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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: 9316921" data-attributes="member: 16069"><p style="text-align: center"><strong><span style="font-size: 26px">Dark Squad in the Secrets of Saltmarsh</span></strong></p><p></p><p><strong><span style="font-size: 22px">Session #133: Fellowyn’s First Massacre.</span></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px">Dark Squad (in alphabetical order, no egos here).</span></strong></p><p>Daktari/Dak (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 9</p><p>Fellowyn Silverstream (played by George) Male Eladrin Wizard Bladesinger Lvl 9</p><p>New Tricks/Newt (played by Bear) Male Tabaxi Warlock Lvl 9</p><p>Ramshambo/Ram (played by Kev) Male Half-Elf Rogue/Fighter Lvl 7/2</p><p>Vincenzo/Vinnie (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 9</p><p></p><p><strong><span style="font-size: 18px">DEAD PCs</span></strong></p><p><s>Nicholai Barbaros Kostyiev/Nicky (played by George) Male Dhampir Cleric of Twilight Lvl 8 </s>RIP</p><p></p><p><strong><span style="font-size: 18px">NPCs</span></strong></p><p><s>Inverna Nightbreeze (played by George) Female Wood Elf Fighter Lvl 8 (Sidekick) </s>RETIRED</p><p><s>Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 </s>RIP*</p><p><s>Tarbin Tul (played by goonalan) Male Human Bard </s>RETIRED</p><p><s>Ubmo (played by Goonalan) Supreme Being Lvl 1</s> EXPLODED</p><p>Ubdug (played by Goonalan) Supreme Being Lvl 2 (When we remember)</p><p>*Trapped in the Land of the Bad Dead Ancestors.</p><p></p><p><strong><span style="font-size: 18px">Servants/Familiars</span></strong></p><p>Gerald (Bat/Giant Bat) servant/mount of New Tricks</p><p>Owly (Owl) Vinnie’s familiar</p><p></p><p><strong><span style="font-size: 18px">The Dark Squad’s to-do list-</span></strong></p><ol> <li data-xf-list-type="ol">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 from Lowhill), 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 Cemetery).</li> <li data-xf-list-type="ol">Nightshade is in the Deep Dreadwood- except she's not there anymore, but a big red dragon is?</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 prepare the Witch's Tor for the coming of the starfall, the Witch's Tor is in the Drowned Forest, in the Mere of the Dead Men.</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. Location unknown. SEE 2. ABOVE.</li> </ol><p>This is session 133, and we were doing lots of stuff that was not this game for at least the first half of the session, so sorry about that- this is going to be another short one, as will the next session most likely.</p><p></p><p>That said, we did get quite a bit done.</p><p></p><p>We’re getting there.</p><p></p><p>[ATTACH=full]358020[/ATTACH]</p><p><strong>We got this done in the first half of the session.</strong></p><p></p><p>My favourite (name) is Dreary Fallenleaf, I reckon s/he’s going to be a bundle of fun.</p><p></p><p>We’ll get to this. In a bit.</p><p></p><p>So, what did we do…</p><p></p><p>First off was a discussion about last session’s Divination-style prophecy (of sorts), thusly-</p><p></p><p>“The Lizardfolk WILL come soon to Saltmarsh, with a familiar black shadow at their heels.</p><p>But only when all of your wrongs have been righted, the hands found, the beacon lit- the signal sent.</p><p>Respect your Elders and you could turn the tide.”</p><p></p><p>So, here’s the Dark Squad interpretation of the above.</p><p></p><p>Newt thinks the ‘familiar black shadow’ is… “US! The Dark Squad!”</p><p></p><p>Ram likes the idea.</p><p></p><p>Alas Vinnie, Fellowyn (& Dak) think the ‘familiar black shadow’ is Ashardalon, or else the coming of the time of shadow/ash.</p><p></p><p>No-one has any clue as to what wrongs the Dark Squad need to right- they are, in their own words, just about perfect.</p><p></p><p>They do however very much want the ‘hands found’, that’s part of one of the earlier prophecies.</p><p></p><p>They also… maybe, remember something about having to light a beacon, or else send a signal.</p><p></p><p>But… it’s gone.</p><p></p><p>As to respecting their Elders, and turning the tide, well… that’s just a flowery GM, apaz.</p><p></p><p>Vinnie briefly goes off on one- extrapolating the Divination into some apocalyptic cosmic dream he had one lonely night, when he’d overdone the cheese. The DM allows him to ramble for a while before pointing out that the Divination spell only deals with events in the next seven-or-so days.</p><p></p><p>So, not Vinnie’s end of the world cheese dream then.</p><p></p><p>At least not yet.</p><p></p><p>We move on.</p><p></p><p>[ATTACH=full]358021[/ATTACH]</p><p><strong>Here’s a bit of the area map, the Lizardfolk lair is just by the Hool River.</strong></p><p></p><p>But first, the Sea Ghost needs a crew.</p><p></p><p>And so, four days are spent on and around the docks of Saltmarsh- interviewing and hiring. And keep in mind this activity took four days (the max amount of time I allotted for the activity) because the Dark Squad’s collective rolls were so bad/low.</p><p></p><p>Eventually we get the following crew on the roster-</p><p></p><p>Captain: Lionell Crabb, a portly old-ish geezer with a way with words.</p><p>First Mate: Bryan Ferry, he has a lovely singing voice, a great motivator.</p><p>Bosun: Reuben Malfoi, a good man but of sinister appearance.</p><p>Quartermaster: Ol’ Whale, a big fat good ol’ boy.</p><p></p><p>Cook: Chipper Goldheart, a chattering halfling gossip.</p><p></p><p>Crew (Hands):</p><p>Hector Pugwash, a local lad.</p><p>Short Dave Bronze- he loves his suntan.</p><p>Velma Four-Teeth Lynk, knows the local tides.</p><p>One-Eared Holt, a big strong lad- handy in a bust-up.</p><p>Lefty Hathershaw, has a hook in place of his left hand.</p><p>Little Al’ Fish, aka The Weatherman.</p><p>Handsy Dave, can get a bit fresh.</p><p>& Sinbad Smith, an ex-accountant.</p><p></p><p>Then, we set sail- the Sea Ghost is on its maiden voyage- this after an extended discussion between the newly hired Captain, Lionell Crabb and the Squad. It seems the Squad have not taken all they should into consideration. Captain Crabb points out that just pulling the Sea Ghost up to the shore next to the Lizardfolk’s lair, letting the Dark Squad off, and then buggering off may not be all of the plan.</p><p></p><p>So, what happens is this- the Sea Ghost sails to the area in question, although a good distance offshore, Newt- on his Flying Broom, and with Gerald (his pet Giant Bat/Bat) instigated, do the recon. In truth it’s mostly Gerald doing the dangerous stuff.</p><p></p><p>The lair is found, and over several hours, thoroughly investigated.</p><p></p><p>[ATTACH=full]358022[/ATTACH]<strong>The map on the left is a rough approximation- there’s a sea cave top right, a larger cavern entrance with an obvious track leading through the marsh to the area, and a second (hidden) trail through the marsh leading to a concealed entrance set a little way up the mound/escarpment that is the lair.</strong></p><p></p><p>This concealed entrance has a large reinforced wooden door, which has been (unsuccessfully) hidden from casual observers.</p><p></p><p>That didn’t work.</p><p></p><p>Good work Gerald, and Newt.</p><p></p><p>Next comes a hurried discussion about what the Dark Squad know about Lizardfolk- the question is- are they blessed with Darkvision, if not the time for action is midnight tonight.</p><p></p><p>The Squad are certain that the Lizardfolk do not have Darkvision, therefore a message is sent (via fish messenger, courtesy of Vinnie) to Oceanus. The Sea Elves, as agreed previously, will make the diversionary attack on the Lizardfolk sea cave at midnight tonight.</p><p></p><p>The rest is the waiting and then towards ‘go-time’ the casting of a variety of power-ups and buffs.</p><p></p><p>It takes two castings of Water Walk and Pass Without A Trace but the Dark Squad make their way unspotted (they think) from the Sea Ghost to the shore, much easier for Newt of course, he’s flying.</p><p></p><p>Note, I roll for random encounters every time Newt goes off on his broom, or Gerald goes recon, or as now- when six strange looking folk (including Ubdug remember) go skipping across the waves to the shore. Not an everyday sight, but… it’s dark at night, and there’s only a fingernail of moon.</p><p></p><p>And with Pass Without A Trace… Sheesh. Ram’s Stealth check was over 40.</p><p></p><p>We swiftly (after lots more rolls-Stealth, Survival rolls etc.) get to here-</p><p></p><p>[ATTACH=full]358023[/ATTACH]</p><p><strong>The (formerly) concealed entrance to the Lizardfolk’s lair.</strong></p><p></p><p>En route Fellowyn has been toasted and welcomed proper to the Dark Squad, this is a big day for the ancient Eladrin Wizard- his first ever genocide/massacre, the Dark Squad are old hands at this kind of thing.</p><p></p><p>Newt even says a few words- they’re not pleasant, mostly imprecations of death, blood, fire and destruction, as pep talks go…</p><p></p><p>[ATTACH=full]358024[/ATTACH]</p><p><strong>Oddly the big wooden door isn’t even locked, or barred- and there are no traps. Ram, very silently (Stealth 36), enters in.</strong></p><p></p><p>There’s a guardroom, with Lizardfolk (Draconic) chatter within.</p><p></p><p>Ram signals his companions to the ready, and then…</p><p></p><p>Let the massacre begin.</p><p></p><p>Ram shoots the nearest Lizardfolk in the back, killing it in an instant.</p><p></p><p>[ATTACH=full]358025[/ATTACH]</p><p><strong>Daktari dodges in and unleashes a Fireball, he has a Necklace of the same, although with only a couple of beads left now.</strong></p><p></p><p>Lizardfolk scream and/or explode into flame.</p><p></p><p>The barbarian notes there’s a robed Lizardfolk over the far side of the chamber.</p><p></p><p>Fellowyn shoots a couple of the buggers, Vinnie drops a Spike Growth a little further into the lair- because the rest of the tribe are going to be rushing here very soon.</p><p></p><p>[ATTACH=full]358026[/ATTACH]<strong>Newt blasts another Lizardfolk dead.</strong></p><p></p><p>There’s just two of the poor buggers left standing, both of them screaming in pain from the Fireball.</p><p></p><p>Surprise round over.</p><p></p><p>End of the 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: 9316921, member: 16069"] [CENTER][B][SIZE=7]Dark Squad in the Secrets of Saltmarsh[/SIZE][/B][/CENTER] [B][SIZE=6]Session #133: Fellowyn’s First Massacre.[/SIZE] [SIZE=5]Dark Squad (in alphabetical order, no egos here).[/SIZE][/B] Daktari/Dak (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 9 Fellowyn Silverstream (played by George) Male Eladrin Wizard Bladesinger Lvl 9 New Tricks/Newt (played by Bear) Male Tabaxi Warlock Lvl 9 Ramshambo/Ram (played by Kev) Male Half-Elf Rogue/Fighter Lvl 7/2 Vincenzo/Vinnie (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 9 [B][SIZE=5]DEAD PCs[/SIZE][/B] [S]Nicholai Barbaros Kostyiev/Nicky (played by George) Male Dhampir Cleric of Twilight Lvl 8 [/S]RIP [B][SIZE=5]NPCs[/SIZE][/B] [S]Inverna Nightbreeze (played by George) Female Wood Elf Fighter Lvl 8 (Sidekick) [/S]RETIRED [S]Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 [/S]RIP* [S]Tarbin Tul (played by goonalan) Male Human Bard [/S]RETIRED [S]Ubmo (played by Goonalan) Supreme Being Lvl 1[/S] EXPLODED Ubdug (played by Goonalan) Supreme Being Lvl 2 (When we remember) *Trapped in the Land of the Bad Dead Ancestors. [B][SIZE=5]Servants/Familiars[/SIZE][/B] Gerald (Bat/Giant Bat) servant/mount of New Tricks Owly (Owl) Vinnie’s familiar [B][SIZE=5]The Dark Squad’s to-do list-[/SIZE][/B] [LIST=1] [*]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 from Lowhill), 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 Cemetery). [*]Nightshade is in the Deep Dreadwood- except she's not there anymore, but a big red dragon is? [*]Blackedge and the Goblin Stair? [*]To join the Pact of the Wild Flame prepare the Witch's Tor for the coming of the starfall, the Witch's Tor is in the Drowned Forest, in the Mere of the Dead Men. [*]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. Location unknown. SEE 2. ABOVE. [/LIST] This is session 133, and we were doing lots of stuff that was not this game for at least the first half of the session, so sorry about that- this is going to be another short one, as will the next session most likely. That said, we did get quite a bit done. We’re getting there. [ATTACH type="full"]358020[/ATTACH] [B]We got this done in the first half of the session.[/B] My favourite (name) is Dreary Fallenleaf, I reckon s/he’s going to be a bundle of fun. We’ll get to this. In a bit. So, what did we do… First off was a discussion about last session’s Divination-style prophecy (of sorts), thusly- “The Lizardfolk WILL come soon to Saltmarsh, with a familiar black shadow at their heels. But only when all of your wrongs have been righted, the hands found, the beacon lit- the signal sent. Respect your Elders and you could turn the tide.” So, here’s the Dark Squad interpretation of the above. Newt thinks the ‘familiar black shadow’ is… “US! The Dark Squad!” Ram likes the idea. Alas Vinnie, Fellowyn (& Dak) think the ‘familiar black shadow’ is Ashardalon, or else the coming of the time of shadow/ash. No-one has any clue as to what wrongs the Dark Squad need to right- they are, in their own words, just about perfect. They do however very much want the ‘hands found’, that’s part of one of the earlier prophecies. They also… maybe, remember something about having to light a beacon, or else send a signal. But… it’s gone. As to respecting their Elders, and turning the tide, well… that’s just a flowery GM, apaz. Vinnie briefly goes off on one- extrapolating the Divination into some apocalyptic cosmic dream he had one lonely night, when he’d overdone the cheese. The DM allows him to ramble for a while before pointing out that the Divination spell only deals with events in the next seven-or-so days. So, not Vinnie’s end of the world cheese dream then. At least not yet. We move on. [ATTACH type="full"]358021[/ATTACH] [B]Here’s a bit of the area map, the Lizardfolk lair is just by the Hool River.[/B] But first, the Sea Ghost needs a crew. And so, four days are spent on and around the docks of Saltmarsh- interviewing and hiring. And keep in mind this activity took four days (the max amount of time I allotted for the activity) because the Dark Squad’s collective rolls were so bad/low. Eventually we get the following crew on the roster- Captain: Lionell Crabb, a portly old-ish geezer with a way with words. First Mate: Bryan Ferry, he has a lovely singing voice, a great motivator. Bosun: Reuben Malfoi, a good man but of sinister appearance. Quartermaster: Ol’ Whale, a big fat good ol’ boy. Cook: Chipper Goldheart, a chattering halfling gossip. Crew (Hands): Hector Pugwash, a local lad. Short Dave Bronze- he loves his suntan. Velma Four-Teeth Lynk, knows the local tides. One-Eared Holt, a big strong lad- handy in a bust-up. Lefty Hathershaw, has a hook in place of his left hand. Little Al’ Fish, aka The Weatherman. Handsy Dave, can get a bit fresh. & Sinbad Smith, an ex-accountant. Then, we set sail- the Sea Ghost is on its maiden voyage- this after an extended discussion between the newly hired Captain, Lionell Crabb and the Squad. It seems the Squad have not taken all they should into consideration. Captain Crabb points out that just pulling the Sea Ghost up to the shore next to the Lizardfolk’s lair, letting the Dark Squad off, and then buggering off may not be all of the plan. So, what happens is this- the Sea Ghost sails to the area in question, although a good distance offshore, Newt- on his Flying Broom, and with Gerald (his pet Giant Bat/Bat) instigated, do the recon. In truth it’s mostly Gerald doing the dangerous stuff. The lair is found, and over several hours, thoroughly investigated. [ATTACH type="full"]358022[/ATTACH][B]The map on the left is a rough approximation- there’s a sea cave top right, a larger cavern entrance with an obvious track leading through the marsh to the area, and a second (hidden) trail through the marsh leading to a concealed entrance set a little way up the mound/escarpment that is the lair.[/B] This concealed entrance has a large reinforced wooden door, which has been (unsuccessfully) hidden from casual observers. That didn’t work. Good work Gerald, and Newt. Next comes a hurried discussion about what the Dark Squad know about Lizardfolk- the question is- are they blessed with Darkvision, if not the time for action is midnight tonight. The Squad are certain that the Lizardfolk do not have Darkvision, therefore a message is sent (via fish messenger, courtesy of Vinnie) to Oceanus. The Sea Elves, as agreed previously, will make the diversionary attack on the Lizardfolk sea cave at midnight tonight. The rest is the waiting and then towards ‘go-time’ the casting of a variety of power-ups and buffs. It takes two castings of Water Walk and Pass Without A Trace but the Dark Squad make their way unspotted (they think) from the Sea Ghost to the shore, much easier for Newt of course, he’s flying. Note, I roll for random encounters every time Newt goes off on his broom, or Gerald goes recon, or as now- when six strange looking folk (including Ubdug remember) go skipping across the waves to the shore. Not an everyday sight, but… it’s dark at night, and there’s only a fingernail of moon. And with Pass Without A Trace… Sheesh. Ram’s Stealth check was over 40. We swiftly (after lots more rolls-Stealth, Survival rolls etc.) get to here- [ATTACH type="full"]358023[/ATTACH] [B]The (formerly) concealed entrance to the Lizardfolk’s lair.[/B] En route Fellowyn has been toasted and welcomed proper to the Dark Squad, this is a big day for the ancient Eladrin Wizard- his first ever genocide/massacre, the Dark Squad are old hands at this kind of thing. Newt even says a few words- they’re not pleasant, mostly imprecations of death, blood, fire and destruction, as pep talks go… [ATTACH type="full"]358024[/ATTACH] [B]Oddly the big wooden door isn’t even locked, or barred- and there are no traps. Ram, very silently (Stealth 36), enters in.[/B] There’s a guardroom, with Lizardfolk (Draconic) chatter within. Ram signals his companions to the ready, and then… Let the massacre begin. Ram shoots the nearest Lizardfolk in the back, killing it in an instant. [ATTACH type="full"]358025[/ATTACH] [B]Daktari dodges in and unleashes a Fireball, he has a Necklace of the same, although with only a couple of beads left now.[/B] Lizardfolk scream and/or explode into flame. The barbarian notes there’s a robed Lizardfolk over the far side of the chamber. Fellowyn shoots a couple of the buggers, Vinnie drops a Spike Growth a little further into the lair- because the rest of the tribe are going to be rushing here very soon. [ATTACH type="full"]358026[/ATTACH][B]Newt blasts another Lizardfolk dead.[/B] There’s just two of the poor buggers left standing, both of them screaming in pain from the Fireball. Surprise round over. End of the session. Stay safe and well you lovely people. Cheers the Dark Squad and goonalan. [/QUOTE]
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