The Whispering Cairn, part II
Players/Characters:
More investigation of the room with seven lanterns (now all replaced) allowed you access to a second hidden chamber via an elevator. The main challenges here were a small earth elemental and some brown mold that sucked the heat out of nearby creatures. This area proved to be a workshop area, with many small things pointing to its original inhabitant being an architect.
A suit of magical chainmail and some magic wands were the main things found in this area.
The final secret elevator was a trap, and one easily avoided - you were not crushed as the last poor fellow to step into it was.
However, there was a hidden passage, some thirty feet above the ground that led to a strange screaming face. As Grey approached it, a hypnotic pattern of multicoloured lights appeared, and then a great wind blew those in the passage back out to fall to their deaths! Luckily, Grey could hang onto the chain, and Alden had found a ring of feather falling!
More climbing gear was needed, and so everyone returned to town. Raavi and Holly went to the wizard Allustan for help with the strange runes they had found; he identified them as relating to the elemental plane of air, and the legendary Wind Dukes of Aqua, but further research would take time.
The riddle of the face was solved - you had to light all the lanterns in the chamber of corridors! With that done, the face disappeared and a corridor beyond was revealed. There you were attacked by an ancient trap, a loathsome grick, and finally encountered the ghost of a young boy: Alistor Land. He offered to open the next door if you would bury his bones with those of his family...
- Holly D'Vine (Bradford), LG female aasimar fighter 1
- Olden (Martin), CN male human barbarian 1
- Grey 'the Handsome' (Tom), CG male elf rogue 1
- Oloret Stoor (Sean), LG male human cleric of Pelor 1
- Raavi Gill (Peggy), CG female half-elf sorcerer 1
- Tuor (Craig), NG male half-elf druid 1, with Bingy, wolf companion.
More investigation of the room with seven lanterns (now all replaced) allowed you access to a second hidden chamber via an elevator. The main challenges here were a small earth elemental and some brown mold that sucked the heat out of nearby creatures. This area proved to be a workshop area, with many small things pointing to its original inhabitant being an architect.
A suit of magical chainmail and some magic wands were the main things found in this area.
The final secret elevator was a trap, and one easily avoided - you were not crushed as the last poor fellow to step into it was.
However, there was a hidden passage, some thirty feet above the ground that led to a strange screaming face. As Grey approached it, a hypnotic pattern of multicoloured lights appeared, and then a great wind blew those in the passage back out to fall to their deaths! Luckily, Grey could hang onto the chain, and Alden had found a ring of feather falling!
More climbing gear was needed, and so everyone returned to town. Raavi and Holly went to the wizard Allustan for help with the strange runes they had found; he identified them as relating to the elemental plane of air, and the legendary Wind Dukes of Aqua, but further research would take time.
The riddle of the face was solved - you had to light all the lanterns in the chamber of corridors! With that done, the face disappeared and a corridor beyond was revealed. There you were attacked by an ancient trap, a loathsome grick, and finally encountered the ghost of a young boy: Alistor Land. He offered to open the next door if you would bury his bones with those of his family...
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