or else slaughtered them; they’ve encountered a dwarf ghost that alternatively yaps at them and then (when they ask questions of the spectral wanderer) duly ignores them.
There’s a lot of the latter in this session, the ghost quite often just keeps emphasising whatever it was it said last, rather than answer any of the PCs questions- the most often asked question so far is some variant of- “do you know/were you here with Durgeddin the Black?”
However, the dwarf ghost obviously has his own agenda.
So annoying is the spectral dwarf that by the end of this session Ram has said aloud to his comrades, and therefore secured permission from them, to stab the spooky bastard up the next time it appears.
But I digress, let’s get on with the here and now- the start of the session.
Last session, and after a rambling story about Man and the Crocodile, the ghostly dwarf suddenly declares ‘they’re in here…’ and then passes through a nearby door.
They're in here...
The adventurers, after checking out the portal before them, follow the ghost in- to a ramshackle and ruined guard chamber filled with broken bunks and the armoured skeletal remains of a bunch more very dead dwarves- which, of course, seconds later, rise up to challenge the Dark Squad.
Less than five minutes in and we’re already rolling initiative, there’s going to be plenty of fighting in this session, promise.
Nine ancient dwarven skeletons rise up, the first is swatted by Buggles but keeps to its feet- Vincenzo rushes into the chamber and unleashes a Thunderwave, and still there are no casualties- bones fly but all nine undead continue to press the attack.
Let's get ready to RUUUUUMBLE!
Vincenzo is stabbed twice, Buggles and Ram once each.
And suddenly there’s a lot of “bloody hell…” going on from the players around the VTT.
Ram, with Deadend (his Durgeddin the Black undead bane rapier) at last takes one of the dwarven skeletons down, meantime Buggles and Vinnie both get stabbed again. The druid is closing in on bloodied, and much too close to the front line.
“Let me owt ov ear!” He yelps but is mostly ignored, or giggled at.
Newt rushes forward and unleashes a burning hands spell into the close-packed chamber- skeletons sizzle, although only one more of the undead falls. The tabaxi flees back the way he came.
Buggles cuts a pair of skeletons down with his twin scimitars- five left, and now the adventurers are giving ground (a little) as the unthinking undead continue to spill out of the chamber.
Vinnie conjures his shillelagh and batters another skeleton down- that’s just four left. Buggles alas gets sliced again and now he’s on just 10 HP, Ram however cuts the offending enemy down.
Three left- then a Belphegor’s fiery blast from Newt and we’re down to two.
Garumn at last manages to connect with Shatterspike- just one enemy left, the remaining skeleton stabs the dwarven paladin, and then is smashed to pieces by the club wielding druid.
The fight, at last, is over- and Buggles and Vinnie are bloodied (or worse), although soon after a little more healing is dished out.
[Destroy the dwarven skeletons 450 XP]
A brief search of the wrecked room and the sprawled undead locates a bag of silver coins, however seconds later and the dwarven ghost is back in the chamber and chirruping again. Questioning the Dark Squad with regard to their understanding of the story of the Man and the Crocodile (see the last session for the full story).
The ghost finally reveals that ‘he’, the ‘he’ in question being the original storyteller (who the Dark Squad are at present presuming to be Durgeddin the Black), was of the opinion that the Man with the Crocodile on his back would benefit from being able to work together, and their ability to see further.
Most odd.
The chatter goes on, with the dwarven ghost repeatedly ignoring the PCs questions and interruptions- note Buggles is in the spectral being’s face- not confrontational, just trying to catch the ghost out, pressing and cajoling- attempting to extract more information.
Eventually the Dark Squad garner the following new info, I say the Dark Squad- but it’s mostly Buggles doing his best Columbo impression.
1) It seems ‘he’ (Durgeddin the Black) said that someone would come along eventually, and that the ghost would recognise them when they showed up. The Dark Squad presume that they are the ‘someone/them’ in the previous rambling statement.
2) ‘He’ told the ghost to warn ‘them’ about the dragon below.
3) Also to tell ‘them’ not to worry too much about the dragon below, because there was something else far more dangerous down there with the dragon. Which isn’t that comforting.
Apologies for some of the above, by which I mean the complexity- but the dwarven ghost will not surrender its name, nor will it confirm that the stories it tells and the things it says are the words and warnings of Durgeddin the Black.
The dwarven ghost repeatedly avoids answering all such questions.
Therefore, it’s a bit of a mystery, or else presumptions have to be made in order to make sense of the situation.
The Dark Squad are therefore of the opinion that Durgeddin the Black is talking to them via the dwarven spirit, although there’s some thought that the ghost may in fact actually be Durgeddin the Black. At least the thought is entertained for a short while.
[Buggles is Columbo 300 XP]
Eventually after more chatter the ghost invites the Dark Squad to follow him into a ‘terrible place’, and then walks through a nearby wall. After a bit more muffled hinting (the ghost shouting through the wall) it becomes apparent that there is a secret door present, and then another- the PCs pass through both and into a ruined and wrecked dwarven chapel. With broken stone pews, walls carved with images of the dwarven pantheon- chipped and ancient, and with lots of broken bones and at least one sprawled dead body (an orc). Over the far side of the chamber is an altar on which rests the armoured ancient body of a dwarf.
The Dark Squad think they have found the final resting place of Durgeddin the Black, they investigate- Ram is quickly to the front of the chapel, Buggles hides behind one of the stone benches while the rest of Dark Squad hang back.
Ram is danger-man, he dares all.
Ram is Danger Man! But check out the HP bars- says it all.
The above picture supplied by Bear- more like this please- full screen FTW!
Alas (for Ram) caution quickly proves to be the watchword. Two ogre skeletons rapidly assemble from the bone piles and come staggering forward, while at the same time the orc body picks itself up, draws its battered longsword and begins barking in its guttural tongue- Orcish. Garumn translates, the undead is threatening to pick out and eat the marrow from Ram’s bones.
Friendly.
It gets to fighting.
Vinnie dodges into the chapel and attempts to ‘light up zee enemies’ with his faerie fire, alas only one of the ogre skeletons succumbs to the glowing burst, Garumn meanwhile totters forward and flings a handaxe into the illuminated brute- the missile hits but hardly makes a mark on the ogre skeleton.
To make matters worse Ram makes a bee-line for the newly risen orc and attacks, and then rolls a ‘1’ followed by a ‘2’. Buggles fires his longbow into the nearest ogre skeleton and then ducks back out of sight.
Newt gets a little closer and identifies the creature now attacking Ram- the newly risen orc is in fact a wight, which is not good. The tabaxi warns Ram, and his companions, and then fires Belphegor’s fiery blast into the creature. The wight however barely flinches, only snarls some more threats.
Garumn gets smashed over the head by an ogre skeleton, but he’s as tough as old boots the dwarven paladin, the wight meantime repeatedly fails to slice Ram with its blade.
Vinnie has seen enough, he cancels his faerie fire and launches a moonbeam into the midst of the undead trio- and yet the puddle of radiant light doesn’t bother the enemies too much (low damage rolls).
Garumn gets his range and suddenly one of the ogre skeletons is left staggering, this after a titanic hit from Shatterspike with a bit of divine smite thrown in for good measure.
Ram attacks again, and rolls a ‘2’ with Deadend- his undead bane magical rapier, he spends an inspiration point to do it again… and he does, he rolls another ‘2’.
You probably heard the groans around the VTT from wherever you were sat on Tuesday night (about 9-ish) the players were very unhappy. Ram of course hits the wight with his off-hand dagger attack but the adventurers are very aware that the creature needs magical damage to really hurt it.
Buggles rushes over and joins in the fracas, trying to help out his fellow backstabbing bastard, seconds later Newt hits again with another Belphegor special, and this time rolls max damage on his dice, and very suddenly the wight is bloodied and beyond.
Moments later the continued radiant burn of Vinnies moonbeam is enough to turn the undead terror (the orc wight) into ash, likewise the second ogre skeleton is also left staggering by the radiant flare. The beast however has enough about it to smash its greatclub into Ram (now on 4 HP) and then drag itself out of the moonbeam’s compass.
Garumn continues to keep the second ogre skeleton at bay- hitting the brute again with Shatterspike.
Ram meantime lances Deadend into the other skeleton ogre, the brute is now critically wounded, Buggles with his magical scimitar, Mongoose, finishes it off. The wood elf then dashes off to the second skeleton ogre and with a critical hit with his off-hand blade leaves the last enemy also floundering and critically injured.
Then another Belphegor special from Newt, and then- at last, Vinnie flings a produce flame and burns the last undead down.
Victory for the Dark Squad.
[Ogre skeletons and orc wight champion 1600 XP]
The fight is over and moments later, as the adventurers recover and nose around the chamber, the dwarven ghost (as usual) reappears, or else he floats through a wall and immediately starts yapping at the PCs.
Note various members of the Dark Squad are beginning to lose their patience with the dwarven ghost, Vinnie quickly determines that the spectral being is telling them lies- specifically when it tells them that the body on the altar is that of Durgeddin the Black.
After a bit more chivvying, snarling and manoeuvring the ghostly dwarf admits that he left the dead dwarf on the altar, in an effort to make it appear to be the remains of Durgeddin the Black. This revelation however only leads to more questions- which the ghost determinedly (as usual) avoids answering.
The Dark Squad continue to press the ghost but the creature is unbending, meantime Buggles and Newt locate a little more treasure hidden behind the altar, including a clutch of low level scrolls.
There follows a brief break as the adventurers discuss their situation- what are they doing here, they’ve found the forges- which was their mission, they’ve killed/run off the duergar, there may or may not be a dragon down below, or else- and this is Buggles’ theory- the way below is an entrance into the Underdark.
The dwarven ghost is therefore mostly being ignored, the decision is the Dark Squad are going to investigate the rest of the complex and then re-examine the situation depending on what they find in the unexplored areas. Only then will they decide whether to depart this place or else to head on below.
The above party discussion continues for over an hour as the adventurers take a short rest, and spend a few healing hit dice.
Note Vinnie spends all 4 HD and gets back 11 HP, that’s some great rolls right there.
Towards the end of the hour the dwarven ghost drifts off elsewhere. The PCs let it go- they’re not enamoured of the spirit.
[Lots of party chat and a bit of blather with the ghost 250 XP]
The Dark Squad head back out into the dwarven chambers and begin listening, checking and then quietly opening doors- the gang search their way through several broken rooms, each containing the skeletal remains of orcs and dwarves and the shattered remains of the various furnishings.
A few low value semi-precious stones are found, but nothing of real interest.
Then, at last, a much larger- and more interesting looking chamber is discovered, with the remains of wall hangings, a massive rug, and over the far side a desk, chair and bed. Newt dashes over to explore… and discovers (the hard way) the rug of smothering.
Moments later and the mumbling tabaxi is grappled, restrained, blinded and down to 10 HP- he’s being crushed, and actually screaming not mumbling. His compatriots just can’t hear him properly.
There follows five or so minutes of rug/carpet jokes culminating in Garum shouting ‘I am the axe-minister’ before rushing to attack.
Also Buggles cautions that perhaps this is another visitation from Belphegor, and that the rug may in fact be teaching the tabaxi a few new spells.
Newt’s hellish rebuke, in reaction to the rug’s crush, burns the carpet- seconds later and the tabaxi manages to crawl, sprawl, roll and tumble out of the construct’s terrible embrace.
Newt is looking particularly rugged this evening. Here's the RUG DOCTOR! Owww! Carpet BURN! No, leave him- he's just settling in. And other appalling quips, including one ending in... Fraid Not!
Vincenzo’s produce flame makes its mark, Buggles’ twin scimitars leave the fancy carpet frayed and torn and critically wounded- at which point Garumn delivers his ‘axe-minister’ line and the rug of smothering is slashed to ribbons by Shatterspike.
That was fun.
[Death to the big bad carpet 450 XP]
The chamber is searched, and just to note the annoying dwarven ghost has not put in an appearance for some time now- the Dark Squad are enjoying the quiet. Back to the chamber- a chest full of coin and a few nice looking gems are found beneath the bed, but on the desk is a new clue to the mystery- a series of versions (early drafts) of the ancient scroll they found all the way back in the Sunless Citadel, the poem that brought them here.
The author of this piece was Arundil, High Wizard; therefore the Dark Squad conclude they are at present situated in the chambers of the aforementioned dwarven mage. Furthermore Vinnie makes the connection- there was a carving of a dwarven mage back in the Glitterhame, on one of the sarcophagi.
[Arundil’s chambers, and chatter 250 XP]
Soon after and another trio of rooms are searched, and dismissed as containing nothing of interest- just more ancient and broken things.
Then, at last, another interesting chamber- an ancient armoury which Buggles shoulders his way into- the door was stuck. The room contains dozens of weapon and armour racks- with a few specimens of both still present.
Buggles leads the Dark Squad in, and seconds later is beaten and punched as a suit of chainmail armour suddenly animates and lurches off its stand, the second hit is a crit and the wood elf is hurt bad.
Buggles runs the gauntlet.
He slashes the animated armour right back, then Ram gets into action and suddenly the construct is critically wounded. Vinnie hits it with a little more produce flame, and finally Newt blasts it apart with another fiery blast (actually a ‘1’ followed by an inspiration point- roll again- ‘20’).
At which point a second suit of animated armour lurches into life and flails at Ram- two misses both with advantage, bugger.
Buggles slashes it, and gets punched by the creature's gauntleted fist, Vinnie smashes his shillelagh into the enemy, at which point Garumn (at last) gets into action with Shatterspike, and with a crit, and the second animated armour flies apart.
The fight is over.
[Smash the animated armour 400 XP]
As I stated earlier, they’re really clocking up the combat action in this session.
More healing is needed.
The area is searched properly, there are weapons and armour here but they’re all of mundane quality, nothing of interest.
The Dark Squad search some more, and yet another trio of broken rooms are found and explored, with just another handful of semi-precious stones gained.
Then, yet another interesting chamber is found, this one with a locked door, the portal also barred from within- and with the signs and sounds of someone (or thing) moving around within. Eventually the PCs (after knocking) get to chatting through the door- to a female dwarf, they think.
There’s a lot of back and forth but whoever’s in the chamber is not letting the Dark Squad enter, that is until Garumn says/sings aloud several prayers and psalms to Moradin, at which point (finally) the door clicks open.
The adventurers get to meet Idalla, and over the course of the next thirty or so minutes (real time) they discover that Idalla is a female shield dwarf, a military women who lead a strike team through the Underdark to this place. Their mission to secure the forges of Durgeddin the Black, alas Idalla’s squad ran into a black dragon in the chambers below, she was the only survivor of the encounter.
Idalla has, she further explains, been mostly locked in these chambers for the last tenday, licking her wounds. Although during the time she has also ventured out once or twice, she has spotted and thereafter avoided the duergar, and also had a close run in with a ‘crazy bastard dwarf ghost’, the PCs nod their heads- testify sister.
There follows a mutual ‘we hate the dwarf ghost’ rant, in which Idalla and several members of the Dark Squad find some common ground.
Good- that worked.
Note, Idalla is a not a pleasant dwarf, so the above info is in fact teased out of her, and it doesn’t come cheaply- Buggles is instantly dislikeable, he gets in her face- it's what he does, and so he's the ‘bastard elf’, while Vincenzo is insulted repeatedly and more than once described as a ‘fat ugly hippy’, or similar.
So, SPOILERS- just an insight here- and we’re going to get to this in this session so apologies for jumping the gun a little, but... here’s the secret- Idalla is a succubus.
Got it. Keep it in mind.
Idalla insults Vinnie a lot, because the DM knows that Vinnie is the really really chatty one- and the succubus doesn’t want to keep having to answer the druid’s probing questions. Likewise Buggles has been really forward with the chatter this session- so, a few more insults for the wood elf. Although, the wood elf can also be very annoying of his own accord.
Remarkably Newt is quickly onside with Idalla- “why can’t you stop hassling her, she’s wounded- all her companions are dead etc.”
Worked a treat, but then again I’m bound to say that.
Obviously Garumn also wades in once or twice to defend Idalla, who a little later on switches to using the dwarven tongue, and directing all of her questions, comments and answers to Garumn. She’s trying to exclude as many of the other members of the Dark Squad as she can from the ongoing discussion.
That said, Vinnie also speaks dwarven, and so the druid- still pissed off after being insulted, is translating everything that is being said. It gets a little strained- but Garumn is convinced that the Dark Squad should try to help Idalla.
Her duty, she further explains, is to get back into the Underdark and to her superiors- which, of course, will require the Dark Squad to aid her through the black dragon’s lair below.
In conclusion- they’re going to have to face the dragon.
Note, none of the PCs are keen (except perhaps Newt) as they fought a white dragon wyrmling back in the Sunless Citadel and it was tough (Newt, of course, wasn’t present for this fight, way back in session #3).
[Much chatter with Idalla 500 XP]
While all of the above is going on Ram has been investigating the series of chambers- and not getting involved in the chat, the rogue soon after discovers an ancient wall-safe with a bunch more coin and paperwork (including a clutch of scrolls) within. The main chamber of this suite of rooms also appears to be an ancient library- although all the texts are seemingly written in dwarvish- Newt checks a few.
Note, here’s another secret- before the session I rolled a few saving throws for Garumn, just so that I wouldn’t have to do them in game- therefore at this point the dwarven paladin of Moradin has already been charmed by Idalla.
However the Dark Squad are now coming around to the idea- ‘yeah, let’s help Idalla!’
Vinnie, after Idalla eventually apologises for her previous behaviour, even uses his last spell slot to heal the dwarven soldier. While Buggles suggest that the pair (Garumn & Idalla) should perhaps make use of the next room over (the bedroom), so well are they now getting on.
Vinnie is still suspicious of the female shield dwarf, keep that fact in mind too.
The conversation circles for a while, during which Garumn declares that he feels somewhat humbled by Idalla’s commitment to her cause, if only he was a proper paladin… the dwarf bemoans his own shortcomings. I’m dropping some hints here- not too many, but just enough to join the dots when the bad thing happens… and it’s about to happen.
The Dark Squad soon after decide that it’s time to press on, and for Idalla to come out hunting with them- there’s another chamber that they need to investigate before they head below. Idalla agrees, but then suddenly decides that she’d really like to talk to Garumn on his own first, there’s something else about her mission she needs to share- but only with the dwarven paladin. The information is not for ‘outsiders’, she explains- and then apologises- she really doesn’t mean to offend, it’s a dwarf thing.
Garumn is good with this, as are all of the other members of the Dark Squad, except one- Vinnie. The druid, as suddenly as the door closes, presses his ear against it- he really wants to know what’s going on/being said in there.
It is therefore the druid’s shout seconds later that brings the other members of the Dark Squad rushing- “she iz killing our Garoom!”
Within the chamber Idalla has simply leaned over and kissed the face off Garumn, reducing the paladin to below 0 HP in one smoochalishious instant.
Vinnie with a ‘23’ perception check has heard it all- the kiss, and then the thump of his armoured dwarven friend hitting the floor.
Ram kicks the door open (he gets initiative) and is therefore the first to spy the horror within- Garumn unconscious and Idalla wracked with laughter and transforming back into her winged fiendish succubus form.
"Whut a Kiss! I'm in heave...nnnnaaaarrrrrrrggghhhhh! Garumn's last words.
The rogue stabs but misses with Deadend, meantime Vincenzo scampers to the fallen paladin and glugs a potion of greater healing down his neck (the only healing potion he has left).
Buggles is the next to the fracas, he slashes the screeching succubus with Mongoose his magical scimitar, and once more with his off-hand blade.
But that’s enough for Idalla, the succubus still screeching and hooting with joy, fades from sight- there follows a frantic scampered search of the chambers, with Newt guarding the only exit. Idalla cannot be found, eventually after a successful monster knowledge check the adventurers conclude that the fiend has probably entered the ethereal plane. They initially thought that Idalla had turned invisible.
[Brief fracas with the succubus 200 XP]
Then however, well… Garumn is more than a little put out, “wurz Idalla gone? Ma sweet speshul laydee?”
Several of the paladin’s comrades attempt to catch the dwarf up with events, but the kindly DM after the succubi’s attack has already allowed the dwarf a second saving throw versus her charm-offensive, and he fails that one two. Garumn is therefore still enraptured.
Although he appreciates the humour- the paladin is convinced that his comrades are playing some complex joke on him, the story about Idalla being a fiend is just their warped idea of fun.
Note Vinnie’s guidance enhanced persuasion roll is… an adjusted ‘3’.
Garumn however is still fretting “wurz ma lady love?”, and so the company try a different angle- encouraging Garumn to use his divine sense in order to determine whether Idalla (clearly an angel of some sort) is still around.
But the succubi has departed, or else is out of range.
Minutes later, and after more chatter and the use of a healing spirit spell by Vinnie (it was on one of the scrolls they found), Garumn is persuaded to continue the search for Idalla, and specifically within the chamber that the Dark Squad have still yet to look in.
[Chattering with Garumn about Idalla 200 XP]
Alas the Dark Squad don’t make it to the last door, back in the great dwarven hall in which they first encountered the duergar, they bump into (although not actually) the annoying dwarven ghost.
Who has another speech for them, the last one of the session though- as there’s only five more minutes left to play.
In summary the speech is this-
Durgeddin the Black was a joke name, a name that the ghost invented.
He was known as ‘the Black’ because of his black moods, or as the ghost puts it “becauz he wuz a moody wee fecker!”
Furthermore the dwarven ghost also once told Durgeddin that he had a heart of stone- to which the dwarf nodded, and went back to his forge.
The dwarven ghosts gets upset a bit, he regrets insulting Durgeddin, and then- at last, he tells the Dark Squad the big joke.
Durgeddin the Black was actually an albino, and when the ghost refers him as the ‘wee feller’, its with good cause- Durgeddin was a runt, a dwarf-dwarf, if you like; only just over three feet high, a dwarf all the same but odd looking, not brawny or broad- just very small.
He was however the greatest smith that ever lived.
Naturally the various PCs have questions, sometimes they even try to interrupt the ghostly dwarf’s speech, but the eloquent spirit is not for answering, in the end the ghost departs- walking through the door to the south. The only chamber the Dark Squad have not as yet explored.
But that’s for next time.
It’s at this point that Ram declares that he has had enough of the annoying ghost, and after a successful monster knowledge check, states that he’s going to stab the bastard up with Deadend (his undead bane rapier) when he next appears.
So, there’s that to look forward to too.
Next time.
Stay safe and well you lovely people.
Cheers the Dark Squad and goonalan.