The Dark Squad in the Secrets of Saltmarsh #155 Arcadia Part 3. DnD DARK Kart.

Dark Squad in the Secrets of Saltmarsh

Session #153: Arcadia.

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 EXPLODED
Ub-Pam (played by Goonalan) Supreme Being Lvl 3
*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-
  1. 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).
  2. Nightshade is in the Deep Dreadwood- except she's not there anymore, but a big red dragon is?
  3. Blackedge and the Goblin Stair?
  4. 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.
  5. 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 153 and the Dark Squad are sort of lost- they’re where they were but not when they were, they think- maybe, I mean- probably.

And if that makes no sense to you, well- excellent, I’ve been doing my job.

The Dark Squad spent the second half of the last session having a chinwag with Sehanine Moonbow, the goddess filling in a little of the backstory, and letting the Squad know that they’re getting close to the point of no return, from this time on (after the point of no return, obviously) the fate of Faerun rests upon their shoulders.

No pressure then, although Newt is baring up well, he spent a good chunk of the last session (the earlier part) screaming and praying for the world to end, so- he’s taking things in his stride.

Good man.

I mean, good tabaxi.

Anyway…

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Here we all are (except for Vinnie/the Moonboar) who is obviously out of shot.

Sehanine said-

“When you are ready to leave here climb the stairs.”

“When you get back to the Witch's Tor the Beacon will have already been lit, the call will have gone out- the countdown to the starfall will have begun, and... the Night Serpent will begin to stir.”

“Remember, when the pale dwarf returns the Time of Ash will have begun. that is the point of no return... do you understand what I have said?”

Adding, just before her departure-

“Then, again, I wish you good luck and a goddess' speed.”

“Oh, but before I forget, this place is named after the Pact of the Flame wizard that created it. Remember that- it is most important. It is key.”

Final words tend to have a bit more meaning, don’t you think.

The well-oiled machine that is the Dark Squad re-read the above statement (from the write up) about an hour or so into this session, even though I e-mailed them before the session to remind them to do so.

That’s an hour we are never getting back, but let’s get to there.

So, first off, the Dark Squad do their own mini summary of the last session and what they have learned from the goddess, although there’s still no chatter with regard to Newt’s shenanigans- calling for the end of the world etc.

It seems the consensus is- he’s a free spirit, no-one can tame the seven-foot tall puma-like tabaxi that is Newt.

Eventually the Dark Squad climb the stair in the centre of the ancient Pact of the Flame redoubt.

To here-

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It’s dawn, the sun is just rising, much to Fellowyn’s discomfort- he’s a drow now, remember, sunlight isn’t his favourite lighting.

Atop the stairs is a circle of standing stones- just like they saw back at the tor, or at least similar, there are four more concentric circles of standing stones surrounding the spot. The tor at this point is just a gentle hill, in a clearing, in the midst of an enormous forest.

It is a serenely beautiful place, with bird song, flower-scented air, and dappled sunlight, a world awakening to possibility.

It’s also, according to Fellowyn- who is rolling high for his checks again, at least a couple of thousand years prior to the time that the Dark Squad stepped in to the Witch’s Tor, this after Newt climbed on his broom and did a little aerial reconnoitre. This place is Illefarn, the ancient elven kingdom, Fellowyn suspects.

So, then… nothing much happens for a good long while, certainly another thirty minutes in real world time before anyone thinks to make another check, which is a long time- from this DMs POV.

The Dark Squad happily fill the void by making up their own story about what should be happening now.

But what comes next is limited because about five minutes after the Squad climbed up and out of the tor this happens.

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The entrance to the tor shuts up shop.

And so, the debate rages- but- I did this, on purpose, and with that in mind they eventually figure it out.

Lots more checks finally follow, although Newt instead of helping chooses this moment to burn his new emblem into the inner ring of the stone circle here.

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Newt’s new symbol/branding is like the Jaguar car badge- a black stencil puma/jaguar face, coming right at you.

Newt figures this is the first step towards his rise to the godhead. He’s adding some years, and thereby a past, to his story/mythology.

In his new history, he explains to his companions, the elves will of course find this graven (actually burned-in) image and take to worshipping him, job done, and according to the smooth-talking warlock- his rise is inevitable.

The rest of the team are a little more pressed for time, and entirely ignoring the warlock- it’s safest, is the consensus.

They are also more concerned with the fact that Castle Argentriver is failing to answer their call.

They’re stuck here.

Newt ignores this negativity.

Eventually they get to the next bit, which is this-

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They figure out how to open the tor again.

The password needed to make the stairs reappear is- Silverstream.

The answer supplied by the wizard of the same name- he built this place after all.

When the Squad descend the spiral staircase they arrive- after a short black-out/blackscreen, followed by a series of gentle thuds, at a very strange new place indeed.

This new place is an uncomfortable place- the Squad are squashed into small cells- two members in each stall/cell, it’s also a very very dark place.

Even with their darkvision they cannot see much (I’ve turned their darkvision right down- for all PCs and Ub-Pam).

Then Fellowyn, who seems to be standing on something slippery, and precarious, gets bitten- or else something with a foul breath and an iron mouth and/or throat, and as wet as heck, tries to swallow his foot.

Vinnie wrestles the wizard free of the terrible beast.

Which is difficult to do in such a small space.

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“Yew ar safe mon amis, what man-ur of foul de-mon iz zat?” Note Vinnie's token is beneath Fellowyn's.

The Dark Squad arrive in pairs- two to each cubicle, the heroes manage to (eventually) fight their way out of these strange demonic cells.

To here-

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White and black tiled walls, floor and ceiling. A series of mirrors and two magical springs that pour forth brackish water when arcane magical gestures are made before their spouts.

There’s also a strange discordant sound coming from beyond the door to the east.

The Dark Squad have a brief conflab-

“We are again in ze future… I wud stake my rep-yew-tay-shun on zis!” Vinnie whispers.

While Fellowyn hops around on one foot, the foot and ankle of his other gangling leg swathed in a wodge of darkly stained, very thin and sodden paper.

Newt grins and then yawns.

Vinnie is about to deliver some critical instruction to the Squad regarding their mission et al, but…

Ram just opens the door.

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It’s a lot to take in.

And the noise… squirrelling bleeps and beeps that tussle with the brain, a rolling rising crescendo- followed by descend-o of boops and whees. Somewhere a giant stalks this land- thud-thud, thud-thud, then getting faster- the titan is racing- thud-thud-thud-thud-thud, till- eventually, thududududududududududud.

And the lights- all the colours, all of the time, and then off again- and on again, and… both terrifying and entrancing.

Then the smell, rancid sweat, stale and fresh tobacco, here and there trails of perfumed cologne, and beneath all other smells, and yet all encompassing- the sharp chemical tang of some over-smell, a sterile freshness, with a hint of minty forest and pine.

It’s a lot to take in.

As I said.

Then one of the goblins wearing some sort of silver pants, and with goggles like Daktari’s darkvision pair, starts shouting at the Squad.

But none of them can understand a single word the obviously irate little feller is saying.

More remarkably nobody (Newt) blasts the goblin dead for its temerity.

The Dark Squad eventually figure out that they need to shut the door to the bathroom, then looking like the members of a very hokey religion, they huddle up in the corner, or else go for a stroll (Newt) and make their plan.

Probably they should have stayed in the bathroom.

But the strangely dressed goblins don’t seem to care either way. They’re mostly engrossed in what they are doing- which seems to be leaning into upright coffin-sized wooden boxes with small glass screens, the goblins are intent, manipulating and manoeuvring buttons and levers frantically, while they stare into the little squares of noisy rainbow oblivion.

A chat and a ritual later (about 10-12 minutes) and Fellowyn (but only he) can understand what the goblins are saying (Comprehend Language). He thinks their language is actually some off-shoot of Undercommon.

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The Dark Squad investigates.

And then Fellowyn, after a chat with a friendlier goblin, and some good checks- although his half of the chat is more mime than words, anyway- he gets it.

He thinks.

So, “Dinkle Dude, get Frowzi, Man 'o' Chubb!”, shouted at Vincenzo is the goblin expressing impatience and insult, the druid was getting in the fellow’s way.

Similarly, “Koff, ya snaggletoothed whim-wham!”, aimed at Newt for a similar social faux pas.

Meanwhile, “Stick it tiddlypuds!”, directed this time at Ram, is yet another insult- for the same social incursion, it seems getting too close to one of the goblins while they are enthralled by one of the burbling cabinets is not the done thing.

‘Tiddlypuds’, Fellowyn surmises is something to do with the tightness of Ramshambow’s leather pants. He couldn’t have put it better himself- they must be stifling in there, the rogue's puds must indeed be tiny.

Fellowyn eventually cracks the code, or else he makes a goblin friend who leads him to the nub of it.

In precis, translation not needed-

“High Score Dude. High Score.”

“Chit-chat wid da Big Dude!”

“High Score ta see da Ashbringer.”

“Get dem High Scores.”

“Rack 'em up!”

“Ya gunna need dem.”

This new information is disseminated, the Rary’s is still working, and the rules are-

There are eighteen cabinets here- arcade games, the PCs can play all eighteen, it costs nothing to play. Each of the eighteen cabinets is tied to one skill check, a PC can play each game only once- they can do what the heck they like to try and enhance their roll but it’s always just one roll (unless you have a skill or power that let’s you re-roll a check).

The check result is turned into that many exploding D10s which the PC then rolls, more than 100 in total and that’s a high score.

So, if and when- which is soon, Daktari plays Run-Jump-Oof! (athletics check required) he rolls a ‘28’ for his skill check, and so therefore then rolls 28 exploding D10s (exploding means if it rolls the highest number, a ‘10’ in this case, another d10 is rolled and added to the final total) for his final result.

146 in this case, which the DM turns into 146,000- and that’s a high score.

Daktari, as it turns out, has a +1 to all of his arcade-based checks here, this because he spent a good long time in Castle Argentriver (downtime) playing imaginary arcade games- he didn’t know why he was doing this, or indeed what he was doing, but he was (and he did).

The Dark Squad have to get high scores, a high score is 100 (= 100,000) or more.

Every member of the Dark Squad needs to accumulate at least one high score.

Although, it seems, from what Fellowyn is saying that the PCs need to get as many high scores as they can- individually.

So, Daktari just scored 146,000 on Run-Jump-Oof! (athletics check). If someone was to come along and beat his score, well- they would have the high score for this cabinet, and Dak would obviously lose his crown. Remember they can play each game only once (each), no repeats.

Then, when they are done with the cabinets, we’ll be moving on to play- “Dance! Dance! You Bastard! Dance!”, followed by, “Motor Goat!”, as happens most Christmases.

Got it, great.

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There’s Daktari’s 28d10 exploding. He’s on the board.

But here’s the thing- some of the PCs have got access to buffs, Vincenzo takes to casting Guidance all the while, Daktari’s new magical shaman-like abilities, remember he got all Fellowyn/zen back in the castle, also give him a bonus 1d3 on all (I think) of his checks.

But Fellowyn has no ready/easy buffs to give himself.

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He does however understand what the goblins are saying, and he’s able to mime back non-complex replies, and so after some more great checks he is able to make himself a small coterie of goblin-friends, who help him to play a variety of games.

The wizard clocks up a 190,000 high score playing Magic Pants (arcana check) with a little help from his new buddies.

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Oh, and here’s a Gif of this place- it’s called Arcadia.

Also, George (playing Fellowyn) our soundman is streaming all the hoots, whirrs and coin-spewing noises of an amusement arcade in full swing, while this is going on.

Nice.

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Vincenzo button-bashes his way to 191,000 on Wild Thang! (survival check) and another high score.

Newt is slow to get into the cabinets, he can’t understand what the goblins are saying- he can’t speak to them, and so… how does he make a friend?

One hundred and fifty-three turns in and now he asks.

Eventually he figures it.

It involves a pocket full of gold, a mini-lute performance- with a little illusory magic, good rolls, and quite a show. The goblins are coming around to the tabaxi, he too gathers a gang, although in truth he’s paying through the nose for his new friends.

Nevertheless…

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That’s 182,000 playing Oi, YOU! (intimidate check) and he too is up and running.

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Vinnie hits LOOK OUT! (perception check) hard, and the numbers don’t lie- 223,000 that’s the highest high score of the evening.

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Even Newt now is getting busy with it- 164,000 playing Acting Up! (performance check) and another high score.

And so, by now you must be thinking- where the flipping heck is Ramshambow in all of this?

Well, Ram doesn’t have any buffs- he does have some monster skill bonuses, however. He’s also the most solo member of the Dark Squad, he doesn’t work with (or pander to) others, he’s also not the silver-tongued guy. Not that talking would help at this juncture.

He therefore sets about developing a technique which involves a combination of tipping the cabinets, employing some of his thieves’ tools in various places, and on the odd occasion fiddling with the strange buttons located on the rear of the devices. Each cabinet has some sort of futuristic rope tether, most odd.

He has mixed results (all low) but he’s in the process of perfecting his technique, and he’s therefore at present playing on cabinets for which he has no skill bonuses (+0, or worse).

It doesn’t always go to plan.

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After almost tipping Run-Jump-Oof! (athletics) on to himself the stern looking female goblin behind the counter leaps the intervening obstacle and screams blue murder at the rogue for a while.

Ram has no idea what she is saying, he does however have a handful of gold coins to give to the goblin, and as if by magic she goes away, but with a jaundiced countenance, and a gimlet eye on the rogue.

Ram therefore avoids the crowds, only playing on the cabinets that are away from the gaggles of PCs and goblins, and for the most part the machines also out-of-sight of the counter goblin. Who is, now and then, still watching him.

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Vincenzo finds the sweet spot again- 212,000 playing Operation (medicine check), he’s starting to draw a crowd, and hasn’t had to pay a penny for the privilege. A point he shares with Newt, once or twice, perhaps- even, a little more often than that.

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Newt sticks to his own, more expensive, method- it seems to be working, 190,000 scored on Liar, Liar Pants on Fire! (deception check) another high score.

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Ram is up and running, clocking up a whopping 216,00 on Stalker! (stealth check).

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A brief interlude- a shot of what’s to come. Oh, and the PCs have sent me pictures of their ‘rides’ for when we get to play Motor Goat!, so it’s not a row of motorbikes, or motorized goats, here- you’ll see what they came up with when we get there.

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Vinnie makes 123,000 on What’s that Tree? (nature check), while Newt clocks up 130,000 playing I’m Not Convinced (persuasion check).

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But it’s not all success, Ram- after resetting the machine somehow, still manages not to beat Vinnie’s titanic high score (223,000) on LOOK OUT! (perception check).

But there’s plenty more still to go.

But that’s the end of the session, and it was short one because we started late, and I had two other tasks for the Squad to complete- finding pictures for their ‘rides’ in Motor Goat! And coming up with a random table for what happens to a PC if they roll badly when they get back on board Castle Argentriver.

When the PCs get out of the arcade here they will have been four hours out of Castle Argentriver, that’s a 4% (so far) for a first roll on the above table.

So, more of this kind of thing next time.

Oh, and in summary- so far-

Daktari has two high scores, he had three, but Fellowyn took one off him.

Fellowyn, Newt & Vinnie have four high scores each, it’s worth mentioning that all PCs except for Newt have played five arcade games each, so far. Newt has only played four- he spent a while at the start coming up with his strategy.

Ram has only got one high score so far, but he’s pretty much cracked his method, so this is going to change- I figure.

The Dark Squad, so far, have not been overlapping each other- by which I mean there are eighteen cabinets/games to be played. All of them have been played by one PC at least once. Only five of them have been played by two PCs- not much competition so far, everyone is trying to get a score on the table.

We’re going to be doing more of this next time- I suspect things may get a little more cut-throat at that point, and the PCs have been made aware that their time in Arcadia will always equate to just one hour spent away from Castle Argentriver, and so they can do as much as they like while they are here. Subject to the DMs whims, natch.

Stay safe and well you lovely people.

Happy Christmas.

Cheers the Dark Squad and goonalan.
 

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Dark Squad in the Secrets of Saltmarsh

Session #154: Arcadia Part 2. Dance! Dance!

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 EXPLODED
Ub-Pam (played by Goonalan) Supreme Being Lvl 3
*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-
  1. 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).
  2. Nightshade is in the Deep Dreadwood- except she's not there anymore, but a big red dragon is?
  3. Blackedge and the Goblin Stair?
  4. 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.
  5. 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 154 and the Dark Squad are playing a variety of arcade games in a place called Arcadia, sometime in the (dystopian & goblin-infested) future. Alas this write up is late because I was properly sick between the last session and this one, and I’m still not right yet.

So, I didn’t get much prepped for this session- nothing at all in fact, and so it’s just more of the same.

This then is going to be short and sweet, like the session itself, but without the interminable coughing and spluttering from me.

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Newt has bought himself some friends, nothing new there. Vinnie, by the end of the last session, has a coterie; he exudes a rustic charm, and has a silly voice.

Lots of gaming follows.

And as predicted, it’s getting cutthroat now.

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Fellowyn just manages to scrape a high score on God Knows (religion check).

Meantime…

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Ramshambow storms into the lead on Flip-Flop-Flap (acrobatics check).


While…

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Vinnie’s on fire playing That’s My Donkey! (animal handling check).

And for every cabinet Ram is still, when no-one is looking, having a quick tinker with his thieves’ tools, and trying to improve his chances.

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Ram is going to be playing on every cabinet. He’s in it to win it.

And so finally we get to the end of it.

The final scores on the doors, or else the high scores for all 18 cabinets, one for every skill check, and keep in mind a PC only get a mention below if they manage to extract a high score (100,000 plus)-

Flip-Flop-Flap (acrobatics)
Newt 109,000 but the winner is- Ramshambow with 171,000. Ram’s first win.

That’s My Donkey! (animal handling)
It goes- Daktari 112,000; beaten by Ramshambow with 141,000 but the eventual winner is- Vinnie with 156,000. Vinnie’s first win.

Magic Pants! (arcana)
It goes- Ramshambow 101,000; beaten by Vinnie with 130,000; who in turn is beaten by Newt with 160,000 but the eventual winner is- Fellowyn with 190,000. Fellowyn’s first win.

Run! Jump! Oof! (athletics)
Fellowyn 126,000 but the winner is- Daktari with 146,000. Daktari’s first win.

Only Newt not on the high score board, ah- but we’ve just wandered into the warlock’s wheelhouse.

Liar! Liar! Pants on Fire! (deception)
Ramshambow 122,000 but the winner is (inevitably)- Newt with 190,000. Newt’s first win.

Old Tosh (history)
It goes- Daktari 130,000; beaten by Vinnie with 134,000; who in turn is beaten by Newt with 143,000 but the eventual winner is- Fellowyn with 163,000. Who would have thunk it, the ancient wizard knows a lot about the past. Fellowyn’s second win.

What’s My Anxiety? (insight)
Only one high score generated, and the winner is- Fellowyn with 129,000. Not insightful- the Dark Squad! What a turn up. Fellowyn’s third win. Blimey!

Oi! YOU! (intimidate)
Fellowyn 127,000 but the winner is (again, inevitably)- Newt with 182,000. Newt’s second win.

WHO R U! (investigation)
It goes- Daktari 133,000; beaten by Ramshambow with 148,000 but the eventual winner is- Fellowyn (again) with 193,000. Fellowyn’s fourth win. Double blimey!

OPERATION! (medicine)
Only one high score generated, and the winner is- Vinnie with 212,000. That’s a whopper. Vinnie’s second win.

Name That Tree (nature)
It goes- Fellowyn 121,000; beaten by Vinnie with a lowly 123,000 but the eventual winner is (oddly)- Newt with 131,000. Newt’s third win.

LOOK OUT! (perception)
Hotly contested this one. It goes- Fellowyn 104,000; beaten by Newt with 118,000; who in turn is beaten by Ramshambow with 181,000 but the eventual winner is- Vinnie with a massive 223,000. Vinnie’s third win.

Acting Up! (performance)
It goes- Daktari 123,000; beaten by Newt with 164,000 but the eventual winner is (pipped at the post)- Fellowyn with 167,000. Fellowyn’s fifth win. He’s hot to trot the ancient wizard.

I’m Not Convinced! (persuasion)
It goes- Daktari 110,000; beaten by Ramshambow with 125,000 but the eventual winner is (pipped at the post, once again)- Newt with 130,000. Newt’s fourth win.

God Knows (religion)
Everyone attempts this cabinet, as none of the PCs have any extra advances in this skill- they’re not a very religious group, although Newt wants to be a god, so… Anyway, only two high scores generated, for all their effort. Fellowyn with 102,000 is pipped at the post with the final roll- Vinnie wins with 106,000. Vinnie’s fourth win.

Mind The Gravy! (sleight of hand)
And again, all the PCs try for this one- particularly because Ram stuffs his roll up early, and he’s +8 or so on this. But still only two high scores generated- Fellowyn leads the way briefly with 102,000; but is beaten in the end (again) by Vinnie with 132,000. Vinnie’s fifth win.

To recap- Fellowyn and Vinnie have five high scores apiece, Newt with one less- four, and Daktari and Ramshambow still stuck on one apiece.

The last two.

Stalker! (stealth)
It goes- Newt 121,000; beaten by Fellowyn with 130,000 but the eventual winner is, crushing all others- Ramshambow with a whopping 216,000. Ram’s second win.

Then finally…

Wild Thang! (survival)
All the PCs attempt to win this one, the final hurrah! It goes- Fellowyn with 130,000, swiftly beaten by Daktari with 143,000; who is in turn beaten moments later (next roll) by Ramshambow with 158,000 but the eventual winner is- Vinnie (of course) with 191,000. That’s Vinnie’s sixth win.

Get in!

High scores so far- Vinnie six, Fellowyn five, Newt four, Ram two and Daktari… just one, and he’s the arcade specialist- +1 on all rolls.

But we’re not done yet.

Next up is Dance! Dance! You Bastard Dance!

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Clear the floor, make ready for the dance-off.

Here’s a better picture of proceedings.

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And the rules, and keep in mind we played about with these before we settled upon the following-

The squares on the left (image above) are numbered 1 to 9, left to right, top to bottom. The numbers are not written on the map so that the players have to use their brains and remember. Note the PCs tried to annotate the map- I deleted all of their attempts. So, squares 1 to 9- got it. The image above obviously shows two dance areas.

The DM sends a PC (one PC at a time in action) a series of numbers- which correspond to the (1 to 9) squares above. The PC (as soon as the number sequence appears) moves their PC to the numbered squares as indicated in the sequence. Effectively they have to drop their PC on the correct sequence of squares- one square at a time, the PCs always start the sequence positioned in the right hand column of the map.

When they drop their PC on a numbered square, they must also shout out the accompanying word or phrase (see the image above). So, square one = FANDANGO!, square two = HOOPLA!, etc.

Note, George is also doing the phat choons while we’re in this, some terrible 150 BPM nonsense follows, and the inevitable Hard Handbag.

On Fantasy Grounds I have turned the PCs movement off, so in effect the players are marking a trail, that’s why they must ‘drop’ their PC on the squares in the correct sequence.

All non-dancers watch to make sure the PC in action completes the sequence correctly, calling out if they go wrong.

If the PC goes wrong in their sequence they must start again.

The DM has a stopwatch running.

Fastest wins, natch.

However, the competition is over three ‘dances’, basically a five-digit sequence, followed by seven, then nine.

If that hasn’t confused the heck out of you then well done.

If it has, then…

154007.gif

Here’s Daktari in action in the first turn/sequence. Keep in mind we have banging choons and the gruff barbarian (in cod-Russian) shouting (square 1) Fandango! (square 8) Dance! Dance! (square 6) Ub! Ub! Ub! (square 2) HOOPLA! (square 9) Dak-Tara-Qui (like Jamiroquai, but… well- not quite).

Note Dak-Tara-Qui is Daktari’s ‘dance name’.

All the PCs must have one. The DM insists.

Also, the winner of the competition gets 10 high scores, 2nd = 7 high scores, 3rd = 5 high scores, 4th = 3 high scores, and last = 1 high score. Added to their totals from the cabinets.

Note, the PCs still have no idea what the high scores are for.

Point of fact I’m not entirely certain at this point either, but I’ll make something up.

And so, there’s only one more picture for this evening, therefore the rest is dancing- and the inevitable bickering, and attempts to cheat et al, which all comes as standard for any inter-Dark Squad competition.

And so, at the end of the first sequence (five squares) the table looks like this- last to first.

5th Dak-Tara-Qui 22.15s, he went wrong twice.
4th In-Fur-NO! (that’s Newt) 19.04s, he went wrong once.
3rd MC Ram-Hammer (figure it out) 11.72s, clean run.
2nd Snake Hips (Vinnie, of course) 9.48s, clean run.
1st Pantsless Grandad (yep, the semi-naked ancient wizard) 9.22s, clean run.

Fellowyn’s still got it.

He’s the oldest swinger in town.

Second dance sequence (seven squares) goes in the same order as above- slowest goes first, remember it’s the total time for all three dance sequences.

And so, at the end of the second dance sequence the table looks like this-

5th MC Ram-Hammer, he went wrong twice in this sequence 45.73s
4th Dak-Tara-Qui 45.03s, two errors to.
3rd In-Fur-NO! Clean run 31.69s
2nd Pantsless Grandad, one error 29.74s
1st Snake Hips, with another clear round 26s

And in the final dance off- nine numbers/squares, well- Snake Hips cannot be beaten, although for the nine-digit sequence all PCs go clear- not one mistake from any of them, and In-Fur-NO-Newt managed the nine squares in 16.52s. Point of fact Newt was also fastest in the second sequence, he however couldn’t span the deficit from his first dance sequence. Also, Pantsless Grandad and Snake Hips were only just behind him, and very quick from the get-go, although Newt manages to separate the pair.

Final scores on the doors-

5th MC Ram-Hammer, 88.29s (3 high scores)
4th Dak-Tara-Qui, 68.35s (4 high scores)
3rd Pantsless Grandad, 48.98s (10 high scores)
2nd In-Fur-NO! 48.21s, just scraping into 2nd (11 high scores)
1st Snake Hips in 45.65s (16 high scores)

Note the new high score totals up above.

And that’s what we did last session- apparently this is how they play D&D now, who would have thought it, quite frankly it beggars’ belief.

Oh, last picture.

154008.gif

A final exhibition dance-off- although Newt went wrong early in this one. Fellowyn for the win.

Have a cracking New Year you lovely people.

Stay safe and well.

Cheers the Dark Squad and goonalan.
 

Dark Squad in the Secrets of Saltmarsh

Session #155: Arcadia Part 3. DnD DARK Kart.

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 EXPLODED
Ub-Pam (played by Goonalan) Supreme Being Lvl 3
*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-
  1. 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).
  2. Nightshade is in the Deep Dreadwood- except she's not there anymore, but a big red dragon is?
  3. Blackedge and the Goblin Stair?
  4. 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.
  5. 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 155 the Dark Squad are in a place called Arcadia, sometime in the (dystopian & goblin-infested) future. They’re on their final game here- Motor Goat, here’s a lovely picture/gif-

155000 Motor Goat.gif

You’ll note their tokens are somewhat different, that’s because between the last session and this each player/PC had to supply the GM with an image of their mount. Motor Goat- we’re racing again.

So, Vinnie is slithering around on the rough scaled back of a gigantic snake, maybe he’s compensating for something. Daktari is riding his winged Sky Pony, natch. Newt is riding Gerald, his Giant Bat familiar, again- natch. Ramshambow has taken the task quite literally, he’s riding a robot (motorised) goat- smart fellow; and Fellowyn is on his Chevalier Longue, his traditional Eladrin Running Sofa.

And all of this is a-okay, because these are the avatars for the PCs in the racing game that follows.

The avatars have the same stats- hit points, saves, attacks, etc. as the PCs that they belong too. Got that. Later this will become important.

Here’s the track-

155001.png

Or at least the start of it.

The PC avatars, in initiative order, have fifteen seconds to button bash their way around the track with the arrow keys, the DM is holding a (digital) stopwatch and turning off the movement on the map when the fifteen seconds are done.

Although, the PC avatars on their turn can do one other thing- accelerate, that means making a DC 16 Play Arcade Games skill check (they all have these now), or for Ram only- chose to make a DC 16 Ride Giant Goat check instead (all PCs also have these, after the previous races) because he’s on a motorised goat.

If the PC avatar makes the check, then they can add one second to their allotted time for that turn- so 15 becomes 16 seconds. If they fail the check then they can use one of their accumulated High Scores (see later) to make the check again.

If the PC avatar makes the above check first time, then they can use a High Score to make an additional check (which cannot be re-rolled) if they’re successful then they add another second to their move time this turn. So, 15 becomes 16 becomes 17 seconds to button bash their way to the finish line.

At the start of each turn the PC avatar’s speed returns to 15 seconds.

Got it.

Good.

Ram has 3 High Scores to play with, Daktari 4, Fellowyn 10, Newt 11 and Vinnie 16.

Looks like the druid has got things sown up.

And so… Ready, steady, go!

155002 And They're Off.gif

Here’s a gif to show you what it looks like. That’s Fellowyn on his racing sofa really doing rather well, the old man has a knack for this- it seems.

Here’s another demonstration from the crazy-legged/mounted old fool.

155003 Racing.gif

Obviously, the players have to have the map suitably far zoomed out so that they can see where they are going- there’s no scrolling (side or otherwise) in this game. It’s tricky.

It takes about three turns to get around one lap- if you are good at this, which on first sight seems to be Newt (Bear) and Fellowyn (George). Newt is very fast around the track on Gerald. Vinnie, Dak (both played by Jim) and Ram (Kev) have clearly not put in the practice. Or else they never squandered their youth. The fools.

155004.png

Here’s a lap of the track, although mostly darked out, this is the end of the first lap- the qualifier.

Fellowyn wins the qualifier, but in the final part of the lap Newt & Gerald somehow manage to get themselves stuck behind a building and are swiftly overtaken by first Ram and then Daktari, both get to the line before then now screaming Warlock. Newt finally finishes the qualifier fourth, Vinnie bringing up the rear- way behind, his positioning not helped by the fact that he spent half of a turn heading in the wrong direction.

There is cheering, and then… the race proper.

NEW RULE: Collision, if you run over a competitor’s PC avatar then (when your move is done- always get to the end of your move before resolving any other actions) you inflict 1d6 exploding dice damage to your victim. You can run over as many PC avatars as you like on your turn, but each only once- multiple hits/tramples do not increase the damage done.

So, go fast- go hard.

And then at the end of the second lap- it’s a five-lap grand prix, we get to this-

NEW RULE: On your turn you can instead of accelerating decide to use your action to use any of the skills, spells, attacks or whatever other talents/skills you possess. So, we’re properly PvP, or rather- P avatar v P avatar.

And…

NEW RULE: On your turn you can spend your healing HD, as many as you like- as a free action.

CAVEAT: Any magic or otherwise which blocks the track so that others cannot pass in some way is verboten/forbidden- it will not happen, DM fiat. Furthermore, any magic or otherwise that allows a PC avatar to teleport, or jump, or whatever to another place on the track is also not going to happen. Basically, the only way movement can happen is courtesy of the fifteen (or more) seconds button bash.

Otherwise feel free to kill each other.

Note the PC has to declare any readied actions before their movement phase, this declaration can take the form of a whisper to the DM, so the other players are unaware.

Got it- here we go.

155005 Drive by Hold Person.png

It’s a pile on to begin with, lots of collisions- but let’s skip past that to the more interesting stuff, because the pile on is all about putting Fellowyn out of the race. That’s a failed attempt at a drive-by-Hold Person from Newt.

This mainly because Fellowyn, as soon as he’s let off the leash, Hastes himself- his base movement becomes 18 seconds/turn.

Fellowyn very quickly takes the lead, and he’s being nice on his turn- speeding, natch- but trying to avoid colliding with anyone else.

The others…

Chaos abounds.

There’s a lot of…

“But Ram!” Cod-Russian voice of Daktari please- “I thought we had understanding, we are men of honour!” This after Ram declares to drive-by-backstab the barbarian.

There is no honour, as it turns out, in DnD DARK Kart.

155006.png

Daktari collides with Fellowyn delivering just one point of damage, it’s enough to break the mage’s concentration- his Haste is gone. There is cheering.

From Fellowyn/George there is swearing- a lot, a lot of swearing.

155007.png

Daktari then tries to take Fellowyn’s head off.

It’s getting fractious.

Soon after Fellowyn is Bladesinging (and using Shield pretty much every turn) on his Racing Sofa.

It really is a pile on.

155008.png

Vinnie races past Fellowyn and drops Dougie on the track- Dougie’s orders- smash Fellowyn.

Just for info, the reason that Fellowyn is getting a beating is he was quickly half-a-lap ahead of Newt (then comes Dak, and then Vinnie, with Ram bringing up the rear). If Newt had been ahead at this point- well, I think it would be much less restrained.

155009.png

Here we all are.

Nearly…

155010.png

The malaise spreads- everybody is now trying to kill everybody else, almost all of the time.

Actually, that’s only partially true- Fellowyn is still just mostly trying to go fast, he’s still not trying to collide with folk, and he’s quickly into his second casting of Haste.

Newt is also just trying to make more speed, and for a good long while he’s about a turn behind Fellowyn on his Running Sofa, and slowly catching up.

155011.png

Fellowyn is doing his best impression of Newt atm, Dougie is smashing, the mage is on less than ten hit points.

But moments later he sucks up a bunch of healing HD and then zoops off up the track.

155012 Racing Gif.gif

Vinnie is on the charge, note that square is a Web spell on the track, deposited there by Fellowyn- he’s starting to fight back.

Here’s a nice picture-

155013.png

As it turns out actions have repercussions- remember Vinnie dropped Dougie on the track, well moments later the druid fails his concentration check- after a collision (I forget who with) and Dougie goes rogue/tonto. Moments later Vinnie- the nearest target- takes a beating from his own elemental.

“Dougie! Owch! Doug… Zis is not on! Douglas, behave yourself! I will not… Owch!”

Note the DM is controlling Dougie atm, and I just roll to see if he goes up or down the track and then charge for the next nearest token in whichever direction. It works a remarkable number of times- as Michael Stipe once said (although repeatedly) “everyone hurts”.

155014 Racing Gif.gif

Newt and Gerald are on one. Desperate to catch up, and now they’re maybe only 3-4 seconds behind Fellowyn.

155015 Dougie.gif

Dougie in pursuit of Ram- spoiler, he gets to the rogue and then wails on him awhile.

Note, at this point Ram has given up on the chase, he has positioned himself and his mount out of sight of those coming around the corner and is aiming (advantage if no movement) his bow (with +1 or walloping arrows) and shooting whichever PC avatar that appears next.

He hits quite often.

PCs are spending healing HDs more or less every turn- and using potions, and… everything.

Keep in mind that all of these items are replenished when the game is done- they are expending their PC avatar’s resources here, not their own.

155016.png

Vinnie has had enough- Wall of Fire across the track, “everyone hurts”, is the mantra now.

Seconds later Ram collides with Vinnie, his concentration ends, and the spell is gone.

Vinnie isn’t happy- and that happens almost never.

155017.png

Fellowyn collides with Ram and his exploding dice explode- Ram is down and dying.

And the mage is across the line.

155018 Fellowyn wins.gif

FTW

Seconds later Newt gets yoinked by Daktari and… he too is down and dying.

There is a large amount of swearing.

Although not from Ram.

Note both Ram and Newt have already spent all of their healing HD, so- unless they can roll a ‘20’ on their death saves, or else one of their friends gets to them with some healing… that’s never going to happen, they’re out of the race.

And so, it proves- the three finishers are-

1st Fellowyn
2nd Daktari
3rd Vinnie

The DM awards these three guys 5, 4, and 3 High Scores respectively, which confuses the players a little- weren’t the High Scores for spending in the race? As it turns out (next time) no.

156000.png

Here are the celebrations, back in Arcadia with the goblins, Fellowyn is doing his hip-thrust dance while perched atop the arcade screens for Motor Goat. He’s being joined in the dance by Humphrey Far-Fer-Nar, so that’s nice- although where did he come from? And more to the point- why’s he here?

Oh, and Kev (playing Ram) can’t find his old token image- the new Ram looks, well… not like how anybody imagined Ram to look.

But that’s for next time

Stay safe and well.

Cheers the Dark Squad and goonalan.
 

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