Jan. 14th, 2002

Gaming log

Jan. 14th, 2002 11:55 am
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Both games went reasonably, though I was terribly rude to Sherilyn during D&D.

The Shatterlands group beat up three hill giants and their six pet dire wolves, and acquired some l33t l00t. They also found out that their boat is now floating on water a mile above sea level, and they figure it's an inland sea. Afon, the new elf druid, used unorthodox tactics against a hill giant, and managed to keep his odd powers from all the characters and most of the players. James knows, though -- some of it anyway.

Still exploring the obviously worked and finished underground complex that the hill giants had taken refuge in. Some giant scorpions are still unfought, and the rogue at one point got a voice in her head asking 'What are you? *silence* Okay, fine, be that way.'

Note to self: even x2 crits can be nasty when you do 2d6+10 damage normally.


The Ars Magica group is finally clearly heading for a culmination of the Manannan mac Llyr storyline, as they freed Cerunnos from the Wormtongue-esque demonic lackey that had been keeping him from wondering where his Hounds have been these fifty years. The lackey demon was permitted to leave, but vowed vengeance upon the magi.

Before being thrown out of Cerunnos' hall, the demon derived from PC surface thoughts that there was something of interest to the Hierarchy stored in the covenant, which he didn't know about before, and boasted that they would not stand against him.

An attempt to read the demon's mind astonishingly succeeded (probably because Cerunnos, who is old as mountains and powerful as seas, told the magi they should 'learn what you will of him before I release him') to the extent of seeing, from the demon's POV, what it's like to receive instructions... from inside a pentagram... inscribed upon a cavern floor... in Blackthorne Covenant. Unfortunately, one of the aspects of this experience is that it's impossible to recognize the voice giving the commands.

The demon gave some cryptic warnings about making the wrong decision and about the Dragon being the lesser of two evils, and the Hunt -- and the decision to free it -- being a fulcrum by which one will move the world. But then, demons always lie.

Ack. I wasn't going to do that saga in this campaign, and suddenly I find myself introducing it. Well, maybe the demon was referring to something else.

Anyway, Cerunnos (or Coffa as the demon called him) is recovering his strength (he's old, and throwing out the demon exhausted him for a while) but he promises to go to Llandovery for Samhain, to see about these old ways that the magi have been encouraging (which they did to maintain the faerie trod, so that the girl who grew up visiting the local faeries each full moon can still do this while living with her husband fifty miles away). Cerunnos feels the pull of the Hunt and an epic adventure to free it is promised... assuming the demon doesn't successfully obtain the Solomon sphere first.

Freeing the Hunt will stop one ticking clock, as the black dragon will stop trying to get free. But another clock is still ticking; in a few years the faeries will run out of patience and start collecting all the tourney winners of the last decade to restart the firbolg-fomori war, unless Manannan mac Llyr is freed first -- but the PCs have now gotten close. Once the Hunt is free to roam, they need only acquire MmL's Spear, since they have the rest of his arms (his Steed and Harp) and they just need to have 'all Prydain's greatest warriors call' for him. Current thinking on their part is that this can happen easily if they let the faeries gather together all the tourney winners for them first.

But it might be a good idea to find the Stone of Pwyll first, since that's where Manannan mac Llyr will rise.

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