the Kyri Chronicles - last updated 22 Oct

The Baron looks shocked, and glances around before fixing his eyes on Arilyn, still standing on her own near the food table. Other eyes turn in her direction too, and whispers run around the hall

As Arilyn became aware of the growing fear/hostility from the crowd she finally gave up on trying to be nice and thought what the heck they want an assasin so be it and was glaring at the odd person here and there. The only reason she accepted a dance with Dala is because she felt that out on the dance floor was probably the safest place to be at the time, Arilyn *really* doesn't like to dance she sees it as a waste of time that could be better spent reading books or gaining some more knowledge of the plane of air from her familiar.
 

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<---- {points to shockwave}

This is Arilyns player! Huzzah, a PC posts here :)

I'll email your most recent "secrets" before the weekend. It is fair to say that they will revolve around the elemental plane of Air and more details about a chap named Arkon...

Cheers
 

Gosh, it's been ages since I posted anything - sorry folks. A combination of a busy time at work followed by over a week of illness has slowed me down.

I'm on leave from work at the moment, but feeling a little more perky, so I'll see how close I can get to being up-to-date (since I'm now over two major sessions behind - and due to run again this Sunday (health willing)).

Cheers
 


Thanks for being faithful, Darklone!

Here we go..


Jordan is talking with his friends, laughing. Then they all start passing him money. Anne-Marie edges closer.

“Did I lay her? You bet! She was so easy, it hardly seems fair to take your money” Jordan Guffaws. “She squealed like a stuck pig too!”

While the others laugh, a reddening Anne-Marie taps him on the shoulder, and as he turns round punches him straight in the face. His hand moves quicker than the eye and a dagger produced from his sleeve slices at Anne-Maries kidneys, but she dances back from the blow which slices her tunic and draws a thin line of blood.

“Stupid bitch, don’t try to drag *me* into your wrestling fantasies” Jordan hisses.

Suddenly a figure leaps across the table from their left, plucking up a kebab stick in the process, and lands lightly between Anne-Marie and her tormenter. “That’s no way to speak to a Sword Coast lady” the grizzled old man says – and the kebab stick flicks out like an epee and disarms Jordan of his knife.

Startled by this turn of events, Jordan and his cronies make a run for it, narrowly avoiding Anne-Maries attempts to trip him as he flees.

The whiskery old fellow is none other than Barenath, the Sword Coaster lush she had been fending off earlier in the evening! With a flourish he produces a glass of wine and steers her away from the eyes of everyone who had stopped to see what was going on.

“My dear”, he whispers, “I feel you are not cut out for diplomacy, are you? I can see in you the training of a warrior, coupled to the fierce temper which many from our lands feel! You fight with speed and by your instincts, which serve you well – but he would not have laid that dagger upon you if you had been fighting with your mind too!”

“But, but, I’m always thinking about how I fight” Anne-Marie protests.

“Nonetheless, there are canny tricks of defence which I could teach you. I have not had a student for many, many years, but you… I could train you in the ways of the sword coast duellist. If you are willing, of course”

Anne-Marie turns aside so he doesn’t see the shine of hope in her eyes – the possibility of training as a duellist has long been one of her greatest desires, even though she is not confident that she is ready for such training yet. She agrees though, and then is surprised when Barenath offers a courtly bow, and inquires whether she would be willing to have the closing dance with him. They whirl off into the ballroom floor, lost in the music.

Eventually the final chord is played, the ball ends and the party meet up to return home. They share their news and their stories, and make plans for the following days.

There have been no further incidents at their hotel, and in the morning they travel to find Jorish the craftsman whose goods they are returning. They have no difficulty in finding his shop, which is filled with exquisite sculptures of all kinds. Jorish is astonished to see the dwarven figurines returned which he had crafted last summer. He is astonished as well that they feel into the hands of people noble enough to return them to him.

Jorish is keen that the statuettes are delivered to their owners, especially since he has now been passed the payment for them. The company are equally pleased to be able to get a connection, an opening to meet dwarves, since none have been seen in the Southlands for many, many years.

As payment for their services, Jorish offers them a small ebony figurine of a panther, which he names Padfoot. “Place her down and speak her name and she will serve you, once a week for an hour”. Anne-Marie takes care of the valuable item.

In order to deliver the dwarven statuettes, they will have to travel west again, back past Knightsbridge and up into the Barrier Range, the tall spine of mountains that runs down the middle of the world. Their contact works in the Aeolian College, a centre of music in a small town named Moradins Call, where a small community of men live by the entrance to a dwarven kingdom. They will have to ascend a steep trail known as Stooks Climb, near Bellhold, in order to reach it.

Before they set off, they want to spend some time training and preparing. They have agreed to pool their Marks in order to arrange for a powerful enchantment to be laid upon Trajans’ bastard scimitar, Anne-Marie wants to spend time studying with Barenath the duellist and Arilyn has research she wants to continue in the library at the Guild of Four, discovering more information about the Storm Lords.

Trajan has to participate in the enchanting of his sword, since as part of the process he is required to donate a small portion of his soul into the magic, and activity more tiring than he thought it would be as he spends days and nights praying Asura’s blessing into the blade.

Anne-Maries training proves successful, although she hasn’t been able to fully integrate it into her fighting style yet. A little more experience, a little more practice though, and she is sure that she will be able to step out fully onto the established path of the duellist.

Arilyn is excited by the results of her research. Firstly, she has determined that portals to the elemental plane of air sometimes open spontaneously in the highest parts of the barrier range. Secondly, she has unearthed information about Arkon, the greatest of the Storm Lords, who was lost in battle with Storm Giants in the Barrier Range peaks. It was Arkon who wrote the code of the Storm Lords and who used to educate his chosen apprentices in the secret ways. Although he fell many decades ago, his citadel was supposedly on the elemental plane of air… it could be that the their current path will lead them closer to her ultimate goal!

The time spent in training and research has brought them to the end of the month of Greening, and after attending with Trajan the first holy day ceremony of May (amid his grumblings about the poor state of the temple of Asura in Bridlerest) they set out Westward along the great road back to Knightsbridge. Alkanar is there, the old priest that they’ve worked with many times before, and he might be able to restore Dala’s lost wisdom and personality.
 

Boards seem really slow tonight! lots of people on the server?

I'll just add another section of story here then...


They spend a leisurely week on their journey, calling in on old friends along the way. Stopping to see Galladin Longbottle at his inn, they enjoy another of his incomparable dinners. Further west, and they make a side trek up to Ossington, and find that the villagers are settling in well around there. The spring plantings have gone very well, and there are happy rumours of “fairy folk” looking after the villagers and helping children who are lost. Anne-Marie is filled with delight to be reunited with Lord Haw-Haw, her brilliantly coloured macaw, who had turned up several weeks ago and been treated as an honoured pet by the villagers. Lord Haw-Haw seems genuinely excited to see his mistress again, and a much happier Anne-Marie leaves Ossington on the last leg of their journey.

Arriving at Knightsbridge and its familiar stone arch across the gorge, they are surprised to see the shanty town has disappeared. The gate guards are a bit suspicious of Trajan at first, because there has apparently been a lot of problems recently with bands of Jazumai throwing their weight around. As soon as the guards realise that these are friends of Lysander, their entire attitude changes. Everyone thinks well of Lysander since the Baron gave him permission to resettle the refugees from the shanty town in one of the old villages destroyed by Goblin barbarians last year.

Entering the familiar old town, they make their way swiftly to the temple where they are greeted by the acolytes and quickly find themselves before Alkanar, who is able to restore Dala’s wisdom, and will do so in a couple of days on the coming holyday ceremony. Everyone else retires to their rooms at Mithril Manor, while Trajan goes in search of a jewellers, to settle some unfinished business.

At Trapps, a well known jeweller, he brings out a silver set of chimes which they discovered long ago under the moathouse. They have been kept carefully wrapped in cloth, and Trajan promises the man 50mk if he will melt it down and destroy it – but warns him not to let them sound.

That night, Trajan wakes suddenly from a dream of distant chiming, and with the sound still ringing in his ears quickly wakes his companions and they race off through the streets to Trapps.

The front door is closed, but they can hear screams from within the building. Bursting down the front door of the shop they move towards the rear workshop, where there is a foul stench of sulphur and hot blood. Gazing into the room they see a large troll with flaming red eyes glowing from its armoured helmet, and a red-hot salamander torturing Trapp the Jeweller who is held against the wall. Seeing the company arrive, the salamander quickly guts Trapp and turns to face them.

Without any thought or planning, Trajan leaps to attack the troll, smiting evil with all his might – and missing because of its heavy armour. Anne-Marie likewise leaps into combat with the salamander, hurting it slightly and then getting struck once, twice by its greatsword, then grabbed by its coils and squeeeeezed… Anne-Marie cries out and succumbs to the fiery embrace. Trajan is likewise attacked by the troll, who lands blows with both its claws and rends him terribly.

The salamander which is radiating an aura of fear tosses the body of Anne-Marie aside and moves up to slash at Trajan, gashing him with its blade. Dala attempts to cast a spell from the doorway but reckoned without the reach of the troll which lashes out and hurts him so badly that he loses his spell. The troll then finishes another full attack against Trajan, rending him once again and dropping him to the ground.

Arilyn and Dala look at one another horrified as the fiendish creatures turn towards them. Dala unleashes a lightning bolt which dissipates on the creatures spell resistance and Arilyn throws an area Dispel Magic into the room – which astonishingly causes the armoured troll to disappear, overcoming the summoning magic which had brought it here! As the salamander slithers forth to attack them both retreat. Arilyn shouts “use dispel magic!” before using Dimension Door to vanish to safety the other side of the building. Left on his own and with his low wisdom keeping his brain in a rut, Dala retreats, launching sorcerous dispel magic after dispel magic against the oncoming salamander to no avail, and then using his last third level spell slot to launch a massive lightning bolt – which overcomes the salamanders spell resistance and save and the creature dies, wreathed in electrical energy.

Arilyn comes flying over the top of the building, borne by the winds, and joins Dala. They hurry inside and find amidst the burning wreckage of the workshop the bodies of Trajan and Anne-Marie. At deaths door, but with much fumbling and swearing they manage to stabilise their two friends. Arilyn checks the upstairs rooms of the house and finds Mrs Trapp and the children upstairs, horribly murdered by the fiends. Downstairs Dala eyes the chimes on the workbench with hatred in his face. Calling upon the most powerful magics he can, he calls for celestial aid to deal with this foul evil.

Suddenly a soft light fills the room, and a glowing luminescent ball appears before Dala’s face.

“Good day. My name is Boswell. How may I serve you Dala?”

“Can you take that *thing* where it can never sound or harm anyone again?”

“Of course, Dala”.

The lantern archon zooms down, touches the chime and both archon and instrument disappear. Seconds later Boswell reappears.

“I have placed it deep under the ocean, four hundred leagues East of here, Dala. Will that be sufficient?”

“Er, sure” replies Dala, scratching his head. “That will be all, Boswell, thanks.”

Carefully, the wizard and the sorcerer gather up their wounded colleagues, and slowly carry them back home to the manor.

Arilyn thinks “I’m going to have to teach these fools some elementary tactics. We can’t just charge in against foes like these!


DM's note - I don't know who was more surprised at how quickly Trajan and Anne-Marie went down here. Both were lucky to avoid death, and the bad guys could easily have spent a round killing them with no difficulty.

I think it comes down to a major disconnect from earlier editions of D&D which we've only just started to come across in 3e. Namely, in previous editions once you reached 8th level +, it was almost impossible to get killed in only a couple of rounds! The thing is that now appropriate challenges for high level characters can be as deadly to them as equivalent challenges for them when low level - an issue which I as a DM and they as players are just getting to grips with!

Plus, as Arilyn says - their tactics that night sucked so bad I thought a black hole had drifted into the room :)


Next a short interlude for soul-searching, and then onto the next adventure (mostly cribbed from an excellent IronDM adventure from last year ;))

Cheers
 

Plane Sailing said:
At Trapps, a well known jeweller, he brings out a silver set of chimes which they discovered long ago under the moathouse. They have been kept carefully wrapped in cloth, and Trajan promises the man 50mk if he will melt it down and destroy it – but warns him not to let them sound.

Arilyn also had a few choice words, which she mostly kept to herself as to the party's handling of the chimes, from now on if they have any magical matters they are to at least ask her her opinion first before trying anything. No one bothered to mention to her that they were trying to destroy a magical device and therefore she couldn't implement any safety measures or make any attempts to dispose of it safely herself.

Ah well such is the bane of working with people who act rather than think. :rolleyes:
'Here i am brain the size of a small planet...' :)
 



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