Mothman's Whispering Cairn

Game Master Mothman

Age of Worms, Greyhawk, Pathfinder rules


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Male Human Fighter / 3

Brashen arrives at the store, still looking a bit groggy from the night before. He nods to the two men waiting outside and leans against the wall of the shop, waiting quietly for the others to arrive.


A lone figure approaching from the tree line resolves into Da'gret once he clears the shadows. If anything, the beast is even more dirty than the night before. Twigs and leaves stick to his rough peasant clothing, but he himself looks bright-eyed and eager slapping Brashen a hearty good morning on his back. "We go today then?" He wanders into the store eying things with curiosity not sure what such an adventure might require...


Strevlik:

Spoiler:
You rise at dawn, intent on reaching the meeting place early. However, as you walk the streets, you notice the elf from the tavern last night – and although it is hard to be certain, she appears to be following you.
It takes a very circuitous route and a long time to be sure that you have lost her, so you arrive at the meeting place much later than you had intended.


Male Human Ranger / 2

Strevlik strides up to where the others are waiting at the general store. He nods to Da’gret. “Let’s get moving,” he says shortly. “Judging by the attention we were getting at the inn last night, we’re not the only ones interested in this tomb. Once we get out of town I can cover our tracks.”
Strevlik waits for Boland to lead the way.


If people wish to buy further equipment from the general store, or talk during the journey, feel free to post in retrospect – but I will assume the group shortly moves along, heading in the direction that Boland indicates the cairn lies in.

Boland leads the way out of town, heading north along a road that branches several times, paths leading off to homesteads, farms and mine holdings near the outskirts of the town. The path soon leaves the town behind and winds its way through the hills, becoming more and more disused looking and overgrown. The wizard hesitates at a few of the path’s branchings, but generally seems confident of the way. Where he is unsure, a quick conference with Strevlik, and perhaps surprisingly, Brashen, sets him on the right path. Strevlik is also kept busy occasionally falling back behind the group and covering signs of their passage, or merely gazing back down the path as if to see if they are being followed.

By the time that the path reaches the boundaries of the old Fant Mine holding, two hour’s walk from town, it is little more than a badly overgrown goat-track that does not appear to have been traveled for years. A tumbled down pile of worn stones to either side of the track indicating an ancient fence line are the only markers that this land was once owned by someone.

Another ten minutes or so down the trail from this point, around the curve of a rocky hill to the west is an old, run down building – the long dead mine overseers cottage. But it is at the base of a shallow ravine to the east that the real item of interest lies.

It takes another quarter hour or so to climb down into the shadowed ravine, sheltered from the sun by the lee of another tall, craggy hill. The base of the ravine is littered with sharp rocks, fallen boulders, stunted trees, thorny bushes and the bleached bones of long dead goats. After several minutes, a search of the area reveals a twenty foot wide portal, flanked by ancient looking monoliths, built into the hillside and partially obscured by underbrush and fallen boulders. This entry portal is partially clogged by the debris of ages, leaving a clear entrance less than ten feet wide.

The light that does filter down into the ravine dimly illuminates a long hallway beyond the portal, extending north into darkness. A faint breeze brings with it sibilant whispers that sound almost like sighing breath. It must be a trick of the wind, but the effect is almost lifelike.


Male Human (Suloise/Oeridian) Cleric 3

Moth and Boland (retro-post):

Spoiler:

Boland 'Bowls' Karendum wrote:
He spots Andolphas and waits for him to finish talking with one of the miners before approaching rather nervously. He puts the rope down and says. "I think I owe you an apology. I should have come to you first with this idea. It's just that Nikola was so enthusiastic and persuasive, and insisted on secrecy. Thank you for agreeing to come along though - I feel much more comfortable having yours and the Lady's support." He touches the holy symbol that hangs around his neck with these last words.

"It's alright, Boland. Amariss was a little disappointed that our expedition mates were not devotees of the Dark-Eyed Lady, but we nevertheless have her blessings to proceed. We do not doubt your own devotion and sincerity, though I can say nothing of Nikola's intentions..."


Male Human (Suloise/Oeridian) Cleric 3
DM Mothman wrote:

It takes another quarter hour or so to climb down into the shadowed ravine, sheltered from the sun by the lee of another tall, craggy hill. The base of the ravine is littered with sharp rocks, fallen boulders, stunted trees, thorny bushes and the bleached bones of long dead goats. After several minutes, a search of the area reveals a twenty foot wide portal, flanked by ancient looking monoliths, built into the hillside and partially obscured by underbrush and fallen boulders. This entry portal is partially clogged by the debris of ages, leaving a clear entrance less than ten feet wide.

The light that does filter down into the ravine dimly illuminates a long hallway beyond the portal, extending north into darkness. A faint breeze brings with it sibilant whispers that sound almost like sighing breath. It must be a trick of the wind, but the effect is almost lifelike.

"Here it is, the entrance to the Whispering Cairn," murmurs Andolphas. "It is aptly named."

The somber young cleric leans his spear against one of the stone walls, and then grasps some of the dust from the ground in his left hand and the ruby-skull symbol of Wee Jas in the other. "Green Lady, you who led the ancient Suel to these lands long ago via tunnels of endless dark under the protection of the Ruby Sorceress, guide us safely as we venture into this holy cairn... Let us tread softly, so as to not disturb those that rest within... Honour the Dead..." At this last statement, Andolphas lets the sand sift through his fingers, and turns at his companions expectantly...


Male Human Wizard/3
Andolphas Hecker wrote:

Moth and Boland (retro-post):

Andolphas & Moth:

Spoiler:
Boland nods his head in relief at the priest's improved temper and apparent forgiveness.


Male Human Wizard/3
Andolphas Hecker wrote:

"Here it is, the entrance to the Whispering Cairn," murmurs Andolphas. "It is aptly named."

The somber young cleric leans his spear against one of the stone walls, and then grasps some of the dust from the ground in his left hand and the ruby-skull symbol of Wee Jas in the other. "Green Lady, you who led the ancient Suel to these lands long ago via tunnels of endless dark under the protection of the Ruby Sorceress, guide us safely as we venture into this holy cairn... Let us tread softly, so as to not disturb those that rest within... Honour the Dead..." At this last statement, Andolphas lets the sand sift through his fingers, and turns at his companions expectantly...

Boland is quiet throughout the journey, his nerves on edge and his memory straining to remember the old path to the cairn. Upon arrival he looks down on the aged entrance to the cairn with some excitement and a lot of trepidation.

He stands reverent at Andolphas' offering to the Green Lady and in the silence that ensues feels he should probably say something. "Well, this is it - the entrance to the Whispering Cairn", he needlessly repeats Andolphas' words. "Parhaps we should look for any signs of use before entering, to check if Nikola or some other managed to find it ahead of us?" He looks hesitantly towards Strevlik.


Male Human Ranger / 2

Strevlik acknowledges Boland with a nod.
Strevlik makes a survival check: 2+9 = 11


Strevlik bends down and begins searching the ground for signs of tracks – however, he seems a little distracted by the sporadic sighing sounds issuing from the mouth of the cairn, his head keeps turning in that direction.

He can find no sign of human tracks – although the rain that swept through the region two nights ago could well have washed them away. He can find signs that some creature or animal of decent size has moved through the opening in the recent past – there are some bent and broken branches on vines and bushes near the entrance, generally no more than two feet above the ground. No sign of tracks or spoor though.


Male Human Wizard/3
DM Mothman wrote:

Strevlik bends down and begins searching the ground for signs of tracks – however, he seems a little distracted by the sporadic sighing sounds issuing from the mouth of the cairn, his head keeps turning in that direction.

He can find no sign of human tracks – although the rain that swept through the region two nights ago could well have washed them away. He can find signs that some creature or animal of decent size has moved through the opening in the recent past – there are some bent and broken branches on vines and bushes near the entrance, generally no more than two feet above the ground. No sign of tracks or spoor though.

While Strevlik searches the area, Boland takes the pack from his back and begins digging around in it. He produces 2 torches and his flint and steel. Once Strevlik reports his findings he says in as bold a voice as he can muster "Well, I guess we should head in." He lights the two torches and holds one out for someone in the party to take. "Who wants to lead?" he asks, a little less boldly.


Male Human Fighter / 3
Boland 'Bowls' Karendum wrote:
DM Mothman wrote:

Strevlik bends down and begins searching the ground for signs of tracks – however, he seems a little distracted by the sporadic sighing sounds issuing from the mouth of the cairn, his head keeps turning in that direction.

He can find no sign of human tracks – although the rain that swept through the region two nights ago could well have washed them away. He can find signs that some creature or animal of decent size has moved through the opening in the recent past – there are some bent and broken branches on vines and bushes near the entrance, generally no more than two feet above the ground. No sign of tracks or spoor though.

While Strevlik searches the area, Boland takes the pack from his back and begins digging around in it. He produces 2 torches and his flint and steel. Once Strevlik reports his findings he says in as bold a voice as he can muster "Well, I guess we should head in." He lights the two torches and holds one out for someone in the party to take. "Who wants to lead?" he asks, a little less boldly.

Brash steps forward and takes a tourch from Boland. 'Ill lead' he says and does just that, striding into the corridor, casting the tourch infront of him. Brash walks with confidence down the corridor and into the first chamber.


Brashen steps boldly through the opening, his torchlight flickering in the faint breeze.

Beyond the partially blocked entry, the passage opens out to a twenty feet wide (and the same high) corridor, paved and clad in stone, stretching away into darkness. Here, close to the entry, the floor is covered in loose stones, dirt and other debris, making footing difficult, and the walls are coated with centuries of grime.

It might be expected that in an ancient tomb such as this the air would be stale or musty, but the eerie, whispering breeze from within seems to keep the air fresh, and there is little sign of water damage to the structure.

The passage runs straight ahead to beyond the radius of light provided by the torch, though some sort of side passages or alcoves can be made out to either side of the main corridor a short distance ahead.

Anyone entering the place may make a spot check.

Spot 15+

Spoiler:
You notice a very faint, flickering green light from somewhere far ahead in the darkness.

Brashen and Boland:

Spoiler:
You recall that the ‘side passages’ up ahead are merely shallow alcoves – and about as far as anyone ever ventured into this place when you were kids.


Male Human (Suloise/Oeridian) Cleric 3

Spot check: 14 + 1 = 15...

Andolphas takes his spear in hand left once again, and buckles his right arm the wooden shield that he had been carrying on his back, waiting to fall in line behind the next torch-bearer. His wispy raven hair flutters with each of the cavern's sighs, as do the feathers that hang beneath his spear tip. "Some townsfolk remember a child going missing in this cairn, perhaps a decade ago, and she's not been seen since," whispers the acolyte. Tension suddenly creeps into his voice: "There, ahead... does anyone else see it? That flickering green light?"


Male Human Wizard/3
Andolphas Hecker wrote:

Spot check: 14 + 1 = 15...

Andolphas takes his spear in hand left once again, and buckles his right arm the wooden shield that he had been carrying on his back, waiting to fall in line behind the next torch-bearer. His wispy raven hair flutters with each of the cavern's sighs, as do the feathers that hang beneath his spear tip. "Some townsfolk remember a child going missing in this cairn, perhaps a decade ago, and she's not been seen since," whispers the acolyte. Tension suddenly creeps into his voice: "There, ahead... does anyone else see it? That flickering green light?"

Boland is relieved when Brashen takes one of the torches from him and heads into the tunnel, yet a little alarmed at the man's brash behaviour. "Be careful, go slowly!" he warns. "We don't want to rush in and potentially miss anything."

He motions Da'gret and Strevlik into the tunnel after Brashen saying "I can follow up the back with the second torch". He then moves in behind the two men, keeping close to Andolphas.

At the priest's mention of the missing child, Boland feels a shiver of fear pass through him, thinking back to that time and his own brief foray into the tunnel. He speaks out absently "If I remember correctly, there should be a number of alcoves on either side of the passage up ahead". Lost in his own recollections, he fails to pay much attention to the tunnel in its current state and fails to notice the green glow. Even after Andolphas points it out he struggles to see it. Spot check 3 + 1 = 4.


Male Human Fighter / 3

spot 16+1=17
Brashen slows down at the first of the side passages. "I see it too. What could it be? Natural light from a plant or animal?" He looks enquiringly to Da'gret and Strevlik, but also pulls out his battle axe, showing his unease.
"So what are we going to do anyway, search the whole place for secret doors? Any one very good at that sort of thing?" Brash looks back ahead but stops moving forward, waiting for a suggestion.
local knowledge check to see if Brash has heard anything about lights in this or other Carins 8+4=12


Brashen, you are not aware of specific stories of green glows within this or other cairns, although there are common stories of many of the old tombs being haunted…

Past the dirt and refuse of the entry, the level floor is paved with large, tightly fitting flagstones, and is covered with a thin layer of dust.

Beyond the grime near the entrance, the walls bear horizontal bands of deceptively simple geometric patterns at waist level. In places the bands reveal startling detail in the torchlight, but in others the walls look as though they have been hacked at with weapons or eroded by the rigors of time. Flakes of ancient paint, faded purple and dull mustard, still cling to the walls in places, hinting at what must once have been a riot of colour.

Some fifty feet within the darkened tomb, the hallway opens up into shallow alcoves to the east and west, whilst the main hall continues to the north – there appears to be another set of alcoves or side passages just visible in the shadows another fifty feet or so ahead.

Here, at the first set of alcoves, the walls bear more significant damage; dozens of clumsy etchings and scratches mar the beautiful ancient masonry like graffiti on city walls. A clump of soiled cloth about the size of a halfling rests in the terminus of the western alcove.

Outside, the wind picks up, and a chorus of almost human sounds rises from the darkened hall.

If anyone examines the markings on the wall:

Spoiler:
The graffiti consists mainly of names and sometimes crude pictures carved into the stone walls, some with dates next to them.

If anyone examines the clump of cloth in the western alcove:

Spoiler:
The alcove contains a brittle, moldy old bed roll.

Anyone who makes search or survival checks:

Search check 5+

Spoiler:
One of the names scratched into the wall of the alcove reads ‘Brash’. Another is ‘Boland’.

Search check 10+

Spoiler:
On the floor of each alcove is a circular depression in the stone, about an inch deep and two inches in diameter.

Hidden within the patterned bands on the walls of the corridor are thin, hollow tubes. The strange whispers that fill the hall seem to emit from these holes.

Search check 15+

Spoiler:
You find some old, whittled wood shavings lying on the floor near the bed roll.

Survival (Track) check 14+

Spoiler:
You notice some strange tracks in the fine layer of dust coating the floor – a large, slithering creature has recently moved through this dusty hallway, in both directions.


Male Human Ranger / 2

spot=19+7=26
search 8+0=8
survival 8+9=17

Strevlik instinctively searches for extra detail to the surrounding. He noticed a flash of green light up ahead as the others mumbled about a missing girl nervously. Strevlik pays no attention to that. Instead he discovered some crude etchings on wall and could make out that it read 'Brash' and 'Boland'- he could just imagine the two of them as children eager to prove they were brave enough to explore the cairn and had etched their names onto the wall.

The tracker then looked to the floor and could see tracks, possibly of a large snake. The tracks indicates that the creature has gone in and out of the tunnels and could still be inside. He reaches for Boland and tells him of the tracks and warns him that a particular large snake could have made it's lair in these tunnels, even in the dark he could see Boland turn pale with this news.


Male Human Wizard/3
Strevlik wrote:
The tracker then looked to the floor and could see tracks, possibly of a large snake. The tracks indicates that the creature has gone in and out of the tunnels and could still be inside. He reaches for Boland and tells him of the tracks and warns him that a particular large snake could have made it's lair in these tunnels, even in the dark he could see Boland turn pale with this news.

Boland is busying himself with inspecting the markings on the walls when he feels Strevlik's hand on his arm, causing him to start. When the tracker points out the snake tracks in the dust, he does indeed pale with the news.

"Uhh, ok. Um, well I guess we can deal with a snake, but let's all be on guard. Why don't we give these alcoves a thorough search before moving further in? Brash, keep your eyes peeled for the snake while we search."

Boland begins searching the walls and alcoves for concealed passages, rubbing his hands over the wall to try to feel for cracks. He is obviously distracted by the thought of the snake and his nervousness hampers his search efforts. Search 2 + 2 = 4


Boland 'Bowls' Karendum wrote:
Brash, keep your eyes peeled for the snake while we search."

Funnily enough, Brashen actually has the best Search check modifier I think.


Male Human Fighter / 3

"Prehaps Strevlik should keep an eye out for the snake, he may be better suited to spoting the thing than I. Though if you see it give a shout and ill be sure to let it feel the bite of my axe" Brashen boasts, as he moves to inspect the corridor and alcoves.
spot 6+1=7
search 15+2=17
survival 12+0=12

"Ahh, here seems to be the source of the wispering, not ghosts, but pipes" Brash points out some fine tubes protuding from the walls. "Old traps prehaps? Does anyone have any knowledge of the working of such things?" He then heads to the alcoves, discovering that they both contain small circular indents within them, and notices some wood shavings next to the bedroll. "Curious" Brash muses. "Well what of these holes? Prehaps they can be pushed in, to reveal a secret door? Surely a trap would be bigger, so as to be set of accidently." With that Brash crouches down and pushes with the handel of his axe the hole of the east alcove he is in.


Brashen’s attempted manipulation of the depressions in the floor of the alcoves elicits no result. The base of the depression is as unyielding as the stone floor around it. Blowing the dust away and examining one of the depressions closely, Brashen can discover no apparent moving parts or secret purpose to the feature.


Male Human (Suloise/Oeridian) Cleric 3
Brashen Trell wrote:
"Ahh, here seems to be the source of the wispering, not ghosts, but pipes" Brash points out some fine tubes protuding from the walls. "Old traps prehaps? Does anyone have any knowledge of the working of such things?" He then heads to the alcoves, discovering that they both contain small circular indents within them, and notices some wood shavings next to the bedroll. "Curious" Brash muses. "Well what of these holes? Prehaps they can be pushed in, to reveal a secret door? Surely a trap would be bigger, so as to be set of accidently." With that Brash crouches down and pushes with the handel of his axe the hole of the east alcove he is in.

Search: 4 + 1 = 5...

Andolphas smiles to himself as he examines the markings, and especially the graffiti on the walls, in the flickering torch light. "Forget to tell us something, Brash, Boland?"

As he spies the mouldy bedroll, he whispers again: "Some town folk also said that a man by the name of Nikola had been staying at the Able Carter, but that he had not been seen in a week or so. They suspected that he might have returned to the city, although I wonder if he may not have tried to beat us to this cairn, for one reason or another. Of course, this bedroll likely isn't his... I'm thinking that it may have belonged to the child that disappeared, if such really happened... or, perhaps, that it belonged to one of those responsible for the graffiti on these walls... who tried to spend the night in here in order to prove his bravery?"

The sinister cleric's smile fades as his thoughts turn to other things. "I should point out that this cairn is thought to be older than the first Suel residents of these parts, who were brought here by the Green Lady and who would have brought with them the faith of the Ruby Goddess. Thus, the dead who were interred within these chambers fell beyond her sanctity... and who knows if they were safely guided into the Afterlife, of if their souls still remain herein... While the members of my order had explored this tomb in the distant past, who knows what may have made its abode here since then... tread carefully..."

As Brashen inspects the alcove, Andolphas adds his own thought's to the warriors: "Although I am no engineer, I would guess that this would be an ancient trap... hopefully already triggered... The shavings on the bedroll... could it have been splinters of wood that were shaved off or blown out of the holes as darts were launched from them? Whether rightly or wrongly, I would advise against stepping into the alcoves..."


Male Human Wizard/3

His own search having yielded nothing, Boland ponders Brash's findings thinking back to the musty tombs he had read through in his spare time, of dungeons and caves and other such things. knowledge - dungeoneering check 4 + 5 = 9.

He is quickly distracted however by Andolphas's talk of spirits and the living dead, and he once more looks down the tunnel with some apprehension. In response to Andolphas's question he answers belatedly "How do you think I knew the way to this place. Brash and I visited it once or twice some years back..."

To Brash he says "I have some magic which may help us find concealed doorways. But I would prefer to save it as a last resort. We are still only just into the Cairn - if we cannot find anything here perhaps we should head further in? However, assuming these are traps of some sort, I would suggest we tread with greater caution here on in. These ones may have already been triggered, but we might not be so lucky the deeper we go."


If the holes in the wall signify an ancient trap, it does appear to be spent – at least in this area, and there is no apparent trigger for it – Brashen has trod all over the area, including the alcoves in his searching, with nothing more sinister than the mournful wind to show for it.

Strevlik, peering down the dark passageway for signs of the snake has seen nothing other than the distant flickering green glow.

Ready to move on?


A further fifty feet or so down the north passage from the alcoves, the main passage is bisected by two short halls to the east and west.

Fifteen feet down the east passage, a huge pile of collapsed rubble completely blocks the way. It looks like it would take weeks to tunnel through the densely packed debris and great slabs of fallen rock.

The western hall seems to extend perhaps forty feet, ending at a small stone platform raised about six inches off the floor. A strange, shattered apparatus rests upon this platform, its curved ovular frame giving the appearance of a noble’s dressing mirror. Upon slightly closer inspection it can be seen that only a third or so of the frame remains, the rest broken off and nowhere to be seen. An unusual arcane glyph about the size of a man’s head has been delicately carved into the baseplate of the support platform.

Anyone closely examining the eastern hall:

Spoiler:
Yes, it’s collapsed all right. No getting through there – if there is even anything left beyond the cave-in to be worth seeing.

Anyone heading down the western hall:

Spoiler:

Moving closer to the strange, broken apparatus you can make out the symbol on the baseplate more clearly. It is a rather complicated glyph, comprising a large equilateral triangle and several smaller shapes such as circles, crosses and flame- or leaf-like shapes.

Anyone who possesses the relevant skill may make a bardic knowledge, Knowledge (history), Knowledge (arcane) or Decipher Script check to learn more about the glyph.

Searching?

Search 5+

Spoiler:
Several shards of an unusual shiny black substance lie around the base of the broken apparatus in the western hall. The shards feel like stone but are slightly cold to the touch.

Search 10+

Spoiler:
Numerous runes and glyphs are carved into a narrow slot on the inside of the broken frame of the apparatus.

Search or Survival 14+

Spoiler:
The snake-like tracks continue to the north.


Male Human (Suloise/Oeridian) Cleric 3
DM Mothman wrote:


The western hall seems to extend perhaps forty feet, ending at a small stone platform raised about six inches off the floor. A strange, shattered apparatus rests upon this platform, its curved ovular frame giving the appearance of a noble’s dressing mirror. Upon slightly closer inspection it can be seen that only a third or so of the frame remains, the rest broken off and nowhere to be seen. An unusual arcane glyph about the size of a man’s head has been delicately carved into the baseplate of the support platform.

Search: 14 + 1 = 15.

After a quick glance at the rubble of the eastern passage, Andolphas follows the first torch-bearer (presumably Brashen) down the western passage. As he reaches the platform, he takes an interest in the glyphs that are on the base of the platform, as well as on the inside of the broken frame of the apparatus. "Hmmm... a large equilateral triangle and small circles, crosses and flame- or leaf-like shapes... I wonder..."

Knowledge (arcana): 9 + 4 = 13; Knowledge (history): 15 + 2 = 17 (either check could be used to Aid Another and add +2 on Boland's check, if that would be more advantageous).

As he walks slowly around the platform, something else catches the cleric's eye. "Brashen, Strevlik, Da'gret... the serpent's tracks continue to the north..."

He then kneels to pick up some of the shiny black shards that lay at the foot of the apparatus... "Could this apparatus once have been an arcane mirror of sorts, now shattered? What do you make of this, Boland?"


Male Human Wizard/3
Andolphas Hecker wrote:

After a quick glance at the rubble of the eastern passage, Andolphas follows the first torch-bearer (presumably Brashen) down the western passage. As he reaches the platform, he takes an interest in the glyphs that are on the base of the platform, as well as on the inside of the broken frame of the apparatus. "Hmmm... a large equilateral triangle and small circles, crosses and flame- or leaf-like shapes... I wonder..."

Knowledge (arcana): 9 + 4 = 13; Knowledge (history): 15 + 2 = 17 (either check could be used to Aid Another and add +2 on Boland's check, if that would be more advantageous).

As he walks slowly around the platform, something else catches the cleric's eye. "Brashen, Strevlik, Da'gret... the serpent's tracks continue to the north..."

He then kneels to pick up some of the shiny black shards that lay at the foot of the apparatus... "Could this apparatus once have been an arcane mirror of sorts, now shattered? What do you make of this, Boland?"

Like Andolphas, Boland takes immediate interest in the apparatus down the western passage. He approaches it cautiously and studies the apparatus carefully, consulting with Andolphas as he looks. He is careful not to touch the thing or get too close on first inspection.

Knoweldge Arcana 10 + 6 = 16, Knowledge History 11 + 4 = 15, Decipher Script 16 + 3 = 19, Search 16 + 2 = 18. As above, Boland will aid another where it is more advantageous, or accept the aid enother bonus from Andolphas or another.


Male Human Fighter / 3

Brash searchs the area but doesnt seem to find anyrhing interesting, and so stands watch as the others ponder the mirror, tourch held high and axe at the ready


Boland and Andolphas put their heads together, quietly discussing the runes and the glyph inscribed into the broken apparatus.

Both men come to the conclusion that the runes inscribed into the rim of the apparatus are arcane symbols signifying transportation.

The large glyph at the base of the structure is more esoteric. It does not appear to be formed from any common alphabet, although it is somewhat reminiscent of arcane symbols representing elemental air. This thought triggers something with Boland – this symbol looks similar to the ancient glyph language called Vaati, which some unorthodox scholars consider the original written form of Auran. Given that, it seems likely that this glyph represents a personal seal or proper name.

---

Another fifty feet or so ahead, the passage seems to open out into some sort of large chamber.
Let me know when you are finished here and ready to move on.


Male Human (Suloise/Oeridian) Cleric 3
DM Mothman wrote:

Boland and Andolphas put their heads together, quietly discussing the runes and the glyph inscribed into the broken apparatus.

Both men come to the conclusion that the runes inscribed into the rim of the apparatus are arcane symbols signifying transportation.

The large glyph at the base of the structure is more esoteric. It does not appear to be formed from any common alphabet, although it is somewhat reminiscent of arcane symbols representing elemental air. This thought triggers something with Boland – this symbol looks similar to the ancient glyph language called Vaati, which some unorthodox scholars consider the original written form of Auran. Given that, it seems likely that this glyph represents a personal seal or proper name.

"Hmmm... some magical transportation device, it would seem, mutters Andolphas, more or less to himself. "But built and used by whom? And where did it lead to?"

After letting his questions hang for a few moments, he returns his attention to the party. "If there's nothing further here, perhaps we should press on... and if we reach a dead end (no pun intended), we can always come back to investigate this thing more thoroughly..."

Mothman, what is Auran? And do the serpentine tracks lead into the large chamber? I'm kind of disoriented...


Auran is the ‘native’ language of the Elemental Plane of Air, spoken by creatures such as Djinn. This tongue uses the Draconic alphabet in its written form, but some scholars suggest that this was not the original alphabet of the language.
Yes, the snakes tracks appear to continue down the main corridor towards the large chamber ahead.


Male Human Wizard/3
DM Mothman wrote:

Boland and Andolphas put their heads together, quietly discussing the runes and the glyph inscribed into the broken apparatus.

Both men come to the conclusion that the runes inscribed into the rim of the apparatus are arcane symbols signifying transportation.

The large glyph at the base of the structure is more esoteric. It does not appear to be formed from any common alphabet, although it is somewhat reminiscent of arcane symbols representing elemental air. This thought triggers something with Boland – this symbol looks similar to the ancient glyph language called Vaati, which some unorthodox scholars consider the original written form of Auran. Given that, it seems likely that this glyph represents a personal seal or proper name.

Boland takes a moment to rummage through his pack for his scroll case and some blank sheets of paper and he makes a copy of the glyph, for later study.

Once done, He stands and heads back to the main passage, agreeing with Andolphas' suggestion that the party continue and return later if required. Signs of the Auran, Air Elementals, Whispering Cairn he goes over the information on hand in his head. Why is it the 'Whispering Cairn'? What causes the whispering? Natural wind and air, or perhaps magic from the elemental plane?

Ready to move on if everyone else is


Male Human Fighter / 3

yep Brash is ready to rock and or roll


Male Human (Suloise/Oeridian) Cleric 3

"Let's follow the serpent to his lair, then... or, at the very least, deeper into this tomb..."


The hall you have been following opens into a large chamber with wings leading to the east and west. Across the chamber to the north yawns a twenty foot wide open arch draped from top to bottom in great sheets of translucent cobwebs. The eerie green light that some of the group noticed earlier is now obvious to all, flickering from beyond the webs, casting strange shadows about this room. The place smells faintly of decay.

To the west, three short stairs lead to a wide marble dais, but the far end of the wing fades into darkness.

Huge slabs of cracked masonry and irregular piles of scattered debris choke the eastern wing – an apparent collapse or cave-in, although the details are lost in shadow from here. The snake trail that Strevlik has been following leads in that direction.

The sibilant, almost human whispers present in the passageway become a chorus in this massive chamber, eerily echoing off the walls. They do almost sound like words.

Listen and Spot checks from everyone who cares to make them.
Da’gret gets a +5 bonus to the Spot check for his darkvision.

Listen 10+

Spoiler:
It really does sound like the whispering is forming actual words … you can definitely hear a repetition in the sounds, although if they are words they are in no language you understand.

Listen 13+

Spoiler:
Over the whispering wind you hear a faint scraping sound. Add +5 to your spot check.

Spot 10+

Spoiler:
Tiny dark shapes scuttle about in the webs to the north.

Spot 15+

Spoiler:
There seems to be some sort of mural on the wall at the western end of the hall, but you can’t make out the details from here.

Spot 18+

Spoiler:
A large, sinuous shape is slowly emerging from a gap in the collapsed wall to the east. Torchlight glints dully of slitted eyes and scales.

After you have attempted the spot and listen checks:

Spoiler:
Roll for initiative! If you made the DC 18+ spot check above, you act in the surprise round.


Male Human (Suloise/Oeridian) Cleric 3

Listen: 13 + 1 = 14; Spot 9 + 1 + 5 = 15.

Andolphas stands quietly with his companions in the flickering torchlight, on the threshold of the new chamber, peering over the shoulders of the scouts and torchbearers. Given what the party is observing, he remains remarkably calm, unafraid. If anything, he seems detached and thoughtful, as if lost in a dream. "There, beyond the webs... that's where the green light is coming from... and something is definitely whispering actual words to us, though I do not recognize the language, nor who or what might be behind them... But there is decay, perhaps death in the air... 'Ware the webs, I think I saw movement in them... "

Andolphas is oblivious to the impending threat, so entranced is he by the sights and sounds of the chamber...

Initiative: 4...


Male Human Fighter / 3

Listen 19, spot, 14+5=19
Brash moves into the room, taking in the details, but is quickly distracted by the webs and the creature moving beyond. "Think we may have some action here boys. Any of you got a problem with me chopping up this thing?" He spares a glance at Da'gret and Strevlik. That said he places his tourch carefully on the ground and pulls out his shield, ready for action.
initiative 5+2=7


Brash:

Spoiler:
Just to clarify, the snake is not coming from behind the web, but from the collapsed wall to the east. You can also see some very small spiders (or something) moving in the webs.


Male Human Ranger / 2
Brashen Trell wrote:

Listen 19, spot, 14+5=19

Brash moves into the room, taking in the details, but is quickly distracted by the webs and the creature moving beyond. "Think we may have some action here boys. Any of you got a problem with me chopping up this thing?" He spares a glance at Da'gret and Strevlik. That said he places his tourch carefully on the ground and pulls out his shield, ready for action.
initiative 5+2=7

listen 4+7=11, spot 13+7=20

Strevlik takes Brashen's lead and nock an arrow to his bow, aiming in the direction of the creature slithering towards the group and hurriedly searches his memory for knowledge to what this creature might be. His instincts are telling him that they should be cautious and that attacking the beast may lead to more trouble.

knowledge/nature 10+1=11

initaitive 14+4=18


Strevlik:

Spoiler:
The thing slithering towards the group is definitely a snake of some sort – although much larger than any you have encountered in this region before. In the poor lighting you cannot tell what variety of serpent it might be.
You know that most snakes are not aggressive unless provoked, but some are extremely aggressive – and a snake this big may well see humans as prey.


Da'gret shrugs at Brash's question and his eyes follow movement in the darkness, "Won't earn a predator's respect through pretty words and tip-toeing around it. Show it your bite, Brash. If it's wise enough to live, it will move on."

Listen 14+3 = 17
Spot 10+7 = 17 (+5)(+5) = 27
Init: 18+1 = 19


Male Human Wizard/3

Spot check 16 + 1 = 17, Listen check 1 + 1 = 2

Boland enters the room and his ears are assailed by the whispering noises, blocking out all other sound. His eyes however are not so deceived, and he spots small dark shapes moving within the webs. He immediately calls to mind spells that might be of use against such a threat, surprising himself somewhat with the speed of his reaction.

Initiative 10 + 2 = 22


There is a hissing sound from the east part of the chamber – an enormous black snake, easily twelve feet long and as thick around as a man’s torso slithers across the dusty stone floor towards the explorers.

Da’gret, Strevlik, Brashen and the snake act in the surprise round. The serpent slithers out of a gap in the collapsed wall to the east and heads towards the group, hissing, making it to within twenty feet of the lead adventurer (Brash).

Brashen puts his torch carefully to the ground so that it does not immediately go out, and readies his shield.

Strevlik unlimbers his bow, nocks an arrow and tries to determine the beast’s intentions.

Da’gret still has a standard action in the surprise round if he wants to take it, then we are into round 1 starting with Boland.

Round 1 Initiative:
Boland: 22
Da’gret: 19
Strevlik: 18
Snake: 16
Brashen: 7
Andolphas: 4


Male Human (Suloise/Oeridian) Cleric 3
Boland 'Bowls' Karendum wrote:


Initiative 10 + 2 = 22

10 + 2 = 22??? ;-) If I'm not mistaken, Boland should end up fourth in the initiative order, not first...


Andolphas Hecker wrote:
Boland 'Bowls' Karendum wrote:


Initiative 10 + 2 = 22
10 + 2 = 22??? ;-) If I'm not mistaken, Boland should end up fourth in the initiative order, not first...

Hah! I didn't notice that ... pulling a fast one Bowls?


Male Human (Suloise/Oeridian) Cleric 3

Or perhaps he rolled a 20 and accidentally wrote '10'?


Male Human Wizard/3
Andolphas Hecker wrote:
Or perhaps he rolled a 20 and accidentally wrote '10'?

To be honest I'd be happy with 4th in initiative order - it's not a great idea for the 1st level wizard in the party to take the first turn in a combat! But yeah, rolled a 20 and accidently wrote 10 in the post. So 22 is correct,


Boland 'Bowls' Karendum wrote:
Andolphas Hecker wrote:
Or perhaps he rolled a 20 and accidentally wrote '10'?
To be honest I'd be happy with 4th in initiative order - it's not a great idea for the 1st level wizard in the party to take the first turn in a combat! But yeah, rolled a 20 and accidently wrote 10 in the post. So 22 is correct,

You can delay if you like - let me know.

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