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The Dark Squad in the Secrets of Saltmarsh #137 Into the Mere of the Dead Men Part 2.
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<blockquote data-quote="Goonalan" data-source="post: 9304188" 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 #131: The Sea Ghost.</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 1. ABOVE.</li> </ol><p></p><p>This is session 131, and the PCs spent the entire of it searching their way through their new ship, when I say ‘their’ new ship, I actually mean Ram’s new ship. When Newt tries to scratch the fiery emblem of his equally fiery master (Belphegor) into the planks of the deck, well- Ram ain’t having none of that.</p><p></p><p>It helps Ram’s cause that at the time (and throughout) he was less Ram, and more Were Ram- in his hybrid ratty form, the other PCs have been looking for outward signs of Ram’s new demeanor- does the latest lycanthrope to join the Dark Squad wish to murder his comrades in their sleep?</p><p></p><p>The jury is alas out, as of yet, Were Ram however is certainly crueler than good ol’ murderous Ram.</p><p></p><p>And so… the Sea Ghost.</p><p></p><p>Oh, and that too is a revelation- the name of the ship because…</p><p></p><p>“Tell Wildroot that you wish to join the pact of flame, resist the urge to burn the woodsman to the ground- he will set you to your task.”</p><p></p><p>“Discover the last ancestor, she that lives under the cover of darkness- the hag will have the answers.”</p><p></p><p>“When the hands move the end will have begun.”</p><p></p><p>“WAIT!”</p><p></p><p>“For the pale dwarf without a face to beg you- only then should you take the ghost home.”</p><p></p><p>The above was told to Newt by Bel(phegor) all the way back at the start.</p><p></p><p>So, the guy’s have met Wildroot- are about joining the Pact of the Flame (maybe)- they are (sorta) in pursuit of the hag, Nightshade. They think the hands are from a device called a clock- although they have not found either the clock or the hands yet. The pale dwarf… that must be Ub (although why ‘without a face’, suspicions are the dwarf will be masked), and at last… ‘take the ghost home’.</p><p></p><p>Is the Sea Ghost the ghost they need to take home?</p><p></p><p>Where's home?</p><p></p><p>Oddly the figurehead of the Sea Ghost is… a small pale (painted white- but ancient and very weathered) dwarf, with a bald head and thick chin-strap beard.</p><p></p><p>Who looks a lot like Durgeddin the Black/Ub.</p><p></p><p>The Dark Squad have seen graven images of Ub previously- likewise a ghostly dwarven wizard told them that Durgeddin/Ub was short for his race, and pale of complexion. The Dark Squad think he must be an albino.</p><p></p><p>So, the confusion continues.</p><p></p><p>Now back to the boat, and the session.</p><p></p><p>Oh, and keep an eye out for the bit where Newt comes very close to killing himself, my sides were aching for a good while after.</p><p></p><p>Here goes…</p><p></p><p>[ATTACH=full]354711[/ATTACH]<strong>Here we all are again, I’m not sure why Ram, sorry- Were Ram is outside Newt’s Tiny Hut. Anyway, it’s time for a well-earned breather, as can be seen by the blood drops, some folk have taken a thorough kicking.</strong></p><p></p><p>Pat on the back for me.</p><p></p><p>[ATTACH=full]354712[/ATTACH]</p><p><strong>Then the search begins… badly, as is so often the case.</strong></p><p></p><p>Do you know what this group needs- a leader.</p><p></p><p>So, three different searches are taking place in the above image, very soon after however it becomes apparent that none of the searches can proceed because… well, a rogue is needed to clear the way- there are traps here.</p><p></p><p>It only takes us 30 or so minutes to fathom this.</p><p></p><p>And so…</p><p></p><p>[ATTACH=full]354713[/ATTACH]</p><p><strong>Cabin the first to be properly searched, although point of fact Ram discovers a cleaver like blade trap (the hard way) that had he not been in wererat form would have taken his hand clean off. That was 12d6 damage right there. It’s at this point that the rest of the PCs remember why it is that they let Ram deal with this kind of stuff.</strong></p><p></p><p>You’ll note in the above image that all of the other members of the Dark Squad, except for Fellowyn, are outside of the cabin- that’s not by accident, nor is it happenstance.</p><p></p><p>Just to recap the two images above, image #1- all of the PCs charge into their nearest cabin in search of pirate gold- a trap is found, or at least suspected, and then, image #2- everyone remembers what a rogue is for (not just Christmas).</p><p></p><p>As for Fellowyn, he’s sitting in a stuffed armchair sipping from a silver goblet filled with a dark and full-bodied fruity red. He knows no fear our Fellowyn, or else he’s not the sharpest knife in the drawer.</p><p></p><p>This is the pirate wizard’s cabin, and so soon after Newt and Fellowyn are purring (and murmuring) in delight- a big fat spell book is located, as is a scroll, a few potions and a small bag of gold.</p><p></p><p>Very satisfying.</p><p></p><p>The next cabin to be searched belongs to the pirate captain, alas there are no pictures of this event- the search, which is a shame because there’s quite a haul in there, including- good quality sea charts of the local area, and specifically around Saltmarsh and the Mere of Dead Men. Within the clutch of maps is found a much cruder image, another very poorly drawn map, it seems to indicate (the PCs think) the location of the lizardfolk’s lair (within the Mere of Dead Men but on the coast).</p><p></p><p>What’s more there’s a (formerly trapped and locked chest, thanks Ram) containing lots of crudely minted ingots of electrum.</p><p></p><p>There’s more, the crude map to the lizardfolk lair (maybe), and the electrum ingots all bare a lizardfolk-like pictogram. They are definitely connected.</p><p></p><p>There are lots more papers here to sort through- and some more gold, and a few more potions (all healing variants, which a number of PCs have need of- they’ve burnt through their stocks again, some of ‘em).</p><p></p><p>Then a crude contract of sorts is discovered- it seems the smugglers/pirates are supplying ironware to the lizardfolk, again the document is ‘signed’ with the same pictogram.</p><p></p><p>And now the cogs are really starting to turn.</p><p></p><p>Newt reminds his colleagues that Mr. Timpkins said that their enemies (the Talos worshipping mob) were arming for an invasion (of Saltmarsh). Interesting.</p><p></p><p>[ATTACH=full]354714[/ATTACH]</p><p><strong>Into the lizardfolk’s former quarters, and beneath each hammock is a newly minted (unmarked- no smith’s symbol) weapon. There’s also another (formerly trapped and locked, thanks again Ram) chest in here containing yet more electrum ingots, all with the same crude pictogram.</strong></p><p></p><p>The lizardfolk are definitely buying weapons, they’re arming.</p><p></p><p>[ATTACH=full]354715[/ATTACH]</p><p><strong>The search continues into the deck below, and it’s at this point- in the hold, that the Dark Squad discover that they are suddenly rich.</strong></p><p></p><p>Although, ‘rich’ needs to be put in context.</p><p></p><p>Daktari has a lot of loans out, and maybe a few hundred GP still salted away; Fellowyn is massively in debt (to Daktari); Newt spends every penny he gets- all of the time, gold tends to burn a hole in his pocket; Vinnie and Ram have a bit of gold in reserve, but… for about 40-50 sessions now the Dark Squad have been while not poor, certainly not well off.</p><p></p><p>I did that.</p><p></p><p>The hold is full of bolts of silk, barrels of wine and brandy and other equally saleable stuff. The Dark Squad did a deal with the Saltmarsh council, any merchandise liberated from the pirate/smuggler’s ship is to be sold and the profits split 50/50. Nice.</p><p></p><p>Newt is already working out what next he can buy.</p><p></p><p>Just to make clear, Newt buys/collects grisly mementos of his adventures- preserved bits of tentacles, a wight’s hand injected with some embalming agent, a stuffed… but you get me. Newt’s basement room in the Dark Squad house is not for the squeamish.</p><p></p><p>It's a lot like Newt in that respect.</p><p></p><p>We move on…</p><p></p><p>[ATTACH=full]354716[/ATTACH]</p><p><strong>More cabins = more treasure, although there’s less gold here than in the in the big boss’ sea chest’s on the deck above.</strong></p><p></p><p>But what's this...</p><p></p><p>Then, while the rest of the Dark Squad are rushing off to see what the next haul will bring- Ram discovers a secret compartment, and within… bundles and bundles of newly minted weapons, there’s even a shield in here with a much more stylized version of the lizardfolk pictogram.</p><p></p><p>Again, none of the weapons have maker’s/smith’s marks.</p><p></p><p>The lizardfolk were definitely buying arms (and armour) and it seems from the maps found, the Sea Ghost’s next stop was to deliver the armaments.</p><p></p><p>[ATTACH=full]354717[/ATTACH]</p><p><strong>Ram and Fellowyn are looking for another hidden chamber here, you’ll note again that the rest of the Dark Squad are, as usual, not getting too close to the action (or traps).</strong></p><p></p><p>Ram has found a trap in every cabin searched so far.</p><p></p><p>[ATTACH=full]354718[/ATTACH]</p><p><strong>Were-Ram finds a way in at last, and then rouses the emaciated (and manacled) elf within the secret place.</strong></p><p></p><p>And then…</p><p></p><p>The Dark Squad conspire to make things very difficult for themselves, but you know- they roleplay the heck out of it.</p><p></p><p>Ram wakes the elf.</p><p></p><p>The thing you need to keep in mind is Were-Ram says stuff like-</p><p></p><p>“Us want to kill it, maybe eat it- stringy, but… maybe us just watch it die. Wakey-wakey!”</p><p></p><p>Were-Ram pokes the manacled elf with his sword a bit while issuing threats and snarling at the poor chained-up fellow.</p><p></p><p>Vincenzo is, of course, at this point trying to get back to the action- and trying to take charge.</p><p></p><p>However, now every member of the Dark Squad wants in on the action.</p><p></p><p>Alas, in the short elbow-based fracas that ensues, somehow…</p><p></p><p>[ATTACH=full]354719[/ATTACH]</p><p><strong>Newt manages to make his way into the small chamber. So, there’s a five foot something cloaked and terrifying wererat in there accompanied by a seven-foot-tall maniacal cat-man.</strong></p><p></p><p>Oh, and Newt is being his usual charming self.</p><p></p><p>“Let me enspell this vagabond stowaway, I will peel back his mind and unearth all of his lusts, loves and terrors; and then- when I am sated, well- you can have your fill- eat him up for all I care, Ram.”</p><p></p><p>A very short while later the terrified elf is back to being unconscious, and now situated in a growing puddle of his own urine.</p><p></p><p>The Dark Squad, much to Vinnie’s chagrin, decide to lock the poor fellow back in his cell, with a little food and water in easy reach- they’re not entirely heartless.</p><p></p><p>They’ll be back.</p><p></p><p>[ATTACH=full]354720[/ATTACH]</p><p><strong>This image shows the moment that Vinnie and Daktari managed, at last, to get the scary rat-man and cat-man to shut up and vacate the room. Too late, the manacled elf has already been terrified back into unconsciousness.</strong></p><p></p><p>As above, we’ll get back to this guy next session.</p><p></p><p>Oh, but… Were Ram thinks he recognizes the elf in the cell. But for the life of him, he cannot remember where from.</p><p></p><p>Note, Ram at this point has also tried at least twice to take charge of his emotions and change back to human form.</p><p></p><p>To no avail.</p><p></p><p>We go on- through the pirate crew’s cabin, a bit more coin but nothing much else to see.</p><p></p><p>Which just leaves the bilges.</p><p></p><p>[ATTACH=full]354721[/ATTACH]<strong>Here’s Newt, paddling in the filth and scummy water in the bilges- he spotted a glint of gold down there, so now he’s in hot pursuit.</strong></p><p></p><p>Which, very soon after brings us to this image-</p><p></p><p>[ATTACH=full]354722[/ATTACH]</p><p><strong>Let me explain, while Newt is mooching about in the filth in the bilges a swarm of small maggoty-worms surge up from the mud and filth. A clutch of these squirming things manages to wriggle up the tabaxi’s legs and into his dense fur.</strong></p><p></p><p>Soon after, a number of the deadly worms have begun burrowing their way into Newt’s flesh.</p><p></p><p>They’re rot grubs of course, a swarm of them.</p><p></p><p>Actually, more than one swarm.</p><p></p><p>Newt quickly escapes the bilges, luckily avoiding yet more bites from the writhing swarm(s), he describes his agony to his comrades- although most of them witnessed the action in the bilges.</p><p></p><p>The Dark Squad have been here before- Vinnie had an encounter with a single Rot Grub back in session #99, or at least just one of the little maggots tried to burrow its way through his flesh and into his heart/brain.</p><p></p><p>Newt, in the same session, had six of the squirming worms inside of him- it took a wall of fire (flame directed inwards) to purge him of the maggoty taint.</p><p></p><p>Here we are again.</p><p></p><p>Then the DM rolls 5d6 damage for Newt and informs the poor fellow that another 5d6 damage will be with him this time next turn.</p><p></p><p>Panic ensues.</p><p></p><p>Culminating in Fellowyn firing a firebolt into one of the newly created fleshy burrows, and then Newt unleashing five (or maybe six) scorching rays into his own flesh.</p><p></p><p>I’d like to say Newt’s colleagues are all doing their best to help.</p><p></p><p>I’d like to, but I can’t.</p><p></p><p>Were Ram squats beside the screaming thrashing warlock, the wererat clutches a small vial in his hand, knowing full-well that the contents of the flask will kill all the flesh eating bugs within Newt instantly.</p><p></p><p>Were Ram is content to watch and wait, and hiss (laughter) and grin.</p><p></p><p>More remarkably the fiery (mostly self-inflicted) ministrations manage to kill all five of the rot grubs within the tabaxi warlock.</p><p></p><p>Newt survives self-immolation.</p><p></p><p>Once again.</p><p></p><p>Were Ram puts his unused potion back into its slot on his belt, content to watch the cat-thing squirm for a while longer.</p><p></p><p>Note, one of Newt’s scorching rays went high-wide-and-handsome, and burned Vinnie up a bit- there was something for everyone (me) in that fight. </p><p></p><p>I loved it.</p><p></p><p>And that’s what we did.</p><p></p><p>That was the best part of four hours, minus breaks.</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: 9304188, member: 16069"] [CENTER][B][SIZE=7]Dark Squad in the Secrets of Saltmarsh[/SIZE][/B][/CENTER] [B][SIZE=6]Session #131: The Sea Ghost.[/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 1. ABOVE. [/LIST] This is session 131, and the PCs spent the entire of it searching their way through their new ship, when I say ‘their’ new ship, I actually mean Ram’s new ship. When Newt tries to scratch the fiery emblem of his equally fiery master (Belphegor) into the planks of the deck, well- Ram ain’t having none of that. It helps Ram’s cause that at the time (and throughout) he was less Ram, and more Were Ram- in his hybrid ratty form, the other PCs have been looking for outward signs of Ram’s new demeanor- does the latest lycanthrope to join the Dark Squad wish to murder his comrades in their sleep? The jury is alas out, as of yet, Were Ram however is certainly crueler than good ol’ murderous Ram. And so… the Sea Ghost. Oh, and that too is a revelation- the name of the ship because… “Tell Wildroot that you wish to join the pact of flame, resist the urge to burn the woodsman to the ground- he will set you to your task.” “Discover the last ancestor, she that lives under the cover of darkness- the hag will have the answers.” “When the hands move the end will have begun.” “WAIT!” “For the pale dwarf without a face to beg you- only then should you take the ghost home.” The above was told to Newt by Bel(phegor) all the way back at the start. So, the guy’s have met Wildroot- are about joining the Pact of the Flame (maybe)- they are (sorta) in pursuit of the hag, Nightshade. They think the hands are from a device called a clock- although they have not found either the clock or the hands yet. The pale dwarf… that must be Ub (although why ‘without a face’, suspicions are the dwarf will be masked), and at last… ‘take the ghost home’. Is the Sea Ghost the ghost they need to take home? Where's home? Oddly the figurehead of the Sea Ghost is… a small pale (painted white- but ancient and very weathered) dwarf, with a bald head and thick chin-strap beard. Who looks a lot like Durgeddin the Black/Ub. The Dark Squad have seen graven images of Ub previously- likewise a ghostly dwarven wizard told them that Durgeddin/Ub was short for his race, and pale of complexion. The Dark Squad think he must be an albino. So, the confusion continues. Now back to the boat, and the session. Oh, and keep an eye out for the bit where Newt comes very close to killing himself, my sides were aching for a good while after. Here goes… [ATTACH type="full"]354711[/ATTACH][B]Here we all are again, I’m not sure why Ram, sorry- Were Ram is outside Newt’s Tiny Hut. Anyway, it’s time for a well-earned breather, as can be seen by the blood drops, some folk have taken a thorough kicking.[/B] Pat on the back for me. [ATTACH type="full"]354712[/ATTACH] [B]Then the search begins… badly, as is so often the case.[/B] Do you know what this group needs- a leader. So, three different searches are taking place in the above image, very soon after however it becomes apparent that none of the searches can proceed because… well, a rogue is needed to clear the way- there are traps here. It only takes us 30 or so minutes to fathom this. And so… [ATTACH type="full"]354713[/ATTACH] [B]Cabin the first to be properly searched, although point of fact Ram discovers a cleaver like blade trap (the hard way) that had he not been in wererat form would have taken his hand clean off. That was 12d6 damage right there. It’s at this point that the rest of the PCs remember why it is that they let Ram deal with this kind of stuff.[/B] You’ll note in the above image that all of the other members of the Dark Squad, except for Fellowyn, are outside of the cabin- that’s not by accident, nor is it happenstance. Just to recap the two images above, image #1- all of the PCs charge into their nearest cabin in search of pirate gold- a trap is found, or at least suspected, and then, image #2- everyone remembers what a rogue is for (not just Christmas). As for Fellowyn, he’s sitting in a stuffed armchair sipping from a silver goblet filled with a dark and full-bodied fruity red. He knows no fear our Fellowyn, or else he’s not the sharpest knife in the drawer. This is the pirate wizard’s cabin, and so soon after Newt and Fellowyn are purring (and murmuring) in delight- a big fat spell book is located, as is a scroll, a few potions and a small bag of gold. Very satisfying. The next cabin to be searched belongs to the pirate captain, alas there are no pictures of this event- the search, which is a shame because there’s quite a haul in there, including- good quality sea charts of the local area, and specifically around Saltmarsh and the Mere of Dead Men. Within the clutch of maps is found a much cruder image, another very poorly drawn map, it seems to indicate (the PCs think) the location of the lizardfolk’s lair (within the Mere of Dead Men but on the coast). What’s more there’s a (formerly trapped and locked chest, thanks Ram) containing lots of crudely minted ingots of electrum. There’s more, the crude map to the lizardfolk lair (maybe), and the electrum ingots all bare a lizardfolk-like pictogram. They are definitely connected. There are lots more papers here to sort through- and some more gold, and a few more potions (all healing variants, which a number of PCs have need of- they’ve burnt through their stocks again, some of ‘em). Then a crude contract of sorts is discovered- it seems the smugglers/pirates are supplying ironware to the lizardfolk, again the document is ‘signed’ with the same pictogram. And now the cogs are really starting to turn. Newt reminds his colleagues that Mr. Timpkins said that their enemies (the Talos worshipping mob) were arming for an invasion (of Saltmarsh). Interesting. [ATTACH type="full"]354714[/ATTACH] [B]Into the lizardfolk’s former quarters, and beneath each hammock is a newly minted (unmarked- no smith’s symbol) weapon. There’s also another (formerly trapped and locked, thanks again Ram) chest in here containing yet more electrum ingots, all with the same crude pictogram.[/B] The lizardfolk are definitely buying weapons, they’re arming. [ATTACH type="full"]354715[/ATTACH] [B]The search continues into the deck below, and it’s at this point- in the hold, that the Dark Squad discover that they are suddenly rich.[/B] Although, ‘rich’ needs to be put in context. Daktari has a lot of loans out, and maybe a few hundred GP still salted away; Fellowyn is massively in debt (to Daktari); Newt spends every penny he gets- all of the time, gold tends to burn a hole in his pocket; Vinnie and Ram have a bit of gold in reserve, but… for about 40-50 sessions now the Dark Squad have been while not poor, certainly not well off. I did that. The hold is full of bolts of silk, barrels of wine and brandy and other equally saleable stuff. The Dark Squad did a deal with the Saltmarsh council, any merchandise liberated from the pirate/smuggler’s ship is to be sold and the profits split 50/50. Nice. Newt is already working out what next he can buy. Just to make clear, Newt buys/collects grisly mementos of his adventures- preserved bits of tentacles, a wight’s hand injected with some embalming agent, a stuffed… but you get me. Newt’s basement room in the Dark Squad house is not for the squeamish. It's a lot like Newt in that respect. We move on… [ATTACH type="full"]354716[/ATTACH] [B]More cabins = more treasure, although there’s less gold here than in the in the big boss’ sea chest’s on the deck above.[/B] But what's this... Then, while the rest of the Dark Squad are rushing off to see what the next haul will bring- Ram discovers a secret compartment, and within… bundles and bundles of newly minted weapons, there’s even a shield in here with a much more stylized version of the lizardfolk pictogram. Again, none of the weapons have maker’s/smith’s marks. The lizardfolk were definitely buying arms (and armour) and it seems from the maps found, the Sea Ghost’s next stop was to deliver the armaments. [ATTACH type="full"]354717[/ATTACH] [B]Ram and Fellowyn are looking for another hidden chamber here, you’ll note again that the rest of the Dark Squad are, as usual, not getting too close to the action (or traps).[/B] Ram has found a trap in every cabin searched so far. [ATTACH type="full"]354718[/ATTACH] [B]Were-Ram finds a way in at last, and then rouses the emaciated (and manacled) elf within the secret place.[/B] And then… The Dark Squad conspire to make things very difficult for themselves, but you know- they roleplay the heck out of it. Ram wakes the elf. The thing you need to keep in mind is Were-Ram says stuff like- “Us want to kill it, maybe eat it- stringy, but… maybe us just watch it die. Wakey-wakey!” Were-Ram pokes the manacled elf with his sword a bit while issuing threats and snarling at the poor chained-up fellow. Vincenzo is, of course, at this point trying to get back to the action- and trying to take charge. However, now every member of the Dark Squad wants in on the action. Alas, in the short elbow-based fracas that ensues, somehow… [ATTACH type="full"]354719[/ATTACH] [B]Newt manages to make his way into the small chamber. So, there’s a five foot something cloaked and terrifying wererat in there accompanied by a seven-foot-tall maniacal cat-man.[/B] Oh, and Newt is being his usual charming self. “Let me enspell this vagabond stowaway, I will peel back his mind and unearth all of his lusts, loves and terrors; and then- when I am sated, well- you can have your fill- eat him up for all I care, Ram.” A very short while later the terrified elf is back to being unconscious, and now situated in a growing puddle of his own urine. The Dark Squad, much to Vinnie’s chagrin, decide to lock the poor fellow back in his cell, with a little food and water in easy reach- they’re not entirely heartless. They’ll be back. [ATTACH type="full"]354720[/ATTACH] [B]This image shows the moment that Vinnie and Daktari managed, at last, to get the scary rat-man and cat-man to shut up and vacate the room. Too late, the manacled elf has already been terrified back into unconsciousness.[/B] As above, we’ll get back to this guy next session. Oh, but… Were Ram thinks he recognizes the elf in the cell. But for the life of him, he cannot remember where from. Note, Ram at this point has also tried at least twice to take charge of his emotions and change back to human form. To no avail. We go on- through the pirate crew’s cabin, a bit more coin but nothing much else to see. Which just leaves the bilges. [ATTACH type="full"]354721[/ATTACH][B]Here’s Newt, paddling in the filth and scummy water in the bilges- he spotted a glint of gold down there, so now he’s in hot pursuit.[/B] Which, very soon after brings us to this image- [ATTACH type="full"]354722[/ATTACH] [B]Let me explain, while Newt is mooching about in the filth in the bilges a swarm of small maggoty-worms surge up from the mud and filth. A clutch of these squirming things manages to wriggle up the tabaxi’s legs and into his dense fur.[/B] Soon after, a number of the deadly worms have begun burrowing their way into Newt’s flesh. They’re rot grubs of course, a swarm of them. Actually, more than one swarm. Newt quickly escapes the bilges, luckily avoiding yet more bites from the writhing swarm(s), he describes his agony to his comrades- although most of them witnessed the action in the bilges. The Dark Squad have been here before- Vinnie had an encounter with a single Rot Grub back in session #99, or at least just one of the little maggots tried to burrow its way through his flesh and into his heart/brain. Newt, in the same session, had six of the squirming worms inside of him- it took a wall of fire (flame directed inwards) to purge him of the maggoty taint. Here we are again. Then the DM rolls 5d6 damage for Newt and informs the poor fellow that another 5d6 damage will be with him this time next turn. Panic ensues. Culminating in Fellowyn firing a firebolt into one of the newly created fleshy burrows, and then Newt unleashing five (or maybe six) scorching rays into his own flesh. I’d like to say Newt’s colleagues are all doing their best to help. I’d like to, but I can’t. Were Ram squats beside the screaming thrashing warlock, the wererat clutches a small vial in his hand, knowing full-well that the contents of the flask will kill all the flesh eating bugs within Newt instantly. Were Ram is content to watch and wait, and hiss (laughter) and grin. More remarkably the fiery (mostly self-inflicted) ministrations manage to kill all five of the rot grubs within the tabaxi warlock. Newt survives self-immolation. Once again. Were Ram puts his unused potion back into its slot on his belt, content to watch the cat-thing squirm for a while longer. Note, one of Newt’s scorching rays went high-wide-and-handsome, and burned Vinnie up a bit- there was something for everyone (me) in that fight. I loved it. And that’s what we did. That was the best part of four hours, minus breaks. 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 #137 Into the Mere of the Dead Men Part 2.
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