Summary LI: What Comes of Being in Possession of a Dark Temple at the End of the Day

Joel will probably be writing the summary soon, but here are some brief
“teasers” for the game:
1. It’s amazing how little can be accomplished from about 9 hours of effort.
2. Non-divinable areas are no fun.
3. Shocktroopers are no fun.
4. Cold environments, that even the most powerful of clerics of the weather
God couldn’t deal with, are no fun.
5. Puzzles that make no sense to an outside observer are no fun.
6. I think it all boils down to the fact that evil isn’t really any fun.
The game featured:
1. Fun with Numerology! The mathematics! The supposition!
2. Fun with Astrology! The terror! The suspense!
3. Fun with Speak with Dead! The humor! The cunning!
fun fun fun fun fun…
This game was sponsored by the word FRUSTRATION…
Kyle

Summary L: Fallout from the Death of Groorg

Mordrick and Obmi… two sides of a very sharp-edged coin. Which would it be?

Here’s a very brief summary. Since we didn’t do a whole lot that requires
much description, it will be pretty easy:
1. Searched the areas of the temple where Groorg’s men went. Found lots of
interesting items and most importantly the Mithril Key. Rangorn would
probably want us to detail his daring escapades fighting wolves here, but we
won’t.
2. Rescued an adventurer dwarf, recently captured. Later we found his
chain mail of weightlessness (along with another suit that we found). Lots
of other cool treasure.
3. Rescued two Realmish privates who had been tortured. We healed them.
They were from the anti-Drake, anti-Cromwell side, but we didn’t really care.
4. Explored the catacombs below the temple where the “glowy things” were.
The halfling-size prints clued us in that they may be will-o-wisps, and we
later encountered two of them. We tried to track their treasure down, since
two will-o-wisps could very well be hiding over the gems. With that much
cash, perhaps even will-o-wisps could share.

Continue reading “Summary L: Fallout from the Death of Groorg”

Summary XLIX: The Empire of Groorg Falls

At this
point, Ludo found Groorg, who after a few moments knew he was there, and
through a bag of white goo at him, so he was visible.

That’s right! Coming up at eleven…
THE STONE SOULES LOG
“I laughed. I cried. I whimpered. I ducked. I realized I was getting too
involved and stopped.”
Joel

Continue reading “Summary XLIX: The Empire of Groorg Falls”

Summary XLVII: The Bird Men, or, Rangorn Learns to Fly

At the same instant, the
other griffon unexpectedly dropped Rangorn, who rapidly but unsuccessfully
tried to learn how to fly, and use air currents (20 on the check). Now Eli
had a big problem. Rangorn would go splat in 2 segments, Xavier in one.
Who to cast -Feather Fall- on?

My first attempt at this, so please be kind:
Using the directions given by the dwarves, the party traveled along the
roads, choosing the path at each fork that led more toward the indicated
direction. After several days of travel, we came across the path of several
giants but decided to stick to the road rather than move at the astounding
speed of 1 mile per day. We later encountered a “totem,” or post of skulls
(identified by Warwick to be hobgoblin primitives). Deciding to follow the
path rather than skirt the territory (ownership unknown at the time), we
traveled until we spotted a high plateau less than a mile off.
Ceydric scouted the top of the plateau via -Fly- and -Invisibility- spells
and discovered a large building. A large bird, (wingspan 25′) flew out of
the building. Ceydric peered through the “doorway” and spotted several
other bird-things (they were red and blue- striking colors, not dull). One
of the birds circled in his general direction, and he turned around and
headed back toward the remainder of the party. The bird was carrying a
spearlike object in its claws. Ominously, the bird followed for a distance,
gaining altitude but staying directly over Ceydric. Suspecting the bird
would dive-bomb him, he called out in Human, “Hello!” The bird turned
around and headed back toward the plateau. A few hours later Eli and Alegra
flew up to the top of the plateau in what they hoped was a non-threatening
manner. One of birds spoke hesitant Human, but Alegra cast -Speak with
Birds- which greatly aided communication. (This was done repeatedly after
this point)

Continue reading “Summary XLVII: The Bird Men, or, Rangorn Learns to Fly”

Summary XLVI: The Quest to Recover the Great Mithril Key

At a Temple in the Mountains of Cromwell (actually in Shabrund territory), the
evil solar-like creature who was the main servant of the God of Ignorance
and Darkness, is imprisoned.

Hello–
Here is a brief summary of the games on the 15th and 17th. Note that much
of this informations is “Class 2 Classified” in Cromwell and that, as
always, publishing on the list should not be construed that we are being
loose with our lips…
Mission: Recover the Great Mithril Key requested by the Behir before he
will leave the city. We believe that the GMK is the key to the box in the
“Electrical Zoo” of the Castle from which the Behir escaped, presumably some
time after Tan-El fell. Probably the Behir is still tied to the box and
cannot be gone for too long from the vacinity. Once we have the key we will
explore what the results of two actions would be : 1. Unlocking the box;
2. Destroying the lock and key together. We have not committed to
releasing the Behir, because we are aware that he is an evil creature, but
we will have to gauge the risks when we come to that. So, for now we must
find the Key.

Continue reading “Summary XLVI: The Quest to Recover the Great Mithril Key”

Summary XLV: After Some Tan-El Answers

And don’t forget the 40 or so new party magic items! 😉
Yes, there are about that many, but only about 10 would you count as actual
items, the rest are “assets.”
I think the semester has come to a successful and fulfilling conclusion. If
you like closure, and you had the full scope of what was going on in Tan-El,
you would see that things are starting to wind together, though there will
always be mysteries…
More foes fall to the Stone Soules! 🙂
Alegra/Kyle

Summary XLIV: How to Destroy the Vampires Stored at the Ziggurat?

Xavier:”Yes, we really do want the Hand of Vecna. Do you think you could
manage the Wand of Orcus if we threw in the Token of Wooden Bridge?”
Xothan:”It would be made easier if Sir Faranyn were dead.”
Xavier:”WHAT? How do you figure?”

seven vampires in gaseous form incased in tar- how to destroy/ get rid of
them? There is also a devil in trapped in a jar.
method #10- throw them all into the pool of at the Shrine of
Nevron. ” Hey, I know where a pool of holy water is…”
Player # 1: “Sheesh. We’d need an awful lot of holy water, and at the price
of about 3000 gold per gallon, we could run up a little bit of a bill…”
Player # 2: “Hey I know where we could find a huge pool of holy water, and it’s
free!”
Okay, we have to confess that Player #2 was ZACK! Hee hee!

Continue reading “Summary XLIV: How to Destroy the Vampires Stored at the Ziggurat?”

Summary XLIII: Against the Ancient One in the Dark Pit and More Tan-El Stuff

The stone golems said, “The Gate is closed.”

Our next expedition was to eliminiate the “ancient one” so we went to the
Ziggurat and performed a ceremony that destroyed the evil altar there, as
well as dispelling the hell hole. Eventually some of us might call the
Ziggurat home, now that it is rid of all dangerous evil. I am sure if we
scraped off the soot and featured what remains of the hell hole (by
building some sort of dais around it) it might look like a neat place.
Forces of Evil: 0, Stone Soules: 8

Continue reading “Summary XLIII: Against the Ancient One in the Dark Pit and More Tan-El Stuff”

Summary XLII: Tyner’s Tower: Disturbing and Other Answers

Underneath
a bunch of tubes and metal rods and bubbling flasks was a coffin with the
tubes etc. sticking out of it. Sticking out of one side is a red clawed
hand, rather shriveled etc. One force here was CE (the bubbling black
tar) and the coffin/hand was LE…both tormented and angry/malignant.

So next was Tyner’s tower…at last. As usual, “questions were met with
disturbing answers.” (an augury we got once). We got in through the
usual method and started experimenting with what turned out to be the
bedroom door. As was guessed by other players, Tyner was well prepared
to protect his place from other mages (although with all the magic here,
I don’t see how Tyner could have made the place within a human
lifespan). The knock spell on the door caused a memory moss to hit Eli
and eat all of his spells in memory. Kinda delayed the expedition 🙂
So we used the Chime instead and found beyond a plush arch-mage bedroom.
Everything was magical to some extent, from the carpet that is always
clean to the warm sheets etc. We found four cool magic items which we
still need to identify amongst the other standard Tan-El fare…you know,
twisted bits of metal and, a Chaotic Evil (malignant) force in a bunch of
jars. Appeared to be some sort of ooze. Xavier tried to sprinkle holy
water on it but was attacked by some insubstantial mist that temporarily
drained two levels and enticed him to open the jars (Hmm…I wonder what
would happen if we dropped the jars into the hell hole, let the two bad
boys fight each other first 🙂 ). So anyway, we moved on to the door
that led to the next upper level.

Continue reading “Summary XLII: Tyner’s Tower: Disturbing and Other Answers”

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