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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: 8563561" data-attributes="member: 16069"><p style="text-align: center"><strong>Dark Squad in the Secrets of Saltmarsh</strong></p><p></p><p><strong>Session #081: Gnoll's House Party.</strong></p><p><strong></strong></p><p><strong>Dark Squad (in alphabetical order, no egos here).</strong></p><p><strong>Daktari (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 8</strong></p><p><strong>New Tricks (played by Bear) Male Tabaxi Warlock Lvl 8</strong></p><p><strong>Ramshambo (played by Kev) Male Half-Elf Rogue/Fighter Lvl 7/1</strong></p><p><strong>Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 8</strong></p><p><strong></strong></p><p><strong>NPCs</strong></p><p><strong>Inverna Nightbreeze (played by Goonalan & George) Female Wood Elf Fighter Lvl 8 (Sidekick)</strong></p><p><strong><s>Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 </s>RIP*</strong></p><p><strong><s>Tarbin Tul (played by goonalan) Male Human Bard </s>RETIRED</strong></p><p><strong>Ubmo (played by Goonalan) Supreme Being Lvl 1 </strong></p><p><strong>*Trapped in the Land of the Bad Dead Ancestors.</strong></p><p><strong></strong></p><p><strong>Servants/Familiars</strong></p><p><strong>Gerald (Bat/Giant Bat) servant/mount of New Tricks</strong></p><p><strong>Owly (Owl) Vinnie’s familiar</strong></p><p><strong></strong></p><p><strong>The Dark Squad’s to-do list-</strong></p><ol> <li data-xf-list-type="ol">Clear and/or reconsecrate the Shrine of Savras in the Old Wood, then return to the Moon Pool to glimpse the future.</li> <li data-xf-list-type="ol">Remember, we've got to find the other four Symbols of Ub, one was left in Deepbridge (Duergar fortress in the Underdark). The others need to be found, they belonged to- Rambles 'Shambles' Bowspirit (halfling killer), Antonio De La Crane (posh kid druid alchemist) & Giggles (crazy wood elf). All of these folk lived in the Saltmarsh region, the Dark Squad have found the De La Crane Manse (in the Dreadwood) and the De La Crane Crypt (in Saltmarsh Cemetary).</li> <li data-xf-list-type="ol">Return to Fallowstone Holy, church of Oghma, pick up info (Witch's Tor & Pact of the Flame, although the Dark Squad probably know all about this stuff already). What else do you need to find out about? See above, and below.</li> <li data-xf-list-type="ol">Warn Ashby- the Soggy's (Sahuagin) are coming!</li> <li data-xf-list-type="ol">Vinnie needs to be back for the next Saltmarsh Council meeting on the 1st Kythorn (June).</li> <li data-xf-list-type="ol">Nightshade is in the Deep Dreadwood?</li> <li data-xf-list-type="ol">Blackedge and the Goblin Stair?</li> <li data-xf-list-type="ol">To join the Pact of the Wild Flame you need to find the hidden weapons left to fight Ashardalon.</li> <li data-xf-list-type="ol">To join the Pact of the Wild Flame prepare the Witch's Tor for the coming of the starfall.</li> <li data-xf-list-type="ol">To join the Pact of the Wild Flame track down the last member of the Pact, a wild elf adventurer called Giggles- and finally put her spirit to rest, and also recover her maze button. SEE 2. ABOVE.</li> </ol><p>This is session 81, and another good 'un, although the first news is that the To-Do List has now moved to up above. It's getting busy and the Dark Squad are stacking jobs.</p><p></p><p>But then, the session... and we start at the Moon Pool for one final chat with Wildroot the Treant, mostly because there was no game last week and so we all need to be reminded of where we are at.</p><p></p><p>The task in hand, number one on the list above- reconsecrate the Shrine of Savras in the Old Wood and by doing so get the Moon Pool up and working again. The Old Wood is less than a day away, and so...</p><p></p><p>On we go, the first step of the journey is for the Dark Squad to make their way through the rest of the Silverstand woods.</p><p></p><p>[ATTACH=full]152849[/ATTACH]</p><p><strong>And at it's centre this place is a sylvan delight, although in truth all of the members of the Dark Squad make a variety of crap skill checks and manage to learn very little about this magical place.</strong></p><p></p><p>What does become obvious, at least to one of them- Vinnie, is that the forest is helping them on their way- hurrying them to their destiny. When the Dark Squad emerge from Silverstand the druid calculates that they have just traversed at least ten miles distance in less than an hour. It doesn't seem possible, at least not without a little faerie magic.</p><p></p><p>The Dark Squad press on...</p><p></p><p>[ATTACH=full]152850[/ATTACH]</p><p><strong>And hurry across the grassed plains and to the nearest road, then to the Old Wood.</strong></p><p></p><p>There's one encounter on the way, a coach (with livery) and four horses comes rushing down the country lane- headed at speed for Burle, or perhaps further on. The carriage doesn't stop, and the Dark Squad don't seek to impede it, they do however wave at the inhabitant of the transport, the well-dressed smiling young man ensconced within cheerily waves back.</p><p></p><p>Both sides of the encounter feel that they have seen each other before, and a few moments later the Dark Squad finally fathom it, the young man in the coach was Anders Solmor, who they met (briefly) in Saltmarsh. Solmor is one of the town councillors there, as is- of course, young Vincenzo of the Dark Squad.</p><p></p><p>[ATTACH=full]152857[/ATTACH]</p><p><strong>The Dark Squad remember liking Anders, he looks a lot like a young Jack Black, and that's very much in his favour. He's also, Vinnie remembers from his one Council meeting, the voice of optimism, and a progressive.</strong></p><p></p><p>The Dark Squad eventually make their way to the Old Wood, and soon after find an out of the way spot to make camp. However... the Old Wood is beyond old, before bedtime the adventurers take a scout around- but not too far from Newt's newly erected Leomund's Tiny Hut.</p><p></p><p>Vinnie is certain that the wood here is dying, the trees are rotten black in places, there's fouled standing water shaded from the summer's sun, and the stench of something more than rot and decay.</p><p></p><p>What's more Gerald, Newt's bat companion, is sent for a flutter around- the winged scout manages to spot a way into the woods, a turgid muddy path, less than twenty minutes walk away from the Dark Squad's present camp.</p><p></p><p>But still... rest is needed, it has been a very long day- remember the Dark Squad were up and about at dawn this morning.</p><p></p><p>Remarkably the night passes more-or-less in silence, further evidence Vinnie suggests that nature no-longer dwells within the Old Wood. The PC chatter here is of undead, possibly. The Dark Squad therefore, after brekkie, make for the muddy road- and with Ram creeping well-ahead, they follow the route. Although, they are being very cautious.</p><p></p><p>[ATTACH=full]152858[/ATTACH]</p><p><strong>It's not an area of outstanding natural beauty the Old Wood.</strong></p><p></p><p>The road goes on, and here's the thing- the (cart) tracks here are fairly fresh- lots of stuff came this way, and recently. Note the carts went in- and then out again, so- a delivery? Perhaps, but delivering what? And to whom?</p><p></p><p>Then after a slow thirty minutes of mooching and creeping Ram spots a gang of loping gnolls coming down the track.</p><p></p><p>[ATTACH=full]152859[/ATTACH]</p><p><strong>The rogue hides up and then uses his Sending Stone to communicate the situation to Vinnie (the possessor of the second Sending Stone). Ram, remember, is creeping a hundred or so yards ahead of the rest of the Squad.</strong></p><p></p><p>I've said this before, and no doubt I'll say it again- he's the brave one.</p><p></p><p>The rest... well, the rest is a massacre, the six tough gnolls are taken down in a matter of seconds- between being caught in Vinnie's Spike Growth, and the rest of the onslaught they don't stand a chance. Although, one of the sextet almost manages to flee the scene. Inverna puts the foul fellow down, at the very last moment- just as the screaming gnoll is about to exit the map (and thereby, hopefully, get away).</p><p></p><p>The Dark Squad take to crowing, not the PCs but the players, clearly six gnolls is just not enough of a challenge. The DM let's the players into a secret, the encounter wasn't supposed to be difficult, only... if one gnoll had gotten away...</p><p></p><p>Enlightenment.</p><p></p><p>The Dark Squad therefore take a moment to search their fallen foes, and ascertain that all of the gnolls have the same tribal markings, and that they are all warriors- they also each have a little coin.</p><p></p><p>A brief chat and then the adventurers are on their way again, the same precautions taken, Ram sneaking ahead to check the route- although now the Sending Stones have been used he's much closer to his companions- not so far ahead. Thus the Dark Squad creep all the way to the Shrine of Savras.</p><p></p><p>[ATTACH=full]152860[/ATTACH]</p><p><strong>Which is a ruin of course, but noisy- even at this time in the morning- note the Dark Squad started into the woods just after dawn this morning. Gnolls and hyenas bark and snarl within the compound. There are a lot of creatures here...</strong></p><p></p><p>Lots of them.</p><p></p><p>I feel the need to say that again...</p><p></p><p>Lots of them.</p><p></p><p>And then, of course, there's the glint of metal from up above in the bell tower, this is the bell that the Dark Squad need to sound, but just once. Doing so will help them with their cause here, Wildroot made that clear back at the Moon Pool.</p><p></p><p>Ring the bell to receive the blessing of Savras.</p><p></p><p>The adventurers stay back in the woods that surround the ruins, and plan for a while. Then, after a Pass Without Trace from Vinnie, and a sprinkle of Ram's pouch of Dust of Disappearance they get to work.</p><p></p><p>Part one- Ram sneaks into the compound, and indeed there are gnolls and hyenas everywhere, and so the rogue doesn't hang around. He quickly climbs up the nearest wall of the ruined church and onto the roof, and from there makes his way into the belfry. Although, this requires the spending of an inspiration point, the dextrous rogue is much less athletic.</p><p></p><p>What are Potions of Climbing for? Ornamentation perhaps, you do know that they're very cheap, and fairly widely available. Every one of the PCs has at least one, and for two of guys (Vinnie & Daktari)- Slippers of Spider Climbing.</p><p></p><p>Still, he's at the bell, and can also see all around him- there are a lot of gnolls here.</p><p></p><p>Lots of them.</p><p></p><p>I mean... lots and lots.</p><p></p><p>There are also gnolls below, in the shrine itself, the rogue can hear them.</p><p></p><p>But let's get on...</p><p></p><p>Part two- while Ram is getting in position Gerald the bat, also invisible, goes for a flip-flap around the locale, and all the while Newt is watching/listening via the creature's senses. He describes the lay of the land, particularly the area to the north and out of sight, to his companions.</p><p></p><p>There are lots more gnolls here.</p><p></p><p>Lots of them.</p><p></p><p>Lots and lots of them.</p><p></p><p>[ATTACH=full]152861[/ATTACH]</p><p><strong>The outline of the compound after Gerald's recon.</strong></p><p></p><p>Lots of gnolls.</p><p></p><p>Part three- the Dark Squad get in position and 1...2...3... Ram rings the bell, this after first dragging up the bell rope from below so that the instrument cannot be sounded again.</p><p></p><p>When the bell rings- but once, a breeze of fresh-fresh air, a cooling waft which arrests the senses, momentarily, and clears the mind surges through the locale. The Dark Squad suddenly feel invigorated, and are each of them blessed with a variety of bonuses, not the least of which is every attack they make is at advantage here.</p><p></p><p>Note, I have found a way to drop macros on tokens that cannot be seen by the players either on their PCs or in the Combat Tracker. I wuv u Fantasy Grounds Unity.</p><p></p><p>Back to the action...</p><p></p><p>Lots of gnolls and hyenas take a break from what they are doing to either stand and stare, or else shade their eyes (obviously just the gnolls) and try to see what's going on up in the belfry.</p><p></p><p>At which point however all hell breaks loose.</p><p></p><p>[ATTACH=full]152862[/ATTACH]</p><p><strong>That's Newt's Sickening Radiance on the left (Spoiler- all of the creature's within its compass are dead within seconds) and that's the range of Vinnie's Call Lightning on the right, the first blast of which delivers 4d10 lightning damage = 1,2,3,1 = 7 damage, save for half. Not as impressive.</strong></p><p></p><p>Note Inverna and Daktari have clambered into the ruined shell of the tower on the left, and taken the gnolls snoozing there by surprise.</p><p></p><p>Further note that while Ram and Vinnie's tokens are on this map that's just for the ease of targeting enemies on Fantasy Grounds, they're both actually up in the belfry. Vinnie having made his way there invisibly (and silently) using his Slippers of Spider Climbing.</p><p></p><p>Remember at the start the Dark Squad are also invisible and subject to Vinnie's Pass Without Trace spell- silent and deadly.</p><p></p><p>Ram, while the chaos below is unfolding, is taking pot shots from up above- he doesn't miss.</p><p></p><p>The gnolls panic... think about it, a dim circle of sickening diaphanous mist suddenly appears which causes, in just six seconds, the eight hyenas and two gnolls within its compass to drop dead. This followed by a blast of lightning and then the roar of thunder as a micro-storm equally suddenly appears. Then Ram starts shooting...</p><p></p><p>As I say, the gnolls panic for a short while, or else run about a bit after scrambling from their tents and dwellings, initially they're trying to figure out who's attacking them, and from where?</p><p></p><p>[ATTACH=full]152863[/ATTACH]</p><p><strong>That is until the first one of these guys shows up and starts organising the fight back, and generally yelling the odds- keep in mind that none of the PCs understand the gnoll tongue so they don't know what is being said.</strong></p><p></p><p>Soon after there are more gnolls heading from their positions in the north, and several more of the ferocious creatures attempt to clamber onto the roof of the shrine, some less successfully than others.</p><p></p><p>[ATTACH=full]152864[/ATTACH]</p><p><strong>Still it's getting kinda busy up on the roof, note Vinnie should also appear on this map, the druid is stood on top of the belfry (but again he's on the other map just to make the targeting of enemies easier atm).</strong></p><p></p><p>One of the gnoll leader types, an energetic platemail wearing bastard armed with a triple-headed flail confronts a precariously balanced Ram, but the rogue is much more nimble than the gnoll and moments later the big bastard slips, slides and tumbles off the roof.</p><p></p><p>Miraculously it survives the ordeal, although it's fury now knows no bounds.</p><p></p><p>But there are more gnolls on the roof now taking pot shots at the rogue, and so...</p><p></p><p>Vincen-WHO!</p><p></p><p>[ATTACH=full]152865[/ATTACH]</p><p><strong>The druid wildshapes into a giant owl, grabs Ram mid-glide, and then swoops down to alight upon the tower that the Dark Squad are using as their defensive position.</strong></p><p></p><p>Note, while all of this going on Ubmo is flying around all the while attempting to deliver lightning or javelin based death, and saying “Yay!” a lot, in binary of course. Which only Vinnie understands.</p><p></p><p>The gnolls/hyenas- well quite a lot of them are dead, I say quite a lot, and yet... well, less than half, and most of those killed were just hyenas.</p><p></p><p>There are at least three of the armoured gnolls (the guys with the platemail and triple-headed flails), and they're screaming at the rank and file and directing traffic to get closer to the action.</p><p></p><p>So, we're only just into this- maybe five or so turns into the action, but we're slow-playing some of it, and Newt is already out of spells- he dropped a Fireball earlier but I'll be honest- a Fireball ain't that impressive any more.</p><p></p><p>And there was no short rest between the gnoll encounter on the road and here.</p><p></p><p>The gnolls from the north are filtering the PCs way, and while a majority of them are avoiding the area of Sickening Radiance several of the warriors have scampered through the miasma (without harm) to join the Dark Squad in their tower.</p><p></p><p>At least two others however were much less successful (RIP) in their transit through the killing ground.</p><p></p><p>There's also another gaggle of the flesh-eating bastards making their away around the tower in which the Dark Squad are ensconced, they will be arriving very soon from the west.</p><p></p><p>There are still gnolls on the roof of the shrine armed with bows, but the Dark Squad are mostly very hard to hit atm.</p><p></p><p>You'll further note that Daktari is a raging maniac, out in the open and taking on all comers- but there are lots of gnolls en route to him, all of them extremely eager to tear the barbarian a new one.</p><p></p><p>My point is this- one of the players said something like, 'this could be a grind', well... I'm in no rush- my Tuesday nights are open. You'd better have a better plan than this because otherwise we're still going to be at this at the end of the next session.</p><p></p><p>If you survive that long.</p><p></p><p>I have gnolls coming out of my wazoo still on the map.</p><p></p><p>And in a couple of turns I'm going to rouse the leader types within the Shrine.</p><p></p><p>So, we'll start next session with a chat, the subject of which will be... gnolls, because here's the thing- you've met these guys before, the triple-headed flail wielding bastards- you've fought them once already. They were tough and mean back then, and they didn't back down from the fight last time.</p><p></p><p>And I know that I've said this before but... you could get in trouble here, and it's only a grind if you make it so, and you have made it so. There was another, easier, way of doing this... but you just dived into it, again.</p><p></p><p>Or else...</p><p></p><p>Can you guess which highly defensible place on the map contains far fewer enemies? Admittedly, the enemies within are pretty tough but... well, chop off the head and...</p><p></p><p>Remember the invisibility, the Pass Without Trace, could you have gone further with this... you had the idea but didn't (perhaps) reach far enough.</p><p></p><p>You also get that I (the DM) know what spells and powers your PCs have available, subject to selection, and what magic items your PCs possess. I know that you can be very quiet when you want to, and in extremis- invisible. So, I design encounters (sometimes) that you can defeat much easier if you have a bit of a think about things first.</p><p></p><p>Why just ring the bell?</p><p></p><p>Don't get me wrong, I'm not blaming you- I set it up this way on purpose, to tempt you, well... you're for it now, maybe.</p><p></p><p>Just to make clear- I think that you are going to (probably) win this fight, but it's going to go to the wire. I further think that if you had thought about it a little longer, or even had a look inside the Shrine before going in (and you had the time and the resources to do this) then you could have definitely thought of an easier way of doing this.</p><p></p><p>Encounters, my friends, at least some of them- have got harder. I think you need to recalibrate, or maybe just talk about things more before, just an observation. Oh, and when George's new PC gets into action, well... I'm going to recalibrating for definite, it's going to get much nastier when you get your cleric.</p><p></p><p>Looking forward to this immensely.</p><p></p><p>But that's all we had time for this week.</p><p></p><p>Get your special grinding trousers on for next week, or else... a better plan.</p><p></p><p>However let me just take a moment to welcome George to the fold. George was playing Inverna for the second half of this session, and he'll be joining us full time (unless he's been put off already) starting from next week. We'll get to meet his PC just as soon as the Dark Squad get back to the Moon Pool.</p><p></p><p>If they make it back to the Moon Pool.</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: 8563561, member: 16069"] [CENTER][B]Dark Squad in the Secrets of Saltmarsh[/B][/CENTER] [B]Session #081: Gnoll's House Party. Dark Squad (in alphabetical order, no egos here). Daktari (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 8 New Tricks (played by Bear) Male Tabaxi Warlock Lvl 8 Ramshambo (played by Kev) Male Half-Elf Rogue/Fighter Lvl 7/1 Vincenzo (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 8 NPCs Inverna Nightbreeze (played by Goonalan & George) Female Wood Elf Fighter Lvl 8 (Sidekick) [S]Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 [/S]RIP* [S]Tarbin Tul (played by goonalan) Male Human Bard [/S]RETIRED Ubmo (played by Goonalan) Supreme Being Lvl 1 *Trapped in the Land of the Bad Dead Ancestors. Servants/Familiars Gerald (Bat/Giant Bat) servant/mount of New Tricks Owly (Owl) Vinnie’s familiar The Dark Squad’s to-do list-[/B] [LIST=1] [*]Clear and/or reconsecrate the Shrine of Savras in the Old Wood, then return to the Moon Pool to glimpse the future. [*]Remember, we've got to find the other four Symbols of Ub, one was left in Deepbridge (Duergar fortress in the Underdark). The others need to be found, they belonged to- Rambles 'Shambles' Bowspirit (halfling killer), Antonio De La Crane (posh kid druid alchemist) & Giggles (crazy wood elf). All of these folk lived in the Saltmarsh region, the Dark Squad have found the De La Crane Manse (in the Dreadwood) and the De La Crane Crypt (in Saltmarsh Cemetary). [*]Return to Fallowstone Holy, church of Oghma, pick up info (Witch's Tor & Pact of the Flame, although the Dark Squad probably know all about this stuff already). What else do you need to find out about? See above, and below. [*]Warn Ashby- the Soggy's (Sahuagin) are coming! [*]Vinnie needs to be back for the next Saltmarsh Council meeting on the 1st Kythorn (June). [*]Nightshade is in the Deep Dreadwood? [*]Blackedge and the Goblin Stair? [*]To join the Pact of the Wild Flame you need to find the hidden weapons left to fight Ashardalon. [*]To join the Pact of the Wild Flame prepare the Witch's Tor for the coming of the starfall. [*]To join the Pact of the Wild Flame track down the last member of the Pact, a wild elf adventurer called Giggles- and finally put her spirit to rest, and also recover her maze button. SEE 2. ABOVE. [/LIST] This is session 81, and another good 'un, although the first news is that the To-Do List has now moved to up above. It's getting busy and the Dark Squad are stacking jobs. But then, the session... and we start at the Moon Pool for one final chat with Wildroot the Treant, mostly because there was no game last week and so we all need to be reminded of where we are at. The task in hand, number one on the list above- reconsecrate the Shrine of Savras in the Old Wood and by doing so get the Moon Pool up and working again. The Old Wood is less than a day away, and so... On we go, the first step of the journey is for the Dark Squad to make their way through the rest of the Silverstand woods. [ATTACH type="full"]152849[/ATTACH] [B]And at it's centre this place is a sylvan delight, although in truth all of the members of the Dark Squad make a variety of crap skill checks and manage to learn very little about this magical place.[/B] What does become obvious, at least to one of them- Vinnie, is that the forest is helping them on their way- hurrying them to their destiny. When the Dark Squad emerge from Silverstand the druid calculates that they have just traversed at least ten miles distance in less than an hour. It doesn't seem possible, at least not without a little faerie magic. The Dark Squad press on... [ATTACH type="full"]152850[/ATTACH] [B]And hurry across the grassed plains and to the nearest road, then to the Old Wood.[/B] There's one encounter on the way, a coach (with livery) and four horses comes rushing down the country lane- headed at speed for Burle, or perhaps further on. The carriage doesn't stop, and the Dark Squad don't seek to impede it, they do however wave at the inhabitant of the transport, the well-dressed smiling young man ensconced within cheerily waves back. Both sides of the encounter feel that they have seen each other before, and a few moments later the Dark Squad finally fathom it, the young man in the coach was Anders Solmor, who they met (briefly) in Saltmarsh. Solmor is one of the town councillors there, as is- of course, young Vincenzo of the Dark Squad. [ATTACH type="full"]152857[/ATTACH] [B]The Dark Squad remember liking Anders, he looks a lot like a young Jack Black, and that's very much in his favour. He's also, Vinnie remembers from his one Council meeting, the voice of optimism, and a progressive.[/B] The Dark Squad eventually make their way to the Old Wood, and soon after find an out of the way spot to make camp. However... the Old Wood is beyond old, before bedtime the adventurers take a scout around- but not too far from Newt's newly erected Leomund's Tiny Hut. Vinnie is certain that the wood here is dying, the trees are rotten black in places, there's fouled standing water shaded from the summer's sun, and the stench of something more than rot and decay. What's more Gerald, Newt's bat companion, is sent for a flutter around- the winged scout manages to spot a way into the woods, a turgid muddy path, less than twenty minutes walk away from the Dark Squad's present camp. But still... rest is needed, it has been a very long day- remember the Dark Squad were up and about at dawn this morning. Remarkably the night passes more-or-less in silence, further evidence Vinnie suggests that nature no-longer dwells within the Old Wood. The PC chatter here is of undead, possibly. The Dark Squad therefore, after brekkie, make for the muddy road- and with Ram creeping well-ahead, they follow the route. Although, they are being very cautious. [ATTACH type="full"]152858[/ATTACH] [B]It's not an area of outstanding natural beauty the Old Wood.[/B] The road goes on, and here's the thing- the (cart) tracks here are fairly fresh- lots of stuff came this way, and recently. Note the carts went in- and then out again, so- a delivery? Perhaps, but delivering what? And to whom? Then after a slow thirty minutes of mooching and creeping Ram spots a gang of loping gnolls coming down the track. [ATTACH type="full"]152859[/ATTACH] [B]The rogue hides up and then uses his Sending Stone to communicate the situation to Vinnie (the possessor of the second Sending Stone). Ram, remember, is creeping a hundred or so yards ahead of the rest of the Squad.[/B] I've said this before, and no doubt I'll say it again- he's the brave one. The rest... well, the rest is a massacre, the six tough gnolls are taken down in a matter of seconds- between being caught in Vinnie's Spike Growth, and the rest of the onslaught they don't stand a chance. Although, one of the sextet almost manages to flee the scene. Inverna puts the foul fellow down, at the very last moment- just as the screaming gnoll is about to exit the map (and thereby, hopefully, get away). The Dark Squad take to crowing, not the PCs but the players, clearly six gnolls is just not enough of a challenge. The DM let's the players into a secret, the encounter wasn't supposed to be difficult, only... if one gnoll had gotten away... Enlightenment. The Dark Squad therefore take a moment to search their fallen foes, and ascertain that all of the gnolls have the same tribal markings, and that they are all warriors- they also each have a little coin. A brief chat and then the adventurers are on their way again, the same precautions taken, Ram sneaking ahead to check the route- although now the Sending Stones have been used he's much closer to his companions- not so far ahead. Thus the Dark Squad creep all the way to the Shrine of Savras. [ATTACH type="full"]152860[/ATTACH] [B]Which is a ruin of course, but noisy- even at this time in the morning- note the Dark Squad started into the woods just after dawn this morning. Gnolls and hyenas bark and snarl within the compound. There are a lot of creatures here...[/B] Lots of them. I feel the need to say that again... Lots of them. And then, of course, there's the glint of metal from up above in the bell tower, this is the bell that the Dark Squad need to sound, but just once. Doing so will help them with their cause here, Wildroot made that clear back at the Moon Pool. Ring the bell to receive the blessing of Savras. The adventurers stay back in the woods that surround the ruins, and plan for a while. Then, after a Pass Without Trace from Vinnie, and a sprinkle of Ram's pouch of Dust of Disappearance they get to work. Part one- Ram sneaks into the compound, and indeed there are gnolls and hyenas everywhere, and so the rogue doesn't hang around. He quickly climbs up the nearest wall of the ruined church and onto the roof, and from there makes his way into the belfry. Although, this requires the spending of an inspiration point, the dextrous rogue is much less athletic. What are Potions of Climbing for? Ornamentation perhaps, you do know that they're very cheap, and fairly widely available. Every one of the PCs has at least one, and for two of guys (Vinnie & Daktari)- Slippers of Spider Climbing. Still, he's at the bell, and can also see all around him- there are a lot of gnolls here. Lots of them. I mean... lots and lots. There are also gnolls below, in the shrine itself, the rogue can hear them. But let's get on... Part two- while Ram is getting in position Gerald the bat, also invisible, goes for a flip-flap around the locale, and all the while Newt is watching/listening via the creature's senses. He describes the lay of the land, particularly the area to the north and out of sight, to his companions. There are lots more gnolls here. Lots of them. Lots and lots of them. [ATTACH type="full"]152861[/ATTACH] [B]The outline of the compound after Gerald's recon.[/B] Lots of gnolls. Part three- the Dark Squad get in position and 1...2...3... Ram rings the bell, this after first dragging up the bell rope from below so that the instrument cannot be sounded again. When the bell rings- but once, a breeze of fresh-fresh air, a cooling waft which arrests the senses, momentarily, and clears the mind surges through the locale. The Dark Squad suddenly feel invigorated, and are each of them blessed with a variety of bonuses, not the least of which is every attack they make is at advantage here. Note, I have found a way to drop macros on tokens that cannot be seen by the players either on their PCs or in the Combat Tracker. I wuv u Fantasy Grounds Unity. Back to the action... Lots of gnolls and hyenas take a break from what they are doing to either stand and stare, or else shade their eyes (obviously just the gnolls) and try to see what's going on up in the belfry. At which point however all hell breaks loose. [ATTACH type="full"]152862[/ATTACH] [B]That's Newt's Sickening Radiance on the left (Spoiler- all of the creature's within its compass are dead within seconds) and that's the range of Vinnie's Call Lightning on the right, the first blast of which delivers 4d10 lightning damage = 1,2,3,1 = 7 damage, save for half. Not as impressive.[/B] Note Inverna and Daktari have clambered into the ruined shell of the tower on the left, and taken the gnolls snoozing there by surprise. Further note that while Ram and Vinnie's tokens are on this map that's just for the ease of targeting enemies on Fantasy Grounds, they're both actually up in the belfry. Vinnie having made his way there invisibly (and silently) using his Slippers of Spider Climbing. Remember at the start the Dark Squad are also invisible and subject to Vinnie's Pass Without Trace spell- silent and deadly. Ram, while the chaos below is unfolding, is taking pot shots from up above- he doesn't miss. The gnolls panic... think about it, a dim circle of sickening diaphanous mist suddenly appears which causes, in just six seconds, the eight hyenas and two gnolls within its compass to drop dead. This followed by a blast of lightning and then the roar of thunder as a micro-storm equally suddenly appears. Then Ram starts shooting... As I say, the gnolls panic for a short while, or else run about a bit after scrambling from their tents and dwellings, initially they're trying to figure out who's attacking them, and from where? [ATTACH type="full"]152863[/ATTACH] [B]That is until the first one of these guys shows up and starts organising the fight back, and generally yelling the odds- keep in mind that none of the PCs understand the gnoll tongue so they don't know what is being said.[/B] Soon after there are more gnolls heading from their positions in the north, and several more of the ferocious creatures attempt to clamber onto the roof of the shrine, some less successfully than others. [ATTACH type="full"]152864[/ATTACH] [B]Still it's getting kinda busy up on the roof, note Vinnie should also appear on this map, the druid is stood on top of the belfry (but again he's on the other map just to make the targeting of enemies easier atm).[/B] One of the gnoll leader types, an energetic platemail wearing bastard armed with a triple-headed flail confronts a precariously balanced Ram, but the rogue is much more nimble than the gnoll and moments later the big bastard slips, slides and tumbles off the roof. Miraculously it survives the ordeal, although it's fury now knows no bounds. But there are more gnolls on the roof now taking pot shots at the rogue, and so... Vincen-WHO! [ATTACH type="full"]152865[/ATTACH] [B]The druid wildshapes into a giant owl, grabs Ram mid-glide, and then swoops down to alight upon the tower that the Dark Squad are using as their defensive position.[/B] Note, while all of this going on Ubmo is flying around all the while attempting to deliver lightning or javelin based death, and saying “Yay!” a lot, in binary of course. Which only Vinnie understands. The gnolls/hyenas- well quite a lot of them are dead, I say quite a lot, and yet... well, less than half, and most of those killed were just hyenas. There are at least three of the armoured gnolls (the guys with the platemail and triple-headed flails), and they're screaming at the rank and file and directing traffic to get closer to the action. So, we're only just into this- maybe five or so turns into the action, but we're slow-playing some of it, and Newt is already out of spells- he dropped a Fireball earlier but I'll be honest- a Fireball ain't that impressive any more. And there was no short rest between the gnoll encounter on the road and here. The gnolls from the north are filtering the PCs way, and while a majority of them are avoiding the area of Sickening Radiance several of the warriors have scampered through the miasma (without harm) to join the Dark Squad in their tower. At least two others however were much less successful (RIP) in their transit through the killing ground. There's also another gaggle of the flesh-eating bastards making their away around the tower in which the Dark Squad are ensconced, they will be arriving very soon from the west. There are still gnolls on the roof of the shrine armed with bows, but the Dark Squad are mostly very hard to hit atm. You'll further note that Daktari is a raging maniac, out in the open and taking on all comers- but there are lots of gnolls en route to him, all of them extremely eager to tear the barbarian a new one. My point is this- one of the players said something like, 'this could be a grind', well... I'm in no rush- my Tuesday nights are open. You'd better have a better plan than this because otherwise we're still going to be at this at the end of the next session. If you survive that long. I have gnolls coming out of my wazoo still on the map. And in a couple of turns I'm going to rouse the leader types within the Shrine. So, we'll start next session with a chat, the subject of which will be... gnolls, because here's the thing- you've met these guys before, the triple-headed flail wielding bastards- you've fought them once already. They were tough and mean back then, and they didn't back down from the fight last time. And I know that I've said this before but... you could get in trouble here, and it's only a grind if you make it so, and you have made it so. There was another, easier, way of doing this... but you just dived into it, again. Or else... Can you guess which highly defensible place on the map contains far fewer enemies? Admittedly, the enemies within are pretty tough but... well, chop off the head and... Remember the invisibility, the Pass Without Trace, could you have gone further with this... you had the idea but didn't (perhaps) reach far enough. You also get that I (the DM) know what spells and powers your PCs have available, subject to selection, and what magic items your PCs possess. I know that you can be very quiet when you want to, and in extremis- invisible. So, I design encounters (sometimes) that you can defeat much easier if you have a bit of a think about things first. Why just ring the bell? Don't get me wrong, I'm not blaming you- I set it up this way on purpose, to tempt you, well... you're for it now, maybe. Just to make clear- I think that you are going to (probably) win this fight, but it's going to go to the wire. I further think that if you had thought about it a little longer, or even had a look inside the Shrine before going in (and you had the time and the resources to do this) then you could have definitely thought of an easier way of doing this. Encounters, my friends, at least some of them- have got harder. I think you need to recalibrate, or maybe just talk about things more before, just an observation. Oh, and when George's new PC gets into action, well... I'm going to recalibrating for definite, it's going to get much nastier when you get your cleric. Looking forward to this immensely. But that's all we had time for this week. Get your special grinding trousers on for next week, or else... a better plan. However let me just take a moment to welcome George to the fold. George was playing Inverna for the second half of this session, and he'll be joining us full time (unless he's been put off already) starting from next week. We'll get to meet his PC just as soon as the Dark Squad get back to the Moon Pool. If they make it back to the Moon Pool. 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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