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Forstall - Elf Bard
Grimm - Half-Orc Barbarian
Loren - Elf Cleric
Cracker - Halfling Rogue

Campaign Journal Chapter One

[XP earned per character = 537.5]

Freeday, Richfest 7, CY 595

It is High Summer. The weather is hot during the day, and not much better at night (90/74). Diamond Lake is abuzz with gossip about the arrival of a trio of adventurers from the Free City of Greyhawk. This group has been seen about town asking about cairns that are near to Diamond Lake. Auric is a human fighter, and a champion gladiator in the Free City. Tirra is a beautiful Elven Rogue, and Khellek is a mysterious human wrapped in a red cape. They seem to be very interested in the Stirgenest Cairn (south, across the lake), but everyone in Diamond Lake knows there is nothing of interest to be found there. They might be barking up the wrong tree. In fact, all of the ancient cairns and ruins around Diamond Lake have been stripped clean ages ago.

Yet, Loren, Forstall, Grimm and Cracker have heard occasional rumors for years of another cairn. Local children talk of another place about one day's journey east of town. Often, they would dare each other to approach and even enter this cairn. The stories tell of a spooky place, where strange haunting tones emanate from the depths of the tomb. Some call it the Whispering Cairn. People go there less and less, and none will enter now - one young girl disappeared six years ago.

Our party has determined that if the famous adventurers from the Free City have come to Diamond Lake, there must be hidden treasure to be found. The trio is investigating the wrong place, but how long will it be before they hear about the Whispering Cairn?

Our party members have no love for Diamond Lake. There must be a better life than this. If they act quickly, can they be the first to explore the Whispering Cairn and gain fame and fortune. This could be the ticket out of Diamond Lake. But, discretion is crucial. The trio of heroes must not hear about this party's plans. The party has learned of an abandoned mine office, not far from the supposed location of the Whispering Cairn. Perhaps if the party can secure the office as a base of operations, they can explore the Cairn in secret. The party decides to meet at the Vein mid-morning to obtain provisions. Cracker investigates some of the establishments located around the Vein to determine the whereabouts of the trio. He encounters Tirra at the Feral Dog. She seems very interersted in information about the Stirgenest Cairn. She soundly beats Cracker in two games of dagger throwing (6 sp lost). So far so good - Tirra seems to be unaware of the Whispering Cairn. Cracker notices Khellek at Lazare's House. They do not speak. Confident that the trio is still on the wrong path, our party decides to head to the abandoned mine office immediately. They leave town seperately and meet at a pre-arranged location to avoid attention.

By mid-afternoon, the party reaches the mine office. Careful surveillance from a distance does not disclose any activity. The modest stone dwelling sits upon the crown of a small hill. The rough stone walls of the first level are mostly intact, but the second floor is completely collapsed. Rubble and dense weeds choke the yard. A short crumbling stone wall surrounds the yard. Upon entering the yard, the party notices three stirges flitting around a large tree in the yard. Bow fire brings down two of the stirges; another tries to grab on to Grimm, but is slain.

The party carefully surveys the outside of the office. Grimm goes to the back and notices two badgers through a window. Forstall apporaches the porch and notices two goblins in one of the rooms. The party coordinates an assault - Grimm smashes through the back door and quickly dispatches the badgers. At the same time Forstall opens the front door and challenges the goblins, hoping they will come out of the offiice to engage the elves and Cracker. The goblins do not respond - Forstall notices there are now four goblins in the large room, and three more in an adjacent room. Forstall begins firing arrows through a broken window. One goblin throws a javelin at Forstall - at the same time Grimm busts through the door into the main room, and engages with two of the goblins. Cracker carefully sneaks up to the front door to stab at a goblin, while Loren fires arrows over his head. Quickly the party gains the advantage - three goblins are slain and one rushes out the front door to escape. Grimm outruns the goblin and brings him down. Cracker secures the goblin hostage with some rope. Able to speak the goblin language, Cracker begins his interrogation.

Meanwhile, the others return their attention to the remaining goblins. One appears to be some kind of shaman. Grimm and Loren rush in to fight, while Forstall continues with arrow fire though the window. Loren is hit hard with a morning star by one of the goblins and collapses. Grimm heroically slays the shaman in one blow, just as the shaman was about to cast a spell. The other two goblins are slain and Grimm binds Loren's wounds. Healing potions are discovered with the shaman.and luckily they are able to restore Loren to consciousness. The party discovers various booty, including silver and gold, gems, a neklace etc.

Cracker discovers from the hostage that these goblins hare cut off from their tribe. They have been wandering for weeks, and are currently squatting in the office. The hotsage is amazed that the party was able to slay the great Ugloop, the shaman. He asks for rations and his release. He provides some other information - they have been hearing strange moaning and whispering coming from the hills.

Our party completes the exploration of the office in the cellar - five dire rats give the party a big scare. The might Grimm is brought down by two nasty rats. Loren is bit many times too before all the rats are slain. Grimm is revived, and a bit embarrassed to be defeated by rats. The party feels fortunate - they feel okay after some healing, but doubts linger in their minds about the bites from the filthy rats. They discover an elixir, two scrolls, some silver and gold, and a very nice ledger. Pumped up by the success of this first mission, the party decides to quit their day jobs. They return to Diamond Lake in the late evening. Forstall and Loren approach Master Moonmeadow. He is not impressed with Forstall's news, and requests that they at least give him two weeks notice so that he might send for some replacements from Celene. Our two elves can't wait to begin a new career. Forstall proposes that in exchange for some badly needed provisions, he will provide Moonmeadow a share of the treasure. Moonmeadow agrees to help for a 5% share - he suggest they meet with a lawyer in the morning to draw up a contract. Although Moonmeadow is also an accomplished bard and mentor to Florstall, he is not so wise, and has not noticed Forstall's penchant for dishonesty.

Starday, Reaping 1, CY 595

Another hot day (88/70). Cracker quits his job at the Hungry Gar. No more chopping carrots and peeling potatos for Cracker! Guld is not impressed with the short notice, and parts on bad terms with Cracker. Grimm decides to just not show up for his shift at the Spinning Giant tonight. The party meets with the gnome Tidwoad, and sells the gems. They do not agree on a price for the necklace and ledger. Later, Loren acquires a healing kit, and Grimm gets a suit of chainmail.

Excited by yesterday's success (though somewhat battered and bruised) the party plans to return to the mine office. Now, what did they do with that goblin hostage?


Campaign Journal Chapter Two

[XP earned per character = 750, TOTAL = 1,287.5 ]

Starday, Reaping 1, CY 595

On the way back to the mine office, the party is charged by a monstrous scorpion, as big as a man. Grimm slays the scorpion with one mighty blow. The party arrives back at the mine office in the early afternoon. After some preparation, they head in the supposed direction of the Whispering Cairn.

Loren discovers an entrance to a long dark hallway after clearing away some brush and debris. Cracker finds no sign of traps or life around the entrance. Grimm leads the party carefully down the hallway, using his darkvision to scout ahead. As they proceed they hear sibilant whispers. Forstall notices tiny holes throughout a hozizontal band of geometric patterns running along the walls. Cracker can find no purpose for the holes. Further ahead the party finds a moldy bedroll in an alcove. Forstall discovers wood carvings on the ground around the bedroll. Upon kicking the bedroll, it cracks apart. Grimm notices a faint green light flickering to the north.

In a further alcove the party finds some kind of arcane apparatus on top of a marble platform. It looks like a fragment of a dressing mirror. Runes and glyphs carved on the frame and platform are incomprehensible to Forstall and Loren. Shards of a stony black substance are found on the ground around the object. The opposite alcove is blocked with rubble from top to bottom.

As Grimm enters a large chamber with wings to the east and west, three wolves charge from the east wing, out of a pile of rubble. One of the wolves is especailly large, while the other two are quite scrawny. The wolves bite at Grimm; one of the smaller wolves chomps on Grimm, and trips him to the ground.Yesterday rats; today wolves, bring down the mighty Grimm Loren arrives on the scene and slays one of the smaller wolves with his sword. The wolves attack Grimm again as he rises to his feet. Dodging the attacks, Grimm lands a blow on the large wolf, and Loren finishes it off. The last wolf is quickly dispatched by the party. Cracker is able to squeeze through the rubble, and discovers the wolf den. Under a pile of bones, Cracker finds a backpack, and discovers inside an elaborate lantern of indigo metal inset with indigo glass panels. In another part of the den Cracker finds an elven crafted armband. In the rubble he also finds a marble finger. In the opposite wing, the party sees a faded fresco. The mural depicts a massive room with seven short hallways radiating outward from a central point. A lantern hangs from the ceiling at the end of each hallway. Each lantern is a different color; clockwise, they are red, orange, yellow, green, blue, indigo and violet. Loren remarks that the colors in that order remind him of a rainbow. A large arch in the north wall of the chamber is choked with spider webs. A grren glow is now quite apparent beyond the spider webs. Cracker casts a torch at the webs, and in a few moments, the web is melted away, and dozens of tiny spiders are destroyed. The whispering heard earlier in the passage, has become an eerie chrous in this big chamber.

With the cobwebs removed, the group is able to descend a wide stairway into an immense stone chamber. Seven short tunnels branch from the room in all directions. Five colored lanterns hang at the end of saome of the passages, but two hold none. Clockwise from the stairs the pattern is empty, orange, yellow, green (lit), blue, empty and violet. A five foot diameter groove is observed in the floor at the end of each passage. A high domed ceiling flecked with glass and metal chips reflects the green light around the chamber like starlight and and falling snow. In the middle of the chamber is a marble sarcophagus, with a white bas-relief figure on the lid. This room is silent, unlike the rest of the cairn.

The party investigates the sarcophagus. Cracker detects no obvious traps around the platform. He positions the marble finger on the right hand of the figure (the finger is missing), but nothing happens. The party notices there is a stylized arrow surronding the figure, and that the head of the arrow is pointing towards the orange passage. Loren thinks the glyph on the figure's amulet is a sign for some kind of powerful elemental entity. The lit green lantern is found to have a torch burrning inside - how long has it been burning? It does not appear that there has been much activity in this chamber for a long time. Grimm tries to budge the sarcophagus, and with great effort, he is able to move it - it clicks one passage clockwise, to point at yellow. To the surprise of the party, a a rumbling is heard from below, as and then a metal cylinder rises from the ground at the end of the yellow passage. Two thin doors slide open, revealing a small empty chamber. Grimm pushes the sarcophagus one more click to the right, facing green.The cylinder in yellow, disaapears back into the floor. A terrible cacaphony of stone creaking against stone comes from the green passage. Nervously, Grimm promptly pushes the arrow platform towards blue. The ceiling at the end of the blue passage is higher than the others, and lost in the darkness. Forstall discovers a skeleton on the fllor here. He notices the bones are crushed, as if this person had fallen from a great height. No other effect is observed from the arrow pointing at blue. Finally, the sarcophagus is pushed towards indigo. Another cylinder rises from the ground; the doors open to reveal crushed bones and moldy clothes inside.

Eventually, the party decides to turn the arrow platform back around to the other colors, trying different positions with lit/unlit lanterns, but this seems not to change the effects, and the same results are observed on each click of the second rotation of the sarcophagus around the circle. On a third rotation, the party stops to consider the cylinder at yellow again. It is decided to enter the chamber. Cracker volunteers to try, and Loren discovers he is just skinny enough to join him. No one wants to leave Cracker alone to whatever fate awaits him in the chamber. Loren and Cracker move into the chamber together and it descends back down into the ground. The doors open , and Loren and Cracker observe a room with walls covered with more bas-relief figures like the one found on the sarcophagus. An arch leading to a dark passage beyond, is blocked mostly by a large stone block. When Lorne and Cracker get out of the chamber, the doors close and the cylinder rises up to above. A button on the wall is observed - when it is depressed, the cylinder returns down to this room.

One by one, Forstall and Grimm join the others down below. Cracker squeezes up to the top of the stone slab, to glimpse the passage beyond. He notices a long hallway, with opposing alcoves set at ten -foot intervals. Try as he might, Cracker is unalbe to squeeze over the slab to the other side. Grimm notices a large niche in the ceiling about the same size of the stone slab, 10 feet above it. The party tries to budge the slab, and with a great combined effort, the slab is nudged away to the riight of the arach. Immediately, green gas fills the room, coming out of the mouths of the bas-relief figures. Grimm ad Forstall are noticeably weakend by the green gas.

With the slab repositioned, the party is able to continue down the passage, with Grimm in the lead. Each alcove contains a seven foot tall humanoid figure with hands cupped. When Forstall places some gold coins in one set of hands the coins are observed to float just above the hands. No other effect is observed. Upon passing a second set of alcoves, a disgusting monstrosity lunges out at Grimm - it looks like two giant eyeballs, connected by a cord of muscle. It floats above the ground, directing an eye ray at Grimm to no apparent effect. The monster fails to wrap itself around Cracker's neck, and is soon slain by Grimm.

The party enters a large chamber; a stone pillar reaches from floor to ceiling. A wide chamber to the south houses a large stone slab like a bed against the wall. Another bas-relief figure is observed above the stone slab. An amulet on the figure's neck displays a glyph like a stylized arrow. Back in the larger chamber, a big blotch of orange sludge overflows from a fountain on the north wall of the pillar, covering most of the fllor on the north side. It is unnaturally cold when the party approaches near the sludge. From a distance, Forstall throws a torch into the sludge. Almost instantly, the area of the sludge doubles in size, and Forstall is overcome by the extreme cold. The party drags his unconscious form away from the area. Other rooms are visible, but access is now blocked by the orange sludge. It is decided that they should return to the upper floor. Loren casts a cure spell to revive Forstall.

Back in the big domed chamber, the party experiments again with rotating the sarcophagus. On reaching the green hall, the terrilbe rumbling is followed by the floor at the end of the hall collapsing away. Moments later, the sound of what must be many insects is heard, getting closer each second. Loren is badly shaken by the sound of insects; Grimm and Loren retreat towards the exit of the cairn, readying flasks of oil. Forstall retreats up the stairs while Cracker remains near the sarcophagus. Cracker observes a horrible aberration emerge from the floor; it has six sharp legs sprouting from a central body that is little more than a disgusting eye. It races towards Cracker at a frightening pace; Cracker backs up to stay at far range. A large swarm of beetles emerges from the floor behind the aberration, and crawls towards Cracker. A flask of alchemical fire is thrown at the monster by Cracker, but misses the mark. Cracker aims ranged weapons at the monster, careful to keep his distance as it advances towards him. Forstall lobs arrow fire. Cracker and Forstall retreat back down the main passage. When they reach Loren and Grimm, they stand and finally defeat the charging monster. Soon, the beetle swarm is upon them; a pool of oil in the hall is lit on fire, as the swarm advances. A final flask of alchemical fire is thrown by Cracker at the swarm doing good damage, yet the swarm continues to advance. With no other tools in the aresnal to fight the swarm, the party exits the cairn. The beetles do not follow the group out into the daylight.

Loren is terrbily shaken by this battle. Forstall becomes the third party member in 24 hours to be knocked unconscious. The party decides to return to the mine office to regroup. The adventuring life is proving to be more dangerous than anyone expected. Still the party feels as though they have obtained invaluable expereince, and that with a little more training, perhaps they will be better qualified for a return to the Whispering Cairn. The group needs to advance, but they are seriously lacking the resources and contacts to improve.


Campaign Journal Chapter Three

[XP earned per character = 675, TOTAL = 1962.5 ]

Sunday, Reaping 2, CY 595 - Sunday, Reaping 9, CY 595

Back In Diamond Lake, the party seeks supplies, funding and mentors to advance. At the Moonmeadow residence the party is eventually able to broker a deal with Ellival. In exchange for a loan of 1,000 gp each, the party agrees to repay Ellival 1,200 gp each within one month, and share with him 10% of treasure recovered in the next three months. The party agrees to submit to magics to ensure they are providing full disclosure to Ellival. Forstall is trained by Ellival himself. Loren finds a mentor at the Church of St. Cuthbert in the human cleric Hameneezer, an acolyte to Jierian Wierus. Back at Jalek's Flophouse, Grimm arranges training with Golot, a mute half-orc barbarian. Luckily, not much language is necessary in teaching Grimm the ways of a barbarian. Cracker discovers a mentor at the Able Carter Coaching Inn, a human rogue named Rontabont Mur. After a week of training, the party re-unites at the abandoned mine office, excited about their new abilities and powers.

Moonday, Reaping 10, CY 595

It is agreed to return to the Whispering Cairn as soon as possible. The entrance is clear of the beetles that chased the party from the cairn one week ago. Back in the large domed chamber, Grimm removes the lid from the sarcophagus and is scorched by a blast of fire. Cracker discovers nothing inside after a thorough search. The party retruns to the yellow alcove, and take the elevator in turns to the level below. In the large room where Forstall succumbed to the coldness of the brown mold, Grimm discovers a toliet, that seems not to have been used in centuries. The party sees no way around the circle of brown mould to the room beyond. It is decided to return later when the party has a method of dealing with the mold.

Back in the domed chamber above, the green alcove uis explored. Cracker observes the hole from the elevator collapse; there is no sign of further insects. There is a floor about 20 feet below. Cracker descends by rope and notes that the walls of the hole are quitre scarred, providing good hand-holds. The rest of the party joins him in the room below. Again, the party observes dozens of bas-relief figures on the walls here. Some figures have huge chunks missing from them. Grimm advances North to a four-way interesection, and observes a large room to the west. He observes eight stone slabs arranged in two rows, and a terra-cotta statue of a warrior on a stage at the opposite end of the room from Grimm. A corpse is observed on one of the stone slabs. Stumbling almost drunkenly amongst the slabs is an enormous beetle. Arrow fire from Forstall and Cracker captures the beetle's attention, and it staggers towards Grimm.The beetle blows a blast of acid at Grimm. After a brief fight, the beetle is soon slain by Cracker's arrow. The elves and Cracker enter the room, and Crackers instanly feels fatigued. He would like mnothing better than to have a nap on one of the stone slabs, but resists the temptation. Loren destroys the terra-cotta statue with a series of blows with his sword. The corpse in the room is found to have masterwork leather armor (with the Seekers symbol idnetified by Forstall - he knows the Seekers to be a group of unscrupulous archeologists and pseudo-historians.

In a large room to the east the party observes a large number of beetles and an insect nest in the SW corner. At the east end is a large puddle of orange sludge, covering three oblong lumps. Turning to the north, a very large room is discovered down a flight of stairs, submerged in water. Just aboe the stairs an alcove contains numerous pags on the wall. They decide to ambush the insects with fire and oil. Cracker fires a flaming arrow just wide of the nest and Forstall delivers a flaming oil grenade into the beetles. The enraged beetles form into an angry swarm to pursue the party, led by the cow of the colony, an enormous giant beetle. Four flasks of oil are ignited on the floor between the party and the beetles. The giant beetle makes it through the fire to damage Grimm, but is quickly slain. The following swarm is burned to a crisp when it tries to cross the burning oil trap. In the room, the party finds a charred mummified hand in the reamins of the beetle nest. On one finger of the hand is a ring of feather falling. The lumps in the orange sludge are dragged out for inspection. Thre skeletal reamins of three long-dead human fiures in soild red leather armor are found. A search of the skeleton discloses three potions of cure light wounds and some kind of magical pearl.

Turning to the submerged chamber, the party tosses the corpse of the giant beetle into the water. Suddenly, it is pulled uneder water, before bobbing back up to the surface a few moments later. Cracker trolls a bag of rations through the water, but after a couple of casts, nothing further is noticed. Grimm descends the stairs until the water is past his knees. A swirl of water almost knocks Grimm off his feet - he strikes at this prescence with his great axe and feels the axe contact something more substantial than water. No further activity is observed from the water as Grimm descends further down the stairs. Grimm decides to swim under water, using his dark vision to see what he can see. The large pillar in the middle of the room contains shower faucets arouns the perimeter. The drains below are completely blocked by rubble.

Grimm attaches a rope to himself and a smaller pillar and swims towards a room to the east. He is quickly confronted by some kind of undead creature and luckily avoids being bit. Able to swim faster than the monster, Grimm puts away his dagger and swims back towards the stairs. He rushes back up the stairs to recover his armor, while the party attacks his pursuer as it chases Grimm out of the water. After the creature is slain, Loren identifies it as a ghoul, and they find a seeker ring on it's finger. Grimm swims back to the ghoul's room and sees four long benches and several niches in the wall. A pile of tatterede clothes is stuffed into one of the niches, but nothing else of interest. Another toilet room is found on the north end of the big chamber. To the west Grimm swims into anothe room containg benches and niches in the wall. A corpse is discovered here and with it, a red lantern, red masterwork leather armor, and a +1 short sword. Loren notes that the bones were badly gnawed. and that this person must have died at least 50 years ago.


Campaign Journal Chapter Four

[XP earned per character = 1,612.5, TOTAL = 3,575 ]

Godsday, Reaping 11, CY 595

The party returns to the Whispering Cairn to follow up on some loose ends. Loren prays for the spell Cold Fire, hoping it will allow them to get past the brown mold. Taking the elevator in the yellow tunnel, they return to the large gallery where Forstall was overcome by the brown mold. Cracker searches the large pillar and discovers a trigger that hoists a column back into the ceiling. Underneath is a crushed human skeleton. With the trap deactivated, Cracker pulls out the skeleton and discovers +1 chainmail, three statuettes, two wands, and goggles of minute seeing. Loren gathers some dry brush from outside, and constucts a 20' diameter wood pile not far from the brown mold. A trail of oil is poured on the ground from the woodpile, back up the passage. The oil is ignited, the wood catches fire, the mold quickly doubles in area again. Loren casts Cold Fire on the fire, and the blue flames instantly destroy the mold. Cracker can make nothing of the orange sludge overflowing from the fountain on the pillar. Now able to access the chamber beyond, Cracker observes a sculptor's workshop. A masterwork quarterstaff is removed from the hands of a huge unfinished statue. A large black stone egg is found on a red pedestal - it is marked by a gold triangle with a short hash mark through each leg. The mark is not identified by the party. As soon as the egg is handled by Cracker it hatches. Loren identifies a small earth elemental, barking at the party in an unknown language. The elemental becomes visibly more agitated as the party is unable to communicate with it, and prepares to attack. Forstall quickly performs the fascinate bard song, causing the elemental to sit down on the floor, captivated by Forstall's music. Grimm drags the pedestal from the room, but decides it is too heavy to take any further. The party takes the passage back to the elevator, as Forstall slowly backs down the passage while continuing his song. The elemental does not follow.

Back in the domed chamber, the party connects and lights each of the lanterns: R, O, Y, G, B, I, V. Cracker deactivates a trap in the violet elevator, and finds some coins and a ruby amongst the crushed bones. Turning finally to the blue tunnel, Cracker climbs the lantern chain to investigate the darkness beyond the torchlight. With light casted on his scabbard by Forstall , Cracker sees a thin passge, extendiing 70' to an enormous stone human face, its mouth open in an angry scream. A pattern of lit lights surronds the face, R,O,Y, G, B, I, V. Advancing slowly, Cracker finds several long scratch marks in the floor as if something ahd been dragged towards the blue tunnel 40' below. Other marks are found, appearing as if something was jammed into the floor. The party joins Cracker at the start of the passage; he carefully approaches and inspects the face. Not finding anything, he cautiously handles the face and discovers that the stone in the mouth gives way. With additional force, he is able to push aside the stone mouth to reveal an entrance to a long passage beyond. He sees a 3' wide beam crossing a chasm to a metal door 50' away. Just 10' below the beam, the room is filled with iron balls as big as oranges. Geometric patterns cover the walls on either side of the beam. Grimm slowly walks on the beam towards the door. Half-way across, a number of iron balls shoot out of the walls at Grimm. One ball strikes Grimm, nearly knocking him off the beam. He quickly moves the rest of the way to the door, but sees no way to open it. Cracker lowers himself on to the iron sphers at the other end, and hears someting underneath coming owards the surface. He hides at best he can near the wall amongst the spheres. A wormlike monster with four tentacles for forearms emerges from the iron ballls near Cracker. Before the monster can notice Cracker, the party aims bow-fire at the best. As the fight continues the party hears a childish voice giggling and commenting sarcastically on the battle. Soon the monster is slain by arrows before causing harm. A translucent farm boy with a broken neck manifests near Grimm, sensitively trying to sheild his horrific appearance from the party. Grimm speaks to the apparation, and the boy (calling himself Alastor Land) responds that he has been cursed for countless decades for abandoning his family in a time of need. He can pass through the wall to open the metal door, but says he will do so only if the party can return his bones to the family cemetery, thus ending his curse. The party agrees, and finds his bones and some other goods amongst the iron spheres.

The party travels to the farmstead as directed by Alastor, located 10 minutes east of Diamond Lake. The party arrives in the early evening to find open pits before five family headstones. Loren identifies a symbol on the graves indicating this family was victims of a plague that swept through the region 19 years ago. Piles of fresh dirt and abandoned shovels are found, suggsting an excavation took place within the week. All the graves are empty. A track of a wheelbarrow is found, heading back in the direction of Diamond Lake. Alastor's bones are buried in his grave plot. The party carefully turns to examine the dilapidated farmstead, spreading out around the perimter. Puddles of dried blood and fleshy chunks are observed around the front door. Peering through a window, Cracker sees, and is seen, by a monstrous Owlbear. It charges towards the front door. Cracker alerts the party - Grimm awaits the monster at the front entrance, while the others take shots with bows through the windows where possible. Grimm rages, and deals a might blow to the Owlbear. Grimm is mauled quite badly, and grabbed by the monster. Unable to break free or land a blow, Grimm struggles helplessly until Cracker finally brings down the best with an arrow. The party finds a baby owlbear cowering in a corner. Grimm knows from his security days, that some people would pay handsomely through the black market for the baby owlbear, as it could be trained to be a formidable guardian. A severed arm is discovered with a unique tattoo - Grimm recognizes it as the same tattoo visible on the face of Kullen - the brutish albino half-orc gang member in Diamond Lake. Knowing that Kullen and his gang of thugs always frequent the Feral Dog, the party travels immediately to Diamond Lake.

Rontabont Mur , Cracker's mentor and connection in Diamond Lake's underworld, wastes no time in paying the party 3,000 gp for the baby owlbear. Grimm goes to confront Kullen alone at the Feral Dog, while the party spreads out in the street outside the tavern. It is nearing midnight, and Kullen and his gang are well into the drinks. Kullen taunts Grimm, and invites him to join the gang. Grimm asks about the severed arm found at the farmstead. Kullen warns Grimm to change the subject. Grimm continues to press the issue, and Kullen invites Grimm outside. Kullen laughs at Grimm's threat to involve the authorities - "don't you know who I work for"? As Grimm continues to seek answers Kullen becomes more agitated, eventaully flying into a rage. Although quite intoxicated the raging Grimm is able to level a mighty blow with his axe on the fatigued Grimm. Spread out around the street, the rest of the party joins the ambush. Cracker flanks Kullen for a sneak attack, while Loren and Forstall fire arrows at the albino half-orc. Just as the party brings down Kullen the rest of his gang rushes out from the Feral Dog. Seeing their mighty leader slain, and that they are now out-numbered, they cautiously retreat back into the Feral Dog. The party follows the gang inside. The gang is reluctant to provide information, but eventually accepts a 200 gp bribe to reveal they deilvered the bones to Filge at the Old Observatory. The party is warned not to dig too deep - "just get your bones and get out of there". The party takes an inn and reamains in Daimond Lake for the night.

Waterday, Reaping 12, CY 595

In the morning, the party is able to sell some of their loot. After this (and the sale of the owlbear baby) they have about 4,500 gp, nearly enough to repay Ellival. The party has gained enough experience to advance, but will require two weeks and 2,000 gp each to do so.

By late morning, the party has returned to the Whispering Cairn to speak with Alastor. Although Alastor's bones have been buried, his curse has not ended. It appears that the bones of all his family members must be recovered.


Campaign Journal Chapter Five

[XP earned per character = 1,768.75, TOTAL = 5,343.75]

Waterday, Reaping 12, CY 595

Back in Diamond Lake the party is able to repay the loan to Ellival. A further 8,000 gp is borrowed on the promise to repay an additional 1,000 gp.

Earthday, Reaping 13 - Waterday, Reaping 26, CY 595

For the next two weeks the party trains with their mentors to reach Level 3. Grimm takes the Power Attack feat. Cracker studies Weapon Finesse, while the Elves emphasize bow feats. Forstall learns the Sleep spell.

Earthday, Reaping 27, CY 595

[old observatory]

Freeday, Reaping 28, CY 595

[true tomb]

Starday, Goodmonth 1, CY 595

Returning to the cavernous chamber, the party proceeds around the walkway to the central ring. They observe four strange galleries - the images shift through eddies of steam. Upon reaching the center, a pillar of air propels the characters to the tomb above. In the tomb the party discovers another sarcophagus, identical to the one found below. There is a bas-relief carving on the wll nearby, depicting a bald warrior and a cloaked demonic figure. When the stairs are climbed to the sarcophagus, the sculpture animates and says "speak my name". The party tries a number of words with no effect. On a closer examination of the figure on the sarcophagus, Forstall recalls ancient legends sung by the bards of the battle between Law and Chaos, and suspects the symbol on the amulet indicates the name Zosiel. "Zosiel" is spoken aloud, and the sarcophagus lid opens.

Inside the sarcophagus, a silver diadem is found, and a talisman. Forstall selects the diadem, and Cracker takes the talsiman. The party returns to the mine office.


Campaign Journal Chapter Five

[XP earned per character = 1,768.75, TOTAL = 5,343.75]

Waterday, Reaping 12, CY 595

Back in Diamond Lake the party is able to repay the loan to Ellival. A further 8,000 gp is borrowed on the promise to repay an additional 1,000 gp.

Earthday, Reaping 13 - Waterday, Reaping 26, CY 595

For the next two weeks the party trains with their mentors to reach Level 3. Grimm takes the Power Attack feat. Cracker studies Weapon Finesse, while the Elves emphasize bow feats. Forstall learns the Sleep spell.

Earthday, Reaping 27, CY 595

The party approaches the Old Observatory, located on a bluff just north of Diamond Lake. After circling the bluff, Cracker approaches a stairway in the hillside. He first checks out a door underneath the landing - after unlocking the door, an animated hairball jumps out at him. Grimm quickly dispatches the hairball with one mighty blow. After unlocking the door at the top of the stairs, three skeltons with crossbows are observed behind the cover of a crude barricade of tables. Loren brandishes his holy symbol, and instatnly destroys the skeletons. The party considers gathering the bones later if they may be of use in completing Alastor's quest.

Searching the first floor, a large feasting hall is discovered. A dining table is surrounded by nine humanoid figures awkwardly seated in chairs. The figures are in various stages of decomposition. A fine feast is laid out on the table. The chair at the head of the table is empty. Forstall notices very slight movements from the figures as if they were animated. Cracker carefully apporaches and pokes the figures to no effect. Grimm sits in the chair at the head of the table, and the figures spring to life, and compliment a person named Filge for various matters. The scene ends as soon as Grimm stands up. Silver dining utensils are found in the rotting shelves.

On the second floor the party discovers a bedchamber. In the room is a small figure dressed in a fine black suit and tophat. It holds a silver tray, with a severed woman's head thereon. A platinum piece sits on her out-stretched tongue. Cracker touches the coin and the head screams out "Intruder, Intruder!" Grimm rushes upstairs to the third level to see who set this alarm, as Cracker trails behind in the shadows. The elves climb to the top of the stairs. Grimm finds a large operating theater. A cloaked figure (must be Filge) has a blue-skinned creature pinned to an operating table. An animated skeleton and owl seem to guard Filge. Grimm rushes Filge and strikes him hard with his axe. Filge commands "Arise, my beautiful monstrosities", and four zombies (one bugbear, three troglodyte) burst from four tanks surrounding the operating theater. After a difficult battle, the party is finally able to slay all of the enemies. Loren assisted Grimm greatly through the use of the Shield Other spell. The party finds a note written to Filge by "S.", an amulet, a spellbook, a scroll, and various tubes for Filge's syringe.

The party departs the Observatory and buries the bones they found at Alastor's Farmstead.

Freeday, Reaping 28, CY 595

Next day the party returns to speak to Alastor. Knowing his curse is now over, Alastor fades from reality, passing through the wall and triggering open the metal doors. Inside is a large chamber, with a stone walkway circling a deep chasm. Four platforms lead to a central ring, but two platforms are broken. Immediatley, two ancient suits of ceramic armor, gripping twin longswords, fly out from the central ring to confront the party. After a difficult battle that nearly claims the lives of Grimm, Loren and Cracker, the Wind Warriors are finally slain. Greatly damaged, the party retreats from the chamber to rest and recover.

Starday, Goodmonth 1, CY 595

Returning to the cavernous chamber, the party proceeds around the walkway to the central ring. They observe four strange galleries - the images shift through eddies of steam. Upon reaching the center, a pillar of air propels the characters to the tomb above. In the tomb the party discovers another sarcophagus, identical to the one found below. There is a bas-relief carving on the wll nearby, depicting a bald warrior and a cloaked demonic figure. When the stairs are climbed to the sarcophagus, the sculpture animates and says "speak my name". The party tries a number of words with no effect. On a closer examination of the figure on the sarcophagus, Forstall recalls ancient legends sung by the bards of the battle between Law and Chaos, and suspects the symbol on the amulet indicates the name Zosiel. "Zosiel" is spoken aloud, and the sarcophagus lid opens.

Inside the sarcophagus, a silver diadem is found, and a talisman. Forstall selects the diadem, and Cracker takes the talsiman. The party returns to the mine office.


Campaign Journal Chapter Six

[XP earned per character = 1,037.5, TOTAL = 6,381.25]

Sunday, Goodmonth 2, CY 595

Forstall is able to determine that they have recovered two artifacts from the Whispering Cairn, and an amulet of natural armor +1. The diadem operates as a circlet of wisdom +2, but has other properties Forstall cannot determine. The talisman’s powers are unclear. It is decided to visit Allustan, the “smartest man in Diamond Lake”. Upon hearing about the Whispering Cairn, and seeing the artifacts recovered, Allustan waives his usual consultation fee; he is fascinated to hear about what the party has uncovered. Allustan is very interested in the old tombs in the hills around Diamond Lake. After listening to the party, Allustan concludes that the Whispering Cairn must have been the ancient tombs of the Wind Dukes, a powerful pre-historic race of elemental beings. Long ago, the Wind Dukes clashed with the Queen of Chaos – in the epic battle, legend has it that the Wind Duke’s weapon, the Rod of Law, was shattered, becoming the Rod of Seven Parts. Allustan is unable to tell much more about the artifacts, but offers to study and research the items – the talisman is left with him. He recommends the party keep these artifacts – “one must always be prepared”.

Cracker produces for Allustan, the green worm segment preserved in a jar. Allustan is disturbed to see this object – he has gathered increasing evidence of strange undead creatures infested with tiny green worms stalking the hills south of town. He is worried that these creatures represent a threat to Diamond Lake. He suspects that the worms might be connected to an ancient hidden temple beneath Dourstone Mine. The note found in Filge’s chamber is shown to Allustan – he is quite certain it is a letter to Filge from Balabar Smenk (one of the mine managers in Diamond Lake). Smenk seems to know more about the Dourstone Mine than he should. It is suggested that the party meet with Smenk to find a gateway to the Dourstone Mine.

The party sells a few objects, and acquires a wand of cure light wounds and healing potions. A meeting is arranged with Smenk. The crude mine manager Smenk tells the party they are clearly in a great deal of trouble for the death of the half-orc Kullen, and he suspects they are also involved with braking and entering the Old Observatory and the death of Filge. He proposes that the party help him by opposing the cult beneath Direstone Mine – or, he will involve the Sheriff’s Office. The party accepts his offer to provide mining equipment and spend a couple of days in Smenk’s mine to gain mining experience. The party hopes to infiltrate the Dourstone Mine by posing as mining recruits.

Moonday, Goodmonth 3 – Godsday, Goodmonth 4, CY 595

The party spends two days working in Smenk’s mine to learn as much as they can about mining, before seeking employment in the Dourstone Mine.

Waterday, Goodmonth 5 – Starday, Goodmonth 8, CY 595

The party obtains employment at the Dourstone Mine with one of the foremen (for 2 sp per day). Over the next few days the party slowly brings in their adventuring gear bit by bit, hiding it under some rubble near a barricaded elevator shaft that leads below the mines. Finally, with all the equipment hidden in the mine, the party sees an opportunity to break through the barricade and take the elevator below. Only two miners are working with the party near the elevator entrance. Cracker tells the other miners that they are to report to one of the foreman in another part of the mine. With the other miners gone from this tunnel, the party quickly dons their equipment. Grimm is able to bust through the barricade with some help from the party. The elevator is only large enough to contain three party members. Grimm decides to float down ahead of the party with his ring of feather falling. He discovers a large cathedral, 400 feet below. A large pool containing a dark liquid lies beneath a large domed chamber to the south. To the west, north and east are passages, each ending in a marble door. Guarding the east door are two tieflings, that fail to notice Grimm. The tieflings do not seem to be surprised that the elevator is coming down (a two minute trip). Just before the elevator arrives, Grimm confronts the tieflings – sensing something is wrong, one runs to the door in the east, while the other envelops the elevator area in darkness. The party exits the elevator; Loren circles around to discover the extent of the darkness. Cracker chases the tiefling pounding on the door to the east. Forstall starts a song to inspire courage. The party soon defeats the tiefling without too much difficulty, but as they do, eight skeletons emerge from the marble door to confront the party. Loren utterly destroys the skeletons when he presents his holy symbol.

Beyond the marble door, Cracker is concerned to observe eight cult fanatics advancing from a room to the north. Further up the hallway, two more tieflings have released a large dire boar that charges towards Grimm. Forstall casts a sleep spell, immobilizing the tieflings, but not the boar. The fanatics allow the boar to charge by, then follow behind towards the party brandishing spears. Loren focuses a sound burst spell on the boar and fanatics, killing some of the fanatics, and stunning others. Cracker hides at the entrance to the main chamber to try and flank opponents. Forstall fires his bow into the melee. Grimm takes several serious blows from the boar, and retreats one or twice to receive healing. He enters a rage, that may have saved his life – the boar wounds Grimm badly, but the boar is also badly weakened, and finally dies just in time for Grimm to be restored. The remaining fanatics are soon dispatched, but one disappears around the corner through a passage to the south. Forstall slays the sleeping tieflings up the hall. A search is made of the rooms, but the party realizes they must rest and recover to proceed any further into this Citadel.


Campaign Journal Chapter Seven

[XP earned per character = 1,200, TOTAL = 7,581.25]

Earthday, Goodmonth 6, CY 595

The party retreats to the Dark Citadel to rest and recover. A guard is posted, and they note that approximately every hour, two tieflings emerge from the Citadel. Upon seeing the party, they immediately return to the Citadel each time.

After enough rest, the brave party returns to the Citadel. Two tieflings are seen again, and they run towards the large doors beyond upon seeing the adventurers. Carefully, Cracker follows; a passage to the south is searched, but the door at the other end is barred shut. Even the mighty Grimm is unable to budge it. Cracker creeps up to the large temple ahead, and spies the two tieflings standing before a large statue of Hextor. The enemies exchange bow fire, until both tieflings are slain. Cracker sneaks in for a closer look, and is worried to see a large temple, with a long balcony all around it. Positioned all around the balcony are two clerics, and two tieflings; below is another cleric and two troglodyte zombies. A trap! Certainly the enemy knows the party is near, and have prepared themselves.
Seeing no other way, the party prepares for battle; Forstall plays a song, Grimm enters a rage, Loren casts protective spells. Then, they rush to engage the enemy. Immediately the cleric on the far balcony casts a spell, and a fiendish ape charges at Grimm. Loren has difficulty turning the zombies, needing three tries before success. Forstall fires arrows at the enemy, as his sleep spell has failed. Cracker darts in and out of melee to backstab his opponents. Grimm fails to slay the ape quickly, and is just able to kill the beast before being held by magic from the female cleric above. She rains arrows down at him while he is helpless. With the zombies turned, Cracker and Loren are able to bring down the half-orc cleric, while Forstall continues shooting at the cleric and tieflings above. Grimm comes out of his position just in time to be healed. Cracker is able to scale the wall and engage the tiefling on the left. The female cleric and tiefling are eventually slain by arrows. With Cracker’s opponent out of the way, they confront the cleric at the rear, surely the leader.

This cleric Theldrick surrenders to the party, accusing them of many unlawful acts – trespass, theft and murder. He is reluctant to speak, and is bound by the party. After a thorough search of the rest of the Citadel, the party discovers some interesting treasure, and enough loot that can be sold for 9,300 gp. As discretely as possible, and with a few bribes to the miners above, the party quickly removes the haul back to Diamond Lake. There is enough gp to repay Ellival.

Freeday, Goodmonth 7 – Earthday, Goodmonth 27, CY 595

Back in Diamond Lake, the party meets again with Allustan. He offers to fund the next round of training (at a loan of 8,000 gp, no interest). He helps identify some of the treasure. Loren has +1 full plate. Grimm earned a ring of protection +1. Loren took another wand of cure light wounds (41 charges). Forstall has a wand of enlarge person (42)./ Cracker took a pearl of power (1st level). Numerous potions and scrolls were gained.

The party also has a prisoner – Theldrick. Allustan recommends turning him over to the authorities.

For the next two weeks the party members will be engaged in training with their mentors. When training is complete, the party will have to find another way back into the Dourstone Mine – their cover is now blown.


Campaign Journal Chapter Eight

[XP earned per character = [scored next chapter] TOTAL = 7,581.25]

Starday, Goodmonth 8 – Freeday, Goodmonth 21, CY 595

Training for the fourth level begins for the party for the next two weeks. Each person advances to level 4 in their class, but Forstall begins a new path as a sorcerer. He chooses to work on his dexterity, while Grimm emphasizes his strength, Cracker his constitution, and Loren his wisdom.

Starday, Goodmonth 22, CY 595

Allustan’s advice is heeded, and Theldrick is turned over to the Church of St. Cuthbert. The party seeks an audience with Ragnolin Dourstone, and confronts him with what they discovered beneath his mine. He is “horrified” by the news, and suggests that if something was going on in his mine, he would “know about it”. When the party suggests involving the authorities, Ragnolin urges the party to keep this matter quiet. He proposes that the party return at night with a company of his guards to investigate this matter further. The party agrees.

That night the party meets Ragnolin, and his company of twelve dwarven warriors. He asks the party to report their findings to him the next morning. His plan seems sincere to the party. Entering the mine, the group proceeds to the elevator. Six dwarves march in front of the party, and six dwarves follow behind. As soon as the group reaches the elevator, the dwarves turn and attack the party without warning. The dwarves are no match for the more powerful heroes. A Sound Burst from Loren, Burning Hands and Sleep from Forstall, and Grimm’s mighty axe make short work of the dwarves. The lone survivor is interrogated, and dangled over the elevator shaft. Unable to provide any useful information, the party “lets him go”.

Suspecting a trap, one at a time, the party descends with Grimm’s Ring of Feather Falling, sending the ring back up each time by the elevator. Once the entire party has reached the Dark Cathedral, they notice that the dark liquid in the large pool is now bubbling slightly (before it was still). They decide to investigate the passage to the West, avoiding the North door marked by the symbol of Vecna. Cracker carefully opens the door, and discovers a dark natural fissure that leads down some stairs to a cavern.

The cavern is full of stalactites and stalagmites. The party encounters three strange grey humanoids with eyeless eye sockets, and wearing only loincloths. These creatures fail in their attempt to surprise the party from behind cover, and are quickly slain. Little is found of interest, except each creature had small stones stitched into their flesh in the pattern of a five-pointed star.

Another passage is followed into another room choked with rocks. Here, a larger grey creature is encountered, along with two monsters resembling a cross between a wolf and a hyena. One of these creatures screeches loudly and pulls back the skin from it’s head. Cracker is very scared of this monster, and flees back the way he came. After a more difficult battle, the kennel master and his pets are eventually killed. Cracker recovers from his fright, and rejoins the party. On the kennel master, the party finds among his gear, a potion of cure light wounds and two potions of remove fear.

The far end of this cavern is then discovered to fall away into a deep pit. Grimm is able to make out the bottom, when Cracker covers up his light source. There are rungs leading down this side of the pit, and another rock wall is observed 20 feet across. A ledge is seen on the opposite wall. Grimm descends to the bottom with his ring of feather falling. From this vantage point he can see a passage leading ahead, and another passage above, just underneath the ledge. It is decided to move Cracker over to the ledge. The ring is sent up to him, and a rope is attached to Cracker, with the other end dropped down to Grimm below. Cracker floats into the pit, and Grimm pulls him toward the ledge. Half-way across the pit, an arrow extinguishes Cracker’s light source, while other arrows shoot towards him. He crashes into the ledge, and total darkness. Regaining his senses, he leaps off the ledge and floats down to the bottom of the pit, taking some arrow wounds for his trouble.

The elves above create a light source – now visible on the ledge are two more grey creatures. Grimm and the elves exchange arrow fire, but the enemies are expert bowmen, firing rapidly at the party. Cracker proceeds up the passage to get out of bow range. Forstall is gravely wounded by arrows, and collapses to the ground. Loren is just barely able to pull Forstall out of range, and restore Forstall with a wand of cure light wounds. After a difficult battle, the two enemies are finally slain, and Forstall is lucky to be alive. It is decided that rest and recovery is needed before proceeding any further.


Campaign Journal Chapter Nine

[XP earned per character = 3,000 TOTAL = 10,581.25]

Sunday, Goodmonth 23, CY 595

After a period of recovery, the party descends back into the dark cavern. Borrowing the ring of feather falling Cracker is guided over to the archers’ ledge by a rope pulled by Grimm below. Some nice ivory dice are discovered amongst other possessions. A rope is dropped down, and everyone joins Cracker at the passage just under the ledge.

Grimm leads the way along a narrow dark passage. A feral, wild grimlock is encountered, and matching Grimm’s rage, she closes to fight with two daggers. With little room to fight, Grimm is forced to fight one-on-one. The enraged creature stabbed Grimm with her steely knives, but just can’t kill the beast. She is eventually dropped by Grimm’s axe. Too bad; they might have made a charming couple. Among her possessions they find potions, +1 studded leather armor and a wand of cure light wounds.

A little further on a rope bridge is discovered across another deep dark chasm. A pile of rubble is observed on the bottom against the far wall. Cracker carefully crosses the rope bridge, and observes three more grimlocks on the other side. Before they notice him, Cracker retreats back to strategize with the others. Forstall attempts a sleep spell with no effect. Cracker and Forstall decide to back-track and enter the pit below by another passage. Grimm and Loren stay above to watch for a possible move by the grimlocks. Cracker followed by Forstall start to scramble up the rubble to try and reach the rope bridge from the other side – perhaps they can draw the grimlocks on to the bridge, and sever the rope bridge from behind them.

Before that can happen, two small creatures with spindly limbs and tentacles for hands (chokers) leap out of the rock pile to attack Cracker and Fortall. Right away, the creatures establish choke holds, while the commotion draws out the grimlocks who throw javelins at Forstall. Realizing the halfling and elf are in big trouble, Grimm leaps down into the rocks with the aid of his ring of feather falling. Loren stuns the grimlocks a couple of times with sound bursts. Forstall collapses from the choking, and soon afterwards Cracker succumbs. Grim is able to shrug of the grabs of the chokers, but is also wounded badly before he is able to slay both of them. Loren finishes off two grimlock guards with bow fire, and the lone survivor runs off in the other direction. Loren goes back around to his comrades below and restores them all to health. Cracker discovers some loot in the debris pile.

Across the bridge, the party follows a narrow passage into a large cavern, the floor rising up in a slope away from the entrance. The surviving grimlock guard is waiting in the chamber with two other grimlocks. Loren casts shield other and Grimm wades into melee with the grimlock guards. The grimlocks yell for help. Loren moves to watch a passage leading out to the NE, Cracker hides beneath a slope leading up to SE passage, while Forstall watches a SW exit. Grimm receives a few wounds but is able to bring down his opponents quickly.

Loren sees six grimlocks rushing down the passage towards him. He retreats out of harm’s way so that Grimm can fight them one-at-a-time in the narrow passage. Meanwhile, an enraged Grimlock chieftan rushes by Cracker without getting hit by his sneak attack. The chief engages Forstall, and Cracker moves in to flank from behind. Forstall is able to back away from the fight, and Loren fills the breach. Forstall casts magic missile, ray of frost and acid splash at the chief, while Cracker and Loren eventually succeed in close combat. Grimm efficiently disposes of his enemies one after another.

In the NE chamber four caches of loot are discovered by Cracker with the help of his goggles of minute seeing. In the chief’s lodge, Cracker finds a handy haversack amongst other treasures. A magical +1 mithral shirt is found on the chief.


Campaign Journal Chapter Ten

[XP earned per character = 850 TOTAL = 11,431.25]

Moonday, Goodmonth 24, CY 595

After a period of rest and rejuvenation, the party proceeds deeper into the Grimlock’s caverns. A long passage winds down, eventually opening into a wide cavern. Scouting ahead undetected, Cracker observes two short slopes rising above the cave floor. The cavern contains six grimlock guards with javelins and morningstars. On the top terrace, a crazed looking Grimlock with preserved eyes sewed into his eyesockets, and dyed red hair is observed. He is seen throwing strange powders and mushrooms into a small campfire, inhaling the fumes. Cracker sneaks back to the others to report his observations.

The party quickly prepares for a fight. Forstall begins a song to inspire courage. Grimm enters a rage. Loren casts Shield Other, and Cracker hides in the shadows outside the cavern. Forstall’s song alerts the guards, and two rush into the passage to investigate. Loren stuns them with a Sound Burst, and Grimm soon clears the way into the cavern. The other guards retreat up the slopes to protect the Grimlock on the ledge. Grimm gives chase, while Cracker moves in to possibly flank the enemy. Forstall casts Magic Missiles at the supposed leader. A magical morningstar appears behind Forstall, striking him in the back. Loren is unable to destroy the Morningstar by force, but a Dispel Magic spell causes it to vanish. The Grimlock Cleric gestures at Grimm a couple of times, but nothing appears to impact Grimm. As Grimm slays the guards, the Cleric vanishes. Soon Cracker hears something moving towards him, and the Cleric reappears to strike at the halfling. Aided by Grimm and bow fire from the elves, the Cleric is eventually slain after a back and forth scrap with the tough Grimlock leader.

The back of the cavern is collapsed. With his goggles, Cracker is able to find the Cleric’s cache. Magic Items are later identified in Diamond Lake by Allustan, including a rope of climbing, brooch of shielding, and +1 banded mail. A sliver key is found, and two scrolls, with rambling, disjointed script, obviously written by the crazed Cleric, named Grallak Kur. These letters seem to speak of a great power stirring, and that a swarm of worms is at hand. The scrolls mention a power growing in the pool of the Dark Cathedral that will serve the Ebon Triad as a champion. The scrolls also hint of a greater force behind everything – “At last the will of the Ebon Triad be done. With the return of great Kyuss, the Age of Worms is finally upon us!”

Godsday, Goodmonth 25 – Moonday, Harvester 17, CY 595

The party remains in Diamond Lake for three weeks to train for 5th level.


Campaign Journal Chapter Eleven

[XP earned per character = 2,675 TOTAL = 14,106.25]

Godsday, Harvester 18, CY 595

The party returns to the Dark Cathedral. Cracker approaches the door marked with the symbol of Vecna, and finds that the silver key unlocks the door. A stone corridor stretches ahead into the darkness. Grimm scouts ahead with his darkvision to discover a maze of corridors but he does not see or hear any sign of life. The party re-joins with Grimm, uncovering their light source. With Grimm in the lead they proceed back to where he scouted. Turning a corner they discover a room occupied by “crow-people” (kenku), with their weapons drawn. Grimm and Loren are able to slay them without much difficulty, despite the best efforts of the kenkus to flank them. Loren is wounded badly by one of these attacks. A secret door is discovered by Cracker, and further on, a spy-hole is found, looking out to where the party entered the labyrinth. The party proceeds cautiously in a clock-wise direction around the maze. Eventually one corridor opens into a large chamber, where two giant dire weasels scream and attack the group. One latches on to Grimm, while the other runs around another corridor to attack the party from the other side. This weasel races by the hidden Cracker to latch on to Forstall. Cracker is able to flank this weasel and help slay it, while Grimm is able to slay the other before being drained of blood. Loren thinks the weasel pelts could be valuable.

Further into the maze, the party hears a cry of distress from what sounds like a dwarven miner under attack. Cracker calls out in the dwarven language, but the other voice continues to cry out in the common tongue. Thinking something is amiss, the party proceeds cautiously in the direction of the noise. Suddenly, two groups of kenku trios emerge from secret doors to flank the party from either side. Forstall causes one group to fall asleep, and he and Cracker easily slay them. Grimm mows down two kenkus, while the remaining kenku races off into the darkness. Following in the direction the kenku ran, the party runs into a closed door. Bursting through, three more kenkus are attempting to flank entrants through the door, while two kenku spell-casters weave magic from the back of the room. One kenku rips beads from his necklace, casting them at the party, creating fireballs, while the other causes a whip to appear and ensnare Loren, followed by magic missiles cast from a wand. After a more difficult battle, the enemies are slain, and the bodies are searched. Forstall collects a necklace of fireballs, with one bead remaining. Two feather tokens are discovered plus the wand of magic missiles on the kenku sorcerer.

After some healing from Loren’s wand, the party proceeds through the maze, with Cracker searching carefully for more secret doors. One secret door opens into a lit chamber. Grimm quickly scouts ahead and observes a large L-shaped passage with marble columns (strange patterns undulating within). Further along he finds a larger sanctum, where he is noticed by three figures in ragged purple robes, two apparently are human, while the other’s face is hidden inside a hood. Grimm rushes back to the party. A strange babbling sound from the hooded figure causes Grimm and Cracker to walk before the figure, and stare at it in fascination, unable to do anything else. The other two robed figures depart the sanctum in a puff of vapor. Forstall and Loren follow into the sanctum, and Loren determines that the hooded figure is undead. Flashing his holy symbol, Loren is able to utterly destroy the creature, an allip. The destruction of the creature causes Grimm and Cracker to come out of their spell. Grimm and Loren head in the direction of the departed humans, while Cracker and Forstall investigate another passage. Cracker opens a door to discover two more purple-robed humans, and a green-robed figure with a leather mask. The green-robed foe causes a giant centipede to block the entrance to this laboratory. It bites Cracker, who resists it’s poisonous venom. Cracker and Forstall avoid a web cast by one of the purple-robed acolytes, and retreat back down a hall to fire missiles at the centipede. Grimm and Loren engage two acolytes in their chamber – the green-robed wizard enters this chamber by another door, and casts a lightning bolt through Grimm and Loren. He later causes a fiendish ape to appear near Loren. An enraqed Grimm is able to slay the two acolytes, and eventually kills the wizard who fanatically fights to the death. Upon the wizard’s death, the summoned monsters vanish and the remaining acolytes are dispatched.

In the wizard’s laboratory a number of interesting items are found including, vials, a cloak, a heavy steel shield, bracers, a rod, and spell books. A few treasures are discovered on the altar in the sanctum. A note is deciphered, describing a Mighty Kyuss, Herald of the Overgod. The note talks about undead in the Mistmarsh possibly bearing the worms of Kyuss, and warns of an Ebon Aspect stirring within a pool. It is prophesized that an Age of Worms will bring the arrival of the Overgod. Loren knows from his research that the Ebon Triad is a heretic cult, dedicated to the merging of the evil gods Hextor, Vecna and Erythnul.

The ground shakes, and in the direction of the Dark Chamber a horrible roaring is heard . . .


Update:

Cracker = Rogue 5
Grimm = Barbarian 5
Loren = Cleric 5
Forstall = Bard 3, Sorceror 2


Campaign Journal Chapter Twelve

[XP earned per character = 3,387.5 TOTAL = 17,493.75]

Godsday, Harvester 18 – Waterday 19, CY 595

Healed-up but lacking many spells, the party moves quickly to confront the danger in the Dark Chamber. Rising from the Dark Pool, a ten-foot tall monster with six arms growls like a beast, seemingly embodying elements of three evil deities. Grimm rages, and bravely confronts the monster, while Cracker moves around to flank the beast. Forstall’s spells seem to have no effect on the enemy. Loren is struck down, and Forstall is able to save him with a healing potion. Grimm is badly wounded before he is finally able to slay the monster with the help of some timely stabs by Cracker. Another few attacks might have resulted in the end of the party.

The party makes their way back to Diamond Lake and meets with Allustan. He reveals his findings on the Whispering Cairn artifacts (the Cairn must be the ancient grave of the Wind Dukes of Aaqa). Upon learning of the latest discoveries, Allustan is startled to hear of more green worms. He has also heard reports of green worms near the Mistmarsh. The party agrees to accompany Allustan to Blackwall Keep on the northern boundary of the Mistmarsh to meet with Marzena, a battle mage stationed there. Horses and tack are obtained and the party goes back to the mine office to recuperate. Forstall summons a bat familiar.

Earthday, Harvester 20 – Starday 22, CY 595

Earthday morning everyone sets out on horse-back, traveling on a road east from Diamond Lake. Along the way, they encounter gnome gem traders and later, halfling farmers selling herbs and pipe-weed. They spend a night in an abandoned farmhouse called “Shank’s Rest”. Taking turns at watch, the night passes quietly. Next day the group turns south, and by late afternoon they arrive within sight of Blackwall Keep. They notice more and more flies, and the smells of smoke and blood. Approaching cautiously, they observe a dead horse near the corral of the keep, and three dead lizardmen on the ground around the keep. Staying at a safe distance, they also observe to their great concern, eight groups of five lizardmen strategically situated around the keep.

Forstall sends his bat familiar to the keep with a message, in the hopes of obtaining news from soldiers trapped inside. Half an hour later, the bat returns with a written note from the keep – only 14 soldiers are stable, four have been kidnapped, four are unconscious and 22 are dead. They are afraid they cannot hold out one more day. The party sends another message with the bat, detailing their plan to assist the keep after dark. Allustan decides to teleport back to Diamond Lake to round-up reinforcements as soon as possible.

Before the party can act, four groups of lizardmen assault the keep just before dusk. Two groups try to break down the front door, while two other groups try to boost themselves up to the second floor. The party moves quickly to assist the soldiers. Forstall causes some lizardmen to fall asleep, Loren cast soundburst, while Grimm and Cracker move in for the fight. The lizardmen are able to break down the front door, while another reaches the balcony. Before too long, the party is able to slay most of the lizardmen, while a few survivors escape into the dark. Loren heals the unconscious soldiers. The soliders believe another attack is imminent, as the lizardfolk leaders were not part of the last assault. With the soldiers, a battle plan is devised to defend the keep from another attack. Grimm and Cracker hide outside the keep in cover, while Loren and Forstall position themselves on the second floor balcony with archers.

Finally, around 4:00 am, the siege begins. Five pairs of lizardmen advance on the keep, hiding behind wooden planks, and throwing javelins. Two other groups of five lizardmen each advance on the keep, one group containing a mighty lizardfolk warrior, and the other a lizardfolk druid. Few arrows or javelins find their mark due to the defences of both sides. A group tries to break the door down – Loren orders oil to be cast down on them from above, while Forstall casts burning hands from above. The fire does great damage, but the relentless lizardmen climb over their dead comrades to continue to batter the door. Grimm and Cracker engage many lizardfolk in the open – the warrior is slain, but the druid proves to be a formidable challenge – she revives herself with potions while Grimm and Cracker retreat from the battlefield for healing. A viper is sent by the druid after Grimm and Cracker – after some scary moments the party is finally able to over-power the remaing lizardfolk – a few escape, and none survive for questioning. Two more keep soldiers were slain in the battle.


Campaign Journal Chapter Thirteen

[XP earned per character = 4,675 TOTAL = 22,168.75]

Starday, Harvester 22 - , Moonday, Harvester 24, CY 595

The party rests until about noon after the siege on the keep. The fog in the swamp has cleared up, so Grimm leads the group into the Mistmarsh, following the path of the lizardfolk and their hostages. Two crocodiles ambush the party; one grabs hold of Cracker but is slain just before it was about to drag the halfling under water. They party stops for the night, and the camp is attacked by four enormous spiders just before dawn. Grimm smashes one spider into a thousand little pieces. Picking up the trail the party slowly continues on across the boggy ground. An eerie discovery is made along the way - five stone lizardfolk are found. Nervously, the party turns up no clues, and continues along the path. After nightfall the path seems to end, disappearing into a large grove of mangaroo trees. The party retreats half a mile, and makes camp. During Loren’s watch, five ghouls approach the camp, but he is easily able to turn them away.

In the morning, the party approaches the grove - two lizardfolk observe the party at a distance, and quickly disappear into the mass of branches and roots. The party gives chase, and finds an entrance into the tangle - a hallway made of earth and roots leads into the darkness. Grimm leads the party ahead, where two lizardfolk are slain in an alcove - probably a guard station, containing javelins and clubs. Moving quickly, the group rushes along a corridor to the west. In a larger chamber containing sleeping pallets, four more lizardfolk ready for battle are engaged. Forstall causes some to fall asleep, and the enemies are soon dispatched. Another group of four lizardfolk rushes the party from a further corridor to the west. The party defeats this group and moves to their lair down some stairs. Another set of stairs leads up to a large room to the north. This room is full of rotting garbage - a monstrous creature with tentacles and large teeth emerges from the garbage heap. Cracker watches in the other direction as the other three fight the beast. The monster grabs Grimm in it’s tentacles, but the big barbarian is able to break free. Cracker observes four more lizardfolk rushing the party from the other direction, and hides in the shadows as they run by. The monster is slain, and soon the party is able to defeat the lizardfolk. Eight interesting mushrooms are collected from the garbage heap.

Following a passage to the south-west, the party discovers another large chamber. Seated on a throne made of wood and bones is an enormous lizardman. He attacks the party with an impressive trident, and gives the party a long battle before he succumbs. Numerous treasures are found on his body and around the throne. Greedily, the team divides up the booty by a lottery. Heading back to the east, the party hears the sound of chanting. A stooped lizardfolk with a snake is seen performing a ceremony near a fire pit. In the corner of the room are two human prisoners. The odd lizardfolk notices the party and addresses them in broken common language. He/she identifies him/herself as Hishka, shaman for the Twisted Branch Tribe. He/she pleads with the party to stop the tribe’s suicidal path against human civilization. Hishka is pleased to learn that the King of the tribe has been slain. He/she asks the party if they can present a peace treaty on behalf of the tribe to the Free City of Greyhawk. Also, he/she seeks help in eliminating the remaining leadership loyal to the King. Hishka asks the party to confront the lieutenant in the next room - he/she releases a soldier hostage as a sign of good faith, and calls for the lt. and his mate to join him/her in this room. The party sets-up an ambush and slays the two lizardfolk. A green worm crawls from the corpse of the lt’s mate to the horror of Hishka. The other prisoner is released - the party revives her, and discover she is the sorceror Marzena. She asks for her gear back that the party recovered in the King’s chamber. She agrees to assist the party until they can return to the keep. Two more hostage soliders are revived from the lt’s lair.

Hishka believes a black dragon (apparently away on other business) has corrupted the tribe with lies, leading them on a destructive path against the humans. Seeing the green worm causes Hishka to speculate that the black dragon has poisoned the tribe’s eggs. The party agrees to investigate the egg chamber beyond.


Campaign Journal Chapter Fourteen

[XP earned per character = 2,600 TOTAL = 24,768.75]

Waterday, Harvester 25 - Freeday, Harvester 28, CY 595

After a night to restore, the party proceeds to investigate the Egg Chamber for Hishka. Hishka remains in the main lair to attend to the weakened hostages, and to convince the other lizardfolk that the party are now allies. To reach the Egg Chamber, the party must swim underwater about 100' through a submerged chamber. Loren dives in first, and is promptly snared by a cord hidden in the roots. Cracker following behind is soon able to cut loose the cord, and identify the remaining cord hazards for the rest. At the other side, Grimm, Forstall and Loren are confronted by eight black-scaled kobolds with hand crossbows. Grimm quickly slays half of them while Forstall sleeps the other half, before slaying them. Cracker emerges from the water when the battle is already over.

Beyond is a large chamber filled with shallow water, and about 200 lizardfolk eggs. At the north edge of the chamber is a large black egg, about the same size as Cracker. On the other side of the water are three wooden chests, and another large watery passage leading away. Grimm moves towards the chests, while Cracker approaches the large black egg. Suspecting that they have found a black dragon egg, the party is very cautious. Grimm discovers that the wood chests are not heavy at all. He does not open the chests for fear that it may trigger some alarm. Cracker can see nothing unusual about the egg, but finds a waterproof chest, containing coins, potions and a ring. Forstall casts an unseen servant from his wand to lift and carry the black egg. The party removes one lizardfolk egg to show to Hishka. They carefully retreat back to Hishka with the eggs.

Hishka is pleased that the lizardfolk egg appears unharmed. He is sure Ilthane will be enraged that the black egg has been removed, and suggests that the party and the remaining lizardfolk abandon this lair as soon as possible. Hishka wishes the party well, and hopes they can deliver the peace treaty to Greyhawk. The group decides to press on to the keep without resting. During the journey the party is attacked by two cockatrices. Loren is bit by one bird, and turned to stone, before Grimm and Cracker can bring them down. The party arrives exhausted back at the Keep after a hard 24 hour journey, Grimm dragging the stone-form of Loren. The soldiers at the Keep are happy to see the party and the return of Marzena and the hostages. Reinforcements have arrived from Diamond Lake. Before the party can rest, they are asked to assist with a problem in the cellar of the keep. During the last siege, one lizardfolk broke into the cellar, eventually kidnapping two soldiers, and holding them in the cellar behind a barricade. The soldiers are mortified that the lizardman and his hostages have been transformed into some kind of monstrosity (thus the barricade). The exhausted trio of Grimm, Forstall and Cracker investigate. Beyond the barricade they confront three zombie-like creatures with green worms writhing out of every orifice. One monster slams Grimm and a green worm tries to burrow into his skin. He removes it, and Grimm with his axe, and Forstall with magic missiles, slay the creatures.

Marzena is unable to help Loren, but agrees to travel with the party to meet with Allustan. After an uneventful journey to Diamond Lake, the party describes to Allustan all about the adventure in the Mistmarsh. Grimm feels weakened and suffers memory problems; he attends with a Cleric in Diamond Lake and is cured of a disease (perhaps infected by the green worm zombie). Allustan says there is no one in Diamond Lake that can assist Loren. He is concerned about the infestation of green worms around the Cairn Hills, and fears something larger is going on. He asks the party to seek out an "old friend" in Greyhawk that may be able to determine the threat represented by the worms. Greyhawk is also where the party needs to present the lizardfolk peace treaty and seek aid for Loren.


Campaign Journal Chapter Fifteen

[XP earned per character = 875 TOTAL = 25,643.75]

Starday, Brewfest 1, - Freeday, Brewfest 7, CY 595

Two ponies, a horse and a wagon are hired by the party to make the five day journey to the Free City of Greyhawk. Grimm rides in front, while Cracker drives the wagon carrying the stone figure of Loren. Forstall follows behind on his pony. Camping each night, and taking turns at watch, the party encounters no danger on the first five night. On the sixth day, only a few hours from Greyhawk, the party is surprised by a pack of four worgs. Grimm is bitten by one worg, but avoided being knocked to the ground. Grimm’s axe, Cracker’s new two weapon fighting style, and Forstall’s Scorching Rays, make quick work of the wicked dogs.

Soon the group reaches the city gates, but must wait in a two hour line-up. The guards are curious about the party, and the stone garden elf in the wagon, but ease up when offered a 5 gp bribe by Cracker. The party proceeds directly to the contact provided by Allustan, seeking out his colleague Eligos in the Garden Quarter. They were both apprentices to the famous mage Tenser. As they travel through the Foreign Quarter, they observe a mad street prophet – he screams about the coming doom of the Age Of Worms, dead dragons, the smell of rot and decay, and walking worms. When questioned the man calls himself “the prophet of the golden eye”, and then repeats his rants over and over, largely ignored by other passers-by.

Eligo’s manservant elf (Pollard) admits the party to Eligo’s marble manor. Upon hearing that Allustan referred the characters to him, he expresses his willingness to assist. He agrees to investigate the green worms, the cult of the Ebon Triad, and artifacts discovered in Diamond Lake. It will take him at least to research these matters at the Great Library. He suggests that the party stay with his friend Tarquin at his Crooked House Inn in the foreign Quarter. Eligos will seek out the party there later. Eligos then restores Loren from stone to flesh.

The horse, ponies and wagons are turned in, and the party proceeds directly to the Crooked House. They are warmly greeted by Tarquin (a gnome) who offers the party a free drink, and discounted rooms at 6 sp per night. Next morning, the party decides to try and sell the black dragon egg, and seek mentors to further their training. They proceed towards the university district to see what they can do with the egg. As they cross the main boulevard, the way is blocked as a crowd is gathered to watch a passing parade. The party learns that the parade is in celebration of Brewfest, and the upcoming Champion’s Games. One parade float contains a three-headed monstrosity, with the heads of a goat, lion and blue dragon. To everyone’s surprise, the beast breaks free from the cage, and chases after a small child. Grimm swings his mighty axe, and gets the monster’s attention. Hit spits lightning at Grimm, and tries to claw and gore him. Cracker moves in to flank with his dagger and short sword, Forstall casts more Scorching Rays, and Loren sends his Spiritual Weapon at the beast. The crowd cheers the party for slaying the beast (they realize it was a Chimera), but the beast’s masters complain that the party did not have to use lethal force.

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