Using the Lanterns from the Whispering Cairn


Age of Worms Adventure Path


When I first read the description of the lanterns in the False Tomb, and that they are replaced every year, if needed, I wondered how many times the lanterns have been taken, and how many times they've been replaced.

There is a possibility of there being several hundred lanterns, of various colors and antiquity, that exist throughout the campaign world.

So, to add a bit of mystery to the lanterns, I described the lanterns found hanging in their rightful places as appearing not more than a few years old, while the red one definately shows its age through 60 years of tarnish, scratches, and whatnot.

Also, two of the players have PCs that grew up in Diamond Lake, and one of them actually spent the night in the Cairn on a dare. He ventured as far as the false tomb, and noticed that there were no lanterns, as the Gallery of Seven Lanterns suggested there should be.

Additionally, when one of the players went to Allustan to identify the magic items they found, the PC noticed a yellow lantern identical to the one they took from the Cairn. The PC asked Allustan about it, and he said that he took it as payment "several years ago" from some adventurers that apparently found six different colored lanterns in one of the cairns.

The descriptions definately had an effect on the players, who are now very interested in the lanterns.


That's an excellent idea!


I like that as well. I hope it is something that the other authors in the series take up. Just something like an Easter Egg for observent characters to pick up on. Maybe one hangs outside a tavern in The Free City of Greyhawk, or, like the first poster mentioned, Allustan has one...maybe after the party has found the red lantern in the tomb, they learn that he had a red lantern from the tomb in his hut all along...

"Damn, Why didn't you tell us you had a red lantern from the Whispering Cairn?

"You never asked"

ASEO out


I would think the Emporium would be the perfect place for a red lantern to be hanging.


Craig Clark wrote:
I would think the Emporium would be the perfect place for a red lantern to be hanging.

True, But you want to make sure it is not something the PCs would have seen before they find the red Lantern in the Cairn...Unless you want to run a "Steal the Lantern from area X" adventure as a home-made insertion into the AP.

ASEO out


ASEO wrote:
True, But you want to make sure it is not something the PCs would have seen before they find the red Lantern in the Cairn...

You could also house rule that lanterns removed from the cave no longer deactivate the trap once replacements are generated.


Takasi wrote:


You could also house rule that lanterns removed from the cave no longer deactivate the trap once replacements are generated.

Which could prove funny (in the evil sence of the word) if a group goes through great length/expense to procure one such lantern and have it not work.

It could also be funny to run into an NPC who has a whole collection of the lanters that one of their ansestors procured over the years...This is someone they would of cource meet after having to hunt for the missing lanterns in the Cairn

ASEO out


Takasi wrote:
ASEO wrote:
True, But you want to make sure it is not something the PCs would have seen before they find the red Lantern in the Cairn...
You could also house rule that lanterns removed from the cave no longer deactivate the trap once replacements are generated.

Actually this wouldn't bother me too much. If my party went through the trouble of "borrowing" the lantern and taking it back to the Cairn I wouldn't yank the rug out from under them.


I think it could be useful to have more than one red lantern. It would give options to the players that might better suit their abilities, or at least bring more opportunities to role play and flesh out the feel of the town more.

If the players knew that there was a red lantern at the emporium (or perhaps even 6 or 12 that lit special "mood" rooms... a "red light" district, if you will), the players might agree to help the patron, or one of the workers, at a later time to get their hands on it.

If they knew that there was a red lantern behind the bar at the Ferral Dog, they might attempt a bold move to steal it, or perhaps place some wagers on a challenge (drinking Miner's Milk, betting on dog fights, or playing cards or throwing daggers) to try to win it.

Pulling from the Diamond Lake Backdrop, if the party got it as a favor from Constance Grace (from The Midnight Salute), the party would have a reason to investigate if something were to happen to her, as the descriptive text implies.

It could also give an answer to a puzzle that doesn't rely on a straight dungeon-crawl, if that's not your thing as DM as well.


Big Jake wrote:

I think it could be useful to have more than one red lantern. It would give options to the players that might better suit their abilities, or at least bring more opportunities to role play and flesh out the feel of the town more.

All Great ideas. I could see a PC posing as a prostitute to get to the Red Light lantern room...then scenes of the KODT rolling the Johns come to mind...

I also think that since in this adventure the goal is to explore the tomb, that the party is likley to go everywhere, even if they have a red lantern and bypass the lower area on the first pass in favor of the the windy hall route.

ASEO out

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