20011013 LuckOfTheIrish

<H1> Luck of the Irish </H1>
<H2> Role Call </H2>
<TABLE>
<TR>
 <TD> Kill'Dar </TD>
 <TD> 12th/3rd Elf Wizard/Fighter </TD>
 <TD> Rick DiRicco </TD>
</TR>
<TR>
 <TD> Travian </TD>
 <TD> 14th Human Paladin </TD>
 <TD> Robert Giedt </TD>
</TR>
<TR>
 <TD> Estus </TD>
 <TD> 10th Human Cleric </TD>
 <TD> Ray Chiang </TD>
</TR>
<TR>
 <TD> Colin </TD>
 <TD> 15th Human Fighter </TD>
 <TD> Jim Yonemura </TD>
</TR>
<TR>
 <TD> Grackle </TD>
 <TD> 6th/9th Half-Elf Fighter/Rogue </TD>
 <TD> Mark Whisler </TD>
</TR>
<TR>
 <TD> Prince Donner </TD>
 <TD> 6th/9rd Human Fighter/Wizard </TD>
 <TD> John Speck </TD>
</TR>
<TR>
 <TD> Fingle </TD>
 <TD> 3rd/12th Gnome Cleric/Wizard </TD>
 <TD> Richard Jacobsen </TD>
</TR>
<TR>
 <TD> Auric </TD>
 <TD> 10th (17th CL) Wemic Druid </TD>
 <TD> Keith Farrar </TD>
</TR>
</TABLE>
<H2> Session Summary </H2>
<H2> The Lay of the Land </H2>
The party has just teleported to Eire. It is early in the morning. It is a bit chilly, although a different type of cold from the Plateau. The landscape is quite green.
<BLOCKQUOTE>
<B>Donner:</B> Well, the first thing we need to do is find out where we are.
<B>Estus:</B> Can anyone fly?
<B>Fingle:</B> I'm on the carpet.
<B>Donner:</B> We should send some people with you. Who would be in your teleportation weight limit?
<B>Fingle:</B> No more than one or two people.
<B>Auric:</B> Well, I need to see in order to determine where the druids might be living.
<B>Donner:</B> Grackle, why don't you go with Fingle?
<B>Grackle:</B> Fine.
</BLOCKQUOTE>
Auric knows that the druids of Eire have always met in places known as carnutes (literal translation: sacred groves). Nothing within line-of-sight appears to have a sacred grove. Fingle flies up with Grackle. A few miles away, the land ends at an ocean. In the other direction, the land climbs and there appears to be the beginnings of a forest. Fingle notes that the land consists of rolling hills. He sketches out a quick map and then turns invisible.
Auric tells the group that the druids of Eire ruled everything. In the time the Celts left Eire, the druids were the government of the land. In the intervening years, it's entirely possible that things have changed, but there is no way for him to know.
Grackle spots two camouflaged set of stones within the trees of the forest. They head towards the left set of stones. As they get closer (400-500 feet) to the stones, they appear not to be a natural formation. They appear to be made of natural stone and have small slits in the structure, much like arrow slits.
Fairly far away, Grackle spots a group of winged humanoids far away. They appear to be quite large, with a large wingspan and fairly thick bodies. During the same time, Fingle lowers to within scanning distance of the tower--he eventually detects three active minds, probably at the bottom of the tower. Fingle scans more one round. He determines that the beings appear to be of reasonable intelligence, and scans one of the beings. The being he scans has images of two human beings carrying two heavy loads and the thoughts are related to commanding the other two beings in organization and movement. One is gathering wood and the other is carry some sort of game animal.
In the meantime, Grackle pulls out his spyglass to look at the creatures. By their lion-like hunting tactics and bodies, they appear to be griffons. Fingle then takes the carpet back to the group. Along the way, Grackle spots the group of griffons heading towards the party. They appear to be ahead of the party. Fingle puts the carpet at full speed and they begin to overtake the pride.
Meanwhile, back at the party Colin, Travian, and Auric spot the pride. Fingle and Grackle make it back to the group in time to prepare for combat. Various preparations are made...
<B>Pre-Round 1:</B> Colin fires arrows at one of the griffons, wounding it badly. Donner polymorphs into a gargoyle. Estus casts Bless on the party.
<B>Round 1:</B> Estus climbs up into the Rope Trick. Fingle casts Mass Haste. The griffons attack the party. Colin wounds the griffon attacking him. Various members are minorly wounded. Donner attacks the griffon on Colin and then steps towards the griffon attacking Kill'Dar. Fingle flies the carpet towards the bigger, older griffon on Auric and Grackle flanks it and kills it. Auric attacks the other griffon on him and wounds it. Travian attacks his and wounds his. Kill'Dar casts Lightning Bolt, catching three and killing the two on Colin and Travian.
<B>Round 2:</B> Estus waits. Colin steps over on the one attacking Donner, killing it. He then steps towards the another nearby griffon, wounding it. The two griffons retreat. Grackle fires at one of the retreating griffons, knocking it unconscious. Estus comes out of the Rope Trick and the party begins distributing healing.
The party collects various pieces from the griffon bodies. Auric begins eating the tastier pieces of the griffons.
<H2> Strangers in a Strange Land </H2>
Further scouting indicates that the forest is about a mile away. The trees become more and more frequent until the party reaches a forest. Once the party reaches the forest, Auric stops and casts Commune with Nature, looking for plants, people, and unnatural things.
There are definitely people in the area. Within the radius, Auric detects roughly 150-200 humans around dark spots (buildings). Approximately six miles away, Auric detects a large rocky area which contains some sort of powerful unnatural presences, much like a powerful, unnatural stain emanating from a central point. Auric doesn't detect any sentient or carnivorous trees, but the trees in this forest appear to be quite old. Auric detects some druids among the people.
<BLOCKQUOTE>
<B>Travian:</B> (Watching Auric) Could he not use this spell to detect Aishapra back at Home.
<B>Estus:</B> Presumably. You'll have to ask Auric.
<B>Travian:</B> (Waits for Auric to finish. Asks again)
<B>Auric:</B> (Finishes Communing) Yes, I believe it would work quite well. George might show up as well. (Describes what he saw)
<B>Donner:</B> Well, let's head to the human encampment.
<B>Estus:</B> (To Auric) Would your appearance cause problems initially contacting this Celtic village?
<B>Auric:</B> I don't know.
<B>Donner:</B> These people should generally be friendly. I suggest we simply approach in an open manner. Estus, how would you approach this?
<B>Estus:</B> Well, barring the language barrier and Auric's appearance, I believe that your approach will work well. I have the ability to speak the language for just under two hours--it should be enough to open an initial line of communication.
</BLOCKQUOTE>
The party heads in the direction of the human village. Fingle uses the Deck of Fate to Augury about entering the village. All signs indicate that it will be good. Grackle trails behind the party, making sure to stay unnoticed. The towers appeared to be made of fitted stone. They are easily spotted, as if the effort was made towards making the towers difficult to see only from the sky. Fingle observes that the forty-foot towers are made from very well crafted stone without mortar. There don't appear to be arrow slits in the lower parts of the towers.
Nearly the entire party (DC 15) notices movement from inside the tower. Auric hears a bird call that doesn't match the surroundings. As the group of Estus, Donner, and Travian approach the tower, a heavily painted/tattooed individual comes out of the tower. Standing to one side of him is an archer. Both appear to be wearing furs.
<BLOCKQUOTE>
<B>Stranger:</B> What manner of demon are you?
<B>Estus:</B> We are men like yourselves.
<B>Stranger:</B> (Scoffs) Let's not go that far. Answer me, what manner of demon are you?
<B>Estus:</B> We are men. We have come from a far land.
<B>Stranger:</B> Where is this land you come from where men are wearing enough metal to drown themselves?
<B>Estus:</B> We come from across the Great Sea.
<B>Stranger:</B> Then where is your ship? You look far too clean to be castaways.
<B>Estus:</B> We have come here by magical means.
<B>Stranger:</B> So you are demons?
<B>Estus:</B> No, we are men, but we have magical abilities.
<B>Stranger:</B> Witches then?
<B>Estus:</B> Well, my magic comes from a divine source.
<B>Stranger:</B> Ah, so you are a servant of a outer power?
<B>Estus:</B> <Shrug> Well, as you wish.
<B>Stranger:</B> How many companions are there?
<B>Estus:</B> Eight.
<B>Stranger:</B> Then where are they all?
<B>Estus:</B> They are back there somewhere...
<B>Stranger:</B> Where are the others?
<B>Grackle:</B> (Steps out from behind a tree) I'm here.
<B>Estus:</B> See?
<B>Stranger:</B> What is your purpose here?
<B>Estus:</B> We have a druid with us. He seeks to speak to the druids of the area.
<B>Stranger:</B> If he is indeed a druid, have him shout out a greeting to the druids in the area.
<B>Estus:</B> (Confers with Auric) He does not wish to speak in the druidic language to nondruids.
<B>Stranger:</B> Fair enough. Have him come here and the rest of you can stand back with your friends.
<B>Estus:</B> (Translates to Auric)
<B>Auric:</B> I'd rather go in with a translator.
<B>Estus:</B> (Translates to Stranger)
<B>Stranger:</B> Well, if he truly is a druid, then he has nothing to fear from us.
<B>Estus:</B> (Relays message to Auric) I do not believe that he wishes to go without a translation.
<B>Stranger:</B> Translation will not be necessary.
<B>Estus:</B> (To Auric) They insist that it's safe. I think we can take them at their word, but it is your decision.
</BLOCKQUOTE>
Auric gets to the tower door and notices that it's barely larger than his current form. He takes the shape of a wolf and enters the tower. Inside the tower, there doesn't appear to be any central support for the tower. Also, at the center of the tower, there appears to be a standing stone. From behind the stone, a lady steps out.
<BLOCKQUOTE>
<B>Lady:</B> (In druidic) Greetings.
<B>Auric:</B> (Transforms back to wemic form) (In druidic) Greetings.
<B>Lady:</B> I see you are brother to the wolf and the lion.
<B>Auric:</B> I have always been brother to the wolf. I have only been a brother to the lion since making a trip from the land of death.
<B>Lady:</B> You have made a special journey. You and your strange friends have made another special journey.
<B>Auric:</B> (Summarizes the current situation)
<B>Lady:</B> That is a dire situation. I can see why you would make a journey about it.
<B>Auric:</B> We believe that there is knowledge here in Eire to help us with our goals. However, we don't know much of this area.
<B>Lady:</B> You should be careful about these lands. There are hazards in the land and air.
<B>Auric:</B> Yes, we already encountered a pride of griffons.
<B>Lady:</B> Griffons hunt this land regularly. There is more than one pride in this area.
<B>Lady:</B> You are generally safe in the forest. We have built these towers in order to detect such intrusions. Outside the forests, there are several threats that you must be aware of. There is a threat that is more dangerous than griffons, but it is generally safe if you move quickly and in daylight.
<B>Auric:</B> Is it that unnatural area I detected earlier?
<B>Lady:</B> Yes. There is a covey of hags. (Tells about the sea hag, annis, and greenhag, as well as the power of the covey)
<B>Auric:</B> What can you tell me about these hags?
<B>Lady:</B> They are dangerous in many ways. They have powerful magic. They change shape. Fortunately, they do not travel far from their home. It is not at all safe to camp in these lands.
<B>Auric:</B> Do the standing stones keep them out?
<B>Lady:</B> Yes, they are hedged by the magic of the stones.
<B>Auric:</B> Is there someone...?
<B>Lady:</B> There may be. The knowledge still exists, but the power may not. It is rare for one of us to attain that level of oneness with nature. But I can bring you to the carnutes and we will see. As you know, your friends cannot enter the carnutes. But they are welcome to stay with us until
<B>Lady:</B> You say you faced griffons. How many?
<B>Auric:</B> Six, with the youngest getting away.
<B>Lady:</B> It is rare to describe a griffon as "getting away". You must be quite powerful. Can you describe the pride that attacked you?
<B>Auric:</B> (Describes the griffons)
<B>Lady:</B> As yes that one--Silvermane. He is a particularly voracious one. He is good for about a horse a week. It is good to have the aggressive ones thinned out. Fortunately, it is good for them to not hunt people, so it is good that you let one live.
<B>Auric:</B> I am glad not to have upset the balance in this area.
<B>Lady:</B> One other thing, your friends should know that my people are strong and brave and suspicious. The hags can change shape. Therefore no one can be trusted until they cross the stones. Once your friends cross the stones, they can be believed.
<B>Auric:</B> That should not be a problem.
<B>Lady:</B> You should know that there may be suspicion and they may turn violent. I do have one favor to ask of you and your friends.
<B>Auric:</B> And that would be?
<B>Lady:</B> I would ask that your people not harm any of my people. If any of you can kill six griffons. A dozen of my people may be able to kill one griffon. You may be forced to defend yourself, but I ask you not to harm anyone.
<B>Lady:</B> But with that, I welcome you to our land.
<B>Auric:</B> One other thing. We are unable to speak your language, so if you can provide a translator, that would be helpful.
<B>Lady:</B> Your friend could speak our language.
<B>Auric:</B> He employed magical means.
<B>Lady:</B> Ah. I will tell my friends at least, that you are a druid. You may tell your friends. I will also see who can be found who speaks your languages.
</BLOCKQUOTE>
The lady druid comes out and speaks to the two men standings outside. She tells them that the party is willing to cross the stones and that there should be someone who can speak the language. Auric comes out and passes on the lady druid's message to the party. Eventually, the warrior who greeted the party earlier guides the party to the village.
<BLOCKQUOTE>
<B>Estus:</B> May I ask your name?
<B>Stranger:</B> My name is Born. And I'm one of the watchmen.
<B>Estus:</B> So you are responsible for guarding the people of this town?
<B>Born:</B> I am responsible for the perimeter. I watch for many prides. It has taken many years.
<B>Estus:</B> Indeed--we encountered some griffons ourselves.
<B>Born:</B> Really? How many?
<B>Estus:</B> Six
<B>Born:</B> Six! You're kidding.
<B>Party:</B> (Lots of conversation about how much to reveal)
<B>Born:</B> Well?
<B>Estus:</B> My companions are debating the number we fought.
<B>Born:</B> (Skeptically) I see. Well, you must have trophies.
<B>Estus:</B> Of course. (To party) He wants to see trophies.
<B>Party:</B> (Shows griffon parts)
<B>Born:</B> Well, at least you killed one. One warning though.
<B>Estus:</B> Yes?
<B>Born:</B> I don't know what your friend might have heard from her Naturalness. She doesn't understand much about town life. I have proven myself in battle many times. Many of our younger warriors are going to want to prove themselves by taunting you. If you truly fought griffons, then you are far more powerful than anyone in this village. If anyone bothers you, just take a punch and don't get mad about it. If you do, then there won't be any trouble.
<B>Estus:</B> Of course.
<B>Born:</B> One other thing, don't cut any live wood. If you need to make a fire, look for fallen wood. Maybe she didn't bother with your friend here.
</BLOCKQUOTE>
The party is taken to an area which barely shows signs of being a town. The townsfolk come out here and begin pointing at the party members. They seem especially fascinated with the warriors, because of the large amounts of metal they are wearing. The name Goibniu and Culann (both smiths) both get mentioned. Cu Chulainn apparently is the "dog of Culann". According to mythology, he killed the original dog which guarded the smith's home and acted in the dog's stead until a new guard dog could be raised.
The party is taken to a large stone building with a nearby spring. It is apparently an area where the townsfolk gather for conversation. In the area is the bowman talking to an old man.
<BLOCKQUOTE>
<B>Born:</B> You may want to speak to the man there. He travelled widely when he was younger.
<B>Estus:</B> Thanks for your help. (Walks to the old man). Greetings to you.
<B>Old Man:</B> (Looks at party) You have come a very long way.
<B>Estus:</B> We come from the land across the Great Sea.
<B>Old Man:</B> Did you come by boat?
<B>Estus:</B> No, we came by magical means.
<B>Old Man:</B> What sort of magical means.
<B>Donner:</B> (Interrupts, in Common) Let us introduce ourselves.
<B>Old Man:</B> (Heavily accented common) Indeed.
<B>Donner:</B> I am Donner. This is Estus. (To party) You can each introduce yourselves.
<B>Colin:</B> I am Colin.
<B>Grackle:</B> I am Grackle.
<B>Fingle:</B> And I am Fingle Shimmerstone. You have been to our mainland?
<B>Old Man:</B> I left that land long ago.
<B>Old Man:</B> (Story of landing in Westmarch) They don't take slaves in your lands. So, I was freed.
<B>Fingle:</B> And you made your way back?
<B>Old Man:</B> It took a long time and I found a ship that way heading this way. The ship did not make it.
<B>Estus:</B> May we know your name?
<B>Old Man:</B> I am called Cameron
<B>Kill'Dar:</B> I am Kill'Dar.
<B>Cameron:</B> (To Kill'Dar and Fingle) You and you are of the fey.
<B>Cameron:</B> We have heard that he is a druid. Are you a druid?
<B>Auric:</B> Yes.
<B>Kill'Dar:</B> He is not a common druid.
<B>Donner:</B> He is the most powerful druid I have heard of except for those from long ago.
<B>Cameron:</B> Indeed.
<B>Auric:</B> I have come here seeking ancient druidic knowledge.
<B>Cameron:</B> You may be disappointed. Our druids are wise, but not particularly powerful. What sort of knowledge do you seek?
<B>Auric:</B> I seek the ability to raise the standing stones.
<B>Cameron:</B> That knowledge is long lost.
<B>Auric:</B> Well, the stones here are quite impressive.
<B>Cameron:</B> This? This we inherited. We built the towers. Actually, I should say that our ancestors made the towers.
<B>Auric:</B> I see.
<B>Cameron:</B> How the stones were created--that knowledge had passed. But if you travel far enough, you may find such knowledge.
<B>Auric:</B> Such as where?
<B>Cameron:</B> If you go North, you will find the castle of... Well, he calls himself a king, but he is actually more of a warlord. He calls himself Conan (pronounced Ko-nahn).
<B>Auric:</B> Conan?
<B>Cameron:</B> He is mighty. And he is quite proud. His druids, or the druids that live in his realm are quite mighty.
<B>Auric:</B> You said his druids. Has he bent them to his will?
<B>Cameron:</B> He does much of their bidding, but he commands much military might and that must be respected.
<B>Cameron:</B> The druids that stand at his side have used their powers to destroy his enemies. I have seen them summon the air and the earth to destroy whole armies.
<B>Donner:</B> Is this the typical way things operate?
<B>Cameron:</B> Military might is the most common way for someone to do such a thing.
<B>Donner:</B> Doesn't anyone inherit titles around here?
<B>Cameron:</B> Oh no, we don't have hereditary rulers here.
<B>Donner:</B> (Appears incredulous) What? I've heard of such things, but I didn't believe that there really were any such places.
<B>Cameron:</B> Those that lead here either lead by might or by wisdom.
</BLOCKQUOTE>
The party continues to talk to him for a while. He asks about the culture of the Westmarch, especially of the metals. There are apparently very few sources of metal in Eire.
Estus asks for more knowledge of Conan. Conan's keep is the largest population center that he knows about (a few thousand). He is a garden-variety barbarian chieftain. He captured the keep that he currently lives in. He doesn't trouble himself with governing people and leaves that to the druids. He mainly deals with challenging those who threaten his lands and those who don't pay their taxes. Apparently, his "taxes" are more of a protection racket. There are just enough raids by bandits and vikings that he claims to protect the people who are under his rule.
<BLOCKQUOTE>
<B>Donner:</B> (Asks about avoiding trouble)
<B>Estus:</B> My companion is largely concerned about your younger warriors attempting to prove themselves by provoking us.
<B>Cameron:</B> You look like you can take care of yourselves.
<B>Estus:</B> (Asks about hags)
<B>Cameron:</B> Well, the good things is that they took care of the ogre problem.
<B>Estus:</B> The ogre problem.
<B>Cameron:</B> The hags are a problem outside. However, they don't cross the stones and we don't go out there.
<B>Estus:</B> Doesn't that make it dangerous outside? And hasn't anyone tried to get rid of the hags?
<B>Cameron:</B> Certainly. Many warriors have died trying to get rid of the hags. When I was a young warrior, my friends and I would dare each other to see who would get closest to the hag lair.
<B>Donner:</B> Wouldn't it be better for the people if they were gone?
<B>Cameron:</B> Well, I agree that it is a bit sad. There are some rich farmable lands out there. We would certainly prefer not to scratch out a living, dealing with griffons, hags, and other such dangers.
</BLOCKQUOTE>
The party is given housing for the night. There is a family that has an extra hut that the party can use. During the day, some young toughs that attempt to test the party.
Later in the afternoon, a group of druids appear. The lady druid, Cayleigh, is also there.
<BLOCKQUOTE>
<B>Cayleigh:</B> I have spoken to the druids and they would hear what you have to say.
<B>Auric:</B> (Relays the story again)
</BLOCKQUOTE>
The majority of the circle of druids--there are 12 of them. They cannot help Auric personally, since that knowledge is long gone from this area. They do know of two possibilities. One is that Conan's soothsayer is a powerful druid and he may know something. The other possibility lies up in the mountain. There are spirits of their dead in the mountains and the belief is that when they die, they live in the mountain. One of the spirits of the great druids of old may be found up there. People in dire need of knowledge go up to the mountain and often come back with the knowledge they sought. Many have gone up the mountain, and many have died. No one knows what really happens. They say that those who can speak to stones have gotten such information from the stones themselves.
There are griffons in the mountains. There are also horrors that travel underground, but they are not active during the day. Conan's keep is about a long two days' walk or a leisurely weeks walk. There is no shelter from the hags. And unless the party moves exceptionally quickly, they will have to spend at least one day in their territory. The hags apparently bent the ogres. Some have been changed into truly horrifying shapes, while others have served past death. The druids express their concerns about the hags eventually poisoning the surround land further over the generations. They have overhunted and polluted the waters nearby.
<H2> Dance of the Dead </H2>
After some discussion the group decides to go to the mountain immediately. The group leaves the town and flies up towards the mountain. At the peak, the mountain appears to be a large volcano. As they near the top, the temperature changes to be much colder--there is even snow on the mountain. Eventually Fingle flies past this area which has some unnatural carvings in the rock. He casts Read Magic and determines that the writing appears to be runes. However, from this distance, the runes must be gigantic.
As Fingle looks closely, there appear to be people moving (dancing?) slowly within the runes. Eventually, those who can see invisible see a man who summons a dragon and they begin sparring, with a crowd of people watching the conflict. Fingle uses the Deck of Fate to talk to the spirits--they indicate "Weal or Woe". The fight concludes and the dragon wins. As it runs into the circle, the dragon fades away. A small figure appears and picks up the sword of the fallen warrior. The figure turns into the fallen warrior and the fight begins again. The group figures out the stories being reenacted.
<UL>
<LI> Fingle notices that the conflict appears to be the legend of Arthur and the returning king. Fingle and Kill'Dar remember different version of the stories, but the general theme of the king slaying the dragon appears to be the same.
<LI> Eventually, the fight stops and the dancing begins again. Eventually, the dancing turns into a large melee. Eventually, the crowd disperses again.
<LI> In the center is a large, armored warrior holding a large spear. He dons a helmet with large antlers and large numbers of dogs show up. This appears to be the legend of the Master of the Hunt. Clouds of grow to the horizon. Thunder can be heard by all. Eventually, there are gouts of green flame shooting out from the mouths of the hounds. They party flies closer and Kill'Dar performs Know Alignment--Chaotic Good. Kill'Dar and Fingle resist the urge to join the hunt (DC20 Will save).
<LI> The people rejoin the dance. There appears to be a large cattle drive. They appear to be driving the cattle towards a large fire. This appears to be a ceremony carried out in the late spring. This is to please Bellenus--god of fire. There appears to be a figure seated on a throne overseeing the ceremony.
</UL>
Auric steps off into the runes and disappears (except to those who can see). As the figure oversees the ceremony, he appears to be granting blessings on the livestock as they pass by. Auric casts Resist Fire and runs through the fire. Belenus appears to laugh and applaud at Auric's action. He gestures to Auric and Auric approaches.
<BLOCKQUOTE>
<B>Belenus:</B> These are but dumb beasts, driven into the flame.
<B>Auric:</B> Faith and need.
<B>Belenus:</B> Need? What do you need?
<B>Auric:</B> I come from across the Great Sea. This land has been protected by stones from yourself.
<B>Belenus:</B> The stones? The stones are powerful.
<B>Auric:</B> One has been broken.
<B>Belenus:</B> Indeed. That is not good.
<B>Auric:</B> I seek knowledge to raise the stones again.
<B>Belenus:</B> I did not know how you would react when you saw fire again.
<B>Auric:</B> Again?
<B>Belenus:</B> This is not the first fire you ran through. Did not the last time you encounter a fire, cross into my domain.
<B>Auric:</B> Yes
<B>Belenus:</B> Every new season, you must raise the stones again. Wherever you are, whenever you feel, you will raise the stones. Should you fail to do so, you will be in my disfavor. The sun will be your enemy. Fire will be twice your enemy. That will hold until you see me again.
<B>Auric:</B> I see.
<B>Belenus:</B> You have been here before. Don't you remember?
<B>Auric:</B> Yes, now I do.
<B>Belenus:</B> You may stay here now. It is always Beltain.
<B>Auric:</B> (Thinks of the fertility ceremony) It's certainly tempting.
<B>Belenus:</B> You can do it as long as you call on me. You and I are good enough. If you wish to raise more powerful stones, you will need help.
<B>Auric:</B> Will my current helpers work?
<B>Belenus:</B> I think you are good enough. You can show them the way.
<B>Auric:</B> Will I need to know runes?
<B>Belenus:</B> No, it is not necessary.
<B>Auric:</B> How soon will I need to do this?
<B>Belenus:</B> I suggest soon. Beltain is right around the corner.
<B>Auric:</B> I see.
<B>Belenus:</B> I think your friends are waiting for you.
<B>Auric:</B> Duty and necessity
<B>Belenus:</B> We'll see you again.
<B>Auric:</B> No doubt.
<B>Belenus:</B> By the way, if you see the hounds, join them.
<B>Auric:</B> You mean like the ones we saw before?
<B>Belenus:</B> (Laughs)
</BLOCKQUOTE>
<H2> Messenger of the Gods </H2>
Auric realizes that he has the knowledge of the spell, but that he will be able to cast it quite yet (like a 6th level spell for those who follow Belenus. Druids not blessed by Belenus cast it as a 7th level spell). Auric steps out and becomes solid again. The group flies back to the town. As they arrive, it's nearly dusk.
Auric talks to the druids, and they seem incredulous.
<BLOCKQUOTE>
<B>Druids:</B> They say that they know that that is where the dead gather. It may be a tale where the dead gather.
<B>Auric:</B> Well, I believe that I have learned the knowledge, but not the power yet.
<B>Druids:</B> If they grant you your knowledge, we are happy for you. We do not wish for you to be deceived by the spirts of the dead and divert you from your quests.
</BLOCKQUOTE>
Auric continues to chat with the druids and they appear to be not particularly powerful--like 3rd level at the highest. After some conversation about their lack of faith, he uses the Standing Stones to cast Speak With Plants on all the people in the area.
<H2> Elementary, Dear Auric </H2>
After making their goodbyes, the party teleports back to Home. Later that evening, the party talks to the Guardian Circle about the knowledge discovered in Eire.
<BLOCKQUOTE>
<B>Auric:</B> ...and while I need a bit more experience to be able to cast the spell, I believe that I shall be able to restore the last standing stone soon.
<B>George:</B> That is certainly good news. During your absence, we have managed to repair the damaged stone, but we cannot do anything with the shattered stone.
<B>Donner:</B> What do you know of the paraplane?
<B>George:</B> Orion had some notes, but those notes are lost. I believe he studied under Tenseval Taine.
<B>Donner:</B> I see.
<B>George:</B> I also believe that Braegus studied with Tenseval Taine. I do not know if he studied directly under Taine or if he learned by some other means. It's also not clear if he created the plane or discovered it.
<B>George:</B> The original Guardians traveled the planes. Those were different times--this land was frontier and everyone had survival skills.
<B>Fingle:</B> Hey, how about summoning an earth elemental to find such a stone?
<B>George:</B> The relationship between wizards and elementals tends to be more of a master/slave relationship. It is difficult to get them to serve for a long time.
<B>Donner:</B> I see, why not use a conjured elemental?
<B>George:</B> I do not believe that the conjured elemental would be around long enough to find a stone of such size.
<B>Auric:</B> I can use the small ring of standing stones to summon an earth elemental for a longer time to search for such a stone.
</BLOCKQUOTE>
The next morning, Auric performs the ceremony with all the druids (roughly 24 levels to extend the range) to cast Commune with Nature. Auric finds that the land is peaceful and finds a few areas of rock where he can find a likely candidate for a standing stone. The same morning, Father Cullaim uses the priests (about 70 levels) to conjure an earth elemental to find an appropriately sized stone to lug the stone. The stone is magically moved to the outer ring, ready for enchantment.
<H2> Foes Fought </H2>
6 Griffons