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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: 8267965" data-attributes="member: 16069"><p style="text-align: center"><strong>Dark Squad in the Secrets of Saltmarsh</strong></p><p></p><p><strong>Session #046 Amazing!</strong></p><p><strong></strong></p><p><strong>Dark Squad (in alphabetical order, no egos here).</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></p><p>This is session 46, and we’ve not done enough exploring, time to fix that- a bit.</p><p></p><p>So, in the last session the players drew up the following timetable-</p><p>1) Trip to the Saltmarsh graveyard with Karg.</p><p>2) Meeting of the Saltmarsh Town Council.</p><p>3) On the road to Umber Hill.</p><p>4) Then the Butterskull Ranch.</p><p>5) Then on to Burle.</p><p>6) Then probably to Blackedge.</p><p>7) Then, maybe, plunge into the Dreadwood.</p><p></p><p>Well, we nearly got the first one done.</p><p></p><p>However the daft DM also forgot that tomorrow, which is now today- i.e. this session, is the festival of Greengrass (that’s the first day of Spring, like the Harvest Festival) and so the Saltmarsh Town Council will not be meeting until the first of the month, which is the day after.</p><p></p><p>The Dark Squad therefore have another day to kill in Saltmarsh, before they can go on their wanders, and so…</p><p></p><p>Well, first up a visitor, this while Mrs Badcrumble is serving up breakfast- and she went out early to get kippers for Mr N’s breakfast (that’s Newt, of course). So, the caller is Winston- who owns a general store just up the road from chez Dark Squad, and was also present for their party.</p><p></p><p>[ATTACH=full]136642[/ATTACH]</p><p><strong>Winston needs to get paid, and the Dark Squad look likely candidates.</strong></p><p></p><p>So, the explanation takes a while, but eventually it boils down to the following- the Dark Squad are adventurers, adventurers have a way of acquiring things- saleable things, Winston sells things.</p><p></p><p>In summary, I’m your shop/fence/first-port-of-call.</p><p></p><p>A deal is done, The Dark Squad will supply Winston, who will get 15% of the cut, and he’ll also introduce the adventurers to some more helpful folk in town- providing, of course, the adventurers bring him plenty of good things to sell.</p><p></p><p>[Winston the fence 250 XP]</p><p></p><p>Second up the adventurers decide to see what’s going on with the festival- Greengrass, and so they spend an hour or so wandering around the town seeing the sights. There are lots of stalls, and games, and folk drinking in the streets and starting to make merry; there’s dancing in the squares; and there’s lots of sea food to be had on the docks- it’s all very jolly. The mood in Saltmarsh is good.</p><p></p><p>So, let’s get to the weird.</p><p></p><p>Newt heads off to see Kester, of Kester’s Leather Goods fame, he has two requests- the first is to make some sort of glove type clawed weapon from a manticore’s paw he just happens to have found, and…</p><p></p><p>Here’s the weird.</p><p></p><p>“Ah, yes- which brings me to my second request, dear Kester, could you also do something to preserve this?” At which point he upturns a sack out of which spills (thuds) a grey-white severed and taloned hand.</p><p></p><p>Newt explains- “It is said to come from a terrifying undead creature, and may still be capable of sucking the soul from anyone handling it. Do you have gloves?”</p><p></p><p>Actually it’s the hand of a wight, which Newt hacked off the undead beast after killing it- I think he described this action to his colleagues at the time as, wanting a keepsake.</p><p></p><p>At some point in the developing conversation- which, let’s keep in mind, starts with terror and horror, at least that’s Kester’s opening gambit, anyway- at some point she has this to say to Newt.</p><p></p><p>“You do understand don’t you- you are very, very strange. Beyond odd- you are concerning, a little frightening. You are aware of this?”</p><p></p><p>[ATTACH=full]136643[/ATTACH]</p><p><strong>The moment Newt walks into Kester's shop her face falls- "this again...", she cringes and shudders before plastering on a fake smile- "It's Newt isn't it? How can I be of service to you today?" </strong></p><p></p><p>Newt replies- “It has been said, many times- I tried to get my companions to come with me to see you this morning, but they both had important appointments elsewhere. I apologise if I seem weird to you but it is my manner- and when you have seen what I have seen, well… weird is the only response, I assure you.”</p><p></p><p>At which point, if this was the movie, we would cut to Ram and Vinnie strolling along the docks watching the merry maidens flashing bye, eating fried fish and drinking fizzy cider. The pair wanted nothing to do with Newt’s enterprise, they know how weird he is, a rest is as good as a break, after all.</p><p></p><p>Eventually, after the counting out of platinum coins Newt gets his wish, or else- Kester will try.</p><p></p><p>[Newt chats with Kester 250 XP]</p><p></p><p>Next up, the Dark Squad get back together for lunch and then head off to buy horses- note Ram has already bought and stabled his new mount. However the generous rogue has also paid extra for a wild horse to be brought in to Saltmarsh for Daktari, and here it is.</p><p></p><p>The barbarian (played by Jim this evening) has to first break the beast so that he can ride it, alas this process turns out to be a lot less action-orientated than his companions expected. For the next forty or so minutes Daktari stands in front of the wild horse (as best he can) and either-</p><p></p><p>a) Stares it down,</p><p></p><p>b) Yells, “You are my horse!” at it, or</p><p></p><p>c) Both of the above at the same time.</p><p></p><p>Remarkably, after a suitably high Handle Animal check, the cowed creature allows the Sky Pony Barbarian to climb on board.</p><p></p><p>Newt and Vinnie also buy mounts, just plain old riding horses however.</p><p></p><p>[Daktari’s new horse 200 XP]</p><p></p><p>Then, well- the Dark Squad head for the Saltmarsh cemetery, Karg the sexton here has got something to show the adventurer’s, and he has been given permission by Eliander Fireborn (Saltmarsh Watch Commander) to do so.</p><p></p><p>[ATTACH=full]136644[/ATTACH]</p><p><strong>The Delacrane Family Crypt, at the start of it all...</strong></p><p></p><p>To the Delacrane Crypt, Karg explains that there are no records of the family ever having a home in Saltmarsh- which is slightly odd, maybe. More odd is… well, can the PCs spot the oddness within?</p><p></p><p>So, we’re exploring- Vinnie and Newt using a variety of spells, or rituals to try and find what’s wrong/different/odd within the Delacrane crypt. However, the pair are over-thinking it (too soon) and so it’s Ram that manages to spot the secret wall, and then to get it open.</p><p></p><p>Scratch that (the above), I have been reliably informed that it was in fact Newt that found the secret door, this after abandoning his casting about for magical emanations and the like... </p><p></p><p>[ATTACH=full]136645[/ATTACH]</p><p><strong>The secret crypt is revealed.</strong></p><p></p><p>Into a hidden crypt, holding the sarcophagi of two more members of the Delacrane family, the search continues- Karg explains that he only found this secret chamber five years ago, and then by accident. Keep in mind, he tells the Dark Squad, he only makes a tour of the crypts to check for undead two or three times a year.</p><p></p><p>Then Ram, with a ‘20’, discovers that one of the sarcophagi has a button- actually a bucolic scene with the sun shining, carved into the rear of the stonework- and the sun, set high in the sky within the perfect scene, is depressable.</p><p></p><p>The sarcophagi opens- a set of steps lead down into the darkness.</p><p></p><p>[The Delacrane Crypt 400 XP]</p><p></p><p>Down into damp and close-spaced catacomb passages, complete with niches filled with ancient bones. Karg leads the way, and it’s a maze of passages.</p><p></p><p>The kindly DM lets the players know- Karg strides on for a good sixty yards- straight ahead, passing two openings to the right and one to the left- and then takes the next right. Then a hundred yards further- passing more openings to the left, the sexton takes the first right. The directions- are winding, tortuous almost- although I am delighted to discover at the end of Karg’s wanderings that all three players have written them down- word for word.</p><p></p><p>The Dark Squad remember when they got lost in the Underdark- that didn’t go well, they’re not going to do that again- and if anything were to happen to Karg…</p><p></p><p>Eventually, the group emerge into a much larger chamber, and the space has high ceilings, and near to some of the crypts here candles are burning- endless flames. Also Karg has warned the Dark Squad, the chamber ahead is the home to vermin- rats, Karg doesn’t like rats. He’s not afraid of them, he works in a cemetery- after all, it’s just… they’re dirty- fortunately, he explains, the last time he was here the place was empty, but just in case, the adventurers are sent ahead.</p><p></p><p>So, the rats are gone.</p><p></p><p>Long gone.</p><p></p><p>The place is now filled with spiders- swarms of them, and giant wolf spiders, and giant spiders- and the leader of this pack, a choldrith. Blessed of Lolth, the choldrith- a priestly chitine is keen to defend its new lair.</p><p></p><p>This is the first fight that we have had without Buggles, and keep in mind that the mad wood elf was responsible for a lot of the hurt the Dark Squad dishes out. So, while I packed the encounter with monsters, I unleashed them slowly.</p><p></p><p>So, this is how it went-</p><p></p><p>Suddenly Ram spots a giant wolf spider creeping along a wall close by, towards Karg, the rogue reacts in an instant and shoots it dead, but then a swarm of spiders hustle out of nearby webs and engulf Daktari. There’s plenty of screaming and shouting in the opening moments, but the spiders are not big hitters- and I’m saving the giant spiders, and the choldrith (and a few others others) for when the adventurer’s head into the centre of the massive crypt chamber.</p><p></p><p>This then is only an amuse-bouche.</p><p></p><p>That said Daktari gets hit repeatedly- including with a Crit, Vinnie gets bitten- as does Newt, the tabaxi twice. Only Ram escapes harm- but their enemies are defeated.</p><p></p><p>The adventurers therefore cautiously press forward, investigating the larger chamber- the tombs here are old (500+ years) and clearly those of high class/wealthy Saltmarsh residents.</p><p></p><p>Note, the Dark Squad has been warned by Karg- no looting, no desecrating etc.</p><p></p><p>Soon after, however, the giant spiders start arriving (and I rolled a ‘20’ for their collective Stealth checks), there follows a lot of surprise attacks- Vinnie gets bloodied in an instant- with a Crit. Ram takes hits, as does Newt- but the tabaxi keeps on blasting and topping up his temporary hit points with his Dark One’s Blessing.</p><p></p><p>[ATTACH=full]136646[/ATTACH]</p><p><strong>Here's the entree, and the funny thing is every turn- wherever Newt runs to (and he does a lot of running, I mean re-positioning), on my screen there's another Giant Spider waiting to be revealed, it's either directly above him, or else about to descend to the spot right next to him. Three turns in a row.</strong></p><p></p><p>Daktari is also bloodied quickly, but then the barbarian gets to raging- and keep in mind at one point there are three giant spiders, two giant wolf spiders, two swarms, and the choldrith casting spells into the mix.</p><p></p><p>[ATTACH=full]136648[/ATTACH]</p><p><strong>Who's a pretty boy? Things have got very spidery very quickly for the Dark Squad.</strong></p><p></p><p>It gets busy- so busy that Vincen G Squeezy Snake makes an appearance, and remember that this latest wild-shape incarnation of the druid’s is underloved- Squeezy doesn’t have the best track record.</p><p></p><p>That all changes today, the hefty beast crushes, and smashes, and bites- and manages a couple of Crits of his own with his first two attacks. Spiders die.</p><p></p><p>The DM is also thwarted by his dice, during the majority of the fight the choldrith remains hidden- on the ceiling, behind pillars etc. and lets loose a pair of Hold Person spells, a Bane and a few others- not one PC saving throw is failed, and I’m mostly targeting the wisdom-lite barbarian, Daktari.</p><p></p><p>So, as stated above- spiders die, the Dark Squad take a semi-beating. The choldrith eventually attempts to run away, but gets stuck in a crypt with only one entrance/exit. Newt fills the chamber with a fireball, which rocks the crypt- and enrages Karg, then however the sexton sees the choldrith, and all his forgiven.</p><p></p><p>[ATTACH=full]136649[/ATTACH]</p><p><strong>The circle is where the Fireball goes, obviously. But the Choldrith isn't even bloodied, if only I could have got a few of the spidery-bastard's spells to work!</strong></p><p></p><p>“Kill it! Kill it!” The half-orc screams.</p><p></p><p>The chodrith stays alive, scurrying around the ceiling- and with a Sanctuary spell cast on itself, but Ram just keeps on spending his turns chasing the spidery-bastard down, and then making active perception checks to spot it and direct his comrades to the kill.</p><p></p><p>This tactic works a treat, eventually Daktari helps out by scrambling onto a sarcophagi and then leaping to grab at the choldrith, the weight (and strength) of the barbarian causing the eight-limbed terror to be ripped from its high perch and wrestled down to the crypt floor.</p><p></p><p>It dies.</p><p></p><p>[Bad spiders 2000 XP]</p><p></p><p>A little later the choldrith’s horde is discovered- a little gold and silver, a few treasures and a clutch of healing potions. The Dark Squad however really do need a short rest.</p><p></p><p>Then, once recovered, onwards- and more winding directions to follow- but the players are still making copious notes.</p><p></p><p>Eventually, into a beautiful crypt, and it’s elven- all of the art here screams it, as do the knights depicted on the sarcophagi here, and the place looks old.</p><p></p><p>[ATTACH=full]136650[/ATTACH]</p><p><strong>The ancient Elven Crypt, the writings here recall the Pact of the Flame. The Dark Squad are finding clues, at last, getting warmer...</strong></p><p></p><p>Point of fact Vinnie determines that the elven knights depicted in murals et al here are very similar to the knights that the adventurers saw in their vision, all the way back in the Sunless Citadel. Not exactly the same, but very similar.</p><p></p><p>At the far end of the chamber is a mausoleum, an eight foot tall- peaked roofed, ten foot wide- fifteen deep, structure. Investigations begin, the mausoleum turns out to be a solid, although it has a door it has no mechanism for it to open- it’s simply a carving. Ram however determines that the mausoleum is a hollow space, but with no discernible way in.</p><p></p><p>As for the rest of the chamber, well- it’s all elven- in the scenes that it shows, in the prayers that are inscribed here- to Labelas Enoreth (God of Time, History & Knowledge) and also to Sehanine Moonbow (Goddess of the Moon, Dreams, Mystery and the Protector of the Elven Dead).</p><p></p><p>There’s lots of investigating going on, the Dark Squad are certain that this place, and those interred here were members of the Pact of the Flame, which you’ll remember Newt was told (by Belphegor) he must join.</p><p></p><p>Then, at last- Ram spots the oddity. Carved into one of the beautiful scenes/murals is some davek (dwarven script) graffiti.</p><p></p><p>It says “Amazing”, Karg translates, he knew about this oddity already.</p><p></p><p>And then, after another ten minutes of searching- and investigating with no new info revealed, Vinnie takes a look at the dwarven graffiti for himself.</p><p></p><p>“Merde! It does not zay ‘Amayzing!’ It zayz ‘A Maze In!’” The Druid, almost, makes clear.</p><p></p><p>Which causes even more hurried skill checks to be made, and now the Dark Squad have a purpose- they’re going wall by wall, searching the detail for a maze.</p><p></p><p>Alas, with no success.</p><p></p><p>But then Vinnie remembers.</p><p></p><p>“Sacre-bleu! I am an imbecile! We ‘ave our own maze!” The druid fetches out the small button-like object that the Dark Squad were gifted by the Sky Pony Uthgardt barbarians, an ancient artefact- they were told.</p><p></p><p>The button has a maze on it.</p><p></p><p>[ATTACH=full]136651[/ATTACH]</p><p><strong>Remember the button? Given to the Dark Squad by Timor back in <a href="https://www.enworld.org/threads/the-dark-squad-in-the-secrets-of-saltmarsh-045-prawn-to-be-wild.672536/post-8130605" target="_blank">session 24</a>, that's a lifetime ago, or so it seems.</strong></p><p></p><p>And here’s the thing- the scene depicted on the door (not door) into the solid stone mausoleum shows a bucolic idyl, it’s very similar to the scene depicted back in the Delacrane crypt. The glorious sun shines down on beautiful countryside.</p><p></p><p>Vinnie places the ancient maze button to cover the sun, and the mausoleum vanishes- a set of stairs lead down- and there’s a glowing light coming from below.</p><p></p><p>“Now, we are getting places, n’est pas?” Vinnie grins, and then points Ram towards the way down.</p><p></p><p>[The Elven Crypt 600 XP]</p><p></p><p>Karg is… the half-orc races through several emotions, but is as keen as the Dark Squad to see what’s below.</p><p></p><p>Ram leads them down, checking the way is safe as he goes, and into…</p><p></p><p>[ATTACH=full]136652[/ATTACH]</p><p><strong>Lord, I have seen the Light!</strong></p><p></p><p>Yet another crypt, only this one isn’t a crypt- as the ‘wizards’ in the party confirm, the sarcophagi, lid half open, contains a glowing and active portal, to who knows where.</p><p></p><p>Note, Ram has started calling Vinnie and Newt, ‘the wizards’. This was Buggles’ trick, anyone that used magic- according to Buggles, was a wizard, and thus it has come to pass.</p><p></p><p>That said the ‘wizards’ have exhausted their knowledge, and quite quickly- this is an active portal. “To where?” Ram enquires, and is met by healthy shrugs.</p><p></p><p>Therefore the daring rogue climbs into the sarcophagi, he disappears into the portal.</p><p></p><p>His comrades, including Karg, follow him in.</p><p></p><p>[Into the Portal 250 XP]</p><p></p><p>The quintet appear in a beautiful circular chamber with a high-domed ceiling, the place is elaborately decorated, and lit by vast golden braziers.</p><p></p><p>The place is old, but wow.</p><p></p><p>A pair of intricately carved (mostly woodland scenes) wooden doors lead into a vast complex of chambers- the doors open as the Dark Squad ahead. Into a massive hall, the ceiling here is thirty feet above, at least, and there are statues- depicting a variety of heroic (maybe) elves, and more golden burning braziers to illuminate.</p><p></p><p>The place is a shrine, or else a memorial, or else… what is this place?</p><p></p><p>“I do not know where we are? We are not below Saltmarsh, I am zertain. I would not be surprised if we were zomewhere other zan Faerun!” Vinnie dictates to his colleagues, as he wanders- and muses.</p><p></p><p>Then a discovery, Ram goes to touch the flame within a brazier- there’s no heat, his hand passes through the flame, and then also through the brazier.</p><p></p><p>The flame and the brazier’s are not real, the rogue concludes.</p><p></p><p>Soon after Vinnie discovers that the statues are also not real.</p><p></p><p>Newt yowls his frustration- “It’s all an illusion!”, and then the tabaxi walks into a wall- it’s all too solid.</p><p></p><p>The Dark Squad ‘wizards’ stop to have a think about things- what’s going on here?</p><p></p><p>The active theory, which takes a good ten minutes to develop, is this- the place IS real, but somehow- we (the Dark Squad) are less real. We’re here but somehow- not here, or else- not fully here.</p><p></p><p>Sound is absent, save the words of the adventurers. There’s no smell here- nothing much that can be touched, only the walls.</p><p></p><p>The Dark Squad press on, all the way to the final, grand chamber- containing another circular domed space, a great brazier burning, and then, at last… a voice.</p><p></p><p>A whispered female voice. Speaking in the common and the elven tongue at the same time- or so it seems.</p><p></p><p>“You cannot pass.”</p><p></p><p>“You must belong.”</p><p></p><p>“You must each possess a key.”</p><p></p><p>The voice insists.</p><p></p><p>And every step forward the adventurers make- towards the last great brazier, the voice begins its litany again.</p><p></p><p>But there’s nothing else that happens.</p><p></p><p>The Dark Squad explore further, they discover that there are many statues, and also a quartet of altar-like shrines (perhaps) atop each a finely crafted and most likely magical weapon, or staff. But again- none of this can be touched.</p><p></p><p>[ATTACH=full]136653[/ATTACH]</p><p><strong>"It iz beauti...", Vinnie begins, "...and big. Real big!" Ram finishes. "Yes! As you zay monsieur...", Vinnie tries again- "I mean- Massive!" Ram interrupts once again. "YEZ! It iz big! It iz Massif! IT IZ ALZO tres tres beautiful, N'est pas?" The Druid sighs, and finishes. Ram shrugs, points about him some more- "Big!" he adds, nicely bringing us back to the beginning.</strong></p><p></p><p>But what it is for? No-one knows, or at least- not the Dark Squad.</p><p></p><p>[The Hall of Elven Heroes 400 XP]</p><p></p><p>But that’s pretty much all we had time for this session.</p><p></p><p>Stay safe and well you lovely people.</p><p></p><p>Cheers the Dark Squad and goonalan.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 8267965, member: 16069"] [CENTER][B]Dark Squad in the Secrets of Saltmarsh[/B][/CENTER] [B]Session #046 Amazing! Dark Squad (in alphabetical order, no egos here). 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.[/B] This is session 46, and we’ve not done enough exploring, time to fix that- a bit. So, in the last session the players drew up the following timetable- 1) Trip to the Saltmarsh graveyard with Karg. 2) Meeting of the Saltmarsh Town Council. 3) On the road to Umber Hill. 4) Then the Butterskull Ranch. 5) Then on to Burle. 6) Then probably to Blackedge. 7) Then, maybe, plunge into the Dreadwood. Well, we nearly got the first one done. However the daft DM also forgot that tomorrow, which is now today- i.e. this session, is the festival of Greengrass (that’s the first day of Spring, like the Harvest Festival) and so the Saltmarsh Town Council will not be meeting until the first of the month, which is the day after. The Dark Squad therefore have another day to kill in Saltmarsh, before they can go on their wanders, and so… Well, first up a visitor, this while Mrs Badcrumble is serving up breakfast- and she went out early to get kippers for Mr N’s breakfast (that’s Newt, of course). So, the caller is Winston- who owns a general store just up the road from chez Dark Squad, and was also present for their party. [ATTACH type="full" alt="4601.jpg"]136642[/ATTACH] [B]Winston needs to get paid, and the Dark Squad look likely candidates.[/B] So, the explanation takes a while, but eventually it boils down to the following- the Dark Squad are adventurers, adventurers have a way of acquiring things- saleable things, Winston sells things. In summary, I’m your shop/fence/first-port-of-call. A deal is done, The Dark Squad will supply Winston, who will get 15% of the cut, and he’ll also introduce the adventurers to some more helpful folk in town- providing, of course, the adventurers bring him plenty of good things to sell. [Winston the fence 250 XP] Second up the adventurers decide to see what’s going on with the festival- Greengrass, and so they spend an hour or so wandering around the town seeing the sights. There are lots of stalls, and games, and folk drinking in the streets and starting to make merry; there’s dancing in the squares; and there’s lots of sea food to be had on the docks- it’s all very jolly. The mood in Saltmarsh is good. So, let’s get to the weird. Newt heads off to see Kester, of Kester’s Leather Goods fame, he has two requests- the first is to make some sort of glove type clawed weapon from a manticore’s paw he just happens to have found, and… Here’s the weird. “Ah, yes- which brings me to my second request, dear Kester, could you also do something to preserve this?” At which point he upturns a sack out of which spills (thuds) a grey-white severed and taloned hand. Newt explains- “It is said to come from a terrifying undead creature, and may still be capable of sucking the soul from anyone handling it. Do you have gloves?” Actually it’s the hand of a wight, which Newt hacked off the undead beast after killing it- I think he described this action to his colleagues at the time as, wanting a keepsake. At some point in the developing conversation- which, let’s keep in mind, starts with terror and horror, at least that’s Kester’s opening gambit, anyway- at some point she has this to say to Newt. “You do understand don’t you- you are very, very strange. Beyond odd- you are concerning, a little frightening. You are aware of this?” [ATTACH type="full" alt="4602.jpg"]136643[/ATTACH] [B]The moment Newt walks into Kester's shop her face falls- "this again...", she cringes and shudders before plastering on a fake smile- "It's Newt isn't it? How can I be of service to you today?" [/B] Newt replies- “It has been said, many times- I tried to get my companions to come with me to see you this morning, but they both had important appointments elsewhere. I apologise if I seem weird to you but it is my manner- and when you have seen what I have seen, well… weird is the only response, I assure you.” At which point, if this was the movie, we would cut to Ram and Vinnie strolling along the docks watching the merry maidens flashing bye, eating fried fish and drinking fizzy cider. The pair wanted nothing to do with Newt’s enterprise, they know how weird he is, a rest is as good as a break, after all. Eventually, after the counting out of platinum coins Newt gets his wish, or else- Kester will try. [Newt chats with Kester 250 XP] Next up, the Dark Squad get back together for lunch and then head off to buy horses- note Ram has already bought and stabled his new mount. However the generous rogue has also paid extra for a wild horse to be brought in to Saltmarsh for Daktari, and here it is. The barbarian (played by Jim this evening) has to first break the beast so that he can ride it, alas this process turns out to be a lot less action-orientated than his companions expected. For the next forty or so minutes Daktari stands in front of the wild horse (as best he can) and either- a) Stares it down, b) Yells, “You are my horse!” at it, or c) Both of the above at the same time. Remarkably, after a suitably high Handle Animal check, the cowed creature allows the Sky Pony Barbarian to climb on board. Newt and Vinnie also buy mounts, just plain old riding horses however. [Daktari’s new horse 200 XP] Then, well- the Dark Squad head for the Saltmarsh cemetery, Karg the sexton here has got something to show the adventurer’s, and he has been given permission by Eliander Fireborn (Saltmarsh Watch Commander) to do so. [ATTACH type="full" alt="4603.jpg"]136644[/ATTACH] [B]The Delacrane Family Crypt, at the start of it all...[/B] To the Delacrane Crypt, Karg explains that there are no records of the family ever having a home in Saltmarsh- which is slightly odd, maybe. More odd is… well, can the PCs spot the oddness within? So, we’re exploring- Vinnie and Newt using a variety of spells, or rituals to try and find what’s wrong/different/odd within the Delacrane crypt. However, the pair are over-thinking it (too soon) and so it’s Ram that manages to spot the secret wall, and then to get it open. Scratch that (the above), I have been reliably informed that it was in fact Newt that found the secret door, this after abandoning his casting about for magical emanations and the like... [ATTACH type="full" alt="4604.jpg"]136645[/ATTACH] [B]The secret crypt is revealed.[/B] Into a hidden crypt, holding the sarcophagi of two more members of the Delacrane family, the search continues- Karg explains that he only found this secret chamber five years ago, and then by accident. Keep in mind, he tells the Dark Squad, he only makes a tour of the crypts to check for undead two or three times a year. Then Ram, with a ‘20’, discovers that one of the sarcophagi has a button- actually a bucolic scene with the sun shining, carved into the rear of the stonework- and the sun, set high in the sky within the perfect scene, is depressable. The sarcophagi opens- a set of steps lead down into the darkness. [The Delacrane Crypt 400 XP] Down into damp and close-spaced catacomb passages, complete with niches filled with ancient bones. Karg leads the way, and it’s a maze of passages. The kindly DM lets the players know- Karg strides on for a good sixty yards- straight ahead, passing two openings to the right and one to the left- and then takes the next right. Then a hundred yards further- passing more openings to the left, the sexton takes the first right. The directions- are winding, tortuous almost- although I am delighted to discover at the end of Karg’s wanderings that all three players have written them down- word for word. The Dark Squad remember when they got lost in the Underdark- that didn’t go well, they’re not going to do that again- and if anything were to happen to Karg… Eventually, the group emerge into a much larger chamber, and the space has high ceilings, and near to some of the crypts here candles are burning- endless flames. Also Karg has warned the Dark Squad, the chamber ahead is the home to vermin- rats, Karg doesn’t like rats. He’s not afraid of them, he works in a cemetery- after all, it’s just… they’re dirty- fortunately, he explains, the last time he was here the place was empty, but just in case, the adventurers are sent ahead. So, the rats are gone. Long gone. The place is now filled with spiders- swarms of them, and giant wolf spiders, and giant spiders- and the leader of this pack, a choldrith. Blessed of Lolth, the choldrith- a priestly chitine is keen to defend its new lair. This is the first fight that we have had without Buggles, and keep in mind that the mad wood elf was responsible for a lot of the hurt the Dark Squad dishes out. So, while I packed the encounter with monsters, I unleashed them slowly. So, this is how it went- Suddenly Ram spots a giant wolf spider creeping along a wall close by, towards Karg, the rogue reacts in an instant and shoots it dead, but then a swarm of spiders hustle out of nearby webs and engulf Daktari. There’s plenty of screaming and shouting in the opening moments, but the spiders are not big hitters- and I’m saving the giant spiders, and the choldrith (and a few others others) for when the adventurer’s head into the centre of the massive crypt chamber. This then is only an amuse-bouche. That said Daktari gets hit repeatedly- including with a Crit, Vinnie gets bitten- as does Newt, the tabaxi twice. Only Ram escapes harm- but their enemies are defeated. The adventurers therefore cautiously press forward, investigating the larger chamber- the tombs here are old (500+ years) and clearly those of high class/wealthy Saltmarsh residents. Note, the Dark Squad has been warned by Karg- no looting, no desecrating etc. Soon after, however, the giant spiders start arriving (and I rolled a ‘20’ for their collective Stealth checks), there follows a lot of surprise attacks- Vinnie gets bloodied in an instant- with a Crit. Ram takes hits, as does Newt- but the tabaxi keeps on blasting and topping up his temporary hit points with his Dark One’s Blessing. [ATTACH type="full" alt="4605.jpg"]136646[/ATTACH] [B]Here's the entree, and the funny thing is every turn- wherever Newt runs to (and he does a lot of running, I mean re-positioning), on my screen there's another Giant Spider waiting to be revealed, it's either directly above him, or else about to descend to the spot right next to him. Three turns in a row.[/B] Daktari is also bloodied quickly, but then the barbarian gets to raging- and keep in mind at one point there are three giant spiders, two giant wolf spiders, two swarms, and the choldrith casting spells into the mix. [ATTACH type="full" alt="4606.jpg"]136648[/ATTACH] [B]Who's a pretty boy? Things have got very spidery very quickly for the Dark Squad.[/B] It gets busy- so busy that Vincen G Squeezy Snake makes an appearance, and remember that this latest wild-shape incarnation of the druid’s is underloved- Squeezy doesn’t have the best track record. That all changes today, the hefty beast crushes, and smashes, and bites- and manages a couple of Crits of his own with his first two attacks. Spiders die. The DM is also thwarted by his dice, during the majority of the fight the choldrith remains hidden- on the ceiling, behind pillars etc. and lets loose a pair of Hold Person spells, a Bane and a few others- not one PC saving throw is failed, and I’m mostly targeting the wisdom-lite barbarian, Daktari. So, as stated above- spiders die, the Dark Squad take a semi-beating. The choldrith eventually attempts to run away, but gets stuck in a crypt with only one entrance/exit. Newt fills the chamber with a fireball, which rocks the crypt- and enrages Karg, then however the sexton sees the choldrith, and all his forgiven. [ATTACH type="full" alt="4607.jpg"]136649[/ATTACH] [B]The circle is where the Fireball goes, obviously. But the Choldrith isn't even bloodied, if only I could have got a few of the spidery-bastard's spells to work![/B] “Kill it! Kill it!” The half-orc screams. The chodrith stays alive, scurrying around the ceiling- and with a Sanctuary spell cast on itself, but Ram just keeps on spending his turns chasing the spidery-bastard down, and then making active perception checks to spot it and direct his comrades to the kill. This tactic works a treat, eventually Daktari helps out by scrambling onto a sarcophagi and then leaping to grab at the choldrith, the weight (and strength) of the barbarian causing the eight-limbed terror to be ripped from its high perch and wrestled down to the crypt floor. It dies. [Bad spiders 2000 XP] A little later the choldrith’s horde is discovered- a little gold and silver, a few treasures and a clutch of healing potions. The Dark Squad however really do need a short rest. Then, once recovered, onwards- and more winding directions to follow- but the players are still making copious notes. Eventually, into a beautiful crypt, and it’s elven- all of the art here screams it, as do the knights depicted on the sarcophagi here, and the place looks old. [ATTACH type="full" alt="4608.jpg"]136650[/ATTACH] [B]The ancient Elven Crypt, the writings here recall the Pact of the Flame. The Dark Squad are finding clues, at last, getting warmer...[/B] Point of fact Vinnie determines that the elven knights depicted in murals et al here are very similar to the knights that the adventurers saw in their vision, all the way back in the Sunless Citadel. Not exactly the same, but very similar. At the far end of the chamber is a mausoleum, an eight foot tall- peaked roofed, ten foot wide- fifteen deep, structure. Investigations begin, the mausoleum turns out to be a solid, although it has a door it has no mechanism for it to open- it’s simply a carving. Ram however determines that the mausoleum is a hollow space, but with no discernible way in. As for the rest of the chamber, well- it’s all elven- in the scenes that it shows, in the prayers that are inscribed here- to Labelas Enoreth (God of Time, History & Knowledge) and also to Sehanine Moonbow (Goddess of the Moon, Dreams, Mystery and the Protector of the Elven Dead). There’s lots of investigating going on, the Dark Squad are certain that this place, and those interred here were members of the Pact of the Flame, which you’ll remember Newt was told (by Belphegor) he must join. Then, at last- Ram spots the oddity. Carved into one of the beautiful scenes/murals is some davek (dwarven script) graffiti. It says “Amazing”, Karg translates, he knew about this oddity already. And then, after another ten minutes of searching- and investigating with no new info revealed, Vinnie takes a look at the dwarven graffiti for himself. “Merde! It does not zay ‘Amayzing!’ It zayz ‘A Maze In!’” The Druid, almost, makes clear. Which causes even more hurried skill checks to be made, and now the Dark Squad have a purpose- they’re going wall by wall, searching the detail for a maze. Alas, with no success. But then Vinnie remembers. “Sacre-bleu! I am an imbecile! We ‘ave our own maze!” The druid fetches out the small button-like object that the Dark Squad were gifted by the Sky Pony Uthgardt barbarians, an ancient artefact- they were told. The button has a maze on it. [ATTACH type="full" alt="2403.jpg"]136651[/ATTACH] [B]Remember the button? Given to the Dark Squad by Timor back in [URL='https://www.enworld.org/threads/the-dark-squad-in-the-secrets-of-saltmarsh-045-prawn-to-be-wild.672536/post-8130605']session 24[/URL], that's a lifetime ago, or so it seems.[/B] And here’s the thing- the scene depicted on the door (not door) into the solid stone mausoleum shows a bucolic idyl, it’s very similar to the scene depicted back in the Delacrane crypt. The glorious sun shines down on beautiful countryside. Vinnie places the ancient maze button to cover the sun, and the mausoleum vanishes- a set of stairs lead down- and there’s a glowing light coming from below. “Now, we are getting places, n’est pas?” Vinnie grins, and then points Ram towards the way down. [The Elven Crypt 600 XP] Karg is… the half-orc races through several emotions, but is as keen as the Dark Squad to see what’s below. Ram leads them down, checking the way is safe as he goes, and into… [ATTACH type="full" alt="4609.jpg"]136652[/ATTACH] [B]Lord, I have seen the Light![/B] Yet another crypt, only this one isn’t a crypt- as the ‘wizards’ in the party confirm, the sarcophagi, lid half open, contains a glowing and active portal, to who knows where. Note, Ram has started calling Vinnie and Newt, ‘the wizards’. This was Buggles’ trick, anyone that used magic- according to Buggles, was a wizard, and thus it has come to pass. That said the ‘wizards’ have exhausted their knowledge, and quite quickly- this is an active portal. “To where?” Ram enquires, and is met by healthy shrugs. Therefore the daring rogue climbs into the sarcophagi, he disappears into the portal. His comrades, including Karg, follow him in. [Into the Portal 250 XP] The quintet appear in a beautiful circular chamber with a high-domed ceiling, the place is elaborately decorated, and lit by vast golden braziers. The place is old, but wow. A pair of intricately carved (mostly woodland scenes) wooden doors lead into a vast complex of chambers- the doors open as the Dark Squad ahead. Into a massive hall, the ceiling here is thirty feet above, at least, and there are statues- depicting a variety of heroic (maybe) elves, and more golden burning braziers to illuminate. The place is a shrine, or else a memorial, or else… what is this place? “I do not know where we are? We are not below Saltmarsh, I am zertain. I would not be surprised if we were zomewhere other zan Faerun!” Vinnie dictates to his colleagues, as he wanders- and muses. Then a discovery, Ram goes to touch the flame within a brazier- there’s no heat, his hand passes through the flame, and then also through the brazier. The flame and the brazier’s are not real, the rogue concludes. Soon after Vinnie discovers that the statues are also not real. Newt yowls his frustration- “It’s all an illusion!”, and then the tabaxi walks into a wall- it’s all too solid. The Dark Squad ‘wizards’ stop to have a think about things- what’s going on here? The active theory, which takes a good ten minutes to develop, is this- the place IS real, but somehow- we (the Dark Squad) are less real. We’re here but somehow- not here, or else- not fully here. Sound is absent, save the words of the adventurers. There’s no smell here- nothing much that can be touched, only the walls. The Dark Squad press on, all the way to the final, grand chamber- containing another circular domed space, a great brazier burning, and then, at last… a voice. A whispered female voice. Speaking in the common and the elven tongue at the same time- or so it seems. “You cannot pass.” “You must belong.” “You must each possess a key.” The voice insists. And every step forward the adventurers make- towards the last great brazier, the voice begins its litany again. But there’s nothing else that happens. The Dark Squad explore further, they discover that there are many statues, and also a quartet of altar-like shrines (perhaps) atop each a finely crafted and most likely magical weapon, or staff. But again- none of this can be touched. [ATTACH type="full" alt="4610.jpg"]136653[/ATTACH] [B]"It iz beauti...", Vinnie begins, "...and big. Real big!" Ram finishes. "Yes! As you zay monsieur...", Vinnie tries again- "I mean- Massive!" Ram interrupts once again. "YEZ! It iz big! It iz Massif! IT IZ ALZO tres tres beautiful, N'est pas?" The Druid sighs, and finishes. Ram shrugs, points about him some more- "Big!" he adds, nicely bringing us back to the beginning.[/B] But what it is for? No-one knows, or at least- not the Dark Squad. [The Hall of Elven Heroes 400 XP] But that’s pretty much all we had time for this session. Stay safe and well you lovely people. Cheers the Dark Squad and goonalan. [/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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