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Story Hour
the Kyri Chronicles - last updated 22 Oct
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<blockquote data-quote="Plane Sailing" data-source="post: 114782" data-attributes="member: 114"><p>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.</p><p></p><p>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.</p><p></p><p>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 <em>(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)</em> 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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>Just ten foot further is a crossroads with a small pile of heads, rocking slightly...</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 114782, member: 114"] 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 [i](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)[/i] 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... [/QUOTE]
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