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the Kyri Chronicles - last updated 22 Oct

The next morning, Crail is astonished to see a face from the past coming up the hill towards their campsite - a giant Negro figure. At first he thinks that it is the ghost of Sula, coming back to haunt them. It is only as the figure gets closer that he realises that this tribesman is male - although he bears an uncanny resemblance to Sula.

The man's name is Juma, Sulas' brother. Word had got back to him of her death, and he had followed her trail to Knightsbridge, and heard of the heroes of the town who had known her and been with her when she died. He had determined to find them and find out more about his sisters death.

After some time talking, the party inform him of their plans to attack the nearby moathouse once more and foil the plots which are brewing there. Juma offers his aid, to fight alongside these friends of his sisters and to do her honour.

Crail opens the box which was retrieved from a bedroom, and narrowly escapes the acid spray released as the lid opens. Inside there are a few interesting items, most particularly the remains of a journal of some kind. There are also a couple of potions, a couple of divine scrolls invoking the power of some other god (which are summarily burnt) and a carved ceremonial dagger with gold inlay.

The party, considerably bolstered with this addition of Juma to their fighting strength, make their way down to the moathouse once more. They scout around the outside and find no additional signs of entry or exit, so Crail and Juma creep down a second set of stairs to further investigate the dungeons.

Moving with great silence, Crail overhears the sound of a couple of gruff voices and the rattle of dice. Peering around the corner of the stairs he spies two large hyena headed humanoids gambling. He and Juma leap out and surprise the creatures, and taken by surprise they are quickly slain, although one has a brief opportunity to call for help. Nothing seems to come.

The rest of the party join them in this chamber, and keep watch while Juma and Crail head off down past pillars with manacles and a long row of narrow prison cells. The stench is overpoweringly awful, and as Crail starts retching from nausea a hollow faced figure leaps out from hiding and bites him. With horror his muscles start stiffening and within seconds he finds himself rigid with paralysis. The awful mewling sound that the creature makes is disconcerting as it claws and bites at Juma, paralysing the big barbarian too! K'tan launches a concussion from the edge of his range at the creature but misses badly, spraying stone chips as the mental hammer blow strikes the wall nearby. Lysander runs past the paralysed Crail, while Azrin holds up his holy symbol and cries "Begone, in the name of Asura!". The ghast suddenly takes fright and flees, running down to the last cell and shutting itself within.

M'ir goes to investigate an old adjoining torture chamber, and ghoul lunges out of the shadows as he enters, tearing at him with its poisonous claws and lusting after his meat. Lysander leaps in and swings the scimitar of suileman, which growls with power as it strikes the undead, cleaving it in two. Another ghoul leaps out and fumbles, falling at Lysander's feet and is also quickly dispatched.

A cursory search of the area reveals nothing else around, and nothing seems to have been attracted by the noise through the doors. After a few minutes Crail and Juma recover from the paralysis, although the shock of nearly being consumed by ghouls and ghasts may take a little while longer to go.

Azrin opens one of the doors which is apparently a cell, and finds a dishevelled prisoner inside who rants at them a little and then runs up the staircase and out as soon as he learns that the dragon is no longer there. The others are annoyed that Azrin didn't really manage to question him.

Another door is a disused storeroom, and a final door leads to a room with broken rubbish and a door on the opposite side. Arranging themselves around the door, Crail opens it and ducks down. A voice cries out "Freeze" and Crail finds himself unaccountably held fast. Two bowshots are fired at him before Juma reaches across and yanks him out of the doorway.

Lysander and the others pour into the room, tackling two Gnolls, while a priestess in ochre robes at the other end of the room attempts to cast other spells. M'ir remains in the doorway and starts concentrating on the priestess, and as the fight continues the skin on her face starts to blacken and char as he wills her body temperature to rise inexorably. The Gnolls fight Lysander and Juma and don't last too well, especially when one ends up flanked four ways. The priestess retreats up the stairs and Crail pursues her closely. She manages to get off one healing spell but M'irs continued concentration sears her face once again. Desperately she knocks Crail back, sending him tumbling down the stairs, and she legs it up the stairs.
 

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The Gnolls dispatched, Lysander runs up the stairs, rounds the corner and gets stuck trying to work out how she opened the secret door at the top of the stairs. By the time he and others have finally opened it the priestess seems to have made her escape.

Another anteroom is discovered, containing skeletons which are soon reduced to powder by the mighty power of Asura.

Back in the room they find a strange assortment of things laid out on a white blanket: an iron torch with three black cones. A black sceptre with violet gems, a small black sphere and a black metal tube. The tube contains instructions in some unknown language, which when magically deciphered turns out to be instructions for accessing an extraplaner node of utter darkness, called the Black Cyst. The ritual requires multiple wish spells, living sacrifices and years of work. The company put it to the torch, and stay away
from the oddly writhing smoke which results.

They cautiously open the secret door which they know opens into the gnoll corridors - but careful investigations show no sign of the gnolls other than empty chambers and cold beds. Can it be that the gnolls have left. They find the human bedchamber (which is as far as they penetrated before), and Juma tells them that only one of the exit doors have any tracks going to and fro, so they take that one. Crail scouting ahead, they find a slimy archway and
steps which lead deeper into the earth. Trying to hold his breath against the foetid stench, Crail sneaks down the stairway - and is suddenly jumped by another Ghast, hiding in an alcove. Crail quickly succumbs to its paralysing venom, and just as the ghast is about to start chewing his arm Lysander calls upon the power of Asura to banish it. DMs note: I lost track of the number of times Crail got paralysed during this adventure. Poor bloke!. The ghast turns and flees. and seconds later comes charging back into their circle of light to attack them!

While Lysander starts to fight the ghast, a crackle of magic surges past him and strikes Juma - who suddenly acts randomly, dropping the paralysed form of Crail and swinging his greatclub at the back of Lysanders head! Crash! Probably the nastiest blow which he's taken all night staggers Lysander.
 

As Lysander finishes off the ghast, and he and an apologetic Juma move into the chamber at the end of the corridor a puff of smoke behind them reveals a giant fiendish rat which upon being summoned starts chewing at the paralysed Crail. M'ir and Azrin both move in to attack it, while K'tan hangs back keeping watch.

Within the chamber Lysander and Juma find two more priests in ochre robes - one human and one reptilian. The human cleric dies quickly to the skill of Lysander and the power of Juma. Bracing themselves against the strength-sapping stench of the reptilian, Lysander and Juma circle both ways around a pit with the sound of running water in, in order to flank the creature. After only a couple of rounds and sensing imminent defeat, the strange priest leaps past them into the pit - and floats rather than falls down out of their view.

The dire rat is defeated and vanishes, and the party gather together in the room with the pit, and a large stone circle some 8ft in diameter standing on one wall. They can't see anything down the pit, but there is a rope, pulley and platform device which clearly allows people to lower themselves down into the darkness. As they look around, they hear a piercing nonhuman scream from below, which cuts off suddenly.

The company decide that they need to investigate, and so Juma, Lysander, Crail and Azrin will ride down on the platform, K'tan will keep watch at the top and M'ir uses one of his mage powers to enable himself to clamber down the side of the pit, adhering to the wall.

After 15ft they find the shaft intersects a stream, with a narrower 8ft hole directly below them. Water from the stream tumbles down into the hole, and a chill mist rises up from within. They continue downwards, tugging their cloaks more tightly around themselves. After a further 40ft, and as they are coming to the end of their rope, they can see a surface below them. A floor of shiny black marble, shot through with thick pulsing violet threads, lies beneath them. Off to the side, they can just make out the edge of the chamber, some 15ft further away than the edge of the black marble surface, which is a circle some 30ft in diameter. In the west, there is another platform and pulley arrangement for going deeper into the cavern. It would be a very difficult jump to move from one platform to the other, but nobody fancies setting foot near the writhing violet veins on the surface.

They decide to look for a third way. They winch their own platform higher up, and pass a robe to M'ir who clambers upside down like a spider across the roof of the chamber and makes the rope fast to the other platforms fixture. Lysander and Juma make their way across but Azrin is nervous. He doesn't have much of a head for heights and his arms are weak. Crail decides to make a loop of rope around him so that he can slide down to the other platform. That should work.

Midway through the slide, Azrin panics - he's going too fast! He careers straight into the platform, the security rope fails and as he flails his arms to grab onto the platform, Lysanders hand lashes out - just too late. With a despairing cry, Azrin falls into the misty darkness below them.

The company is stunned.

What happens next? Is this the end for Azrin? Keep reading for the next exciting(?) installment!
 

Quickly they start to wind this new platform downwards, peering over the edge in the hope that their companion may have somehow survived. Ten, twenty, thirty feet - then Lysander feels a strange prickling of his neck hairs, and as he looks round a creature shaped like a huge, beaked brain floats down towards them, lashing out with barbed tentacles. Several tentacles strike Crail, wrapping around him and (you've guessed it)
paralysing him.

Juma leaps forwards and with his tremendous strength frees Crail from the creatures grasp before it can fly off with him, then he and Lysander attack the creature itself, while fending off its blows. In a few seconds the creature is destroyed, leaving them that bit more exhausted, that bit more tired.

They proceed further down, a full 100ft, and at the bottom they can make out the form of Azrin apparently lying spread-eagled but otherwise unharmed on a strange symbol etched into the stone of the floor.

what happened to Azrin...

Tumbling head over heels, suddenly Azrin finds himself stationary but in a pool of utter blackness. A chill grows over his whole body. There is a robed figure vaguely visible. It speaks. "Your soul is now at the very edge of my prison".

He can feel his body dying. He attempts to turn the figure, but the channels to other planar power remain closed to him here.

"Do you seek to free me?" the figure asks. "NO" shouts Azrin.

"It doesn't matter what you seek. I am all. You are nothing". As the last fragment of his life is just about to ebb away, the figure speaks once more.

"You serve me now, whether you wish it or not".

Suddenly he is conscious, lying spread-eagled on the floor and apparently all in one piece. He had rather expected that this fall would have left him spread thinly across the rock. What has happened here?



The remainder of the company bring the platform to the base of the cavern, and find to their surprise Azrin apparently only just alive, and lying spread eagled on a large version of the holy symbol that they have found on the ochre-robed priests. He seems none the worse for wear, and rejoins the party.

Juma asks, astonished "Aren't you going to question him? Isn't it strange that he survived that fall? How do you know he isn't a doppleganger or something?" For some reason the rest of Azrins companions are happy to accept him as he is though. DM notes: Huh? Considering their normal level of paranoia, I'm astonished that they didn't follow this up more. Still, fun for the future...

Further investigation of the bottom of this cavern reveals a mirrored doorway which summons more of the paralysing brain-creatures (quickly killed), an image of a black sun, a pillar with rungs, upon the top of which the obelisk appears to be balancing by its point, and a pool of water cascading off the side of the obelisk.

Spotting around, Crail notices a scroll tube in the pool. He uses a grapple hook to fish it out, then takes it off and tosses the tube across to Azrin.

"Arrgghh" Crail suddenly screams, grasping his wrist - the touch of the water is chillingly cold, and his fingertips start to blacken. Azrin fumbled his attempt to catch the scroll and now has no inclination to touch it. He hurries across to Crail and attempts to use his healing skill to keep Crail alive. It is to no avail. Before Lysander can return to them the poison reaches Crails heart, and as the flesh on his arm, torso and neck blackens and crisps, he squeals and dies. Dms note: 11 points out of 2d6 CON damage exactly equalled poor Crails Constitution. The young thief dies to rise no more.
 

This obelisk is clearly an evil artifact of some power, and after unfruitfully considering ways in which it might be destroyed the party decide that the best thing is to hide it again. Going back up via the platform, they spend the best part of a day collecting rubble and clay, to replace the plug above the cavern and seal it as best they can.

Finally, tired and wounded in spirit they decide to leave the moathouse dungeons. Strangely one of the entrances into the dungeon is now collapsed. Not so strange when they reach the top of the other exit and find the blue dragon back again, healed and waiting in ambush!

This time the dragon doesn't have the freedom of mobility which served it so well in the last combat - and the company is bolstered by the raging strength of Juma who charges in and deals two mighty blows with his maul, while Lysander strikes with his blessed scimitar and K'tan and M'ir pour all their energy into manifesting concussions and recall pain respectively. Surprised by the ferocity of the onslaught Utreshimon the dragon succumbs quickly and dies.

Free at last from the moathouse, the party camp a short distance away to lick their wounds and plan their next step. Juma finishes gathering their stories about his sister and decides to leave them to continue his wanderings - but he will check in on them occasionally back at Mithril Manor in Knightsbridge.

The party return to Knightsbridge and arrange for the funeral of Crail - quite a lot of the underclass in the town turn up, including one particularly tearful young woman named Laidley. During the preparations, Alkanar introduces Lysander to an unusual young man.

His name is Trajan, and he comes from one of the small dukedoms nestled in the foothills of the barrier range to the North. He grew up in a village, but spent less time looking after the cows and more time with an elderly hermit living further up the mountains, who regaled him with tales of fighting and the service of Asura. After several years training with the old man and starting on the path of the Jazumai, the hermit sent him down to Knightsbridge, saying that he needed to serve a broader apprenticeship under the auspices of a temple. Alkanar agrees, and sets Trajan to work with and learn from Lysander. Trajan has an exotic oversized scimitar, in a style which the hermit taught him to craft.

Although winter is coming on, and they are getting deep into the month of Ironwater, they make plans to return to the moathouse.
 


Thanks Byx!

I make the important rolls for damage and stuff out in the open - adds to the tension and also means that the dice get the blame rather than me when things go badly wrong.

For some reason Crail got the bad end of the stick much more often than anyone else though - as seen in my first storyhour thread...

Next instalment coming soon!
 

Plane Sailing said:
For some reason Crail got the bad end of the stick much more often than anyone else though - as seen in my first storyhour thread...

On the upside, your dice rolls can't hurt him now! :p

Great story hour, incidentally. It just pleasantly wasted several hours of my time from start to finish... you've gone into my list of storyhours to keep track of. :)
 



Into the Woods

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