Sword Coast Guard, Episode 14 – The Sunken Temple, Part 4

Session Date: October 22, 2017

13 Eleasias, 1367 DR

In this session a new player, Ian, is introduced — that’s his character’s name — as Rusty is no longer able to continue with the group. I had planned for the heroes to meet him at the very beginning of the session before they go neck-deep in trouble, but Ian’s player arrived a little late, and consequently was thrown into the worst part of the trouble. You’ll see…

The Sword Coast guard begins to explore the submerged tunnel, hoping to find the sahuagin they’ve been searching for.

Xavier sends his octopus familiar ahead to scout. Then, as the group travels, they come upon the octopus floating in the water with a harpoon bolt stuck in it. Glancing around the corner, Xavier sees several sahuagin waiting for them, reloading their harpoon guns. One of the sahuagin casts a hold person at him, though the fighter manages to fight off the magic.

At the battle joins, more sahuagin swarm them from another direction. Belgarath and Xavier move in to take out the threats, and Nigel and Elodin prepare to provide magical support.

However, four more sahuagin approach from the group’s rear, being pulled along by speedy reef sharks. While Nigel panics and casts compulsion on them, Elodin drops a shatter, killing three of the sahuagin and both sharks. Nigel magically compels the remaining foe to move away from them.

The flanking crisis averted, the casters turn their attention back to the original foes. Xavier and Belgarath are doing quite well slaughtering sahuagin and several corpses already float in the murky water. The sahuagin priestesses continue to fling hold persons at them, finally catching Belgarath in one.

Churning water from the rear alerts Nigel and Elodin to yet another flanking threat, and they turn to see two massive hunter sharks speeding toward them. Riding the hunter sharks are a large, four-armed sahuagin baron, and a sahuagin sorceress wearing exquisite flowing robes.

The sorceress casts polymorph on Elodin, and the poor wizard finds his body shrinking and hardening until he has become a clam. The baron immediately rushes Nigel.

Elodin is to spend most of this battle, which ends up lasting about four hours at the table, as a clam and unable to do anything. As a DM, I feel kind of bad about that — sitting a game out sucks — but it was what the sorceress would have done. I was hoping someone would interrupt her concentration at some point, but that didn’t happen until about the tenth round of combat, several hours later. And this is why I rarely deploy spells such as polymorph and banishment against the players: they have the potential to remove the player from gameplay for extended periods of time.

As all hell begins to break loose with things going very badly for the heroes, they realize that most, if not all, of the sahuagin must have been alerted to danger by their battle with the dragon turtle. During the time the heroes were exploring the abandoned dwarves complex, the sahuagin were preparing an ambush.

Fortunately, however, a new combatant enters the fight: Ian, a paladin of Helm. Sent to seek the heroes out and aid them, Ian arrives behind the sahuagin baron and sorcerer and immediately attacks the baron.

Fortune was not to be had for “the new guy,” however. After a nasty barrage of attacks form the baron, the sorceress casts disintegrate on him, not only killing him, but reducing his body and equipment to ashes.

And for the second time that night, the DM felt bad. Not only killing the new player’s character, but destroying his body so he couldn’t easily be raised from the dead. I’m not always such a jerk, am I? (Yeah, okay, maybe I am…)

And then things get worse for the heroes.

Belgarath murders several sahuagin, including the priestess who paralyzed him, and follows a tunnel north, hoping to flank the sahuagin baron and sorceress. He comes upon a few sets of doors, and opens one of them. Inside he discovers half a dozen sea elves tied to massive copper vats. The sea elves immediately call out, pleading for him to rescue them.

Thinking he has found allies that might help them fight the sahuagin, Belgarath moves into the room. However, as he does so, the head of his new magical morningstar transforms into the visage of a ghostly, undead elven female. “Elves!” The visage moans. “We must kill them! Take me into their midst and let me wail.”

Belgarath, his mind easily swayed by the sentient weapon’s request, does so. The morningstar unleashes a wail that kills two of the sea elves outright.

At that moment, the remaining sea elves stand, easily shaking away their ropes and draw daggers. They surround Belgarath and begin stabbing crazily at him.

As the warlock takes wound after wound, he realizes they weren’t sea elves after all. They were malenti, sahuagin that physically resemble sea elves in every way.

Then a four-armed sahuagin rogue exits a vat where he was hiding, swims down to Belgarath’s side, and unleashes a flurry of attacks with his shortswords. Belgarath succumbs to the wounds and falls unconscious.

See, I didn’t have ALL the sahuagin ambush the group. I thought that would be too much. I left this rogue and malenti here to fight after the big ambush. However, some heroes still make wisdom a dump stat, so what’s a DM to do? Answer: murder them and hope they learn better next time.

Meanwhile, Xavier, Nigel, and Elodin — observing as a clam — are having a helleva time with their battle. The sharks, baron, and lightning-bolt flinging sorceress gain the advantage and appear to on the verge of defeating the heroes.

Immediately upon dying, Ian’s spirit zipped away to the Fugue plain to wait, with the other recently deceased, the arrival of Helm or an angelic representative to take him to his final place of reward in Helm’s kingdom.

Several minutes go by, and Ian sees a celestial chariot appear in the sky, driven by Helm himself. The deity calls out to his faithful who fall in line behind him for their journey to their eternal rewards.

However, as they begin to move away, Helm’s eyes fall on Ian, and the god brings his chariot to a halt. “You! Paladin,” the deity says, addressing Ian. “Have you finished your life’s purpose so soon? It has been but a few years sense your joined my holy order.”

Falling to his knees, eyes downcast, Ian replies, “I fear I have failed, my lord. Struck down by a sahuagin sorceress, leaving my wards unprotected.”

“My faithful do not fail!” the god bellows in response. “Go back, paladin, my blessing upon you. Complete your purpose in life: protect the weak and provide guidance to the misaligned.”

“AND THIS TIME, THOU SHALT NOT FAIL ME!”

Ian’s spirit then whisked away from the afterlife and found his restored, fully healed body waiting for him in the underground lake. He felt first wetness and then righteous fervor as he took up his sword and assailed the sahuagin baron with all of Helm’s wrath behind every blow.

DM mercy, baby.

The heroe’s plight looks somewhat better with their newfound ally. However, then the four-armed sahuagin rogue and malenti arrive with Belgarath tied up.

“Surrender or I slit his throat!” the sahuagin rogue tells the heroes.

Belgarath comes about, though, and casts sleep on the malenti, making them fall into a slumber. Furthermore, Xavier ignores the threat and attacks the baron.

Belgarath rolled a 20 on a death check and recovered 1 hp. Lucky…

At this, the rogue follows through with his promise and opens Belgarath’s throat with his shortswords.

Belgarath drops to 0 hit points again. Not lucky…

As the brawl between the rogue, baron, and sorceress continues, Ian manages to reach the sorceress. The wicked sahuagin had been flinging lightning bolts and other debilitating spells that them long enough. The paladin slashes the sorceress and releases a well of holy energy into the blow: smite.

Heavily wounded, the sorceress’s concentration on polymorph is interrupted, and Elodin transforms back into his old self. Enraged, the former clam — er, wizard — releases a torrent of arcane energy at his foes.

The tide of battle shifts yet again, and both the baron and sorceress dispatched, their bloody corpses joining the couple dozen others now floating in the crimson waters.

Seeing his companions dead, the sahuagin rogue flees to the north, toward the dragon turtle’s lair. Belgarath gives chase, but the rogue escapes.

I suggest that the party could follow the rogue into the dragon turtle’s lair, but they soundly reject that idea. Not sure why…

Xavier and Belgarath murder two of the sleeping malenti, but Ian spares the third, claiming he should be turned over to the surviving sea elves in Waterdeep for justice. Belgarath doesn’t like this but isn’t willing to fight the paladin over sahuagin scum.

The heroes then begin to explore the rest of the underwater compound. The find barracks, the baron’s audience hall, the baron’s room, a shrine room to Sekolah, the sahuagin deity, and a treasure room.

The treasure room contains a nasty trap — pressurized jets slam the heroes into spikes on the walls — and a chest full of coins and a rope of entanglement. In the baron’s room they find more gold to line their purses.

Finally, having had enough of the Sunken Temple, the heroes set off for Waterdeep, their new companion, Ian, along for the ride.

I’m not sure Ian’s player fully understands the depth of what he’s gotten himself into…

The Sword Coast Guard

the adventurers formerly known as the Heroes of Gold, Glory, and Girls

Not photoed: Iantorin Mournsoul - Half-Elven Paladin of Helm

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