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the Kyri Chronicles - last updated 22 Oct
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<blockquote data-quote="Plane Sailing" data-source="post: 2139301" data-attributes="member: 114"><p>Taran has always been frail and it looks like he will succumb quickly, but Anne-Marie quickly drapes her Amulet of Health around his neck. The party make a quick return with their ailing companions back to the edge of the forest and then on horseback to Bridlerest – it takes a few days and their cursed friends are at deaths door before they get them to the temple of Asura and the aid they need to free themselves from the curse and the disease.</p><p>Another couple of days recovery and they travel back to the hunting lodge, confer with Baron Noliss once more and head back to his ancestral tower.</p><p></p><p>This time they explore southwards from the entrance chamber. They enter a corridor which has a series of monks cells on either side, and while investigating these rooms they are jumped by half a dozen shadows. The small monks cells makes manoeuvring difficult for the heroes, but the shadows jump back and forth through the cell walls, gaining cover from them and sapping the strength of the heroes with every strike. The combat is tense and lasts for nearly two minutes before the last of the shadows are put down. Further investigation reveals an ornate key but nothing else amongst the decomposed rubbish.</p><p></p><p>Exploring further they find a corridor leading to an antechamber with a large locked stone door sealing the far end. Naturally they need to find out what is on the other side, so Taran picks the lock and the door is slid to one side, revealing a long corridor leading to a dimly lit chamber.</p><p></p><p>The chamber contains a shrine which has been over painted with symbols of corruption and kneeling before it is the mummified remains of a priest clad in purple robes. M’ir recognises the robes from his vision of the past; it was obviously a representative of the old storm god heresy. Wary of mummies an attack is launched against the figure from the doorway, only to be deflected by an invisible wall of force across the entrance. Good job they didn’t try to fireball it!</p><p></p><p>The attention of the creature has been attracted however. Slowly it turns and rises to its feet. There is a susurration as its arms are raised to the ceiling in an imploring gesture, and it starts casting divine magics, power starting to settle across its undead frame second by second.</p><p></p><p>The party retreat back to the antechamber and set themselves ready to receive it. The creature has grown to large size (divine favour, righteous might, divine might, greater magic weapon on his metal staff) and charges forward. Trajan takes its first blow and returns powerful blows in return, but is taken aback when the huecuva strikes him once in the ribs, once on the knee and then an upswing cracks his jaw, snapping his head back and crumpling him on the floor! Taran bravely taunts the creature and he is so effective that it moves to strike him, ignoring Anne-Marie. Unaccountably Anne Marie doesn’t trip or grapple the creature but instead attempts a stunning blow, which is completely ineffectual. One blow takes Taran down.</p><p></p><p>Tania is starting to panic, and she unleashes a tremendous cone of cold which catches the undead, Anne-Marie and the unconscious Trajan. Anne-Marie skilfully evades all damage, but Trajan is frozen nearly to death and it is only the grace of Asura which saves him (went to -22hp, house rule gives a DC22 Fort save to avoid death). Fortunately the Huecuva is also badly stiffened by the frosty attack and Anne-Marie leaps forward and lands a crushing blow, shattering its frozen body into a thousand pieces.</p><p></p><p>While Anne-Marie tends to the wounded, Tania goes to search the chamber with the corrupted shrine. She is part way through her search when she notices the faint curdling in the ether which suggests magic at work, and through her spellcraft she realises that the wall of force is reforming itself! Hurriedly she vacates the chamber, unwilling to become a prisoner there herself.</p><p></p><p>Once Taran and Trajan have been healed back to consciousness, several hours are spent resting and recuperating until they are fit to continue once more.</p><p>The next stretch of corridor leads them to a solid locked iron door, and Trajan can sense a palpable evil emanating from beyond it. Taran picks the lock after several attempts and when the door is opened a foul presence washes out…</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 2139301, member: 114"] Taran has always been frail and it looks like he will succumb quickly, but Anne-Marie quickly drapes her Amulet of Health around his neck. The party make a quick return with their ailing companions back to the edge of the forest and then on horseback to Bridlerest – it takes a few days and their cursed friends are at deaths door before they get them to the temple of Asura and the aid they need to free themselves from the curse and the disease. Another couple of days recovery and they travel back to the hunting lodge, confer with Baron Noliss once more and head back to his ancestral tower. This time they explore southwards from the entrance chamber. They enter a corridor which has a series of monks cells on either side, and while investigating these rooms they are jumped by half a dozen shadows. The small monks cells makes manoeuvring difficult for the heroes, but the shadows jump back and forth through the cell walls, gaining cover from them and sapping the strength of the heroes with every strike. The combat is tense and lasts for nearly two minutes before the last of the shadows are put down. Further investigation reveals an ornate key but nothing else amongst the decomposed rubbish. Exploring further they find a corridor leading to an antechamber with a large locked stone door sealing the far end. Naturally they need to find out what is on the other side, so Taran picks the lock and the door is slid to one side, revealing a long corridor leading to a dimly lit chamber. The chamber contains a shrine which has been over painted with symbols of corruption and kneeling before it is the mummified remains of a priest clad in purple robes. M’ir recognises the robes from his vision of the past; it was obviously a representative of the old storm god heresy. Wary of mummies an attack is launched against the figure from the doorway, only to be deflected by an invisible wall of force across the entrance. Good job they didn’t try to fireball it! The attention of the creature has been attracted however. Slowly it turns and rises to its feet. There is a susurration as its arms are raised to the ceiling in an imploring gesture, and it starts casting divine magics, power starting to settle across its undead frame second by second. The party retreat back to the antechamber and set themselves ready to receive it. The creature has grown to large size (divine favour, righteous might, divine might, greater magic weapon on his metal staff) and charges forward. Trajan takes its first blow and returns powerful blows in return, but is taken aback when the huecuva strikes him once in the ribs, once on the knee and then an upswing cracks his jaw, snapping his head back and crumpling him on the floor! Taran bravely taunts the creature and he is so effective that it moves to strike him, ignoring Anne-Marie. Unaccountably Anne Marie doesn’t trip or grapple the creature but instead attempts a stunning blow, which is completely ineffectual. One blow takes Taran down. Tania is starting to panic, and she unleashes a tremendous cone of cold which catches the undead, Anne-Marie and the unconscious Trajan. Anne-Marie skilfully evades all damage, but Trajan is frozen nearly to death and it is only the grace of Asura which saves him (went to -22hp, house rule gives a DC22 Fort save to avoid death). Fortunately the Huecuva is also badly stiffened by the frosty attack and Anne-Marie leaps forward and lands a crushing blow, shattering its frozen body into a thousand pieces. While Anne-Marie tends to the wounded, Tania goes to search the chamber with the corrupted shrine. She is part way through her search when she notices the faint curdling in the ether which suggests magic at work, and through her spellcraft she realises that the wall of force is reforming itself! Hurriedly she vacates the chamber, unwilling to become a prisoner there herself. Once Taran and Trajan have been healed back to consciousness, several hours are spent resting and recuperating until they are fit to continue once more. The next stretch of corridor leads them to a solid locked iron door, and Trajan can sense a palpable evil emanating from beyond it. Taran picks the lock after several attempts and when the door is opened a foul presence washes out… [/QUOTE]
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