Age of Worms

A mining we will go......
Around the 10 o’clock hour while I sit slightly reclined near Zeph enamored with his mug of ale and me waiting for the gnome to either fall off his chair or stumble upstairs to his room. Nearby the Earth Bender sits positioned atop a table eyes closed and humming aloud in deep meditation. Sherwood continues his staring toward the direction of the entrance. While trying to count the number of mugs the gnome has vanquished, a pair of cloaked females with holy symbols of a skull with a fireball behind it stroll into the tavern removing their hoods as they enter. They speak to me directly saying, “We would like to talk to your group.” The other acolyte says, “The high priestess has sent us…because you did a good thing.” They hand over three potions of healing and amulet of emergency healing with most of the group agreeing to give it to Hung Lo. Before departing, Zeph asks them, “Do need us to do anything?” The pair continues toward the door ignoring the little humanoid. We remain in the saloon until last call and I carry the gnome to his bedchamber to sleep off his drunken state.

I rise from a lumpy mattress that covers an aged bed frame before dawn, awakened by either the distant thunder of an approaching storm or the anxiety of an unknown future with the notion of three evil deities attempting to become an all powerful evil entity. After pondering my life for what seemed hours I bring my stiff and sore muscles with me to the ground floor of the Able Coach Inn, where I am met by an already slightly intoxicated Zeph. We stop by to consult the high priest of Saint Cuthbert in an attempt to gain information on the Ebon Triad. Jierian Wierus can tell us only of the rumored attempt of the cult to merge the three evil gods into one all powerful being. He suggests we visit the garrison to see man who is a priest of Herroneous and that this deity and Hextor are enemies. Once we gain entrance into the garrison, an attractive female paladin responds to our query with a “Wait a minute.” Not much new information was achieved during our 10 minute visit with the high priest of Herroneous. They are considered heretics among the believers of those three deities. He also mentioned that merging three powerful gods into one being is not logical. Maybe these cult members all want to see the age of worms resulting in the destruction of much of the civilized world. He ended with, “That’s all I can help you with, but if you come across any of those Hextorites you should take care of them.” “If you haven’t told Alaston about this then you should take some time to do so.” Before we depart, I show him the letter from Shenk to Filge. We bid farewell and cross the worn paths of Diamond Lake to ask Alston about this bottled green worm. Once Alaston spies bottle green worm becomes animated, saying, “My studies show that the worms are related to an ancient Temple located under the earth and it just so happens to be under Diamond Lake.” I ask him this is related to the Ebon Triad. Without hesitation replies, “Yes”. He further explains, “It is under the Dourstone Mines.” “I fear that Dourstone is somehow involved and I believe the Temple is already occupied.” Alaston further suggests we parlay with Smenk, since he and Dourstone are bitter rivals. He then says in a raised and animated voice, “These worms definitely part of the spawn of Kyuss….so this whole Age of Worms thing is true.” “That is some scary shit…. good thing you guys are here!” After some time arguing with Hung Lo, I defer to him and we trudge off to try and gather information from Smenk. We are made to wait outside his residence as we observe many bodyguards milling about in the vicinity. He begins asking, “What is this intrusion about?” Hung Lo slams the incriminating letter onto his desk and then Smenk studies the note briefly saying, “So” He continues, “Why are you talking to me?…. why don’t you talk to Dourstone?” Hung Lo tries to further interrogate, “I want to know how deep you’re in?” Smenk replies, “How deep I am in what?” “Everyone knows I don’t like Dourstone….so what!” “What do you think you have there… a note that says things are going on that I’m concerned about?” He states further, “Doesn’t everyone know about this?” “I am going to tell you this because I don’t have time to deal with you in any other way.” “Especially since you guys are pestering little shits.” “Listen the deal is this, I hate that Dwarven little shitface.” “I am going to let you in on a little secret…. I saw shit down there that turn you white!” Smenk goes on, “Listen I will make you a deal, go into the mines find out what’s going on…then that will be one less person that I must compete against.” Simultaneously both the gnome and the Earth Bender respond, “What’s in it for us?” Snidely Smenk retorts, “What’s in it for you?…. I let you leave my house alive!” Straightaway the Earth Bender states, “We were going to do that anyway.” Followed up by the gnome in a raised voice saying, “I’ll teleport out of your house bitch!” “I don’t need your generosity…. I’ll turn the group invisible and then teleport us out of here!” Smenk calmly responds, “If you take out the Triad I will be in your debt.” The Earth Bender says, “We will take over that mine.” The gnome follows up with, “I always wanted to own that mine.” I pipe up, “we’re moving in to the Old Observatory.” Sidestepping the real issue Smenk remarks, “If you guys take out the Ebon Triad I will give you the deed to the Observatory.” We turn to walk out when Smenk alerts us, “You guys have to get to the elevator which means… You have to get by the miners, guards and the foreman.” “Remember you can’t just go in there and start killing people.” We get the sense before leaving a man of his stature is showing signs of being visibly shaken by the presence of the Ebon Triad Cult. I ask, “So do you know of a backdoor?” He responds, “I don’t know of anything… about him, but his mining operation is poorly run.” “He pays his workers shit and pays the guards more; he figures that the guards are there to keep the workers in line.” Before we depart Smenk had some vital information. He states, “The nighttime guards are Dwarves and in the daytime they are human.” The group has a long protracted discussion about strategy when entering the Dourstone mine and the final result being a reconnoitering of the mining operation. We observe guards in teams of two making rounds each hour. Additionally two guards watch from a tower and two guard the gate. The group heads to the Feral Dog to question some of the Dourstone miners. After Zeph points out the miner from Dourstone, I throw down five gold pieces onto the table. I ask him, “Tell us about work, and tell us the layout, where you work.” “My job sucks dude…I work all day mining for copper.” Hung Lo interjects, “Are there canaries in the mine?” The worker replies, “Does a bear shit in the woods?” The worker asks, “Why do you guys ask?” The Earth Bender replies, “We need a job.” I ask him if he can draw us a map and ask how many levels are there. “I believe two, but he also built an elevator,” He quips. Hung Lo inquires further, “Who goes in the elevator…. are there guards?” He returns, “No one goes on the elevator…Guards?….Yes there are guards.” “Dourstone found new veins down there.” Hung Lo ended the conversation with, “Thank you sir……don’t go to work tomorrow.”Before we depart, Sherwood notices a white-haired elf approaching our table. As the soon recognized elf approaches, Alstan states, “I heard that you found some crazy shit in Whispering Cairn.” Zeph responds loudly, “Shhhhhhh!” He continues, “Hey how about this?” A sack is gently placed on the table. The Earth Bender begins to open the cloth bag saying, “What’s in it?” We look up to thank him and he has disappeared. Studying the contents we find four potions of invisibility. We quickly travel down to the depths of the mines arriving at the mine elevator unmolested. A number of signs warn miners to stay away from the shaft. The elevator is blocked off by wooden boards, but the Earth Bender just creates a hole in the stone alongside the shaft. With a sense of urgency the group steps into the elevator and descends some 200 feet. Before us is the expanse of the big chamber and as we step off the crude elevator we are accosted by three chain armored barb-tailed assailants. Hung Lo begins to explain that we are from the Miners Guild and we are checking on safety, but the guards are not buying it. All three let loose a volley of crossbow bolts with Hung Lo managing to deflect enemy crossbow bolt. Unfortunately for Sherwood he was unable to defend himself against another which lodges in his upper thigh. Instinctually I raise my trusty large shield blocking another crossbow bolt and sending ricocheting into the gray stony ground. Zeph reacts quickly blasting all three enemies with magical missiles causing them minor injuries. Sherwood draws back upon his longbow launching an arrow that burrows into flesh of his chest. I move to engage the enemy injured by Sherwood’s arrow, doing him serious injury but not killing him. Sherwood finally drops the seriously wounded enemy guard with another well-placed shot from his elvish longbow. Meanwhile the gnome uses his talents to increase the damage capability of the party weapons. As I cleave into the guards with cage I sense the power of the magically enhanced bastard sword. An unseen spell caster weaves dark magic and hinders the movement of both Hung Lo and Zeph. I catch sight of the enemy cleric retreating into the eastern hallway but being distracted I am injured by an enemy flail. Meanwhile another foe succumbs to the earth Bender’s missile of stone caving in his cranium. Zeph uses his talent to teleport me adjacent to the evil Acolyte of Hextor. The drawback swing and channel the energy of a missile into my sword causing grave injury as my sword burrows into muscle of his right arm. As blood streams from his wound the cleric next to me begins banging on the door. The combined attacks of Sherwood, Hung Lo and Zeph drop the final enemy guard in my second sword strike fatally wounds the retreating cleric. We search the guards finding three potions of healing and four skeleton keys besides the weapons and armor they possessed.

Diamond Lake is now a hostile town!!!!!
Ambushed from the shadows!!!

After much discussion, the group decides to return Alastors families’ bones to their proper resting place. Without delay we revisit the Whispering Cairn traveling until we arrive upon the location of Alastors once tormented spirit and as he had promised the heavy door was now unlocked. We go into a large circular chamber with swirling mist at its center. We all stare somewhat perplexed at the swirling vortex of air and I ask the Earth Bender if he has any clue as to what this may possibly be. He turns and responds, “I am an Earth Bender not an Air Bender”. Covering more than half circular chamber are murals of a great battle scene of long ago. One of the scenes shows the seven section rod being raised above an Avanti leader’s head and being separated into each individual part. The party crosses the short causeway with Esteban leading the way to the centrally located column of air. Hung Lo moves to further investigate the column inserting his hand just to discover something hostile within the column. He is accosted by two Wind Dukes who look like two armored warriors wielding 2 long swords. Anna pushes to the front thrusting into the column damaging one of wind warriors. Sherwood releases an arrow from his longbow only to see it bounce off the other Duke. I use my talent to envelop the Earth Bender with magical armor. With newly minted confidence the earth Bender summoned a missile of stone but it flies wide left of the warriors. Esteban attacks quickly becoming frustrated as his non magical short sword inflicts no damage. The Wind Dukes show their prowess in combat each conflicting wounds upon Hung Lo and Esteban. Another graceful attack by Anna inflicts additional damage to these tomb guardians. Hung Lo continues to be pummeled and I heal his wounds which allow him to remain in the fight. Esteban skillfully disarms one of the Wind Dukes and we watch the long sword crumble to dust a few inches from the warrior’s hand. Continuing to show her competence Anna destroys the other warrior with her magical short sword and it too ages a thousand years in the matter of one second then crumbling into nothingness. The Earth Bender uses his stone boxing gloves to pummel the remaining warrior but with no noticeable effect. Esteban endures another strike from the Wind Duke long sword causing severe wounds. I quickly react to Estebans profuse bleeding lying a healing hand upon his wounds and restoring most of his health. A combination of magical weapon attacks from Anna and me finally obliterates the remaining construct. If you take a brief moment to regain her composure, the Earth Bender points to the column, “I think this is some sort of lifting device that will bring us to a higher level in the tomb.” We all step into the column of air and are transported to a small upper room where we observe to our south a set of three short stairs leading to a white marble sarcophagus identical to the one in the room with the colored lanterns. Behind the sarcophagus is a raised carving upon the wall which depicts the same man that appears on the sarcophagus lid and a cloaked daemonic figure using a handle the loop to control a darkest black orb about 2 feet in diameter. Hung Lo steps upon the top step and a voice booms, “speak my name!” After a few seconds of hesitation, Hung Lo utters," Zosiel?" and a brilliant blue light shines around the sarcophagus lid. After a few seconds the light fades revealing a seam between the lid and the rest the sarcophagus. Inside the sarcophagus we find two ornamental black horns with red tips along with a few magical items namely a Circlet of Will and a Talisman of the Sphere and 500 ancient gold coins. After handling the circlet for a few moments Sherwood has a sense of dormant powers within the item. We make our way out of the Whispering Cairn into a glorious spring day.
As the sun begins to leave its peak, we enter our so-called diamond by the lake. I wave my hand motioning to the group to follow me into Tidwoad’s establishment. I quickly bargain away the two ornamental black horns pocketing 50 gold for the pair. A few of the group complain about the monetary result but I remind them that this gnome only truly values gems and jewelry. After leaving the gnome business we encounter Khellek who looking at Hung Lo says, “Revelation comes in darkness.” He looks at Hung Lo seeming to study his armor and then repeats the same statement to Sherwood and just walks on looking over his shoulder after failing to get the proper response from either adventurer. I share with the group my curiosity with a small bottled green worm recommending we bring it to Alaston to scrutinize and the rest of the party agrees so we stroll over to his residence. Before we arrive Anna and Esteban detect a hooded figure that seems to mirror our movements. Anna breaks off from the group in an attempt to follow the unknown person shadowing our group. After a minute of knocking Alaston opens his front door and immediately quips, “Where have you assholes been?” He then says, “Where’s the chick?” Esteban quickly responds, “She’s around…. She’ll be here.” I say, “You know about her mother… right?” He says in a matter of fact way, “Oh yeah.” I comment, “Then you know what she’s doing.” The Earth Bender claims, “She is using the water closet.” We hand over the green worm contained within a jar to his eager awaiting hand. He says, “Well let me study this worm.” I then ask him, “Do you know where we can find more of these?” With curiosity he states, “Why are you guys going fishing?” Continuing further he says, “Well I have an idea.” I hand over the letter from Smenk and he looks up to say, “We got these things running around in the hills?…. Great!” Alaston goes on to say, “It is probably a Spawn of Kyuss.” He adds a question, “You killed this necromancer from the free city?” I calmly respond, “Yeah.” “All right,” he says, “Why don’t you guys give me 24 hours to investigate this cult?” After bidding the sage a fond farewell, we return to the Feral Dog with Anna entering only a short time later. Over a few pints of ale(I did not partake), Anna tells us that she was able to follow the mysterious individual wearing a dark cloak, but lost him after he turned away from the Feral Dog has the rest of the party entered the building. A few hours later we are trying to make our way to the Able Coach Inn when we are ambushed by five assassins and a wizard. Without warning we are fired upon by crossbow men with all of their projectiles finding their mark. From an unknown location the wizard causes the entire party to be confused. We are now able to see five assassins dropping crossbows and unsheathing daggers as well as a cloaked figure positioned near a large sized tree. Without hesitation Anna moves and engages one of the rogues immediately scoring a critical hit. Sherwood takes careful aim letting loose an arrow that strikes true. I charge the cloaked figure but in my confused state I am unable to strike my foe. Hung Lo blasts one of our would be assassins with a projectile of stone rendering him unconscious. The cloaked figure disappears right before our eyes which can only be a talent that is among his special abilities. Unfortunately Esteban succumbs to the poison further causing him to feel the burden of great fatigue. Streaking out of nowhere in the vicinity of the tree fly missiles that strike Hung Lo causing severe wounds. The assassin in melee with Sherwood attempts to flee the scene but he succumbs to the wound caused by the Ranger’s arrow. The stealthy wizard inflicts more damage with his powerful missiles severely wounding Hung Lo even causing him to stagger momentarily. Seeing his and Anna’s plight I use my talents to close their wounds. We gang up on the remaining assassin killing him in a matter of seconds with some well-placed swings and thrusts of our weapons. And we can only assume that the invisible wizard retreated from the battlefield. After the harrowing experience we enter the Able Coach Inn with the smells of sweat and strenuous combat. I climb the stair entering my room and still fully clothed I answer the call of my bed.

Filge was up to no good!!!
He was playing with corpses, body parts and green worms

Before setting out to investigate the observatory, group has over to the church of St. Cuthbert. I gather up all the money we have to invest in of healing. In the church alone because we believe that I can secure the best deal on any purchase that might be made. Zeph takes off for the bar straightaway. I enter the church and ask the priest on duty about the purchase of healing potions. Instead I locate the priest I had dealings with before whose name was Haminzear. First he asked me about my attendance at the weekly masses to which I have been faithful. My true devotion secures my 50% discount for the purchases that I will make because they now consider me a member of the flock. After I make my purchase, I briefly speak with Gregern who explains that they saw no justification in reviving the two thugs we dropped off upon the church steps. Gregern offers his accompaniment in our mission investigate the old observatory. I declined his generous offer reminding him that we were able to eliminate Kullen and his crew. As I step toward the door, Gregern asks if I plan to give you those potions to the gnome or to the whore. I don’t answer them directly, but offer my attempts to bring them both to daily services. Gergern says, “Don’t bother with the gnome”. I depart the church with an arm full of 6 potions and 10 scrolls and with empty pockets. Shortly afterward I arrived at the Feral Dog at which time Zeph informs me of the Sheriff’s visit. He says that the Sheriff gave an indirect warning.
Looking up I can see that the old observatory was once a prominent building within the town limits. The years have taken their toll and the building appears to be in need of repairs. A slim stairway leads to the structures only door and flickering lights appear through the few windows of the observatory. The gnome moves ahead of us searching traps as he ascends the stairs he reaches a wide landing. The door to the structure forms a moon with a lunatics jabbering face. The gnome motions us up to the landing points below the landing to unremarkable door to a possible tool or storage shed. Surprised Zeph moves to the door and finds it locked. Out comes the gnome’s thieving tools and he ever so easily opens the locking mechanism. The gnome is quickly accosted by some type of undead zombie of miniature size sporting a massive tangled hair and rotting teeth. These undead appear to float above the ground as a means of movement. Anna moves up to the landing engages the little monsters. I fire magic missiles, striking two while the other manages to dodge, the two hit drop to the ground smoking and motionless. The remaining zombie continues gnawing on the gnome. Zeph lunges and stabs the undead but it appears unharmed. I launch another magic missile and again he dodges the attack. Anna his magical short sword to destroy the remaining zombie. The gnome checks the door a second time for traps and finds nothing. He then shows his skill quickly disengaging the lock and yanking the door open. A volley of crossbow bolts sail past us with three the projectiles lodging in the door. Zeph unleashes a fireball that engulfs the entire room damaging all six skeletons. I charge in finishing off one skeletons along the west wall. Anna engages those skeletons closest to the door with her initial attack being unsuccessful. The gnome steps into the room destroying the 3 bugbear skeletons closest to the door. Step to the left and with a crackling energy from my imbued bastard sword I arcane strike destroying a second skeleton. Skeleton fires his crossbow at point-blank range with quick reflexes I dodge the projectile. The gnome quick draws his crossbow and fires, but it goes wide ricocheting off the stone wall. Anna skillfully jabs the remaining skeleton in the eye socket as her sword protrudes from the back of its skull. As part of our mission, we gather the bones of the humans so we might return them to the proper resting place. We search the room finding only mundane weapons on the skeletons. The gnome does retrieve a single crossbow bolt coated with centipede poison which he notches into place along the rail of his crossbow. We move from their entering a door to the North discovering for plain bedrooms like those of a servant. Hidden behind a dresser in the north east room the gnome liberates a small bag containing six platinum pieces and five gold pieces. In a short southern hallway there is a door on the western wall but it seems to be stuck. Anna uses force to loosen the jammed door. The room appears to be an old office and we find nothing of interest. The only remaining door can be found on the western end of the main hallway. I open the door and charge inside only to be assaulted by the stench of rotting flesh. Central to the room is a long table with 10 chairs situated around it and to the North is a flight of stairs leading upward under the stair is a door and behind possibly a closet. To the South are two doors leading to pantry and a kitchen. Upon closer inspection the long table contains the bodies of nine humanoids in varying states of decomposition sitting midway through the great feast. The gnome is over to the table and pushes one of the zombies and it animates to a stance and then back into a sitting position. Ascending the stairs we enter into a large bedchamber noticeable in the eastern part of the room appears to be the mummified corpse of a goblin dressed in butler attire atop her head is that of a top hat and in his outstretched hand is a silver platter upon it rests the severed head of a middle-aged woman platinum piece sits upon her outstretched purple tongue. The opposite end of the room can be seen as a desk piled with papers and apparatus holding for long tubes peeks out from the clutter. In the Northwest wall is a massive statue of an inhuman man holding a long sword in one hand and cradling a harp in the other etched upon the base is a single word: Filge. The gnome unable to resist snatches up the platinum piece that rests upon the purple tongue. Immediately the severed head begins to scream, “intruders, intruders, intruders!” The gnome casually takes the silver tray and stuffs it into his backpack with some of the other items we’ve gathered while in this building. Most of the papers give details of how to enhance undead and the remainder tell the tale of a man sinking deeper into madness. The apparatus upon the desk contains four vials of strange liquids. We also locate the note written by Smenk summoning the necromancer to Diamond Lake. In preparation I cast shell upon us giving us increased protection in the form of magical armor. I charge up the stairs to what we believe will contain the necromancer and some of his minions. Top floor is covered by one room light filters through a wide slit in the roof and mirrors reflect the light into the center of the chamber where there is a recessed operating chamber where the beams of light center upon operating table containing blue skinned humanoid figure with the chest completely open and pinned back with long needles. Two long shelves are cluttered with papers, rotting organs and instruments are nearby the table. Four large containers each large enough to contain a human body flank both sets of short stairs that lead down into the operating chamber. Each tank contains a yellow liquid with a humanoid body bobbing about the soupy liquid. Four bugbear zombies guard the necromancer who is standing with a small animated skeleton armed with a crossbow down in the operating room. Anna moves and engages the closest bugbear zombie with her magical short sword. Zeph uses his talents to boost the damage of our main weapons. I gang up on the zombie that was struck by Anna’s sword, but it fails to incapacitate the monster. The zombies attack in mass hitting Anna and Zeph with their great clubs. Filge fires multiple dark and wispy missiles that miss. Anna finishes off the zombie we had previously engaged. The gnome quick draws his wand hitting the two zombies that are assaulting him but without effect. I channel energy into my bastard sword and strike down another zombie. Filge successfully hits three of us with a powerful volley of dark magic missiles and we are all sent reeling from the powerful strike. Anna strides over and strikes the small skeleton with a mighty thrust. Zeph blasts both bugbear zombies that are assaulting him with magic missiles. I run over to the necromancer and channel a confuse spell into my weapon striking him in the abdomen although he does not appear to be affected by the spell. Skeleton fires point-blank at Anna but the shot flies just past her left ear. Both bugbear zombies bludgeon the gnome with their great clubs luckily his magical armor deflects most of the damage. The necromancer targets me and I flee because of a feeling of dread. Anna finishes off the small skeleton with a strike from her long sword. The gnome strikes both zombies with powerful magic missiles dropping them to the wooden floor. After what seemed like an eternity of running I overcome my fear and return to the third floor of the observatory. I happen upon my companions holding drawn weapons on the necromancer as the interrogate him. Zeph sheaths his short sword and manacles his hands behind his back. We begin our interrogation of Filge asking about the green worm floating in murky fluid within the sealed tube. He says that the green worm came from a laboratory in the Dower Stone Mine dead now of course but it along with hundreds with them about the body of an undead creature called a Spawn of Kyuss. He further explains that these must be the unkillable zombies occultists mentioned to Smenk. Those worms can be a real problem as they can get inside you and then turn you undead within a day. Smenk summoned me from the free city to research some weird stuff going on in town including a cult called the Ebon Triad. The cult mentioned the presence of strange undead in swamps to the south and the age of worms. Filge continues giving more details about Kyuss who appeared about 1,000 years ago who created dozens of undead creatures bound to his will. They said an undead dragon stood by his side. Filge goes on to say that Smenk is a bad man, a cutthroat and a thief. Smenk even brought Mr. Dower Stone to meet this underground hooded cult. This cult follows the likes of: Hextor, Erythnul and Vecna and if this is true the place is crawling with secrets and I would love to travel with you to investigate the area below Diamond Lake. Knowing he is pure evil I draw my arm fully back and strike him nearly severing his head from his body. We gather all the treasure we collected and depart the old observatory. We should consider using the building as a base of operations

Our group lacks social skills....
which often causes trouble for all those involved!!!!

We return to Diamond Lake proper so that Zeph may reequip himself with armor, besides the group is really tired of looking at his little member. Perhaps gnomes are not fully grown at the age of 65 years. Zeph also needs to rest so that he may allow full recovery of his magical talents. Hong Lo feels the need to check in at the Bronze Wood Lodge. After purchasing new armor the gnome returns to his favorite fence to trade in some treasure that we have acquired from the Whispering Cairn. The gnome meets me at the feral dog and hands me 70 gold pieces as my cut of the party treasure. Zeph and I decide to check in with our boss, Chaum Gansworth. Immediately he sternly asks us where we have been over these past few days. He read phrases his question, “where have you guys been?”Zeph dryly states, “We were assisting Allustan with a few side jobs.” “Allustan?….what?” He goes on, “You guys should check in.” He continues, “There might be shit for you to do!” He then looks down at the gnome, “What’s that….new armor?…you motherfucker!” With a puzzled look he says, “What have you guys been doing?” In response the gnome gives him the customary two week notice. I do no such thing, but just stand idly ignoring our boss and instead begin to ponder our future adventures together. Chaum goes on to say, “The shit is getting weird around here!” The gnome asks, “How is it getting weird around here?” Our boss explains, “I don’t know….Smenk has been acting a little bit weirder than Smenk.” He continues, “The albino half-orc and his associates have moved one of Smenks associates into the old observatory just outside of town.” We depart the presence of the gnome’s former boss. We then go to Allustan and inform him of what we’ve discovered in the Whispering Cairn. He tells us that he will further research things we’ve encountered within the cairn. Allustan also informs us of a stranger in town that often walks around town fully cloaked. He further goes on to say that the mysterious stranger is frequenting the Feral Dog on occasion. We return to the gnome’s favorite watering hole as the patrons immediately take notice of the gnome readily throwing around money as well as his wearing newly crafted studded leather armor.
So around the time when the sun is at its highest peak our party meets at the Feral Dog. As we enter the Feral Dog, Zeph points out that the half-orc gave me an extra dirty look. The gnome and I just brush it off as jealousy because of our new found wealth. The gnome shows off his Whispering Cairn treasure to the elf and her crew who came up empty in their quest for riches within the cairn they had explored. Tirra notices Hung Lo’s red leather armor that sports a seeker symbol upon the chest. She seems surprised and wonders aloud, why would they send out multiple the seeker groups to investigate the cairns. Tirra says, “Khellek is going to be pissed!” Hung Lo and I respond almost in unison, “Why is he going to be pissed?” Tirra in a raised tone says, “Why are there more seekers here…. Did you check in with him?” As we are leaving the Feral Dog we see a cloaked figure talking with the bartender. The group then departs for the farm to the east to return the bones of Alastor. About 10 minutes east of Diamond Lake we begin our approach to the farm and quickly spy a copse of immense Deklo trees. Near the trees is the ruins of what once must have been Alastor’s home and located nearby are five grave markers each with different names. Upon the parties approach to the grave markers can be seen overturned dirt that has very recently been removed along with two shovels. Based on what I observe on the grave markers most of the family had died about 19 years ago of the red death plague. Hung Lo gives us a better estimate of when the graves were disturbed and suggests less than two weeks since the graves have been overturned. I tease the Earth Bender calling him, “the Dirt Whisper”. With a search of the area, we are able to identify tracks of a wheelbarrow leading toward downtown Diamond Lake. We also see the tracks of five booted humanoids moving about the graves then their tracks go off into the remains of the farmhouse but only four leave the building. The gnome takes a peek into the dilapidated building and discovers an arm and blood immediately inside. The gnome continues into the building using stealth and shortly thereafter returns to describe the creature he discovered within. The beast looks like a cross between owl and the bear that appears to be very angry. We retrieve the arm and upon further inspection discover a tattoo like that found on Kullen’s forehead. The group discusses and decides not to disturb the owl bear in its lair. We return to Diamond Lake carrying bloody stump of an arm and enter the Feral Dog to have a discussion with the half-orc and his crew. The Earth Bender approaches Kullen but before he can speak, the half-orc asks, “What the Fuck do you want?” Hung Lo says, “We want to ask you some questions”. Anna follows, “We just want to buy you some drinks”. Hung Lo reiterates his previous statement," We just want to ask you some questions". He then slams bloody arm on the table asking, “Who’s arm is this anyway?” Kullen responds, “What information are you seeking?… Information is costly in these parts”. The gnome and asks him," Why were you at the Homestead?" Kullen quickly responds, “This discussion needs to stop or you guys are going to get hurt”. Kullen and his crew stand and draw their weapons saying, “You’ve worn out your welcome!” Anna steps toward them and swings hitting the man fighting with two long swords. Zeph fires multiple missiles striking all four enemy combatants. I weave my magic confusing two of the enemy while the Earth Bender stomps the floor attempting to topple Kullen and his crew, unfortunately his attempt to topple them is ineffective. The magic user launches a powerful volley of missiles at the group injuring all of us. The gnome concentrates his fire striking one of the fighters however he is still able to remain in the fight. I attack channeling a spell into my bastard sword cutting into Kullen’s shoulder. Hung Lo attempts to disarm one of them but fails at this maneuver. The evil wizard uses a spell to confuse the gnome and now that he is in his confused state, gnome unsuccessfully fires a magic missile at the wizard. Anna strikes and critically injures the man wielding the halberd. After going toe to toe with Kullen, I connect using my sword causing him grave harm as he collapses onto a nearby table his eyes staring upward at the ceiling. Zeph uses his talents boosting damage on all our main weapons. Anna injures her enemy again but fails to render him incapacitated because he has rejuvenated himself with healing potions. I engage the magic user striking with a powerful downward strike rendering him severely wounded. Anna skillfully parries an attack stepping back ready to attack again. Anna then lunges stabbing with both her weapons as Rastophan steps back and continues his backward motion onto the maple planking of the floor. Hung Lo has met defeat dropping to his knees and then falling face first upon the wooden floor. The enemy wizard looks around to see two of his party on the ground that have succumbed to their injuries. As Mirovinn, the mage, quickly surveys the scene he is struck in the neck by my heavy blade thus rendering him lifeless. I order the final enemy combatant to surrender and he immediately drops his halberd as a clanging echoes throughout the bar. He responds," All right…. all right". People within the bar look around and few whisper, “Who are these assholes?” I sit the prisoner in a chair and manacle his hands. We gather all their equipment to take inventory of the most valuable items: a cloak of resist +1, a chain shirt +1, a potion of enhance strength, a healing potion, a greataxe +1, a wand of enfeeblement, a scroll of shell, and a brooch of defense +1. We interrogate the remaining prisoner, Todrik, with an admission of digging up the bones at the request of Filge, a necromancer, making his home and study inside the old observatory. Todrik also explains that it was too risky to dig up the graves within the graveyard in town since it was protected by the local priests. He also warns that once we locate the bones they maybe animated and most likely attack us. The group has a brief discussion and decides to leave the dying men on the steps of the St. Cuthbert church giving them some chance of survival. I convince the rest of the group to free the prisoner since he had surrendered to us. We will rest a bit and then move on to investigate old observatory and whoever may occupy the building.

The dangers of an underwater dungeon...
include much more than the possibility of drowning!!!

We resume our investigation of the lanterned room, descending down passage below the glow of the green lantern. After dissent just ahead of us lies a four-way intersection. The group advances to the intersection of observing large rooms to the East as well as West. Looking to the East we can see pews and possibly an altar. The gnome tries stealthily to move into the Western room. He is almost immediately accosted by swarm of beetles that engulf him destroying his leather armor with acid saliva. We observe to larger beetles behind the swarm and Anna immediately launches an arrow missing wide left. Only seconds later Sherwood hits one but it only damages it’s tough outer exoskeleton. The gnome backpedals 10 feet and blasts the swarm with a fireball. The smoke clears but the swarm is still advancing towards the gnome. I fire a missile which penetrates its armored exoskeleton and wounds the large beetle that was hit by Sherwood’s arrow. Hung Lo casts missile launching a stone projectile injuring the second large beetle. The two larger beetles charge into the hallway spewing acid upon Hung Lo. Anna and I manage to dodge out of the way avoiding the deadly acid. Anna responds with an arrow striking and injuring one of the beetles. Sherwood also connects a shot from his bow causing injury. Zeph dispatches the swarm with another fireball. I arcane strike causing the beetle to flip over wildly moving in death throws. The Earth Bender eliminates the remaining one with a missile shaped of stone. Searching the room Anna discovers the skeletons of three long dead humanoids. The skeletons are wearing leather armor with a star symbol marking the left breast of each suit. The gnome identifies the symbol as belonging to that of the Seekers, an unscrupulous group archaeologists and pseudo-historians from about 60 years ago. One of bodies has three potions of the milky substance gnome identifies as those that heal. Another has small pearl that we also identify as a Pearl of Power. Sherwood discovers a ring among the litter in the beetle nest. He knows that has magical powers but the type of power is unknown. I study the ring and discover that it is a ring of feather falling and I hand it over to Hung Lo. After sorting through our newfound treasure we move to investigate the room to the East with the gnome stealthily leading the way. Eight stone slabs about 4 feet off the ground that line the north and south walls top one of them is a corpse equipped with red leather armor. In front of the easternmost wall is a red clay statue powerfully built warrior atop the small stone stage. The powerfully built warrior is armed with a cylinder shaped great club. Hung Lo moves over to the corpse to inspect the leather armor. A familiar sleepy effect assaults our minds and Zeph, Anna and Sherwood are feeling fatigued. Before we could continue cursory inspection of the room two sleepy large sized beetles move to attack us. Quickly the group eliminates the beetles with a combination of magic and weapon attacks. Hung Lo suits up in the red leather armor and immediately feels a power of magic. We return to our adventure path has Zeph leads us to the south and we quickly discover a submerged section of the dungeon. Zeph secures himself with a rope tied off secured the room to the northwest. The group enters the submerged section with the gnome walking along the bottom and the remainder swimming. Not long after entering the water, Anna senses movement in the water and sees a swirling current moving toward us. The gnome its home with a missile into the swirling water. Hung Lo dissipates the water elemental with a stone missile eliminating the threat. The gnome retreats from the water apparently having difficulty using his stone shoes and instead swims among us. We continue swimming in enter a room east shortly after entering Hung Lo is attacked by some type of humanoid undead. Anna swims over and jabs the waterborne undead causing harm. Sherwood now equipped with his sword, attacks stabbing the creature with a well-placed strike to the throat. However all of us feel uneasy in the presence of the undead creature. Zeph tears into its flesh with a magical missile. The Earth Bender misses the hideous creature with a stone missile. The creature claws into Hung Lo’s flesh and seems to paralyze him. Another well-placed attack by Sherwood destroys the undead creature. After searching the room we gather up some minor treasure including magical leather armor and a ring valued at 200 gold pieces. We then had to return to the surface for air before returning to the watery dungeon below. We swim into the room to the west observing four a long benches and several niches along the walls with a human corpse wearing partially destroyed leather armor and a shiny short sword lying near his body. Included in those personal items and located near his body is the red lantern for which we have been searching. Anna rips the short sword from the gnome and feels its powerful magic thus claiming it to be hers. We return to the main room hanging the missing red lantern and lighting it as the final lantern to be ignited. We then hear a rumbling sound and then a click with the gnome pointing to lantern and hallway illuminated blue. We ascend the shaft at the end of the blue lanterned hallway traveling some 40 feet to an opening 10 feet in diameter exposing a hallway leading to the east. Some of us make use of some soggy rope provided by the gnome in our travel up into the hallway. Ahead of us down the hallway is a face with a gaping mouth that leads into a darkened room without a floor. Instead of a floor there is only a 3 foot wide beam of petrified wood that spans the chasm below that at about 10 feet below are countless iron spears. Those spears combined with large orange spheres make up an irregular floor. The Northwest and Southwest walls are covered in a honeycomb of geometric patterns. The Earth Bender creates a small sphere of some 4 feet in diameter dropping it to the floor below. The stone sphere dislodges some of the orange spheres and now lies among them. The gnome observes a brain-like tentacled creature with a large beak advancing against us. He quickly responds firing an empowered missile exploding its brain like body to small pieces of gray matter. The rest of us turn smell and observe the carnage of burned and exploded brain matter that Zeph had just caused. We hear the sound of a child exclaiming, “Wow!” Then we see a translucent bluish ghost of a young boy who attempts to shield our group from his hideous appearance. He then shouts, “I can’t believe you just killed that thing in one shot Shorty!” I am unable to leave this place because of my curse and I ask that you help to release my spirit." “I need you to take my bones and bury them with my family I will then slip through the metal door that will grant you access to the inner chamber.” “Please place my bones in the family plot just to the east of Diamond Lake.” “Do this for me and I will grant you access to the inner room and beyond.” Hung Lo shouts, “It’s a deal!” We descend into the ball pit search those bodies of the unfortunate explorers and potential tomb robbers. We find his bones and a small amount of treasure within the pit. We ascend into the chain main chamber and prepare for a journey back to town.

Brown Mold is so chilly....
that causes more than just hard nipples!!!!

Center to the room and upon the Dais is a stone sarcophagus with a lid that portrays a human. Before we further explore, HUNG LO, asks that we move outside the tomb to await Sherwood and his companions. We resume our exploration bringing an additional three adventurers: Sherwood, Anna and Estaban. The first investigate the sarcophagus top portion portrays a hairless sexless humanoid of 7 feet tall dressed in a toga. The left hand is curled in a fist and the right hand is palm face up around its neck scarab amulet of Zosiel. The gnome further explains that it is a powerful elemental entity. The dais has the shape of an arrow without hesitation Hung Lo rotates it clockwise as a clicks into place and we hear a great rumbling below. Estaban enters into a man sized cylinder at the end of the yellow lantern hallway. As he enters the cylinder immediately descends to the unknown below. We rotate the dais the blue lanterned hallway but nothing happens so we rotate it to the indigo hallway. The gnome enters the short passage to investigate only to find a skeleton for a long ago deceased human. Not much happens with the other colors so that we decide to investigate further into the lower chamber of the yellow corridor. Down below in the chamber ahead lies a large slab of stone with a small opening atop leading to another chamber. The gnome gets a boost from the elf me scampers over the stone obstacle into the adjoining room. The Earth Bender reduces the size of the stone wall, but before we realize the gnome is being assaulted by a creature trying to strangle him. The remainder the party climbs over to see the gnome giving the creature a golden shower. We discover alcoves that line each wall and within them are statues of humanoids with cupped hands. We continue down the hallway and in the air there is a chill as the temperature begins to drop. No sooner had we felt the chill when three more of creatures that look more like a bola, but instead of weights there is a large eye at each end. Anna jabs one in an eye while I cut another down with a mighty swing of my bastard sword. Zeph must have been struck by some kind of magic and begins running from whence he came. Anna kills the one that was trying to choke her with a well-placed thrust of her rapier. Combined attacks from Sherwood and I kill the last creature. After waiting a few minutes for Zeph to return from his fear, we resume our movements entering a large room with archways to the north as well as the south. As we begin to into the room, the cold intensifies and we observe a large patch of brown mold obviously the source of the arctic like temperature. The mage decides to blast some of the mold after taking damage from it. The fireball appears to have no affected whatsoever on the brown stuff and in fact it doubles in size. Zeph takes additional damage because of its proximity to the mold which nearly surrounds him. Hung lo and Esteban also feel pain from the intense cold because of its now doubled size. Hung lo discovers two niches within a centrally located large stone slab. Esteban searches one of the niches and finds the crushed skeleton along with a backpack. Within the backpack he finds little statues that he thinks are worth money. He also finds goggles of minute seeing a wand of earth among the crushed skeletal bones. Esteban attacks with no affect; he then takes some orange liquid spilled onto the floor with the same result. I fire a missile that seems not to harm it. Finally Zeph uses two acid fireballs and mostly eliminates the chilly threat allowing us to move into the northern area. The room to the north of appears to be a workshop containing statues as well as workbenches. Among the stuff is a large egg made of stone marked with symbols. Hung lo identifies the symbol is coming from the Prince elemental evil. Hung lo says aloud, “This is bad juju.” Zeph inspects the staff which contains six grooves and appears to be segmented and able to be broken into seven pieces. Its fine workmanship will most likely allow it to be used as a masterwork staff. Zeph believes this to be modeled after the legendary seven segmented magic rod. So he and hung lo now believe that before time elementals battled the Wolf Spider Demon. We leave the stone egg behind to retrieve later move into the southern room to investigate. This room appears to be a living quarters of important figure with a statue placed against the wall depicting a balding man with outstretched hands. Against the East wall is a thin slab with swirling air above it and upon for letter further inspection appears to be a bed. It must have some kind of magic upon it because when Zeph approached he felt sleepy. We return to the sculptor’s workshop to retrieve the stone egg. Esteban smacks the egg with his mace and it animates into a small creature earth and stone glowing gemstone eyes. Anna fires an arrow that breaks upon impact on the stony creature. I attack using arcane strike with my bastard sword but it seems to only damage it stone like outer shell. Hung lo informs the party at the stony creature is immune to non-magical attacks. Zeph touches the creature injecting it with a magical missile and disrupting its form. Esteban looks in his backpack in search of something that may damage this creature. Hung Lo fires a boulder in a missile like attack at the creature causing it damage. Zeph touches the creature in a surge of energy that damages the outer shell of the stone monster. Again I attack using arcane strike that seems to finally damage the creature; meanwhile most of the party remains bystanders. Zeph and I continue to pummel the stone creature and after a few attacks Hung Lo decides to join the fray and ultimately the creature is destroyed by us as a trio. We return to sleep in the sleeping quarter that offers Zeph a promise of restful sleep. He is in the greatest need of recovery of his magical talents. After waking we ascend returning to the main chamber and prepare to investigate another of the colored hallways.

An Elven Wizard seeks our talents and abilities....
We begin to investigate the Whispering Cairn

We have returned to the Diamond Lake to look for temporary lodging for Lilya Haldenfrond before we bring her back to her father in the town of Blackstone. We are chatting it up with Lilya in the Able Coaching Carter Inn with her becoming insistent on remaining in Diamond Lake. As I’m talking her eyes turn a green color and after I noticed this in man approaches us. This man that approached asks Lilya where have you been? I’m here on the behest of one of the mine owners. The Man offers to return her to her father black lake in a few days. She explains is fine here will return when she feels like it. I interject, “I will return her to the safety of her father in black lake.” The man says now that I’m here I want to see the freak show in The Emporium, I hear there’s a lot of strange oddities. Another attractive, sleek and confident elf woman wearing a red brooch announces a challenge of a game of darts. Zeph accepts her test though he admits his skill with thrown weapons is lacking. The game ends swiftly after only one round with only the elf striking the target. The gnome and another patron hand over some coinage and she quips, “Thanks for the gold”. She is good natured about it and Zeph convinces her to buy him a drink. The elf explains their mission in the area is to search the Stirges Cairn. She has brought her two companions, one a wizard and the other the champion of the Games from the Free City to seek out the treasures with this cairn. Tirra insists that they are going to search in the area she mentioned. We explain to that elf there is danger that awaits. We fought undead that appear ghostly along with a plant type creature that has vines that reach out and attack. Zeph tries to save them some time and relays the folly of their actions in searching an already empty location.
Lilya reluctantly agrees to return to her homestead in the morning and retires to her room upstairs. I try and keep a watchful eye on Lilya’s whereabouts while Zeph parlays with some gnome tourists offering to trade his bottle of fine brandy for gems. As Zeph leaves, Kullen chuckles, “knife throwing midget.” He then departs Zeph the inn to barter some of the treasure with his gnome friend while I watch over the fair maiden. I inform Zeph of a Bronze Wood Lodge note asking us to meet at the old mining office just outside of town. The note appears to have been sent by another elven friend Sherwood. I approach my boss the mine owner and asked if I may borrow two horses. “I will loan you the horses because it may bode well for me, returning a mine owner’s daughter to her father.” I returned to the end with the forces to discover that Lilya has disappeared. I search her room but she is nowhere to be found to ask the bartender if he saw her leave. He claims to not seen her leave so the gnome and I search the room clues. Search her room to no avail and the room appears neat and tidy. Zeph says, “Let’s go find Sherwood since we haven’t found anything”. I begin to ask around town and everyone claims the she has not been seen. We go back to the inn running into Hung Lo, an Earth Bender from the Bronze Wood Lodge. He claims our mutual friend, Sherwood, summoned him to meet at an old mining office just outside of town. I’m familiar with it and as far as I know it’s been abandoned for years. So Hung Lo, Zeph and myself depart the end to meet Sherwood. We find the old office in a state of disrepair with weeds choking out the area in the front of the office yard. I know that this has not always been abandoned and we have found goblins and bandits inside in the past. Zeph sneaks into the front yard and peers in a window near the door which is nearly off its hinges the porch is also in this repair and is partially collapsed. The gnome gives us that the signal that enemies await inside and I observe him drawing is sword. Hung Lo turns to me and says, “This is what I wanted to be doing at 6 o’clock in the morning”. Zeph yells out, “goblins!” I moved to flank the door and Hung Lo readies for combat. The goblins charge through the door onto the porch. The Earth Bender lets loose a missile, but it strikes a post on the left side of the porch. The gnome blasts them with a fireball as they stand by the door. The goblins are engulfed by the fireball and smoke wafts off of their bodies as they appear to be severely injured. I charge the goblins and hack one causing him to collapse to the ground lifeless. The Earth Bender fires a second missile and this one meets its mark striking the goblin in the lower abdomen, while gnome drops a third one with his short sword. The last one is felled by my bastard sword. The Bender walks over to study the dead goblins and says, “you guys don’t play around!” “That fireball was no joke!” We enter the office and we find grime and garbage littering the interior. The air is stale and dust floats as sunlight penetrates the darkness. We notice a circle on the floor and some type of cards, maybe playing cards and it must be a summoning circle. In front of us are double doors one being off of its hinge. Zeph claims that he hears something and he begins to sneak into what appears to be a dining room. Sitting in the northeast corner sits a cloaked figure begins clapping saying, “an impressive display”. He further states that he’s glad to see we are prompt. The gnome asked him what he’s doing there in a cloaked man says that I’m waiting for you. So then the gnome asked why do you want us here? Man explains that he’s in need of adventurers but had to test us to be sure we are worthy of his mission. He says it’s thinking here let’s go out in the into the sun. The cloaks hood mostly hides his face as we stroll out into the sunlight. As we walk outside another man approaches wearing armor equipped with a shield and sword. I am able to recognize him as a priest of St. Cuthbert from Diamond Lake. He proceeds to question me and asks, “Mordecai why did you want me out here?” The man chuckles and removes his hood revealing a very attractive grey elf. He must have used his magical abilities to gather us together. The elf says, “Listen I can tell you all that’s going on but some bad shit is going on in these parts.” I would like you guys do me a favor and head over to the Whispering Cairn. The priest, who calls himself Gregorn, explains that he’s out for adventure and better the cause of St. Cuthbert.
Our newly formed group departs for the Whispering Cairn some 10 miles away ready for whatever awaits us. We arrive finding a naturally lit hallway leading into darkness with a thin coat of dust covering the floor. The walls are adorned simple geometric patterns. The walls show signs of weapon damage or perhaps being worn on the passage of many years. The cleric casts glow upon his weapon allowing us to view inside the tombs darkness. We travel deeper into the darkness discovering a moldy robe in an alcove. Study the Eastern alcove finding is a marble pedestal missing whatever was placed on top the work of tomb robbers most likely. We move further down the hallway looking to more alcoves went to the east to the west. We look into the Western alcove seeing what appears to be a small white marble platform raised about 3 feet of floor. A strange arcane shattered apparatus rests upon its top its curved oval frame gives the appearance of a mirror. An arcane glyph is carved into the base of the platform in the gnome steps up two study the strange symbol happening upon some shards of black rock that feels cold to the touch. Zeph studies the glyph and the others that surround it within the room deducing that it is some kind of transportation device. I assist the gnome and identify some of the glyphs as naming individuals. The gnome believes these black shards of rock may be worth something. As we depart the alcove we notice a flickering green light deeper into the main hallway. The other alcove is blocked off by collapsed ceiling that looks as if it would take weeks to dig through. The central hallway leads us into an area where wolves advance to attack. I am the only one that notices and I’m able to confuse them with my magical talent of colored dancing lights. The wolves charge the gnome snapping and biting at him and manage trip him. Hung Lo launches a missile hitting one of the wolves in the leg. I Summon magical power to my bastard sword straight down the wounded wolf. Gregorn attacks a wolf striking him with his trusty mace. The Earth Bender finishes off the second wounded wolf with another missile. I eliminate the third wolf with an arcane strike from my bastard sword. We travel to the east searching the wolves den finding a variety of bones including that of human. Cleric discovers an old backpack among scattered bones and wolf dung. Inside we discover a lantern with indigo glass panes. On the opposite wall we discover and Elven armband with an intricately carved design. I find a marble index finger broken off of a statue. We move into the Western wing of the large central room and see a large Dias with seven narrow hallways traveling out from the central point. The chain dangles at the end of each hallway and each chain bears a colored lantern and the colors are red, orange, yellow, green, blue, indigo and violet. We enter a hallway as an offshoot of the main room moving away large amounts of cobwebs. The gnome halts us and we step back as he fireballs the remaining cobwebs that had hundreds harmless spiders. Moving in we descend into a circular room with seven short hallways ending in a circular area. At the end of each bears a chain within 5 of the hallways hangs lanterns with one a glowing green light. Above is a dome set with metal and glass shards that uses the light to depict starlight and falling snow.

Lovely singing, but a hideous appearance!!!!
Such Charm!!!

• It is around 1300 hours, Zeph and I are hangin at the Feral Dog and wouldn’t you know it an old acquaintance walks through the doors. It is Sherwood of the Bronzewood Lodge. Sherwood is an elf of true character and skilled with a bow and sword. With only a quick hello, he explains a dire situation that needs our attention. Bandits have taken a local girl and she is a daughter of a wealthy merchant. He believes the bandits have a hideout and have the captive at that location. I tell Sherwood let us waste on time…she is in need of our assistance. We are traveling in a southwesterly direction following the trail. After a day we set up camp along the wood line of the trail. The night passes uneventful and we wake to the morning sun poking through the springtime buds of the oak and maple trees.
• A hour or so elapses when we become aware of some talking ahead of us to the southeast. Zeph slips into the underbrush to sneak upon the creatures. Zeph opens fire blasting three bandit types and a creature that looks like a large ostrich with an over-sized beak. One bandit yells to another, “I told you something was out there!” The large ostrich type creature just turns and flees the melee. I shield bash one and knock him off his feet. Sherwood drops one with an arrow into his neck and the remaining two enemy surrender. After some interrogation we learn of the bandit hideout and that the girl is indeed being held hostage. I tie the remaining two bandits to a tree and leave them with four gold, but Zeph relieves them of their remaining gear and money.
• Our trio returns to the trail with Zeph sneaking about 30 feet ahead of us. We halt our advance because Zeph discovers a clearing with a group of buildings around it. Zeph uses his quick action to avoid a pit trap just before the clearing. Zeph motions us to advance and he continues toward the building with a tree growing out of it. We hear a sweet song coming from the building with both Sherwood and Zeph following the music seemingly charmed. I charge into the building to see an ugly winged woman singing and my companions along with four bandits walking toward her. I fire a missile striking her in the shoulder and she responds by flying down and attacking me unsuccessfully. I swing and cut deep into her hip and she retreats to an upper branch of the tree growing out of the building. She tries to talk her way out of the deadly situation telling us that the girl is in the building next to the one we are presently located. I have no intention of aligning myself with an evil creature, but follow her suggestion and attack a charmed bandit slaying him. She swoops down and joins me in the attack. My companions snap out of their charmed trance to see me and an ugly winged woman battling some bandits. As my friends join in our combat against the bandits…I turn and fire a magic missile killing the ugly female beast dropping her from her hovering stance. She deserved no less than death as a truly evil creature. Now that I killed the seemingly friendly winged creature, Zeph displays a confused look. Now that we return to combat as a trio, we make short work of the remaining bandits.
• We locate the kidnapped young woman and she implores us to retrieve her personal belongings. We escort her to the building where the melee took place so she may be safe while the three of us go to gather her stuff.
• Zeph sneaks ahead moving toward the largest of the buildings unable to avoid a bunch of marbles placed along the stairs as a trap. After Zeph is initially caught by surprise at the building’s entrance, he uses his magical prowess along with our fighting skill to kill the remaining bandits.

You have heard of the circle of life, but what about the circle of death?
Mordecai Tarmikos

I am happy to report my clarity of mind. Those things of my past are just that…not of the present or future. I have become gainfully employed by Chaum Gansworth for the last eight months with mostly odd jobs. I have an advantage over many other employees in that I have not been required to brave the dank and darkness of the iron mines beneath Diamond Lake. I also have recently been reunited with a friend of my youth some years my senior, a gnome named Zeph. Although I sometimes doubt his intentions, he has been trustworthy throughout our younger trials and tribulations. We both have known true despair being so poor during our early days that begging for food in the streets of Diamond Lake was necessary to our survival.

Zeph and I have agreed that we must take charge of our lives and leave the poverty we have known, so we have asked Chaum to give us more challenging tasks in the days ahead.
Around noon we happen upon Chaum in a conversation with the wizard we both have know for a long time: Allustan. Both of us eaves drop and listen to their discussion interjecting with an offer to assist the wizard with a dangerous mission to rid a tomb in the Cairn Hills of the undead spirits of beings.

We rose with the sun the next day and departed to an area in the Hills described and crudely mapped by Allustan. I had some measure of apprehension as we departed because we lacked a man of faith, and I prayed to the Gods that it would not be necessary. Although crude, the map lead us almost directly to the tomb in question and we descended crude stairs to the entrance. The portal appeared to be quite old and upon opening a earthy odor and total darkness greeted us with mystery and uncertainty. We both drank the potion of darkvision given us by Allustan allowing us some measure of vision in the complete darkness that awaited.

Entering the first room we quickly discovered a summoning circle just as Allustan described it. Straight away Zeph drew out the scroll to dispel the magic and the magical mark began to fade from the gray stone floor now only two remained. Another oddity that struck me was the vast amount of plant growth that filled not only the first room but the hallway as we traveled south from that initial area. A mere 30 feet into said hall a vine of some sort attacked and wrapped itself around my gnome friend. I put all my strength behind a swing of my bastard sword and severed the vine eliminating the threat. We now moved about the tomb more quietly and cautiously moving from hallway to room in such a fashion.

After fighting a few of those creeping vines we entered another room that displayed the drawings of a summoning circle but were surprised by some beasts not of this world. A ghost like figure lunged out from the area of the circle while two thin and hideous creatures leapt from the ceiling east of our location. Zeph blasted both of the ugly, grey skinned creatures before they were able to assault us. The ghostly beast assailed us with some kind of force that weakened Zeph’s vitality, but after a short combat, I ended its existence using my Arcane Strike. Luckily Zeph’s health was restored after a short time of maybe 5 minutes. Once he completed the ritual removing the circle he felt just fine. We battled another ghostly undead and dispelled the final circle leaving the tomb with a small amount of treasure, but it was the largest sum we have possessed at any one time during our lives. We returned to Diamond Lake and reported our success to both Allustan and Chaum. Following our meeting Zeph ran like a flash of lightening to cash in his gems and park himself at the bar with his fists full of mugs of ale. I hope he will sober up before our next assignment!!!!

Welcome to your Adventure Log!
A Place for the Daring


Welcome to the “Age of Worms Adventure Log”

The amazing exploits of Greyhawk’s greatests heroes have always been recorded for others to marvel at—the heroes of the Age of Worms Adventure Path are no different.

All heroes are invited to record adventures. Please follow the guidelines below:

  • Click “Add New Post”
  • Name your post in “Title”
  • Skip “Wiki Page Name” as the default back to the title is probably best
  • Write your character’s name in “Tagline”
  • Write the post in character.

    The entries should reflect what your character sees and accomplishes. Remember that journal entries written in character will reflect his/her unique point of view or “slant” on what transpired during the party’s adventures. These entries can illustrate your character’s prejudices, feelings, and reactions to others’ behavior and the events of the adventure. They can also serve to show character growth and development through the course of the campaign, as future entries can demonstrate evolved thoughts and actions.


    If you feel the need to comment on a player’s entry, please respond out of character, as this should not be a place for characters to flame one another. Consider the entries of other characters to be private (i.e. written in a personal journal). As players, don’t use this information to color your roleplaying—-unless the character shares the information in game.

In order to encourage posts to the Adventure Log the following rewards will apply:

  • A post will earn the player a bonus Hero Point for the next adventure.
  • Every third will earn a consumable magic item.
  • Every fifth post will earn two Experience Points.
  • Every tenth post will be rewarded with a permanent magic item.

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