THE STANDING STONE

GAME 1

JUNE 8, 2002

Bob absent, Craig plays Andrinor.

The Speaker in Dreams is dead and his devils are banished and Ben takes over from Kirk as Dungeon Master. Griffon seeks out an elven master boyer while Kaliq begins his paladin training at Temple Pelor, leaving Casartes, Andrinor and Taliesan to recover from the big celebration at the Broken Arrow. Two visitors from the land of Faerun, Varden Kenzei and Falin M’or, arrive at this time looking for heroes. The parties unite under Lord Caraway to save the village of Ossington where they uncover a deep mystery.

Varden and Falin arrive in Brindinford searching for heroes. There is trouble in Faerun and they need to fulfill a prophesy. Bringing back strong fighters will help too. The locals direct them to the Broken Arrow where an able party is staying.

A messenger from a Lord Caraway approaches the three original party members. Having heard of their success against The Speaker, he wants to hire the party to find out what happened to the village of Ossington, three days ride away. The wild elves are warring with the people there and they have not paid their tribute. Taliesan and Andrinor agree to take the mission for 500 pieces of gold. Casartes, drunk for the first time in his life, leaps on the bar yelling about evil elves.

Varden and Falin enter and talk the drunken monk down off the bar. Everyone meets and a deal is forged: the five will work together, first in Ossington, then in Faerun. “We never had liquor at the monastery.”    

The next day, we begin the three-day ride. On the way, our camp is raided by a dire bear cub and his mother, who eat all our food.

The third day, almost to Ossington, we see a villager running for his life down the road. The ghostly Horseman from the cover of the module is chasing him. Varden swoops him up and the party attacks the Horseman, but he slays the villager and the horse stomps the remains into the ground. Finished, they vanish, but not before Andrinor casts detect evil, and sees none. We discover two other villagers the Horseman has slain and Casartes and Varden approach a nearby farm house for help. Farmer and Daughter explain that the Horseman and the gurgach wild elves have kept them from doing any farming for a long time. We take care of the bodies, and do some work for the Farmer. Daughter is very friendly toward us, but we decline her “hospitality” until another time.

We ride toward Ossington, noting that there is no animal life in the surrounding forest.

As sundown approaches we come upon a chapel serving a deity of each of the nine alignments. It is attended by a crazed, strung out, starving druid named Henwyn, and her companion, an animal known as Habya. She prays non-stop all day, and finishes only when it is dark. She asks us, “are you prepared to die?” We camp in the chapel that night, which causes the shadows in the crematory pits to attack us. Andrinor easily turns them, but Henwyn explains that they only attack people in the chapel after dark. “Oh, did I forget to mention that?” We head for Ossington the next morning.

Ossington is surrounded by huge, ancient monoliths, like Stonehenge. The people of Ossington look starved and desperate, but a bard calling himself Cuckoo, calms them down and leads us to the village leader, (Mayor Maynot.) He tells the party how the Horseman and the wild elves have started a pogrom against the villagers for the last four months, keeping them from planting the fields and slaying anyone who leaves the protective circle of stones. Suddenly he is slain by an assassin’s arrow. We chase the archer, but he gets away, then we are attacked by dire hawks and a giant owl, which we dispatch quickly.

How can we feed these people with no crops or game nearby? What would make normally good wild elves and a non-evil ghost hate these villagers so much?

THE STANDING STONE

GAME 2

JUNE 22, 2002

Everyone present.

We’ve agreed to help the villagers of Ossington deal with their elf and ghost problem, but what’s going on? We explore the forest, finding some clues and a lot of trouble. We also battle the Horseman a second time.

Just as we slay the last summoned bird, a girl arrives, out of breath, with her sword. “Am I too late?” Her name is (Swordgirl). She introduces us to Dyson, the village sorcerer who is now in charge after the assassination. We pledge to help the village, and then look around a little bit before camping for the night.

The next morning, Andrinor and Varden use their magic to feed the village. Varden questions Dyson extensively about the area’s history and recent events. The standing stones were erected at least 900 years ago by druids. The area was the site of two huge battles where a Safenar lead good against evil invaders. He and the druids were slain in the second battle by the dragon Ashardalon. Four months ago the Horseman arrived, visiting five local sites, the chapel, this circle, the Silence Keepers, Redhorse and the Old Barrow. Three months ago the gurgach began their attacks. Ossington sent a party to negotiate and the wild elves massacred them.

We decide to head north to explore the Empty Forest. Dyson offers (Swordgirl’s) help, but we don’t fully trust her so we decline. On our day-long trip we discover six skeletons (presumably massacred by the gurgach), the burned out trunk of a treant, and the more recently deceased corpse of a villager. Taliesan, Varden and Andrinor all note something odd about his anatomy, but can’t figure out what it might be. We also encounter gurgach who harass us with arrows and magic, but we survive. We return to Ossington near sundown. Varden wants to question Henwyn so Casartes and Taliesan go with him. As we leave the circle of stones the Horseman appears.

He emits a terrifying moan then attacks us. Andrinor and Falin soon catch up and we battle him and his mount. The horse attacks Casartes with an effect that reduces his charisma. Andrinor tries to turn the horseman and fails, provoking him to telekinetically throw the cleric into the air. He survives the fall and uses sunburst on the ghost. Confused by our toughness, the Horseman vanishes.

Do we go to Brindinford for help? No, it will take too long. We decide to visit Henwyn anyway but return to Ossington this night. Henwyn tells us the same things that Dyson did, except for one detail: when the horseman visited her chapel four months ago he was not a ghost. We begin to think all is not what it seems here. 

We decide to rest two days, restore Casartes, feed the village again, and return to the site of the slain villager to question him using speak with dead.

When we return to the forest we encounter trouble in the form of animated trees. We evade them and keep heading toward the villager’s corpse, except for a frustrated Varden who stays just out of reach of the slow-moving trees. He yells to the unseen spellcaster in elven “call off your trees! We mean you no harm. We’re not the villagers’ allies; we just want to know why you’re at war… and I’m staying here until I you tell me!”

Will Varden get the attention of the gurgach or will he just get peppered with arrows? What will the slain villager say?

THE STANDING STONE

GAME 3

JULY 6, 2002

Everyone present.

We spend a long day gathering much information from the slain villager, Red Horse and the Great Barrow. We learn The Horseman may not be what he seems, and we meet the infamous Warlord Saithmar.

Varden holds against the attacking trees demanding an answer from their enchanter. A treant calls unseen “leave my forest if you want to live.” Varden courteously declines and joins the other party members at the site of the slain villager.

Andrinor and Varden learn only that the villager is human and that the Gurgach hate the villagers because of “the massacre,” and no more. We decide to explore Red Horse and notice that we’re being followed by some hobyahs in the trees.

We come upon a swamp at the base of a cliff. On top of the cliff is an ancient carving of a horse. The hobyahs will follow no closer and we continue on. Then The Horseman arises from the water. Not wanting a needless confrontation, Varden steps forth and tells The Horseman we’re simply gathering information for our lord and wish no fight. The Horseman actually seems to understand this and sinks back into his lake -- performing the sign of Pelor!

Casartes immediately jumps into action and dives into the lake. Sure enough, he finds the remains of a man and a horse, but no skull. Varden wildshapes into a porpoise to better search for any hidden clues, but finds none.

We are puzzled about what to do next but finally decide to give the remains a proper burial. This gets the attention of The Horseman who approaches us, curious about the grave and his remains, and allows us to question him. He cannot speak but we learn that he has unfinished business on this plane and if we continue the burial he will depart. Henwyn has, or is at least responsible for, his head, and he is not really allied with the Gurgach. We guess that our horseman was a paladin of Pelor slain before his time. Moved, we offer to help him complete his task. He charges toward Ossington.

Ready or not to confront the villagers, we follow him, but the hobyahs leap on us from the trees! Varden casts calm animals, but they just flash evil grins and attack with poison bites. Thanks to our swordsmen we slay them all before they can poison us or report back to who ever may be controlling them. Henwyn?

It’s getting late, but we’re worried about just attacking Ossington with no hard information. Consulting our map, we decide to explore the Great Barrow. We come upon a large man-made mound with one arched entryway. It is marked in Druish: “Saithmar the Warlord.”

Inside, we find a warren of halls and traps guarded by wights, which Andrinor is able to turn or destroy. A trap injures Falin and a large earth elemental charging right out of the rock face almost slays Taliesan and Falin. Varden’s summoned small earth elemental is no help, so he finishes off the guardian with his khopesh.

At the end of the maze of hallways we discover Saithmar’s tomb. The archway is inscribed in Druish: “The heart grows bolder, courage grows greater, will grows stronger, as our strength lessens.” What does it mean? Do we open the tomb? We don’t have time to decide because the undead Saithmar emerges from the walls with two assistants, closes off the hallway and demands to know our business. Varden tells him the truth and asks if he knows anything about the current situation. Saithmar states that the world of the living is none of his business and agrees to let us go -- if we win a one-on-one sword duel with him.

Casartes volunteers and we fortify him with greater magic fang, barkskin, bull’s strength, cat’s grace, shield of faith, and Ramtetkahan, Varden’s +3 khopesh.

We’ve learned more about the identity of The Horseman and that, with the hobyah attack, puts doubts on the intentions of the Villagers. In the Great Barrow we’ve found no clues or treasure. Can we trust Saithmar to fight fairly?

THE STANDING STONE

GAME 4

JULY 20, 2002

Everyone present.

This game consisted of two combats, Casartes’ duel with Saithnar, and our reluctant battle with the gurgach and their treant.

Saithnar dominated Casartes early in the duel, striking critically with his great sword. The monk was able to get away and use his wholeness of body ability to heal. Then he took a round to rest and came back out strong, striking hard and defeating the undead warlord.

He thanked us for the “fun,” answered all our questions, gifted us with a stone of luck of some kind, and admonished us not to reveal his whereabouts to anyone.

While we tried to decide what to do next, Tully from Ossington arrived and begged us to return to the village. She led us into a gurgach ambush.

We tried and tried to convince the wild elves and their treant that we were no threat to them, and believed we had the same purpose, but they attacked and attacked and we had to defend ourselves. In the end we slew the treant and left only two elves alive.

A dejected and angry Varden decided to interrogate Tully.

THE STANDING STONE

GAME 5

AUGUST 3, 2002

Craig absent, Eric and Anthony play Casartes

We almost lose Falin in a punishing battle and finally learn the awful truth about what happened in Ossington.

We bind Tully as best we can and Andrinor casts Zone of Truth. Ironically, he’s the only one who doesn’t save against its effects and Tully just tries to mislead us some more. Frustrated by the battle, and the idea that he’s been betrayed by an evil druid once again, Varden pommels Tully. With the help of Casartes, knocks her out. Then we tie her and the two remaining elves to trees and rest in preparation for the inevitable assault on Ossington.

In the night the wild elves awake and Falin convinces them to join the party.

Then, at the stroke of midnight, The Horseman comes for Tully.

Taliesan awakens Casartes and Falin for help and asks the paladin not to slay her yet. Casartes sees the situation very clearly and explains that we might not know for sure the right thing to do, but The Horseman, as an agent of his god, does. The elves are convinced, and they allow him to slay her.

In the morning we attack the village.

We form a line on the north, backed up by The Horseman and the Gurgach. Varden and Andrinor will take the roof of Dyson’s tower and Falin the roof of a nearby house. Taliesan and Casartes will fight through the front door backed up by Eric.

Dyson, Henwyn and Cuckoo appear on the roof before we can take it. We keep Dyson from casting spells for a short while, but he hits us with two cones of cold and a fireball, nearly slaying Falin.

The villagers swarm out of the houses, but an entangle and The Horseman effectively stop them.

Taliesan finally bursts through the door, followed by Casartes. Cuckoo meets them on the third floor, revealing himself as vrock demon! Luckily, it flies away, abandoning Dyson and Henwyn when it grows bored with the battle.

Varden summons a large earth elemental to the roof, and then Taliesan and Varden make it to the roof. Dyson tries to cast a spell but the elemental and the ranger both it him, finally slaying the sorcerer.

Henwyn attempts to heal him, but Varden injures her and Taliesan knocks her out.

We’ve won.

Henwyn explains that Dyson, a tiefling, and the demon slew all the villagers. They used the magic in the standing stones to transform the local animals into a loyal army to conquer Greyhawk. She just went along with the plan, even feeding The Horseman’s head to the fiendish hobyahs.

We give her to the Horseman, who slays her, and then we travel to his burial site to send him on his way to the other side.

We still need to make arrangements for the few remaining villagers, and report to Lord Carraway and the Church of Pelor. We didn’t make 10th level in preparation for The Heart of Nightfang Spire, so we will play an additional adventure between modules to tie up all the loose ends. So ends the adventure of The Standing Stone.

THE STANDING STONE

GAME 6

AUGUST 17, 2002

Bob absent, Ethan joins.

We kind of ended game 5 late, so this is a wrap-up of Standing Stone and the bridge into Rana Mor.

Griffon arrives just at the end of the fight with Lord Caraway and his men. We find much of treasure and return to Brindinford to spend it. All the characters get great magic items.

Later, Griffon discovers a Banda fighter in the woods overlooking Brindinford. They battle and Griffon nearly loses his life defeating him. He finds a circle of teleportation at the camp.

When Varden returns from Ossington after researching Dydd the druid and visiting Teranna and her father, he urges the party to leave for Faerun as soon as possible. We decide on two days. Devin Nightsoul, a sorcerer, is looking to get out of Brindinford quickly, and joins the party.

When the party meets at the Golden Swan they find Eric wandering the docks, half dead. Taliesan discovers that there was a fight and Varden and Andrinor are missing. The party returns to the Broken Arrow and the sorcerers discover another circle of teleportation in their room.

Word is Mr. M. is the man to see about the mystery and he does find the party later that night. It turns out Mr. M. is our old friend Meepo, the kobold dragon trainer from Sunless Citadel.

Varden and Andrinor have been abducted by members of a headhunting tribe known as the Banda. They are in the employ of someone with a grudge against the party, but he does not know who. He sells the party a journal with the information they need to rescue the men. It will involve traveling to the Amedio Jungle, up the Ran Pe river to the ancient temple-city of Rana Mor. Griffon pays with one of the priceless jade dragon statues that Meepo has been searching for.

So begins Rana Mor, where we should attain 10th level.