8.11.2006
  House Of Soils Is About As Fun As It Sounds
Tut, I waste unbelieveable amounts of time on this goddamn blog. I once wrote a 14 page interlude, by Microsoft Word's count. But that's neither here nor there.

Unfortunately, there used to be a Tinkerer's Guild. But with the Knights of Armek, decline in the economy, and Hurricane Katrina, well, shit happens and the Guild is defunct. Actually the Guildhouse is lost to history, so if you're looking for an adventure after this campaign is wrapped up, maybe you could start there? Provided you survive!

For the stuff you wanna make, you're going to need a couple NWPs to help you out, at the very least. Things like Engineering, Alchemy, Speak Russian, Spot Design Flaws, that kind of stuff. Plus beaucoup gps. You'll also want to enlist your magic-user friends. Stanislaus the Illusionist is a mover and shaker with resources, who's helped out the party in the past, but he's sort of limited to crafting Illusionist magic items. If it's a Storm Machine you want, well, the party blew up the Ancient Weather Station of the Ancients, but maybe you can find some plans somewhere. Gregory Vrill had a lot of crazy ideas... maybe if you could break into his secret lab...

Ghouls: Okay, you take all the stuff. The other PCs might want to take a look at the jewelry. No coffins, but you put the guy on the sofa, pull up a blanket, call it a day.

The gnouls are budget gnouls with budget hammers. This is level 1 of the dungeon, yo.

The scorpion, sure enough, was a mechanical artifact. Okay, hmm. Gimme three IQ checks to deconstruct it and salvage the important stuff in working condition. This is Greyhelm, so the metal's actually fairly nice. You know, if you only had some tinker gnomes, or even some tinker ghouls, you probably could get an engine whipped up. There's a workshop coming up, something like level 3 of the dungeon... stay tuned and keep your eyes open up there.

The diary. No, there's really no mention of any storm machine. The special defenses that the High Priest was building... it actually sounds like... like... like they wanted to build a Knight of Armek of their own! Or something like that, the guy writes that there was a prophecy about an invading army of avenging paladins from the future. And the High Priest was like, well let's just build an avenging paladin of our own, in the present! Sounds like the dumbwaiter was designed to go from the Kitchens downstairs to the servant quarters and the feast hall, but it was taken over so that the High Priest and his 'friends' could access the upper levels quickly, without disturbing the royal family. The elevators down were dismantled. There's no other details, as the accountant was pretty caught up in the accounts, but there are major sums spent towards "Smallwood Ranchers House of Soils", and "Ulms Braeker's Bread Factory".

Hmm...

...

Okay Marivhon, in you go. Huh, it's all dark in there. You hear the tittering of little voices and feet, see nothing in the infrared spectrum, can place nothing in terms of sound localization. Give me two saves vs. paralyzation.

Anyone else like to play?
 
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Descent into Depths is an old school 1st Edition AD&D adventure run by the Infinity Group.

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