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The Dark Squad in the Secrets of Saltmarsh #159: Goblins! Goblins! Sponsored by Enya & in COLOUR.
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<blockquote data-quote="Goonalan" data-source="post: 8172518" data-attributes="member: 16069"><p style="text-align: center"><strong>Dark Squad in the Secrets of Saltmarsh</strong></p><p></p><p><strong>Session #031 Do <s>Not</s> Split The Party.</strong></p><p><strong></strong></p><p><strong>Dark Squad (in alphabetical order, no egos here).</strong></p><p><strong>Buggles (played by Stu) Male Wood Elf Fighter Lvl 2/Rogue Lvl 3</strong></p><p><strong>New Tricks (played by Bear) Male Tabaxi Warlock Lvl 5</strong></p><p><strong>Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 5</strong></p><p><strong>Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 5</strong></p><p><strong></strong></p><p><strong>NPCs</strong></p><p><strong>Daktari Male Human Uthgardt Sky Pony Barbarian Lvl 5</strong></p><p><strong><s>Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 </s>RIP*</strong></p><p><strong>*Trapped in the land of the bad dead ancestors.</strong></p><p><strong></strong></p><p><strong>Buggles’ undead servitor</strong></p><p><strong>Gwen Female Duergar Skeleton, in full-face helm and armour </strong></p><p></p><p>This is session 30, and another slow one (but not bad you understand), which was compounded by a really odd/awkward/strange decision (see the title). We’re all better now, lesson learned, and lots of smiles and laughter by the end of play.</p><p></p><p>But it got close to the wire for a while, as you’ll see.</p><p></p><p>At least for some of ‘em.</p><p></p><p>But to begin with 40 minutes of technical difficulties- Jim’s computer/Discord for some reason decided to no longer recognise his mic, even though it’s connected to his headset, the same one he uses all day at work and for every session so far.</p><p></p><p>Then Prophecy Corner- 10 minutes of chatter, <a href="https://www.enworld.org/threads/dark-squad-in-the-secrets-of-saltmarsh-31-do-not-split-the-party.672536/post-8157571" target="_blank">see session 29b for results</a>, and then we’re on with the actual game, better late than never.</p><p></p><p>The Dark Squad are in a recently unearthed ruined temple of Abbathor, employed by Bang & Olafsson to check the place out, prior to getting the treasure-seeking dwarven engineers back to Manistrad Copperlocks (their new patron) and Farhill Mine.</p><p></p><p>So, the exploration continues- Daktari barges the door open into a second tomb, a sealed sarcophagi within- home to a long dead priest of Abbathor, and like the last tomb the Squad investigated this one is also trapped. Ram and Buggles, get to work- although it’s the former that finally takes the risk- there’s a gas (they think) sealed within the sarcophagi, the ex-smuggler jimmies and cuts and eventually manages to wedge a blade in to break the seal- and expel the sulphurous gas within. Although it takes another ten minutes to clear the air in the chamber so that it is safe to re-enter.</p><p></p><p>A little more treasure is found within the sarcophagi, they’re really having to work for it though.</p><p></p><p>[Another trapped sarcophagi opened 250 XP]</p><p></p><p>[ATTACH=full]131307[/ATTACH]</p><p><strong>The upper level is explored...</strong></p><p></p><p>Then… well, the PCs have located two ways down into whatever lies beneath the ruins, one stair descends twenty feet into a small-ish half-flooded chamber, with more biers, bones, rubble and associated detritus. There are also at least two dwarf zombies shuffling about down in the water, and with a closed door and another passage exiting the room. The place is scoped out by the silent but deadly rogues.</p><p></p><p>The second set of stairs descends twenty feet (also) into a dry chamber- yet another crypt-type-chamber, however there’s the sound of movement from within. Someone or something is sloshing through deep water- somewhere unseen, further on into the crypt. This area is being investigated by a very cautious Vinnie.</p><p></p><p>The adventurers think that the two chambers must inevitably meet up.</p><p></p><p>They do.</p><p></p><p>Eventually.</p><p></p><p>But then Newt suddenly dashes over to Vinnie’s side and the pair descend, accompanied by Daktari. Just to note Newt, the tabaxi, hates water- he’s a cat, remember.</p><p></p><p>[ATTACH=full]131308[/ATTACH]</p><p><strong>We're heading in...</strong></p><p></p><p>Meantime the rogues, with Gwen following on, wade into the watery chamber ahead of them and start taking pot shots at the dwarven zombies ahead. The two shambling enemies turn out to have friends, as another pair of dwarven zombies slosh slowly (difficult terrain) through the waist deep water out of the flooded passage the rogues spotted earlier.</p><p></p><p>The fight is a breeze, although again my dice are on fire.</p><p></p><p>Keep in mind I’m dishing out zombie slam damage here, so there’s no real threat, although I do manage to Crit Buggles’ skeleton companion Gwen twice during the fracas, and both rogues have taken a couple of hits by the time that we’re done.</p><p></p><p>[Dwarven zombies in the watery crypt 200 XP]</p><p></p><p>[ATTACH=full]131309[/ATTACH]</p><p><strong>This is easy, just a few zombies.</strong></p><p></p><p>But, I’m not going to tell you what’s going on with Vinnie, Newt & Daktari- let’s leave that for a little while. All I will say is at this point that if there hadn’t have been twenty feet of solid rock between the two groups, well… Ram & Buggles would have heard their comrades screaming.</p><p></p><p>Now you’re interested.</p><p></p><p>So, the two rogues (and Gwen) are having a pleasant time- easy fight over they find the water-half-filled passage leads to another door, both doors they have discovered- the rogues figure, head into the same chamber. So, onwards…</p><p></p><p>Alas the ancient stone doors are wedged in place, and hard to move—it takes two turns of failed shoving before Buggles relents and finally orders Gwen to barge the door open, which she does- first time.</p><p></p><p>Why are we still moving in turns you ask.</p><p></p><p>Simples, in the other chamber Vinnie, Newt and Daktari are still fighting.</p><p></p><p>I think it would be safe to say for their lives.</p><p></p><p>But, let’s get back to the rogues.</p><p></p><p>The newly revealed chamber is another crypt, although with steps up and out of the mirk and slosh and onto dry land. There’s another dwarf zombie in here, and before the rogues put it down two more of the shambling undead stumble into the fracas.</p><p></p><p>But, once again, another easy fight- although Gwen, as previously, takes a beating. She’s bloodied- keep in mind Gwen is a 50 HP Skeleton, this after Buggles had a word with Old Mare when the Dark Squad were with the Uthgardt, he got his skeleton servitor pimped.</p><p></p><p>The trio of shambling undead are killed.</p><p></p><p>[More sloshing zombie dwarves 150 XP]</p><p></p><p>The rogues continue on, up and out of the water- into yet another crypt chamber, more bones, broken things- rubble, etc. The place is searched, and a little treasure found, and yet another door discovered.</p><p></p><p>The rogues eventually combine forces to shoulder the stone door open.</p><p></p><p>Guess what, there’s another crypt style chamber beyond, and another dwarf zombie staggers out of the dark ahead.</p><p></p><p>But, let me make clear again, this is slow going- why you ask. Well, because Vinnie, Newt & Daktari are still fighting- they’re into their fifteenth turn of combat at this point.</p><p></p><p>Let us therefore take a moment to tell their story.</p><p></p><p>Sitting comfortably, I’ll begin…</p><p></p><p>Vinnie, Newt and Daktari descend into a crypt- more broken stones and bone, tangled roots and the like poking through walls and ceiling. Around the corner there are steps down… into a barrel-ceilinged much larger chamber, three feet deep with water- so the tabaxi is going to be getting his feet wet, as it turns out.</p><p></p><p>In the water are a trio of dwarven zombies, the adventurers hold the line and swiftly beat the undead down, and all without getting their feet wet. Note Vinnie and Daktari both take hits, but again- we’re talking zombie slams here, so no worries.</p><p></p><p>[Dwarf zombies in the water 150 XP]</p><p></p><p>Then the trio wade through the murk, and discover that the newly revealed watery chamber is T-shaped (an upside down T), and leads into a much larger chamber- to the north. Alas at this point several bad things happen.</p><p></p><p>A hidden choker reaches down from the high(-ish) ceiling and starts throttling and choking Vinnie, while at the same time Newt turns around to see a massive ooze (actually an ochre jelly) slithering towards him on the ceiling, the giant amorphous blob flails a pseudopod at the tabaxi and… misses.</p><p></p><p>[ATTACH=full]131310[/ATTACH]</p><p><strong>Vinnie, Newt & Daktari's problems begin.</strong></p><p></p><p>However, things then go from bad to worse remarkably quickly.</p><p></p><p>Newt blasts a second choker which was attempting to throttle him- he mortally wounds the rubbery menace which flees the fight.</p><p></p><p>Not bad, however…</p><p></p><p>Daktari steps in to face the slow moving ochre jelly but can’t seem to hit the thing- it’s ten feet above the barbarian’s head, and only capable of hitting him because it has the reach.</p><p></p><p>The ooze slams Daktari (with a Crit) and leaves the barbarian burnt and bloodied (from full = 50+ HP to 15 HP or so in one titanic BLAP!) and the screaming begins.</p><p></p><p>When Daktari does connect with the blob it is with his greatsword- and the slashing blade just divides the beast in two (and does no actual damage).</p><p></p><p>Daktari is therefore swiftly reduced to standing, waving, swatting (and dodging, of course) in an effort to keep the two now much smaller ochre jellies interested in him, this so that his comrades can work through their own issues.</p><p></p><p>[ATTACH=full]131311[/ATTACH]</p><p><strong>They're screaming now! Note the rogues and Gwen out for a pleasant stroll.</strong></p><p></p><p>Vinnie meantime escapes the choker initiated throttling he was enjoying by wild-shaping into Vincen G. Octopod- “Wibble Wibble”, as he is wont to say.</p><p></p><p>Alas this plan also proves to have its drawbacks, a third choker gets into the fight (because the DM is staggering the bad guy’s release). Vincen G. manages, eventually to grab/grapple the first choker that attacked him, and then BLAT it repeatedly against a wall- until it’s dead.</p><p></p><p>The remaining choker, after chasing Newt for a while, then starts clawing and grabbing at Vincen G., at one point in the fracas the two have each other gripped- and a Crit later and alas Vincen G. is no more- deceased.</p><p></p><p>Note Vincen G. started with 60+ HP.</p><p></p><p>The chokers never missed Vincen G. once with their attacks- dead in just three turns.</p><p></p><p>Vinnie is suddenly back in the room, back in shifter shape, and he’s hurt some more- particularly when the aforementioned choker grabs hold of him again and gets back to crushing the life out of the druid.</p><p></p><p>He’s bloodied and beyond.</p><p></p><p>Oh, and I said above that a choker chases Newt for a while, the warlock is trying to blast the little beast, but at the same time also trying to blast the pair of oozes that Daktari is keeping busy. Newt conjures his Mirror Images, however the rampant choker destroys the tabaxi’s shadowy facsimiles in double-quick time.</p><p></p><p>Keep in mind, while you are reading this that the two PCs here are screaming and shouting all the while, as is Daktari- and with Newt now desperately reading his Message cantrip to see if he can get in touch with the rogues. He can’t, there’s too much stone between the two halves of the Dark Squad.</p><p></p><p>Eventually- at last, and this while the rogues are just about to get into their third encounter with dwarven zombies, the fight with the chokers and oozes, finally, gets sorted.</p><p></p><p>Newt pretty much blasts the oozes gone.</p><p></p><p>The one surviving choker, wounded at last, flees into a small side-chamber located up and out of the water.</p><p></p><p>Vinnie goes after the beast, and gets throttled again but with help from his friends manages to beat the last monster down.</p><p></p><p>[ATTACH=full]131312[/ATTACH]</p><p><strong>The rogues continue their slaughter, while the last Choker is hunted down.</strong></p><p></p><p>The druid then sets about expending all of the healing he has in his ring of spell-storing.</p><p></p><p>[Ochre jelly and a trio of chokers 750 XP]</p><p></p><p>Then Vinnie, Newt and Daktari stumble into the large chamber to the north they spied earlier- it seems to be the central chamber for the crypt.</p><p></p><p>There are strange carvings in the stone floor, a high ceiling- two doors exiting (both to the east), more biers and bones etc. Oddly the centre of chamber is mostly clear of rubble, and sitting out in the open is a small (3-inch long) silver & gem-encrusted dagger.</p><p></p><p>However, it is at this point that the beaten down trio start to hear fighting in the next chamber over- both doors from here lead in this direction, although even with Daktari trying it takes the gang another two turns to shove one of the portals open.</p><p></p><p>[ATTACH=full]131313[/ATTACH]</p><p><strong>The rogues, with help from Gwen, are in the process of setting up their choke-point, it's a stroll in the park. Meantime the heavy-breathing Vinnie, Newt & Daktari find the central chamber.</strong></p><p></p><p>Note the DC to shove open a door is 12.</p><p></p><p>Hardly epic.</p><p></p><p>Tbh the rogues however have got things under control- the deadly trio, Ram, Buggles and Gwen have created the perfect kill zone which can only be entered by one dwarf zombie at a time.</p><p></p><p>They’re slaughtering the undead, one-by-one- no worries.</p><p></p><p>Note there are seven dwarven zombies in this chamber.</p><p></p><p>It’s only when Vinnie, Newt and Daktari get involved that things get dangerous again.</p><p></p><p>Vinnie positions his moonbeam and seers the shambling undead, alas in doing so he also manages to isolate Newt in the corner of the newly revealed chamber, there the tabaxi is swiftly ganged up on by a pair of dwarven zombies.</p><p></p><p>[ATTACH=full]131314[/ATTACH]</p><p><strong>Moonbeam corner, just after the radiant burst destroyed the second Zombie attempting to smash Newt down.</strong></p><p></p><p>But all’s well that ends well- and, again, these are just zombies- Daktari takes a few more hits but the shambling undead are easily beaten down.</p><p></p><p>[More dwarven zombies 350 XP]</p><p></p><p>Let me just be honest here- this is your friendly DM speaking here, I didn’t put the dwarven zombies in as threat- they were just shambling flavour for the place, if the gang had been all together… well, no contest.</p><p></p><p>Then, at last, the Dark Squad are back together.</p><p></p><p>The trio’s tell their respective tales.</p><p></p><p>The rogues had a great time, a few zombies here and there but otherwise…</p><p></p><p>Newt is out of spells, Vinnie’s ring of spell storing is on empty, however he’s back to being the right side of bloodied. Daktari is bloodied again and his greatsword seems to have melted into a bulbous lump at the end. Possibly it now does bludgeoning damage- which could be handy.</p><p></p><p>The remainder of the conversation goes a little like this-</p><p></p><p>“Did you not ear uz screaming?” Vinnie asks.</p><p></p><p>“Nope, did you not hear me say ‘do not split the party’ before we headed below?” Buggles replies, and the rogues laugh long and hard for a good while more.</p><p></p><p>There are no recriminations however, just a lot of laughter.</p><p></p><p>But boy was that slow, so- next time that happens, well… I’ll not send the monsters into the fracas one at a time, I’ll throw them all in at the same time.</p><p></p><p>There was a point in the middle of this- with Vincen G. Octopod dead and gone, and Vinnie down to something like 15 hit points and being grappled and restrained; while Newt’s missing (repeatedly) and down to one mirror image; and Daktari is very bloodied and trying to dodge the two halves of the flailing (full HP) ochre jelly… When I said, in my DM voice- “I think I’m going to kill at least one of you.”</p><p></p><p>And Jim playing Vinnie replied, “I think you might be right.”</p><p></p><p>So, we laugh about it all for a while, and then get back to investigating the strange dagger and the carved symbols on the floor of the central chamber.</p><p></p><p>Best guess the carvings are some sort of pattern, a graduated circle (like a clock face, maybe).</p><p></p><p>The small dagger is actually a holy symbol of Abbathor, and the players know this- only they didn’t at first and so made a clutch of arcana and religion checks and after six rolls the highest is a ‘7’.</p><p></p><p>Note, Buggles managed three ‘1’s in a row this evening- woo-hoo, all skill checks mind, not his to hit rolls.</p><p></p><p>So, the dagger’s purpose remains a mystery.</p><p></p><p>At least for a while, what is obvious is that the thing is very valuable.</p><p></p><p>Lots of checks for traps magical and mundane follow- but nothing, and the treasure detects as magical- it’s an enchanting/enchanted item.</p><p></p><p>[Investigating the small dagger 400 XP]</p><p></p><p>Eventually Newt uses his mage hand to pick the small dagger up, this while his colleagues ship out to the room next door and take cover- they’re waiting for the blast.</p><p></p><p>But it doesn’t come, and soon after the device is being examined in hand by Newt.</p><p></p><p>The tabaxi, every now and then can hear a voice in his head- but he doesn’t understand the language being spoken to him.</p><p></p><p>It’s dwarven, of course, and the guys quickly figure this out- Vinnie can understand the tongue, and so Gwen, bravely- after Buggles instructs her, ferries the tiny blade to the druid.</p><p></p><p>The voice says in a drawl/whisper- “Greed is good.”</p><p></p><p>Repeatedly.</p><p></p><p>Menacingly.</p><p></p><p>And the druid is convinced, this after failing his wisdom saving throw, Vinnie sees the faces of his colleagues- they want to take this treasure away from him.</p><p></p><p>They cannot, they will not… the druid flees, rushing back the way he came, straight for the exit.</p><p></p><p>[Vinnie flees the scene, they want to take his precious 250 XP]</p><p></p><p>With not a word to his (former) friends.</p><p></p><p>At which point, as he exits the large central chamber and begins wading into the murky water beyond, at least a dozen dwarven skeletons instantly rekindle their animus, and re-assemble.</p><p></p><p>[ATTACH=full]131315[/ATTACH]</p><p><strong>Vinnie heads for the exit- "it iz my precious-ting, you shall never 'av it!"</strong></p><p></p><p>But, the session comes to an end.</p><p></p><p>We were over time already.</p><p></p><p>Just to say, from a DMs POV, there’s a little more to this yet- but you (dear reader) and my players will come to understand this in the next session.</p><p></p><p>Until then stay safe and well you lovely people.</p><p></p><p>Cheers the Dark Squad and goonalan.</p><p></p><p>Bear is all better now, Covid free- hurrah!</p><p></p><p>Oh, and all of the PCs have enough XP for level 6 now- tbh they only needed 100 XP or so, at the start of this session- now they just need an extended rest.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 8172518, member: 16069"] [CENTER][B]Dark Squad in the Secrets of Saltmarsh[/B][/CENTER] [B]Session #031 Do [S]Not[/S] Split The Party. Dark Squad (in alphabetical order, no egos here). Buggles (played by Stu) Male Wood Elf Fighter Lvl 2/Rogue Lvl 3 New Tricks (played by Bear) Male Tabaxi Warlock Lvl 5 Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 5 Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 5 NPCs Daktari Male Human Uthgardt Sky Pony Barbarian Lvl 5 [S]Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 [/S]RIP* *Trapped in the land of the bad dead ancestors. Buggles’ undead servitor Gwen Female Duergar Skeleton, in full-face helm and armour [/B] This is session 30, and another slow one (but not bad you understand), which was compounded by a really odd/awkward/strange decision (see the title). We’re all better now, lesson learned, and lots of smiles and laughter by the end of play. But it got close to the wire for a while, as you’ll see. At least for some of ‘em. But to begin with 40 minutes of technical difficulties- Jim’s computer/Discord for some reason decided to no longer recognise his mic, even though it’s connected to his headset, the same one he uses all day at work and for every session so far. Then Prophecy Corner- 10 minutes of chatter, [URL='https://www.enworld.org/threads/dark-squad-in-the-secrets-of-saltmarsh-31-do-not-split-the-party.672536/post-8157571']see session 29b for results[/URL], and then we’re on with the actual game, better late than never. The Dark Squad are in a recently unearthed ruined temple of Abbathor, employed by Bang & Olafsson to check the place out, prior to getting the treasure-seeking dwarven engineers back to Manistrad Copperlocks (their new patron) and Farhill Mine. So, the exploration continues- Daktari barges the door open into a second tomb, a sealed sarcophagi within- home to a long dead priest of Abbathor, and like the last tomb the Squad investigated this one is also trapped. Ram and Buggles, get to work- although it’s the former that finally takes the risk- there’s a gas (they think) sealed within the sarcophagi, the ex-smuggler jimmies and cuts and eventually manages to wedge a blade in to break the seal- and expel the sulphurous gas within. Although it takes another ten minutes to clear the air in the chamber so that it is safe to re-enter. A little more treasure is found within the sarcophagi, they’re really having to work for it though. [Another trapped sarcophagi opened 250 XP] [ATTACH type="full" alt="3101.jpg"]131307[/ATTACH] [B]The upper level is explored...[/B] Then… well, the PCs have located two ways down into whatever lies beneath the ruins, one stair descends twenty feet into a small-ish half-flooded chamber, with more biers, bones, rubble and associated detritus. There are also at least two dwarf zombies shuffling about down in the water, and with a closed door and another passage exiting the room. The place is scoped out by the silent but deadly rogues. The second set of stairs descends twenty feet (also) into a dry chamber- yet another crypt-type-chamber, however there’s the sound of movement from within. Someone or something is sloshing through deep water- somewhere unseen, further on into the crypt. This area is being investigated by a very cautious Vinnie. The adventurers think that the two chambers must inevitably meet up. They do. Eventually. But then Newt suddenly dashes over to Vinnie’s side and the pair descend, accompanied by Daktari. Just to note Newt, the tabaxi, hates water- he’s a cat, remember. [ATTACH type="full" alt="3102.jpg"]131308[/ATTACH] [B]We're heading in...[/B] Meantime the rogues, with Gwen following on, wade into the watery chamber ahead of them and start taking pot shots at the dwarven zombies ahead. The two shambling enemies turn out to have friends, as another pair of dwarven zombies slosh slowly (difficult terrain) through the waist deep water out of the flooded passage the rogues spotted earlier. The fight is a breeze, although again my dice are on fire. Keep in mind I’m dishing out zombie slam damage here, so there’s no real threat, although I do manage to Crit Buggles’ skeleton companion Gwen twice during the fracas, and both rogues have taken a couple of hits by the time that we’re done. [Dwarven zombies in the watery crypt 200 XP] [ATTACH type="full" alt="3103.jpg"]131309[/ATTACH] [B]This is easy, just a few zombies.[/B] But, I’m not going to tell you what’s going on with Vinnie, Newt & Daktari- let’s leave that for a little while. All I will say is at this point that if there hadn’t have been twenty feet of solid rock between the two groups, well… Ram & Buggles would have heard their comrades screaming. Now you’re interested. So, the two rogues (and Gwen) are having a pleasant time- easy fight over they find the water-half-filled passage leads to another door, both doors they have discovered- the rogues figure, head into the same chamber. So, onwards… Alas the ancient stone doors are wedged in place, and hard to move—it takes two turns of failed shoving before Buggles relents and finally orders Gwen to barge the door open, which she does- first time. Why are we still moving in turns you ask. Simples, in the other chamber Vinnie, Newt and Daktari are still fighting. I think it would be safe to say for their lives. But, let’s get back to the rogues. The newly revealed chamber is another crypt, although with steps up and out of the mirk and slosh and onto dry land. There’s another dwarf zombie in here, and before the rogues put it down two more of the shambling undead stumble into the fracas. But, once again, another easy fight- although Gwen, as previously, takes a beating. She’s bloodied- keep in mind Gwen is a 50 HP Skeleton, this after Buggles had a word with Old Mare when the Dark Squad were with the Uthgardt, he got his skeleton servitor pimped. The trio of shambling undead are killed. [More sloshing zombie dwarves 150 XP] The rogues continue on, up and out of the water- into yet another crypt chamber, more bones, broken things- rubble, etc. The place is searched, and a little treasure found, and yet another door discovered. The rogues eventually combine forces to shoulder the stone door open. Guess what, there’s another crypt style chamber beyond, and another dwarf zombie staggers out of the dark ahead. But, let me make clear again, this is slow going- why you ask. Well, because Vinnie, Newt & Daktari are still fighting- they’re into their fifteenth turn of combat at this point. Let us therefore take a moment to tell their story. Sitting comfortably, I’ll begin… Vinnie, Newt and Daktari descend into a crypt- more broken stones and bone, tangled roots and the like poking through walls and ceiling. Around the corner there are steps down… into a barrel-ceilinged much larger chamber, three feet deep with water- so the tabaxi is going to be getting his feet wet, as it turns out. In the water are a trio of dwarven zombies, the adventurers hold the line and swiftly beat the undead down, and all without getting their feet wet. Note Vinnie and Daktari both take hits, but again- we’re talking zombie slams here, so no worries. [Dwarf zombies in the water 150 XP] Then the trio wade through the murk, and discover that the newly revealed watery chamber is T-shaped (an upside down T), and leads into a much larger chamber- to the north. Alas at this point several bad things happen. A hidden choker reaches down from the high(-ish) ceiling and starts throttling and choking Vinnie, while at the same time Newt turns around to see a massive ooze (actually an ochre jelly) slithering towards him on the ceiling, the giant amorphous blob flails a pseudopod at the tabaxi and… misses. [ATTACH type="full" alt="3104.jpg"]131310[/ATTACH] [B]Vinnie, Newt & Daktari's problems begin.[/B] However, things then go from bad to worse remarkably quickly. Newt blasts a second choker which was attempting to throttle him- he mortally wounds the rubbery menace which flees the fight. Not bad, however… Daktari steps in to face the slow moving ochre jelly but can’t seem to hit the thing- it’s ten feet above the barbarian’s head, and only capable of hitting him because it has the reach. The ooze slams Daktari (with a Crit) and leaves the barbarian burnt and bloodied (from full = 50+ HP to 15 HP or so in one titanic BLAP!) and the screaming begins. When Daktari does connect with the blob it is with his greatsword- and the slashing blade just divides the beast in two (and does no actual damage). Daktari is therefore swiftly reduced to standing, waving, swatting (and dodging, of course) in an effort to keep the two now much smaller ochre jellies interested in him, this so that his comrades can work through their own issues. [ATTACH type="full" alt="3105.jpg"]131311[/ATTACH] [B]They're screaming now! Note the rogues and Gwen out for a pleasant stroll.[/B] Vinnie meantime escapes the choker initiated throttling he was enjoying by wild-shaping into Vincen G. Octopod- “Wibble Wibble”, as he is wont to say. Alas this plan also proves to have its drawbacks, a third choker gets into the fight (because the DM is staggering the bad guy’s release). Vincen G. manages, eventually to grab/grapple the first choker that attacked him, and then BLAT it repeatedly against a wall- until it’s dead. The remaining choker, after chasing Newt for a while, then starts clawing and grabbing at Vincen G., at one point in the fracas the two have each other gripped- and a Crit later and alas Vincen G. is no more- deceased. Note Vincen G. started with 60+ HP. The chokers never missed Vincen G. once with their attacks- dead in just three turns. Vinnie is suddenly back in the room, back in shifter shape, and he’s hurt some more- particularly when the aforementioned choker grabs hold of him again and gets back to crushing the life out of the druid. He’s bloodied and beyond. Oh, and I said above that a choker chases Newt for a while, the warlock is trying to blast the little beast, but at the same time also trying to blast the pair of oozes that Daktari is keeping busy. Newt conjures his Mirror Images, however the rampant choker destroys the tabaxi’s shadowy facsimiles in double-quick time. Keep in mind, while you are reading this that the two PCs here are screaming and shouting all the while, as is Daktari- and with Newt now desperately reading his Message cantrip to see if he can get in touch with the rogues. He can’t, there’s too much stone between the two halves of the Dark Squad. Eventually- at last, and this while the rogues are just about to get into their third encounter with dwarven zombies, the fight with the chokers and oozes, finally, gets sorted. Newt pretty much blasts the oozes gone. The one surviving choker, wounded at last, flees into a small side-chamber located up and out of the water. Vinnie goes after the beast, and gets throttled again but with help from his friends manages to beat the last monster down. [ATTACH type="full" alt="3107.jpg"]131312[/ATTACH] [B]The rogues continue their slaughter, while the last Choker is hunted down.[/B] The druid then sets about expending all of the healing he has in his ring of spell-storing. [Ochre jelly and a trio of chokers 750 XP] Then Vinnie, Newt and Daktari stumble into the large chamber to the north they spied earlier- it seems to be the central chamber for the crypt. There are strange carvings in the stone floor, a high ceiling- two doors exiting (both to the east), more biers and bones etc. Oddly the centre of chamber is mostly clear of rubble, and sitting out in the open is a small (3-inch long) silver & gem-encrusted dagger. However, it is at this point that the beaten down trio start to hear fighting in the next chamber over- both doors from here lead in this direction, although even with Daktari trying it takes the gang another two turns to shove one of the portals open. [ATTACH type="full" alt="3108.jpg"]131313[/ATTACH] [B]The rogues, with help from Gwen, are in the process of setting up their choke-point, it's a stroll in the park. Meantime the heavy-breathing Vinnie, Newt & Daktari find the central chamber.[/B] Note the DC to shove open a door is 12. Hardly epic. Tbh the rogues however have got things under control- the deadly trio, Ram, Buggles and Gwen have created the perfect kill zone which can only be entered by one dwarf zombie at a time. They’re slaughtering the undead, one-by-one- no worries. Note there are seven dwarven zombies in this chamber. It’s only when Vinnie, Newt and Daktari get involved that things get dangerous again. Vinnie positions his moonbeam and seers the shambling undead, alas in doing so he also manages to isolate Newt in the corner of the newly revealed chamber, there the tabaxi is swiftly ganged up on by a pair of dwarven zombies. [ATTACH type="full" alt="3109.jpg"]131314[/ATTACH] [B]Moonbeam corner, just after the radiant burst destroyed the second Zombie attempting to smash Newt down.[/B] But all’s well that ends well- and, again, these are just zombies- Daktari takes a few more hits but the shambling undead are easily beaten down. [More dwarven zombies 350 XP] Let me just be honest here- this is your friendly DM speaking here, I didn’t put the dwarven zombies in as threat- they were just shambling flavour for the place, if the gang had been all together… well, no contest. Then, at last, the Dark Squad are back together. The trio’s tell their respective tales. The rogues had a great time, a few zombies here and there but otherwise… Newt is out of spells, Vinnie’s ring of spell storing is on empty, however he’s back to being the right side of bloodied. Daktari is bloodied again and his greatsword seems to have melted into a bulbous lump at the end. Possibly it now does bludgeoning damage- which could be handy. The remainder of the conversation goes a little like this- “Did you not ear uz screaming?” Vinnie asks. “Nope, did you not hear me say ‘do not split the party’ before we headed below?” Buggles replies, and the rogues laugh long and hard for a good while more. There are no recriminations however, just a lot of laughter. But boy was that slow, so- next time that happens, well… I’ll not send the monsters into the fracas one at a time, I’ll throw them all in at the same time. There was a point in the middle of this- with Vincen G. Octopod dead and gone, and Vinnie down to something like 15 hit points and being grappled and restrained; while Newt’s missing (repeatedly) and down to one mirror image; and Daktari is very bloodied and trying to dodge the two halves of the flailing (full HP) ochre jelly… When I said, in my DM voice- “I think I’m going to kill at least one of you.” And Jim playing Vinnie replied, “I think you might be right.” So, we laugh about it all for a while, and then get back to investigating the strange dagger and the carved symbols on the floor of the central chamber. Best guess the carvings are some sort of pattern, a graduated circle (like a clock face, maybe). The small dagger is actually a holy symbol of Abbathor, and the players know this- only they didn’t at first and so made a clutch of arcana and religion checks and after six rolls the highest is a ‘7’. Note, Buggles managed three ‘1’s in a row this evening- woo-hoo, all skill checks mind, not his to hit rolls. So, the dagger’s purpose remains a mystery. At least for a while, what is obvious is that the thing is very valuable. Lots of checks for traps magical and mundane follow- but nothing, and the treasure detects as magical- it’s an enchanting/enchanted item. [Investigating the small dagger 400 XP] Eventually Newt uses his mage hand to pick the small dagger up, this while his colleagues ship out to the room next door and take cover- they’re waiting for the blast. But it doesn’t come, and soon after the device is being examined in hand by Newt. The tabaxi, every now and then can hear a voice in his head- but he doesn’t understand the language being spoken to him. It’s dwarven, of course, and the guys quickly figure this out- Vinnie can understand the tongue, and so Gwen, bravely- after Buggles instructs her, ferries the tiny blade to the druid. The voice says in a drawl/whisper- “Greed is good.” Repeatedly. Menacingly. And the druid is convinced, this after failing his wisdom saving throw, Vinnie sees the faces of his colleagues- they want to take this treasure away from him. They cannot, they will not… the druid flees, rushing back the way he came, straight for the exit. [Vinnie flees the scene, they want to take his precious 250 XP] With not a word to his (former) friends. At which point, as he exits the large central chamber and begins wading into the murky water beyond, at least a dozen dwarven skeletons instantly rekindle their animus, and re-assemble. [ATTACH type="full" alt="3110.jpg"]131315[/ATTACH] [B]Vinnie heads for the exit- "it iz my precious-ting, you shall never 'av it!"[/B] But, the session comes to an end. We were over time already. Just to say, from a DMs POV, there’s a little more to this yet- but you (dear reader) and my players will come to understand this in the next session. Until then stay safe and well you lovely people. Cheers the Dark Squad and goonalan. Bear is all better now, Covid free- hurrah! Oh, and all of the PCs have enough XP for level 6 now- tbh they only needed 100 XP or so, at the start of this session- now they just need an extended rest. [/QUOTE]
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The Dark Squad in the Secrets of Saltmarsh #159: Goblins! Goblins! Sponsored by Enya & in COLOUR.
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