Dark Squad in the Secrets of Saltmarsh
Session #147: Was That Supposed to Happen?
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
NPCs
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.
More of the same…
Ready?
But just to say having defeated Krell (Half-Orc Druid of Lolth) and his spider-friends, the Dark Squad were hoping for an easier time of it. Then they discovered the chest that they are looking for (it contains another maze button) in the bilges of the boat, and soon after were attacked by a dozen or so ghasts, who in truth didn’t stick around for long.
They also discovered that the chest weighs 400lbs and has no lock and no specific way of opening it, it seems to be a solid object. Closer investigation, by Ram, and there are three (maze button shaped) depressions/slots on the upper rear of the chest.
The Dark Squad have only got two maze buttons, although the two pygmy albino dwarves Vinnie rescued last week gave the druid a… well, not a maze button- just an object (made of stone) smoothed and shaped and etched to look exactly like a maze button.
After some heavy hinting, see last session’s write up, the PCs have figured out that they can use their two maze buttons, and the gifted replica maze button to open the chest.
They think.
Suckers.
You’ll see.
As they did.
It’s also worth mentioning that Newt- in his desire to do away with the undead bastard ghasts (he got surrounded very quickly), dropped a Synaptic Static spell on himself (and 4-5 ghasts) and duly failed his save. The terrifying (usually, he’s a bit quiet- meek and mild atm) tabaxi is -6 on most things atm. Also, the save to throw off the spell’s effects is a DC 17, and he’s -6 on his rolls remember.
I’ll save you the worry, he doesn’t make his save, the spell runs its full course- 10 turns.
Oh, and while I’m popping balloons- we’re still fighting at the end of this session too, so- it’s just another hefty portion of violence, who would have thunk it.
One last item on the agenda- at present something very large, the PCs think, is trying to tip or else roll-over the boat, and the various members of the Dark Squad are mostly in the bilges so… think washing machine.
Saves are being made- most turns from hereon in, or at least for a bit.
Go…
Fellowyn is closest to the exit, he dashes out of the cabin, while the boat is only rocking slightly and then leaps up to peer through the hole in the deck here, created by Daktari earlier, ostensibly to have a look what’s going on outside.
The creature- on the left, is eighty feet tall, it seems to be some sort of titanic slow moving (it undulates and shuffles on its myriad creeper lower limbs), ponderous, plant-like abomination. It’s massive vine/creeper/tentacle upper limbs (there are over a dozen of them) are clutching and scraping at the exterior of the ship- reaching around the vessel. Either trying to tip, infiltrate, or else crush the Empress of the Sea.
Possibly to crack it open to get at the squishy goodness that’s within.
Aka The Dark Squad.
The jungle also seems to have crept a lot closer to the boat and is continuing to close in- the only light present comes from the massive plant beast’s eyes, maw and just a circle of bright blue/white light up above- this is daylight, or else what’s left of it to see.
The jungle is looking to swallow/crush etc. the Empress of the Sea and the Dark Squad.
Just a brief word about the Squad- Vinnie/the Moonboar’s doing okay-ish; Ram is feeling a little better now- he just took a hefty beating mostly from a phase spider; Daktari has one rage left but is pretty much healed back to full; Fellowyn has just two spell slots left, he too has spent all of his healing.
Newt is pretty screwed: -6 on most things, one spell slot left, and on approx. 10 hit points- he did get healed almost to full but then the ghast’s got busy on him. As I said previously, he’s a little subdued atm. Not his usual shouty and threatening self. Shame.
The first comment in Discord this evening from Jim was taking bets on how long it’s going to be before Newt runs away.
So, and again, as I said last session- the main event has arrived.
Strap in.
The Tentacled Horror, in all of its glory- or else some of it. I started with a Nord Games monster of the same name and then just started adding, or else doubling stuff.
The creature makes yawning trilling sounds as it manoeuvres and investigates.
It’s incredibly ponderous to begin with (three tentacle attacks, +12 or so to hit, 2d6+something damage with a DC 18 Dex save to escape grapple et al). Note the creature speeds up as the fight goes on- gaining an additional attack every new turn.
By the end of the session, it is making ten attacks/turn, and with lots of other stuff going on too.
It’s the toughest creature, so far, on the Dark Squad’s adventures, certainly numbers-wise, but let’s see.
So, initial reactions to the Tentacled Horror are mostly negative. Fellowyn wants out- and away, and quickly.
But there’s the chest, and so…
Daktari manages at last to drag the 400lb chest out of the bilges, Ram gives his maze button to Vinnie (and then heads off upstairs to have a look at the Tentacled Terror for himself). The druid sticks the two maze buttons and the recently acquired replica in the three slots on the back of the chest, and…
The chest blinks out of existence.
Taking the Dark Squad’s two maze buttons with it.
Which only occurs to the assembled gawkers a minute or two later.
At which point Newt utters the title of this session.
“Was that supposed to happen?”
The answer to this question is of course no.
There is swearing.
A tremendous amount of swearing.
For a good long while.
Oh, and Ubdug has disappeared too.
Most odd.
A decision is made- abandoned ship, the Dark Squad also remember that without the maze buttons they can’t get back in/on Castle Argentriver, and so now they’re stuck in Chult.
In short- they’re screwed.
That got turned around rather quickly.
Vinnie cannot believe the present turn of events, and he thinks he knows how the DM’s mind works- the Moonboar therefore spends the next two turns heading back into the bilges in search of the chest- he figures it has just ported back to its original location.
It hasn’t.
Daktari has smashed through the hull/woodwork of the ship and is looking to get away, Fellowyn- on deck- is also trying to work out if the plant-thing maybe just wants to be friends. The creature is (again) very ponderous (just getting warmed up) all it has done so far is (repeatedly) tip the ship up a bit.
Newt on the lower deck has just kick started his flying broom- he’s off.
The Moonboar, in the image above, has just said something like-
“It cannot be zo!”
In his gruff, snorting, French accent- and is just about to dive back into the bilges in search of the chest again.
There’s a little more boat rocking from the beast- and then…
Ram makes his move.
Shadow of the Colossus style, the rogue leaps onto and then begins to climb up the now slightly faster but still flailing limbs of the great plant beast.
Fellowyn targets the thing. This image made everyone giggle- he's a big lad.
Then blasts it.
Note Fellowyn isn’t actually here on the map, he just wanted a picture of his PC next to a blood drop.
It can be killed.
Therefore… as Ram yells to the plant-thing, or maybe down to his colleagues-
“Time to die!”
This as he clambers up the plant titan, heading for its eyes.
Daktari rages for the last time, and in doing so gains a bonus action teleport manoeuvre courtesy of his wild magic, what a time to roll this power on the table.
The Tentacled Horror manages to grab Daktari and then flail and batter at Ram. It’s a DC 18 Dex save to avoid the grab- Ram never fails his save.
But then… blink and Daktari is ungrabbed in a trice, courtesy of his wild magic he teleports away.
“Bastard!”
The Moonboar/Vinnie has just ascertained that the chest is not back in the bilges of the Empress of the Sea.
The DM has screwed them over, he concludes.
Correct. But only a little… keep reading.
Let me catch you up, that pinkish line that’s between the Tentacle Horror and the boat, and slightly under the former’s token, is Newt’s (I think) newly conjured Wall of Fire- keep in mind that the wall is twenty feet high but on the ground- the deck of the boat here is just short of twenty feet above the marsh below, so the flames are not obscuring much.
The Tentacled Horror trills and shivers its disapproval but otherwise seems content to continue the fight.
It has a lot of hit points.
I mean… well, you’ll see.
Oh, and in the image above Newt has been grabbed by a tentacle- he was trying to escape on his flying broom (Jim wins his bet). Daktari has also been grabbed again.
Newt is looking peaky.
He’s been having a rough time of it of late, poor lamb.
The fighting goes on- I have skipped a good twenty pictures here because, well- this is what’s been happening.
Ram has just landed a Crit Sneak enhanced 49 damage whammo. He is however taking hits most turns however his saving throws are such that he’s never grabbed.
Daktari gets grabbed most turns, then he teleports away again and resumes his hacking at the beast- and he’s delivering big hits with his semi-broken power attack thing.
The Tentacled Horror is also taking bites out Daktari- although ‘bite’ is not quite right, the giant aberrant plant beast seems content to briefly shove grappled folk into its tentacled maw, suck on them a bit (for 1d10+6 bludgeoning) damage and then, still tentacle-grappled, pull the offending PC back out of its maw for closer examination.
Most odd.
Except the ‘bite’ attack has no to hit- it’s just extra damage and also instigates a DC 15 Con save- poison you see.
Daktari doesn’t ever fail this save.
The Moonboar? He gets grabbed a moment or two after clambering onto the Tentacled Horror, and seconds later popped into the great beast’s maw for a licking. It doesn’t help that he fails his save, every turn- and some turns more than once, from hereon after.
And so, between moments of being sucked like a lozenge by an eighty-foot tree bastard the Moonboar is not doing so well. The poison causes the sudden onset of insanity, with varying results- there’s a table.
For three turns or more the Moonboar takes to worshipping the great plant beast- making proclamations of love and adoration in his snorting French accent. He tries to flee in fear once- the plant pulls him straight back, while in-between times he lies maudlin and depressed in the beast’s clutches, unable to contemplate any action at all.
The insanity poison’s effect is in game turns- stunned plus roleplay this…
At the end of the session the Moonboar has made exactly zero attack rolls.
Fellowyn alternates between getting grabbed, getting free again, and doing his Bladesinger stuff. He’s harder to hit when he’s in full Bladesinger mode, and so he suffers less.
And Newt? Well, eventually he gets far enough away on his flying broom to hover, snarl and swear (quietly) while filling his face with potions of Greater Healing, he spends at least four turns doing this (and nothing else) this session.
Note the Tentacled Horror has a one-hundred-foot reach and pretty much unlimited tentacles, so… it’s not easy to get away.
But in the image above there are three blood drops on the beast- it’s officially bloodied, and Fellowyn has been counting the damage that the PCs have been putting out. He’s also noted that the Tentacled Horror is also regenerating, but at only ten hit points/turn that’s not really (atm) a concern. The Wizard thinks the enemy has at least 500 hit points, more likely nearer 600.
If only that were true.
Newt flies too close and gets grabbed again.
But hang on- Ram is off the plant beast, he’s back on the deck of the Empress of the Sea and running away- what’s going on here? Well, the rogue has spotted and heard something.
He is at present screaming at his companions to get away.
What has Ram heard and/or seen?
The noise- a reedy whistling sound that starts in the background and then inches its way towards the main stage.
Next turn the rest of the PCs are going to hear it too.
Ram looks up- there’s just a small circle of daylight up above, the rest is the black of the jungle reaching up and over to trap the PCs in remember.
And in the circle of light above is a little black dot.
The little black dot is not content with being a little black dot, it is getting bigger.
Someone (not very bright) shouts ‘Starfall’ which makes the DM grimace. Starfall- as discussed, a dozen or more times is going to happen back in the Mere of the Dead Men and is only instigated when the Dark Squad light the beacon at the Witch’s Tor.
But the sentiment holds true.
A little black dot is indeed falling into the clearing in which the Dark Squad fight the Tentacled Horror. So, still fairly astute.
Then a sound like the end of the world- just after the cessation of the whistling, followed by smashing and crashing and…
The chest is back.
It smashes through the prow of the ship, collapsing all of the decks below and causing the boat to tip and stagger (pull a wheelie), seconds later Ram is sliding (in a semi-controlled) fashion towards the chest.
The chest is the same chest recently recovered from the bilges of the Empress of the Sea.
Identical.
Save for the fact that chest is now somewhere in the region of forty feet high, about the same in width- perhaps a little wider, and maybe thirty feet deep.
It’s a big chest.
The Dark Squad circle around the following, now much over-used here, phrase-
WTF?
KLONG!
Followed by…
KLONG!
There is something in the chest, best guess it wants out.
Keep in mind there’s still lots of fighting going on here- the Moonboar is still doolally, and many of the other PCs have taken a variety of beatings.
The Tentacled Horror is probably making seven or eight attacks per turn at the moment- tentacle grabs, tentacle smashes and sucky-licky tentacle maw ‘bites’.
About thirty minutes later, which is very much towards the end of the session we get to here-
It’s going down. Daktari delivers another 57 damage, and he’s raging, power attacking and Hasted atm.
It’s also worth remarking-
Ram is critically wounded, so rare is this George (playing Fellowyn) takes a screenshot.
Also, the PCs are starting to fret because if you look back at the last image of the Tentacled Horror up above then you’ll note that all four blood drops are filled in, that means that the things is 75% dead.
Well, it’s at this point that one of the PCs notices that now only three of the four blood drops are filled in.
The creature is regenerating (or something else) at a much (much) greater rate- oddly it has been doing this for the last few turns, it’s only now that the PCs have noticed it.
The Tentacled Horror is actually growing but shh… the PCs have not (until now) figured this out.
I’ve been hinting at it- point of fact I’ve been telling them, but they’ve been pretty busy with ongoing events, so I’ll forgive them for missing this.
The Tentacled Horror’s hit point maximum is increasing by quite a chunk every turn.
Then one more-
KLONG
And then a hero arrives to save the day.
Mega-Ubdug, the Zeromaker.
Do you see that clutch of D4’s in the top left corner of the image above- Mega-Ubdug has just entered Windmill Rage- that’s four attacks/turn and at 10d4+4 bludgeoning each time.
Mega-Ubdug is a thirty-foot-tall Transformer-style battle robot.
Screaming in his Dalek-like annoying voice-
“I am the Zeromaker!”
“I am the Supreme Being!”
Mega-Ubdug in action, and you’ll note the Tentacled Horror has no longer got all four filled-in blood drops.
But not for long…
The Dark Squad are rallying, and now they’re all on song (except for the Moonboar- he’s still completely out of it).
We’re in sight of the finish line.
But that’s the end of the session.
More fun next time, although Kev’s not with us for the next session so it’s the Alt Game next Tuesday (24th), and then back to the Dark Squad the week after.
Stay safe and well you lovely people.
Cheers the Dark Squad and goonalan.