Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Story Hour
The Dark Squad in the Secrets of Saltmarsh #159: Goblins! Goblins! Sponsored by Enya & in COLOUR.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Goonalan" data-source="post: 8200692" data-attributes="member: 16069"><p style="text-align: center"><strong>Dark Squad in the Secrets of Saltmarsh</strong></p><p></p><p><strong>Session #034 Saltmarsh- the Good, the Bad and the Ugly. </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 3/Rogue Lvl 3</strong></p><p><strong>New Tricks (played by Bear) Male Tabaxi Warlock Lvl 6</strong></p><p><strong>Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 6</strong></p><p><strong>Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 6</strong></p><p><strong></strong></p><p><strong>NPCs</strong></p><p><strong>Daktari Male Human Uthgardt Sky Pony Barbarian Lvl 6</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 34 and it was difficult at times, there- I’ve said it, but let’s get into it- and this instalment is late because I had to run it by the players first, keep reading- you’ll see why.</p><p></p><p>We’re in Saltmarsh, at last- although the Dark Squad are here with Grumpy & Porthole Slagg to pick up two wagonloads of crates from a warehouse, and then take them back to Farhill mine.</p><p></p><p>This then is just an opportunity for the guys to have a look around the town, I’m in the process of building the place in Fantasy Grounds, I’ve told the players this- and we’re colluding and killing time for a bit.</p><p></p><p>[ATTACH=full]132882[/ATTACH]</p><p><strong>Saltmarsh at last- the Dark Squad are unleashed.</strong></p><p></p><p>So, there’s lots to see, and even a few folk to talk with including Sgt Hammerite, the dwarven old codger who runs the main gate of the town. Hammerite shares a drink with Grumpy & Porthole but is much less chatty with the PCs.</p><p></p><p>Then onwards into town proper, taking in the Saltmarsh Watch House, the Wicker Goat tavern (recommended by Sgt Hammerite), and then onto Sharkfin Bridge- at which point Ram and Buggles both feel a little strange, something’s going on here. The rogues are straight into ‘who’s attacking us’ mode. Buggles stands statue and glares at the crowd, while Ram commando rolls off the back of the cart and begins to wade through the townsfolk. The pair struggle to understand what’s going on- nobody seems to be targeting them with a spell, or… anything.</p><p></p><p>[ATTACH=full]132883[/ATTACH]</p><p><strong>Sights and sounds of Saltmarsh- Sharkfin Bridge, the Whicker Goat, Saltmarsh Watchhouse & the Saltwatch Tower.</strong></p><p></p><p>Investigation later uncovers the fact that the Sharkfin bridge marks some sort of boundary, the crossing of which seems to affect only creatures of the Fey. Most odd, and Buggles is keen to investigate this further.</p><p></p><p>The same effect occurs to Ram and Buggles every time they cross the bridge (see later) although not once does it have an adverse effect, they both make their saves every time.</p><p></p><p>Then on again- past the Snapping Line- another quality tavern, past the fancy Saltmarsh Town Council building opposite which is the bustling town market. Then past a variety of fish processing plants, while taking note of the Dwarven Anvil- a large blacksmiths, en route to the warehouse.</p><p></p><p>The people of Saltmarsh, in general, seem to be rather jolly folk, although Sgt Hammerite told the PCs earlier that the catch is good today- plenty of fish, which always puts folk in a good mood.</p><p></p><p>The Dark Squad are taking all of this in.</p><p></p><p>[The sights and sounds of Saltmarsh 200 XP]</p><p></p><p>To the warehouse, and soon after things get… weird.</p><p></p><p>[ATTACH=full]132884[/ATTACH]</p><p><strong>The people and places of Saltmarsh- the Snapping Line, Saltmarsh Council Hall, Warehouse #3 and Mafera, owner and chief smith of the Dwarven Anvil.</strong></p><p></p><p>Blevins is in charge here, and Manistrad Copperlocks warned the Dark Squad about this fellow- he has a temper. Initially none of the warehouse men, including Blevins, are keen to help out, they content themselves in just pointing out the crates that are being stored here for the mine, and then get back to chatting and smoking their pipes.</p><p></p><p>There are lots of crates here destined for Farhill, lots and lots- the Dark Squad quickly come to realise that they could be at this task for a while.</p><p></p><p>Possibly a tenday.</p><p></p><p>So, the weird- the Dark Squad, as they sometimes are want to do, reach into their pockets- silver coins are distributed, and suddenly the warehousemen are much more keen to help out. But not Blevins, who seems to be getting annoyed that his workers are so easily bought.</p><p></p><p>At this point it also becomes apparent that Porthole Slagg is not in a happy place either, the dwarf and Blevins are staring daggers at each other. The glaring doesn’t go on for too long however, Porthole suddenly launches himself at Blevins and smashes the hefty human through the door he was leaning against. The Dark Squad (surprise surprise) turn peacekeepers. Porthole is quickly wrestled off a sprawled Blevins, and then intimidated into skulking silence by a screaming Newt (check ‘26’), the tabaxi’s hands are engulfed in liquid fire throughout the sharp chatter.</p><p></p><p>Blevins however is much less accommodating, although after a lot of swearing, and after accusing the Dark Squad (repeatedly) of being ‘filthy dwarf-lovers’ he departs the warehouse, still very much in a huff. Ram follows him for a little while.</p><p></p><p>[Blevins vs Porthole 750 XP]</p><p></p><p>Eventually things calm down, the wagon is loaded, and… but that’s still not the weirdest thing that happens here.</p><p></p><p>Buggles, for reasons known only to himself (but see below), decides that he needs an entourage- or possibly an apprentice, and so after a little chatter, and the gift of one platinum coin (ten tenday’s worth of wages) one of the warehousemen- Halibert Shambles, is persuaded to quit his job and join the team.</p><p></p><p>Just to note, at the start of the session I informed the players that should Daktari die then he will be replaced with a sidekick (I’ve just read all about them in Tasha’s), who are much easier to NPC. I really am getting fed-up with having to bot Daktari atm.</p><p></p><p>Stu, playing Buggles, somehow translated this into the thought that every member of the Dark Squad should get themselves a sidekick. That’s nothing like what I said, but hey-ho.</p><p></p><p>So, after another great check Halibert is convinced, the one platinum piece is to pay for his time back and forth to Saltmarsh on the cart, however long it takes to clear the crates from the warehouse. During which time Buggles will also be teaching young (mid-20’s) Halibert the ways of the wilds.</p><p></p><p>And believe me they don’t come much wilder than Buggles.</p><p></p><p>One platinum piece was not enough.</p><p></p><p>I mean Gwen, she doesn’t have a choice.</p><p></p><p>Although Buggles then makes crystal clear that Halibert’s continued employment, after the shifting job is done, is subject to a performance review- at which time areas for improvement will be agreed, and SMART targets set.</p><p></p><p>Halibert, still mesmerised by the platinum coin (the poor fool)- he’s never seen one before, agrees to everything, and takes to calling Buggles ‘Boss’, which the wood elf (I seem to think) rather enjoys.</p><p></p><p>[Halibert’s contract negotiations 300 XP]</p><p></p><p>Then the Dark Squad head home, that is back to Farhill, they’re on a tight schedule- although with another magic show for the children of Lowden en route to the mine.</p><p></p><p>Newt, during the return journey, takes the time to re-interview Porthole Slagg- “What the hell was that all about?”, the surly dwarf is still afeared of Newt, and so he tells all- it seems Blevins is very anti-dwarf, and… well, the tension has been building for a while. Both of the Slaggs have had to suffer the slurs and insults of Blevins and some of his men, every time they visit the warehouse. Also this isn’t the first time, it seems, that Porthole and Blevins have faced off.</p><p></p><p>It also becomes apparent that the dwarves of Farhill are not so innocent either, Grumpy and Porthole confess to joining gangs of their compatriots to go to Saltmarsh to get drunk and rowdy, and perhaps pick a fight with a few of the locals, the Empty Net tavern is mentioned in this context (see later).</p><p></p><p>It’s a descending spiral- townsfolk say bad things and piss off the dwarves, the dwarves retaliate in kind- and then with their fists- the townsfolk give as good as they get, and we circle and descend a little further…</p><p></p><p>[Porthole’s story 300 XP]</p><p></p><p>So, back in Farhill- the Dark Squad meet again with Manistrad Copperlocks, and as they suspected- they’re back on the cart and to Saltmarsh with the Slaggs again tomorrow, and the next day, and… until the warehouse is clear.</p><p></p><p>DM to PCs- you have a tenday of this, so be prepared.</p><p></p><p>Then after more chatter with the Slaggs (and the DM) Grumpy suggests a scheme- the cart trips have to keep to a tight schedule- it takes a good twelve hours (no breaks) to get to the warehouse, get loaded and then back to the mine. With Halibert with the crew then each of the PCs could get an hour off to take a look around Saltmarsh on their own.</p><p></p><p>Lunchtime in Saltmarsh- that sounds rather nice.</p><p></p><p>At least I thought so, but… well, read on.</p><p></p><p>So, on the next day it will be Buggles’ turn to go for a wander, on the day after- Ram’s, and so on until all of the Dark Squad have had a go.</p><p></p><p>It’s agreed.</p><p></p><p>But, rather than playing this out one PC at a time- day by day, we play out all of the one hour Saltmarsh wandering interludes at the same time.</p><p></p><p>But let me just take a moment here, the PCs have been told by the kindly DM that this opportunity is just for them to have a look around Saltmarsh- to see if there’s anything they think is missing (shops and services they’d like to see here) and to maybe find a few things out- or to meet some new people and make a few contacts. Also to potentially find themselves somewhere to live- after all they will be moving to Saltmarsh when they’re done at the mine.</p><p></p><p>It may also be worth pointing the following out- Gundren, and then Manistrad, and then Golf have also informed the Dark Squad that they would like them to perhaps do things on the down low initially. Take a measure of Saltmarsh, get the lay of the land.</p><p></p><p>After all the problems that exist between the dwarves of Farhill and some of the townsfolk of Saltmarsh, well it would be ridiculous to think that they could all be solved quickly, say… in a lunch hour.</p><p></p><p>So, the Dark Squad, prior to their lunch hour in Saltmarsh activities, chat amongst themselves.</p><p></p><p>The PCs/players talk about all that they have found out about the present situation (which isn’t much at all, to be honest)- and then about trying to find a way to bring the two disparate communities (dwarves of Farhill & townsfolk of Saltmarsh) together, and they went into some detail. With talk of arranging a joint celebration of some sort, perhaps a show of some sort- maybe they could start in Lowden, a practice run etc. But then… well, there’s no actual plan.</p><p></p><p>[Saltmarsh Townsfolk vs Farhill Dwarves problem 200 XP]</p><p></p><p>Or any indication of what they’re going to try to do, or achieve in Saltmarsh. Which is a shame, because sitting at the table with them in Rooty’s tavern is a still semi-awestruck Halibert Shambles. Saltmarsh born and bred.</p><p></p><p>Halibert might have answered a few of your questions, or prepared the way for people ahead of time, keep reading, here we go…</p><p></p><p>So, that’s done with- back to the action and Saltmarsh lunch time activities.</p><p></p><p>Which starts really well…</p><p></p><p>Buggles has a long chat with Mafera, the female human proprietor of the Dwarven Anvil, and learns that the place was bought by her father maybe forty years past from a dwarven smith. Note the Anvil has all dwarf made equipment, and also has a shrine to Moradin out back- it’s very well maintained. Grumpy Slagg made clear he wasn’t happy about this situation during the Dark Squad’s initial journey into Saltmarsh- the surly dwarf figured the name of the forge for an insult, or else that the smithy (or the shrine) had been stolen from his kin.</p><p></p><p>Buggles is impressed with the place and buys equipment for Halibert- chainmail, longsword and a shield, all brand spanking new. Halibert is awed some more by the free-spending wood elf, although, not for long…</p><p></p><p>Next up Buggles visits the Saltmarsh Town Hall and over the course of the next thirty minutes terrifies several clerks (including the senior clerk), and then punches his new employee Halibert in the face. I think Halibert’s performance review may be a two way affair, and HR may have to get involved. The wood elf is eventually escorted from the premises by several town guards, still swearing as he departs. He made his last social skill check…by none, he hit the DC exactly, and so escapes arrest.</p><p></p><p>But that’s not all, throughout all of above Buggles introduces and then refers to himself as a/the ‘Hero of Neverwinter’. I think he even said Knight of Neverwinter once, or called himself- Sir Buggles, certainly he claimed Halibert was his squire. Later he backtracks on the ‘Hero of Neverwinter’ story and instead lays the blame squarely at Manistrad Copperlocks’ feet. Basically, he states- he and companions are working for the dwarves of Farhill mine, and they’re here to sort things out in Saltmarsh, and to take Manistrad’s place on the council, only there’s a lot more effing & jeffing involved in the conversation.</p><p></p><p>And its not really a conversation, more a lecture/tirade.</p><p></p><p>Which is kinda weird, because I thought the plan would be to find a way to bring the two sides together. While the above- that seems to this crazy DM to be a sure-fire way of making things worse.</p><p></p><p>But what do I know, this is probably part of some crazy long-term strategy.</p><p></p><p>As it turns out Buggles’ efforts here were an attempt to get face to face with one or more members of the Saltmarsh Town Council, alas he is informed the council only meet here. The Town Hall is home to only clerks and offices.</p><p></p><p>So, that was for nothing.</p><p></p><p>Lastly the wood elf heads to Kester’s Leather Goods, a fine establishment- he meets with the proprietor, but they don’t stock magical studded leather armour here. Buggles therefore departs the place (still swearing).</p><p></p><p>Making friends is not Buggles’ strong suit.</p><p></p><p>Good work!</p><p></p><p>Ram visits the Green market, buys a few plants- and a skull-shaped pat of butter (a little odd), presents for Vinnie and Newt respectively, and then he heads for the Empty Net, a less than salubrious bar. Grumpy informed the PCs earlier that this is a rough-spot, and a good place to get into a fight.</p><p></p><p>The Empty Net is a spit and sawdust type establishment, and if your face don’t fit- well, after a few really bad checks it appears that Ram’s face really doesn’t fit, and he’s asked to vacate the building- only with menaces.</p><p></p><p>Just to say if it wasn’t for the really bad rolls you could have got in here Ram/Kev, remember you have inspiration points to spend, anything over a 12 and you would have made it beyond the door.</p><p></p><p>Later Ram tries to chat up some of the fisherfolk on the docks, casually dropping into the conversation that he works for the dwarves at Farhill- this also doesn’t go well, the conversation is swiftly closed down and the fisherfolk walk away. Later, after spending a little gold, he learns from one of the locals that the fisherfolk (generally) are not big fans of the dwarves.</p><p></p><p>Good work!</p><p></p><p>Newt visits the Snapping Line, a friendly family-orientated tavern (at least at lunch time), there he entertains (a little) the locals with an impromptu song, and then announces his loyalties (the dwarves of Farhill mine) to the bar, and all their present.</p><p></p><p>It’s just so weird DMing this, at times.</p><p></p><p>Later the tabaxi, after learning that there’s a mage called Keledek who lives in the town, locates and then goes for a wander around the spellcaster’s tower. The structure alas doesn’t have a door- he was also told earlier that Keledek doesn’t take kindly to visitors.</p><p></p><p>Newt however also discovers that Manistrad maintains a building in town- mostly to store the paperwork, he’s informed by one of the dwarven guard’s here. Alas having nothing to prove who he is he’s barred from entering.</p><p></p><p>Later still Newt locates Blevins from the warehouse, and after exchanging harsh words and insults (mostly Blevins)- and then after attempting to use a suggestion spell on the lout, the meeting is over- although yet more insults are offered (by Blevins). Note the suggestion spell was again accomplished surreptitiously, although the magic failed to have any effect.</p><p></p><p>Good work!</p><p></p><p>Vinnie, during his lunch hour takes a good look around a farm on the edge of town- it’s in good order, he’s happy to note. Then he visits the large town market, and then the Saltmarsh Town Hall- the latter in order to pay a clerk to post a message written in druidic on the town message board.</p><p></p><p>The clerk is naturally suspicious, why would he allow Vinnie to post a secret unreadable message on the town council’s noticeboard. Eventually, as it turns out- and Jim playing Vinnie hadn’t mentioned this up until this point, Vinnie is looking for a fellow druid in the region. The clerk is happy to point the Shifter to Ferrin’s Grove, located just next to the farm he was admiring earlier.</p><p></p><p>In the last ten minutes of his lunch break Vinnie introduces himself to Ferrin, the halfling druid that maintains the grove. Ferrin promises to get in touch with Vinnie at the mine if anything comes up that he thinks the Dark Squad could help with.</p><p></p><p>Good work!</p><p></p><p>[ATTACH=full]132886[/ATTACH]</p><p><strong>Saltmarsh, things to see and do- the Empty Net, Ferrin the Halfling Druid, Keledek's Tower and Kester, master craftswoman leatherworker.</strong></p><p></p><p>Don’t get me wrong, lots of good info was garnered- but in general, the hard way.</p><p></p><p>[Saltmarsh adventures 1000 XP]</p><p></p><p>So, guys this is just me bitching a little-</p><p></p><p>In Ashby you delighted and entertained the fine folk there, and spent money like water- you were the toast of the village. Gregarious, outgoing, even kind- yes, you Buggles.</p><p></p><p>In Saltmarsh you were a mixture of weird and/or insulting (or else just a bit too surly and frightening). You spent money on a local- Halibert, and then asked no questions of the lad. The one other fellow you did drop a gold on, this after the kind soul witnessed Ram bodge his chat with fisherfolk, told the rogue what he needed to know.</p><p></p><p>See a pattern.</p><p></p><p>Polite, friendly- gregarious, outgoing (and non-threatening) while spending money = instant friends, and any info you may need.</p><p></p><p>Now I’m not saying it would be the same for Saltmarsh… but, the right question, to the right person (and there are thousands of ‘right persons’ available here, and Halibert has already been bought and paid for so he’s onside) then… hey, it is the same.</p><p></p><p>Polite, friendly- gregarious, outgoing (and non-threatening) while spending money = instant friends, and any info you may need.</p><p></p><p>But here’s the thing, why don’t you ask questions, or even just confide in each other a little more, and thereby try to work out ahead of time what you are trying to do?</p><p></p><p>It is really odd to watch, I realise the VTT is a hard place to all chat at once but I listen to live play podcasts every day, and I mean everyday- I have three on the go atm, and these aren’t professional podcasts, they’re not celebs, one of the games is entirely made up of noobs. But here’s the thing, every session, at least once someone will say- “Right, why are we here?” After this there’ll be an exchange on notes/ideas and then one of the players will say- ‘we’ or ‘I’ am going to go here and try to find out, or do… this, whatever it is.</p><p></p><p>More or less any friendly citizen of Saltmarsh would have been able to answer almost all of the questions above- don’t go to the Empty Net, it’s a dangerous place- not even the watch go there. The Town Council don’t sit in the town hall all day, they have great big mansions, and jobs to go to. There is a place to buy magic in Saltmarsh, although the proprietor- she’s a little odd. The druid, oh- he lives up there.</p><p></p><p>The above facts, all of ‘em, just one question away.</p><p></p><p>Do I need to instigate a ten minute discussion protocol, should I chair this meeting- or just walk away from the VTT while you actually have a chat and figure out what you’re doing, collectively?</p><p></p><p>So, that wasn’t my favourite session- it was tough to DM, at times.</p><p></p><p>Don’t get me wrong, some of the time you were a roll away from getting the info that you need, and so therefore unlucky, but it was semi-shambolic, and for nearly two hours.</p><p></p><p>Last bit, on the sixth day of the back and forth- Farhill to Saltmarsh and back again, and on the last leg of the journey back to the mine, the Slaggs’ fully-laden carts approach Fiveways. Fiveways being the point between Saltmarsh and Lowden, marked by a ruined farmhouse, that five roads come together. There, a little way ahead of the adventurers, hovering in the air is a great winged lion-like beast, quickly identified as a manticore.</p><p></p><p>The terrible creature has a farmer or field-worker pinned behind a well, firing its tail spikes at the cowering and wailing human.</p><p></p><p>[ATTACH=full]132887[/ATTACH]</p><p><strong>It's Manticore O' Clock.</strong></p><p></p><p>The Dark Squad rush into action, the beast is burnt, shot (repeatedly), speared and struck by lightning- all accomplished in just six seconds. It survives the ordeal, although only just- at which point the PCs spot a second manticore approaching fast, swooping in, and there are more peasants huddled in the ruined farmhouse, also in fear taking cover.</p><p></p><p>The Dark Squad to the rescue, but that’s all we did- although the above encompassed one new metric ton of RP (sorta).</p><p></p><p>I would be happy, oh so happy if at some point the players would just have a chat ahead of time and figure out what they’re going to be up to, or just discussed things a little more.</p><p></p><p>Is that wrong/bad of me?</p><p></p><p>Stay safe and well.</p><p></p><p>Cheers the Dark Squad and goonalan.</p><p></p><p>PS We played again, just last night, it was glorious to behold. A ton o' fun.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 8200692, member: 16069"] [CENTER][B]Dark Squad in the Secrets of Saltmarsh[/B][/CENTER] [B]Session #034 Saltmarsh- the Good, the Bad and the Ugly. Dark Squad (in alphabetical order, no egos here). Buggles (played by Stu) Male Wood Elf Fighter Lvl 3/Rogue Lvl 3 New Tricks (played by Bear) Male Tabaxi Warlock Lvl 6 Ramshambo (played by Kev) Male Half-Elf Rogue Lvl 6 Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 6 NPCs Daktari Male Human Uthgardt Sky Pony Barbarian Lvl 6 [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 34 and it was difficult at times, there- I’ve said it, but let’s get into it- and this instalment is late because I had to run it by the players first, keep reading- you’ll see why. We’re in Saltmarsh, at last- although the Dark Squad are here with Grumpy & Porthole Slagg to pick up two wagonloads of crates from a warehouse, and then take them back to Farhill mine. This then is just an opportunity for the guys to have a look around the town, I’m in the process of building the place in Fantasy Grounds, I’ve told the players this- and we’re colluding and killing time for a bit. [ATTACH type="full" alt="3401.jpg"]132882[/ATTACH] [B]Saltmarsh at last- the Dark Squad are unleashed.[/B] So, there’s lots to see, and even a few folk to talk with including Sgt Hammerite, the dwarven old codger who runs the main gate of the town. Hammerite shares a drink with Grumpy & Porthole but is much less chatty with the PCs. Then onwards into town proper, taking in the Saltmarsh Watch House, the Wicker Goat tavern (recommended by Sgt Hammerite), and then onto Sharkfin Bridge- at which point Ram and Buggles both feel a little strange, something’s going on here. The rogues are straight into ‘who’s attacking us’ mode. Buggles stands statue and glares at the crowd, while Ram commando rolls off the back of the cart and begins to wade through the townsfolk. The pair struggle to understand what’s going on- nobody seems to be targeting them with a spell, or… anything. [ATTACH type="full" alt="3402.jpg"]132883[/ATTACH] [B]Sights and sounds of Saltmarsh- Sharkfin Bridge, the Whicker Goat, Saltmarsh Watchhouse & the Saltwatch Tower.[/B] Investigation later uncovers the fact that the Sharkfin bridge marks some sort of boundary, the crossing of which seems to affect only creatures of the Fey. Most odd, and Buggles is keen to investigate this further. The same effect occurs to Ram and Buggles every time they cross the bridge (see later) although not once does it have an adverse effect, they both make their saves every time. Then on again- past the Snapping Line- another quality tavern, past the fancy Saltmarsh Town Council building opposite which is the bustling town market. Then past a variety of fish processing plants, while taking note of the Dwarven Anvil- a large blacksmiths, en route to the warehouse. The people of Saltmarsh, in general, seem to be rather jolly folk, although Sgt Hammerite told the PCs earlier that the catch is good today- plenty of fish, which always puts folk in a good mood. The Dark Squad are taking all of this in. [The sights and sounds of Saltmarsh 200 XP] To the warehouse, and soon after things get… weird. [ATTACH type="full" alt="3403.jpg"]132884[/ATTACH] [B]The people and places of Saltmarsh- the Snapping Line, Saltmarsh Council Hall, Warehouse #3 and Mafera, owner and chief smith of the Dwarven Anvil.[/B] Blevins is in charge here, and Manistrad Copperlocks warned the Dark Squad about this fellow- he has a temper. Initially none of the warehouse men, including Blevins, are keen to help out, they content themselves in just pointing out the crates that are being stored here for the mine, and then get back to chatting and smoking their pipes. There are lots of crates here destined for Farhill, lots and lots- the Dark Squad quickly come to realise that they could be at this task for a while. Possibly a tenday. So, the weird- the Dark Squad, as they sometimes are want to do, reach into their pockets- silver coins are distributed, and suddenly the warehousemen are much more keen to help out. But not Blevins, who seems to be getting annoyed that his workers are so easily bought. At this point it also becomes apparent that Porthole Slagg is not in a happy place either, the dwarf and Blevins are staring daggers at each other. The glaring doesn’t go on for too long however, Porthole suddenly launches himself at Blevins and smashes the hefty human through the door he was leaning against. The Dark Squad (surprise surprise) turn peacekeepers. Porthole is quickly wrestled off a sprawled Blevins, and then intimidated into skulking silence by a screaming Newt (check ‘26’), the tabaxi’s hands are engulfed in liquid fire throughout the sharp chatter. Blevins however is much less accommodating, although after a lot of swearing, and after accusing the Dark Squad (repeatedly) of being ‘filthy dwarf-lovers’ he departs the warehouse, still very much in a huff. Ram follows him for a little while. [Blevins vs Porthole 750 XP] Eventually things calm down, the wagon is loaded, and… but that’s still not the weirdest thing that happens here. Buggles, for reasons known only to himself (but see below), decides that he needs an entourage- or possibly an apprentice, and so after a little chatter, and the gift of one platinum coin (ten tenday’s worth of wages) one of the warehousemen- Halibert Shambles, is persuaded to quit his job and join the team. Just to note, at the start of the session I informed the players that should Daktari die then he will be replaced with a sidekick (I’ve just read all about them in Tasha’s), who are much easier to NPC. I really am getting fed-up with having to bot Daktari atm. Stu, playing Buggles, somehow translated this into the thought that every member of the Dark Squad should get themselves a sidekick. That’s nothing like what I said, but hey-ho. So, after another great check Halibert is convinced, the one platinum piece is to pay for his time back and forth to Saltmarsh on the cart, however long it takes to clear the crates from the warehouse. During which time Buggles will also be teaching young (mid-20’s) Halibert the ways of the wilds. And believe me they don’t come much wilder than Buggles. One platinum piece was not enough. I mean Gwen, she doesn’t have a choice. Although Buggles then makes crystal clear that Halibert’s continued employment, after the shifting job is done, is subject to a performance review- at which time areas for improvement will be agreed, and SMART targets set. Halibert, still mesmerised by the platinum coin (the poor fool)- he’s never seen one before, agrees to everything, and takes to calling Buggles ‘Boss’, which the wood elf (I seem to think) rather enjoys. [Halibert’s contract negotiations 300 XP] Then the Dark Squad head home, that is back to Farhill, they’re on a tight schedule- although with another magic show for the children of Lowden en route to the mine. Newt, during the return journey, takes the time to re-interview Porthole Slagg- “What the hell was that all about?”, the surly dwarf is still afeared of Newt, and so he tells all- it seems Blevins is very anti-dwarf, and… well, the tension has been building for a while. Both of the Slaggs have had to suffer the slurs and insults of Blevins and some of his men, every time they visit the warehouse. Also this isn’t the first time, it seems, that Porthole and Blevins have faced off. It also becomes apparent that the dwarves of Farhill are not so innocent either, Grumpy and Porthole confess to joining gangs of their compatriots to go to Saltmarsh to get drunk and rowdy, and perhaps pick a fight with a few of the locals, the Empty Net tavern is mentioned in this context (see later). It’s a descending spiral- townsfolk say bad things and piss off the dwarves, the dwarves retaliate in kind- and then with their fists- the townsfolk give as good as they get, and we circle and descend a little further… [Porthole’s story 300 XP] So, back in Farhill- the Dark Squad meet again with Manistrad Copperlocks, and as they suspected- they’re back on the cart and to Saltmarsh with the Slaggs again tomorrow, and the next day, and… until the warehouse is clear. DM to PCs- you have a tenday of this, so be prepared. Then after more chatter with the Slaggs (and the DM) Grumpy suggests a scheme- the cart trips have to keep to a tight schedule- it takes a good twelve hours (no breaks) to get to the warehouse, get loaded and then back to the mine. With Halibert with the crew then each of the PCs could get an hour off to take a look around Saltmarsh on their own. Lunchtime in Saltmarsh- that sounds rather nice. At least I thought so, but… well, read on. So, on the next day it will be Buggles’ turn to go for a wander, on the day after- Ram’s, and so on until all of the Dark Squad have had a go. It’s agreed. But, rather than playing this out one PC at a time- day by day, we play out all of the one hour Saltmarsh wandering interludes at the same time. But let me just take a moment here, the PCs have been told by the kindly DM that this opportunity is just for them to have a look around Saltmarsh- to see if there’s anything they think is missing (shops and services they’d like to see here) and to maybe find a few things out- or to meet some new people and make a few contacts. Also to potentially find themselves somewhere to live- after all they will be moving to Saltmarsh when they’re done at the mine. It may also be worth pointing the following out- Gundren, and then Manistrad, and then Golf have also informed the Dark Squad that they would like them to perhaps do things on the down low initially. Take a measure of Saltmarsh, get the lay of the land. After all the problems that exist between the dwarves of Farhill and some of the townsfolk of Saltmarsh, well it would be ridiculous to think that they could all be solved quickly, say… in a lunch hour. So, the Dark Squad, prior to their lunch hour in Saltmarsh activities, chat amongst themselves. The PCs/players talk about all that they have found out about the present situation (which isn’t much at all, to be honest)- and then about trying to find a way to bring the two disparate communities (dwarves of Farhill & townsfolk of Saltmarsh) together, and they went into some detail. With talk of arranging a joint celebration of some sort, perhaps a show of some sort- maybe they could start in Lowden, a practice run etc. But then… well, there’s no actual plan. [Saltmarsh Townsfolk vs Farhill Dwarves problem 200 XP] Or any indication of what they’re going to try to do, or achieve in Saltmarsh. Which is a shame, because sitting at the table with them in Rooty’s tavern is a still semi-awestruck Halibert Shambles. Saltmarsh born and bred. Halibert might have answered a few of your questions, or prepared the way for people ahead of time, keep reading, here we go… So, that’s done with- back to the action and Saltmarsh lunch time activities. Which starts really well… Buggles has a long chat with Mafera, the female human proprietor of the Dwarven Anvil, and learns that the place was bought by her father maybe forty years past from a dwarven smith. Note the Anvil has all dwarf made equipment, and also has a shrine to Moradin out back- it’s very well maintained. Grumpy Slagg made clear he wasn’t happy about this situation during the Dark Squad’s initial journey into Saltmarsh- the surly dwarf figured the name of the forge for an insult, or else that the smithy (or the shrine) had been stolen from his kin. Buggles is impressed with the place and buys equipment for Halibert- chainmail, longsword and a shield, all brand spanking new. Halibert is awed some more by the free-spending wood elf, although, not for long… Next up Buggles visits the Saltmarsh Town Hall and over the course of the next thirty minutes terrifies several clerks (including the senior clerk), and then punches his new employee Halibert in the face. I think Halibert’s performance review may be a two way affair, and HR may have to get involved. The wood elf is eventually escorted from the premises by several town guards, still swearing as he departs. He made his last social skill check…by none, he hit the DC exactly, and so escapes arrest. But that’s not all, throughout all of above Buggles introduces and then refers to himself as a/the ‘Hero of Neverwinter’. I think he even said Knight of Neverwinter once, or called himself- Sir Buggles, certainly he claimed Halibert was his squire. Later he backtracks on the ‘Hero of Neverwinter’ story and instead lays the blame squarely at Manistrad Copperlocks’ feet. Basically, he states- he and companions are working for the dwarves of Farhill mine, and they’re here to sort things out in Saltmarsh, and to take Manistrad’s place on the council, only there’s a lot more effing & jeffing involved in the conversation. And its not really a conversation, more a lecture/tirade. Which is kinda weird, because I thought the plan would be to find a way to bring the two sides together. While the above- that seems to this crazy DM to be a sure-fire way of making things worse. But what do I know, this is probably part of some crazy long-term strategy. As it turns out Buggles’ efforts here were an attempt to get face to face with one or more members of the Saltmarsh Town Council, alas he is informed the council only meet here. The Town Hall is home to only clerks and offices. So, that was for nothing. Lastly the wood elf heads to Kester’s Leather Goods, a fine establishment- he meets with the proprietor, but they don’t stock magical studded leather armour here. Buggles therefore departs the place (still swearing). Making friends is not Buggles’ strong suit. Good work! Ram visits the Green market, buys a few plants- and a skull-shaped pat of butter (a little odd), presents for Vinnie and Newt respectively, and then he heads for the Empty Net, a less than salubrious bar. Grumpy informed the PCs earlier that this is a rough-spot, and a good place to get into a fight. The Empty Net is a spit and sawdust type establishment, and if your face don’t fit- well, after a few really bad checks it appears that Ram’s face really doesn’t fit, and he’s asked to vacate the building- only with menaces. Just to say if it wasn’t for the really bad rolls you could have got in here Ram/Kev, remember you have inspiration points to spend, anything over a 12 and you would have made it beyond the door. Later Ram tries to chat up some of the fisherfolk on the docks, casually dropping into the conversation that he works for the dwarves at Farhill- this also doesn’t go well, the conversation is swiftly closed down and the fisherfolk walk away. Later, after spending a little gold, he learns from one of the locals that the fisherfolk (generally) are not big fans of the dwarves. Good work! Newt visits the Snapping Line, a friendly family-orientated tavern (at least at lunch time), there he entertains (a little) the locals with an impromptu song, and then announces his loyalties (the dwarves of Farhill mine) to the bar, and all their present. It’s just so weird DMing this, at times. Later the tabaxi, after learning that there’s a mage called Keledek who lives in the town, locates and then goes for a wander around the spellcaster’s tower. The structure alas doesn’t have a door- he was also told earlier that Keledek doesn’t take kindly to visitors. Newt however also discovers that Manistrad maintains a building in town- mostly to store the paperwork, he’s informed by one of the dwarven guard’s here. Alas having nothing to prove who he is he’s barred from entering. Later still Newt locates Blevins from the warehouse, and after exchanging harsh words and insults (mostly Blevins)- and then after attempting to use a suggestion spell on the lout, the meeting is over- although yet more insults are offered (by Blevins). Note the suggestion spell was again accomplished surreptitiously, although the magic failed to have any effect. Good work! Vinnie, during his lunch hour takes a good look around a farm on the edge of town- it’s in good order, he’s happy to note. Then he visits the large town market, and then the Saltmarsh Town Hall- the latter in order to pay a clerk to post a message written in druidic on the town message board. The clerk is naturally suspicious, why would he allow Vinnie to post a secret unreadable message on the town council’s noticeboard. Eventually, as it turns out- and Jim playing Vinnie hadn’t mentioned this up until this point, Vinnie is looking for a fellow druid in the region. The clerk is happy to point the Shifter to Ferrin’s Grove, located just next to the farm he was admiring earlier. In the last ten minutes of his lunch break Vinnie introduces himself to Ferrin, the halfling druid that maintains the grove. Ferrin promises to get in touch with Vinnie at the mine if anything comes up that he thinks the Dark Squad could help with. Good work! [ATTACH type="full" alt="3404.jpg"]132886[/ATTACH] [B]Saltmarsh, things to see and do- the Empty Net, Ferrin the Halfling Druid, Keledek's Tower and Kester, master craftswoman leatherworker.[/B] Don’t get me wrong, lots of good info was garnered- but in general, the hard way. [Saltmarsh adventures 1000 XP] So, guys this is just me bitching a little- In Ashby you delighted and entertained the fine folk there, and spent money like water- you were the toast of the village. Gregarious, outgoing, even kind- yes, you Buggles. In Saltmarsh you were a mixture of weird and/or insulting (or else just a bit too surly and frightening). You spent money on a local- Halibert, and then asked no questions of the lad. The one other fellow you did drop a gold on, this after the kind soul witnessed Ram bodge his chat with fisherfolk, told the rogue what he needed to know. See a pattern. Polite, friendly- gregarious, outgoing (and non-threatening) while spending money = instant friends, and any info you may need. Now I’m not saying it would be the same for Saltmarsh… but, the right question, to the right person (and there are thousands of ‘right persons’ available here, and Halibert has already been bought and paid for so he’s onside) then… hey, it is the same. Polite, friendly- gregarious, outgoing (and non-threatening) while spending money = instant friends, and any info you may need. But here’s the thing, why don’t you ask questions, or even just confide in each other a little more, and thereby try to work out ahead of time what you are trying to do? It is really odd to watch, I realise the VTT is a hard place to all chat at once but I listen to live play podcasts every day, and I mean everyday- I have three on the go atm, and these aren’t professional podcasts, they’re not celebs, one of the games is entirely made up of noobs. But here’s the thing, every session, at least once someone will say- “Right, why are we here?” After this there’ll be an exchange on notes/ideas and then one of the players will say- ‘we’ or ‘I’ am going to go here and try to find out, or do… this, whatever it is. More or less any friendly citizen of Saltmarsh would have been able to answer almost all of the questions above- don’t go to the Empty Net, it’s a dangerous place- not even the watch go there. The Town Council don’t sit in the town hall all day, they have great big mansions, and jobs to go to. There is a place to buy magic in Saltmarsh, although the proprietor- she’s a little odd. The druid, oh- he lives up there. The above facts, all of ‘em, just one question away. Do I need to instigate a ten minute discussion protocol, should I chair this meeting- or just walk away from the VTT while you actually have a chat and figure out what you’re doing, collectively? So, that wasn’t my favourite session- it was tough to DM, at times. Don’t get me wrong, some of the time you were a roll away from getting the info that you need, and so therefore unlucky, but it was semi-shambolic, and for nearly two hours. Last bit, on the sixth day of the back and forth- Farhill to Saltmarsh and back again, and on the last leg of the journey back to the mine, the Slaggs’ fully-laden carts approach Fiveways. Fiveways being the point between Saltmarsh and Lowden, marked by a ruined farmhouse, that five roads come together. There, a little way ahead of the adventurers, hovering in the air is a great winged lion-like beast, quickly identified as a manticore. The terrible creature has a farmer or field-worker pinned behind a well, firing its tail spikes at the cowering and wailing human. [ATTACH type="full" alt="3405.jpg"]132887[/ATTACH] [B]It's Manticore O' Clock.[/B] The Dark Squad rush into action, the beast is burnt, shot (repeatedly), speared and struck by lightning- all accomplished in just six seconds. It survives the ordeal, although only just- at which point the PCs spot a second manticore approaching fast, swooping in, and there are more peasants huddled in the ruined farmhouse, also in fear taking cover. The Dark Squad to the rescue, but that’s all we did- although the above encompassed one new metric ton of RP (sorta). I would be happy, oh so happy if at some point the players would just have a chat ahead of time and figure out what they’re going to be up to, or just discussed things a little more. Is that wrong/bad of me? Stay safe and well. Cheers the Dark Squad and goonalan. PS We played again, just last night, it was glorious to behold. A ton o' fun. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Story Hour
The Dark Squad in the Secrets of Saltmarsh #159: Goblins! Goblins! Sponsored by Enya & in COLOUR.
Top