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Story Hour
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: 8172529" data-attributes="member: 16069"><p>Oh yes, we're all around the VTT and on Discord at the same time.</p><p></p><p>The separation wasn't a conscious decision (or else that's the line some of the players are sticking with). </p><p></p><p>What actually happened is the dwarves- Bang & Olafsson pointed out that the door in the upper ruins on the west hand-side had been completely knocked off its hinges by the undead that spewed out of the stairs chamber there. Therefore it would be easier if the PCs entered the crypt down the western stairs. The eastern door still being in good shape could be sealed again, just in case more undead were to emerge from below.</p><p></p><p>This was me trying to tell the guys that west was the better option, because I'm so nice.</p><p></p><p>So, all the PCs gather to the west- the rogues take a look below and discover the chamber at the bottom of the stairs is waterlogged, and contains a pair of dwarven zombies. </p><p></p><p>Vinnie decides that it would therefore be wise to check the eastern stairs- and the chamber below here is dry, and no zombies, although...</p><p></p><p>Hearing this Newt dashes over to Vinnie and moments later the druid- having now heard something sloshing around down in the eastern crypt decides- "Dakatri, come wiz us- we will 'av a look ahead."</p><p></p><p>The druid figures the two chambers below connect.</p><p></p><p>And while both teams are fighting a few slow-moving zombies everything is a lark.</p><p></p><p>Then the chokers and the ochre jelly turn up.</p><p></p><p>So, the rogues are being remarkably polite about it all- as in they're not laughing all the while, just some of the time- particularly when their beleaguered colleagues next door are either missing repeatedly or else taking hits.</p><p></p><p>While Jim (Vinnie) and Bear (Newt) are concertedly, for a while, ignoring the fact that they are in trouble, although that doesn't last. When Vincen G. Octopod gets killed, and with the ochre jelly/jellies still unharmed- then things start to get much louder, and anxious.</p><p></p><p>And humorous for others watching/listening in.</p><p></p><p>The issue for me being that because of the multiple combats we ended up staying in the initiative tracker, moving turn by turn for a good long while (20-30 turns in total). For the first two hours of the session at least one (and for a good while, both) groups were in combat. Slow-going.</p><p></p><p>As I said in the session write up, I only put the dwarven zombies in as walking flavour (sorta) with the Dark Squad all marked as present and together, and making the circuit in either direction- this would have been a walkthrough.</p><p></p><p>Which was what I intended, I had planned for a short but brutal fight (the eastern way- chokers & jelly) or else a quick hack through a bunch of mostly empty crypt chambers (the western way- zombie dwarves). Then to the climax.</p><p></p><p>So, we got there- just took a while. </p><p></p><p>Toodles.</p><p></p><p>Goonalan</p></blockquote><p></p>
[QUOTE="Goonalan, post: 8172529, member: 16069"] Oh yes, we're all around the VTT and on Discord at the same time. The separation wasn't a conscious decision (or else that's the line some of the players are sticking with). What actually happened is the dwarves- Bang & Olafsson pointed out that the door in the upper ruins on the west hand-side had been completely knocked off its hinges by the undead that spewed out of the stairs chamber there. Therefore it would be easier if the PCs entered the crypt down the western stairs. The eastern door still being in good shape could be sealed again, just in case more undead were to emerge from below. This was me trying to tell the guys that west was the better option, because I'm so nice. So, all the PCs gather to the west- the rogues take a look below and discover the chamber at the bottom of the stairs is waterlogged, and contains a pair of dwarven zombies. Vinnie decides that it would therefore be wise to check the eastern stairs- and the chamber below here is dry, and no zombies, although... Hearing this Newt dashes over to Vinnie and moments later the druid- having now heard something sloshing around down in the eastern crypt decides- "Dakatri, come wiz us- we will 'av a look ahead." The druid figures the two chambers below connect. And while both teams are fighting a few slow-moving zombies everything is a lark. Then the chokers and the ochre jelly turn up. So, the rogues are being remarkably polite about it all- as in they're not laughing all the while, just some of the time- particularly when their beleaguered colleagues next door are either missing repeatedly or else taking hits. While Jim (Vinnie) and Bear (Newt) are concertedly, for a while, ignoring the fact that they are in trouble, although that doesn't last. When Vincen G. Octopod gets killed, and with the ochre jelly/jellies still unharmed- then things start to get much louder, and anxious. And humorous for others watching/listening in. The issue for me being that because of the multiple combats we ended up staying in the initiative tracker, moving turn by turn for a good long while (20-30 turns in total). For the first two hours of the session at least one (and for a good while, both) groups were in combat. Slow-going. As I said in the session write up, I only put the dwarven zombies in as walking flavour (sorta) with the Dark Squad all marked as present and together, and making the circuit in either direction- this would have been a walkthrough. Which was what I intended, I had planned for a short but brutal fight (the eastern way- chokers & jelly) or else a quick hack through a bunch of mostly empty crypt chambers (the western way- zombie dwarves). Then to the climax. So, we got there- just took a while. Toodles. Goonalan [/QUOTE]
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