Age of Worms Campaign
Whispering Cairns
Entering the tomb
Episode 1: Sept 4, 2007
The party finds itself facing a long abandonned cairn entrance. It is fully overgrown and cast in dark and gloomy lighting. How on earth did they find themselves here ? Ohh yes...hunting for the little girl, who has been the most recent kidnapping victim within Diamond Lake. She has been missing for 4 days now and, if the former kidnappees were an indication, she doesnt have much time left before her dead body will be discovered.
After spending some minutes clearing away the entrance to the tomb, you uncover a vast 20 x 20 opening. You finally get the testicular fortitude and venture forth into the darkness. Your torch blazes off of the painted walls as you walk down the passageway. Almost immediatly you are bombarded by wind-like voices. What lies deeper into the dark depths.
You notice that further along the passage, there are a pair of alcoves to the North. This is where you encounter the first evidence of someone's earlier passage within these depths. You discover an old abandonned sleeping roll as well as what seems to be the remains of some form of mirror covered in some spidery scripture. The other alcove is completly covered by fallen rocks. Moving along the passage, you find another pair of alcoves. But more importantly, to the North there is a greenish glow.
To the West is a darkened wall that reveals a giant colored fresco. From the vantage point of the characters being the center,detailed in the fresco, are 7 passageways, each leading to a brightly lit lantern. Each of the lanterns is different in colour. From left to right, the lanterns represent Red, Orange, Yellow, Green, Blue, Indigo, and Violet.
To the East is another alcove that is completely covered by fallen rocks. But as the heroes move for a closer inspection, they see a 5 x 5 passageway within the collapsed wall. Savagely, 3 wolves burst forth and attack the party. Following them is another wolf that is much bigger in size with a lively glint of intelligence within its eyes.
The party's first encounter erupts with battlecries and howlings. The wolves immediatly sense the weakness found within the group and launch their combined attacks the way of the fighter. After taking some nasty bumps, the party vanquishes their first foes and come to the realization that they worked well in the attack.
With the party licking their wounds, they all made way into the wolves den. A quick search found some minor coinage as well as a lantern of the colour Indigo. An exact match to the fresco they saw on the Western wall. They also notice that the green glow to the North is growing in brightness the further they move along the passage.
Following the passage Northward once again, the heroes discover the source of the green glow. In a huge domed chamber lies a sarcaphogus. There are 7 passageways leading out of chamber. At the end of most of the passageways there is an unlit lantern. Down one of the passageways, you discover a lit green lantern that is the source of the greenish glow.
After a brief period of inspection of the sarcaphagus, and a couple of burnign hand traps later, Steve and Visionak managed to open the sarcaphagus to discover .... nothing is contained within. What you do discover is that, with a little help from his friends, you are able to push the sarcophagus so that it swivels and points down the next coloured passageway. It is originaly pointing down the Orange passageway and strange things happen when you rotate it from passage to passage.
Red - missing a lantern
Orange - nothing
Yellow - a stone circular capsule rises from the floor and doors open.
Green - a rumbling is heard. .
Blue - nothing.
Indigo - a stone circular capsule rises from the floor and doors open.
Violet - nothing
Not bothering to wait, the rogue jumps into the shaft of the Yellow passage. The doors immediately close and the shaft collapses into itself into the floor...Has the rogue just been crushed to death ? Has his greed and abandonned sense of discretion gotten the better of him ? The party quickly keep turning the sarcophagus from passage to bassage BACK to Yellow..only to find the shaft returning up once again with the rogue intact but excited. Turns out he found a chamber and deeper passageway below. The party then goes down the shaft 1 by one and venture into the long abandonned depths.
Once below, they come face to face with a passage blocked by giant boulderdroppepd from the ceiling from an apparent earlier tombrobbing scheme. They push the stone out of the way and prepare to venture further down the passage when a green mity gas floods the chamber. The party, now fealing a bit weaker, flee the mist and move further down the passage. They take note of the statues lining the corridor. They take note of the opened palming hands of the statues. They take note of the dwarven fighter who suddenly screams and runs away from then in apparent terror. They also note that this must have affected the ranged fighter as he promptly falls on the floor asleep. Before any more surprises occur, the cleric notice a thing of horror floating above and behind them. 2 eyeballs attached together by sinew floats closer and lashes onto the mage who quickly succombs to its power, with a little help from a misplaced blow by the rogue. Using their combined might, and now with a direspect towards the dead mage, they go at the creature in full force finally landing the telling blow by way of an arrow shot by the nowly awakened post-sleeping fighter.
Venturing forth, they discover more ill attempted thievery, a room containing a mysterious floating bed, some uber cold brown mold, quickly dispatched by the mage and a well timed Ray of Frost. It is on the other side of this mold, that the party discovers their fighter now unconcious. They do see some brown mold on his shoes and deduct that he was so scared or the floating eyes that he blundered through the cold mold knocking himself out. They also see a workshop room containing a large assortment of stoen cutting tools and tables, as well as a warrior statue holding what appears to be a representation of a rod of 7 parts. The room also contains a dark black egg, inlaid with gold and upon a golden pedestal. As soon as Leroy tries to pick it up, the egg manifests itself into a little earth elemental who promptly starts talking in its guttural language. Happily for the party, their mage understands the Terran language and promptly starts to respond and enter into the conversation. Turns out the elemental wants their help to free him from the servitude he endurs to Nadroc, the architect of the Wind Dukes Icosiel, and Zosial, whose tomb they are exploring. The party agrees to help him and then rest for the night.
XP Totals
Player | Visionak | Lardell | Eamon | Garrot | Leroy |
---|---|---|---|---|---|
Level | 1 | 1 | 1 | 1 | 1 |
XP | 525 | 525 | 525 | 525 | 525 |


