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the Kyri Chronicles - last updated 22 Oct

Cooolll

Wahey! Featherfall ... sooo nice.

Back to the good old question: How far do you fall in 6 seconds :D?

Supertrajan lost. And no fly scroll anymore.

"Dinnertime... " Nothing like an invitation to dinner by some hungry things 10 times your weight...
 

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The spell now says that you fall 60 ft a round for 1 round per level. Syl is a 2nd level sorcerer, and as she knew she was something like 3-400 ft up at the time she delayed casting a smidgin.

Complete pain for them to lose the fly scroll, and even though they don't have Supertrajan any more, I'm sure plain ole Trajan will see them proud!
 

The next morning, each of them has had the same nightmares again – common themes seem to be emerging – possibly that each of them is being warned about a choice that may come to them, and they will be horrifically doomed if they choose the wrong way.

Still, that’s dreams and it is time for real life. None of the spellcasters has had their sleep so badly disturbed that they can’t concentrate to prepare their spells, and fully armed they decide to set off towards the old mine – that was where Othic and other old-timers had seen the dragon before.

Leaving their horses at the inn, they walk up the riverside track to the old mine. At one point Syl notices apparent tracks and signs of a scuffle just off the track to one side – there are clear marks of large biped dog-paws, and a small clay sculpture of Steeple Mountain (?). M’ir once more opens his mind to the past in this area and while he concentrates he can see the ghostly forms of gnolls (DMs note: the adventure uses goblins, but on advice from PC on scaling the adventure up I upgraded them to gnolls – with increased class levels too) holding down and tying up a small child, before dashing off into the forest. One of the forms hangs back, builds the little clay sculpture and then continues after the others.

With a better idea of who their foes are, the company continue up the track to the old mine head. Overgrown wreckage surrounds the top of the shaft which has been sealed with a plate of copper. This plate has been levered up at one side though, and a knotted rope from a nearby boulder snakes down into the damp darkness below.

Azrin picks up a stone and calls upon Asura to shine his light upon it, and in the light so produced M’ir quickly climbs down the rope. There is a loud roaring sound of fast-moving water from below, but he finds a fragile wooden platform built across the shaft which he alights upon.

Lighting his bull’s-eye lantern he can see a passage leading off into a chamber of some sort. The others start following him down the rope, but since it starts creaking ominously once two people are on it, they quickly move off the platform and join M’ir at the threshold of the old mining room.

There is a faint skittering sound, and hordes of inch-long beetles with shiny bluish-green carapaces scuttle away from the light and into crevices or further away in the room, which is filled with old and decrepit mining paraphernalia. Disturbed patches of greenish and orange slime on the floor reveal to Syl’s expert eye that some people have been through here within the last week – and there are some older tracks of larger creatures – probably the gnolls.

Beyond this room is a large irregular cavern, the ceiling supported by pit props and clearly once part of the old mine. Again there is algae and slime all around and the damply humid air feels cold and clammy. Half way across the room, M’irs light reveals an archway into a corridor carved with a dragon sigil.

Just ten foot further is a crossroads with a small pile of heads, rocking slightly...
 


Agreed - Praise for Piratecat for creating an adventure that is fun to run, creepy for the PCs and (particularly importantly) easy to use. Credit goes to Fiery Dragon too for the layout.

We play again this Sunday, so I'll try to get the adventure completely up-to-date before then.

- thanks for the encouragement!
 

Getting within twenty feet or so, they can see that there are two gnoll heads with a human head atop it. Darra summons a mage hand, and uses it to roll the human head towards them - scattering those shiny beetles which had been crawling all over the heads and making it look as if they were moving.

As the head passes by M’ir, suddenly its rotten eyes snap open and it starts screaming and screaming and screaming. Trajan calmly steps forwards and slices it in two, although the sound of the screams echoes through the caverns.

“Ah well, someone knows we’re here now”.

The passageway to the left leads to a disgusting room, filled with an awful stench and with a huge pile of flesh in the middle of the floor - crudely stripped from bones. The room is also full of the little beetles, and the sound of their munching on the dead flesh is quite disgusting. They decide not to search this room further.

The passageway to the right leads to a large cavern, even more moist and with many patches of greenish slime. Investigating further into the room M’ir notices a piece of rock with words carved on recently, by a dagger.

It is next to a particularly luscious patch of slime.

It is a memorial to one of the “heroes of the bell” - who apparently was eaten alive by that same patch of slime. Backing away, they check out an adjoining room to the cavern - spotting a rotting old desk and some kind of broken copper mechanical man on the floor. They ignore this room and return to the crossroads, just in time to be faced by two zombie troglodytes who had positioned themselves near the corner, and who lurch into the attack!.

Azrin unhurriedly raises his holy symbol and cries “Turn, in the name of Asura!” but the zombies ignore him. Trajan cries out “Begone, foul beasts in the name of Asura!”. They carry on swinging. It is left to M’ir and Trajan to fight the zombies by hand, interspersed each round with further cries of “Turn, damn you!” from Azrin. The first two zombies fall, hacked apart, and two more approach but find their attack halted by a skilfully cast “grease” spell from Darra.

While Azrin continues with mounting disbelief to attempt to turn this second set of zombies, they are dispatched by Trajan and a combination of Darra’s magic missiles and Syl’s ray of frost. K’tan holds his power in reserve at the moment.

Finally, the zombies lie defeated. As they approach a copper bound door at the end of the corridor they hear an aged voice hiss out from beyond it.

“Ssssso, do you thinkssss you can come backssss and finishessss the job, eh? To kills the ressst of usss off, eh? Come and killsss me too, if you can. Sssssss”…
 


Ack no!

Hey! You can't do this to me... I just gotten accustomed to the party, placed the miniatures in a line and visualized... And now you tell me two party members bite the dust? Cruel. Awesome. I love it.

Let's see... M'ir or Trajan ... one of those I guess... And Syl.

No idea why, just a feeling.
 

Two deaths? Holy cow! Now we'll never come to visit you and hang out for a game; they'll want revenge.

After six failed turning checks, though, they should have known....
 

One of the deaths came about because of a fundamentally heroic act by one character who could stand still and see one of his comerades cut down, so he got in out of his depth. Someone else got buried alive.

There was an incident with a backfiring scroll which helped out in a backhanded way though...

Ok, enough with the teasing. I'll start writing up the adventure when I get home from work tonight.

Oh, and PC - should you and your gang find themselves in the London region one Sunday evening, I'm *sure* we could hide your involvement in OSM if you wanted to come and game :)

Cheers
 

Into the Woods

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