BrOp's Age of Worms Adventure Path: The Whispering Cairn (IC)

With Rial and Fixit's second, Kerwin nods to Sniffer in the direction of the corridor inviting the 'forged to join him as they progress deeper into the lower level side by side.
 

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Careful not to make too much more noise, the group creeps through the intersection leading to the beetle-filled chamber, heading north down the unexplored corridor.

After two shallow alcoves studded with numerous pegs halfway down its length, the corridor seems to run into quite an obstacle. Twenty-five feet from the intersection steps lead down to a lower section of this sub-level of the Whispering Cairn. Sadly, this lower level seems completely underwater. The water seems quite clear and smells fresh, allowing you to see that the steps continue another 10 feet underwater before opening up into a larger chamber, also underwater. From here it is impossible to tell if there are any air pockets in this room. Add-in: The water has no discernable current and is cold, although not unaturally so.

OOC: Just as a reminder, the non-warforged in the group can hold their breaths for a number of rounds equal to twice their Constitution scores, as long as they are only taking move or free actions. Taking a standard or full-round action reduces this period of time by one round. After that period of time, one must make a DC 10 Constitution check to continue holding one's breath, or begin to drown. Each round one succeeds at this roll, the DC increases by 1. When drowning you first fall unconscious (0 hp) in the first round. In the following round, one drops to -1 hp and is dying. In the third round, one dies.

By making a successful DC 10 Swim check one can swim one quarter one's speed as a move action.
 
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OOC: I assume I do not breathe? Dam I wish I had the write up.

Sniffer looks at the water than bends down and sticks a finger in. Looking both ways he tries to judge the speed & and direction.

"The water level is running high and the current may be swift. Clear water in caves is tricky. I will volunteer to see if that other door is locked. Fixit, can you join me? I think we both need to be tied to shore. Fast currrents or trapped doors may incapicitate us and we would need the shore party assistance."
 

Ranger Rick said:
OOC: I assume I do not breathe? Dam I wish I had the write up.
OOC: Correct, warforged do not breathe. They might rust, but that takes longer ;)
Ranger Rick said:
"The water level is running high and the current may be swift. Clear water in caves is tricky. I will volunteer to see if that other door is locked. Fixit, can you join me? I think we both need to be tied to shore. Fast currrents or trapped doors may incapicitate us and we would need the shore party assistance."
OOC: Actually, the water has no current at all, is quite cold (although not unnaturally so given the underground conditions) it is perfectly still. I will change the above post to reflect this.
 


Kerwin retrieves the rope from his pack and begins tying it around Sniffer. "There you go." He says as he finishes tying the knots. Then he moves on to Fixit and offers to attach him to the rope as well.
 



Fixit agrees to have the rope tied to him and then walks towards the water covered stairs, stopping beside Sniffer he motions for the seasoned veteran to lead the way.
 

Someone said:
"If the rest of this... thing is flooded, this little jaunt ends for us breathing creatures." says Rial.


Sniffer empties is pockets and checks the knots than answers Rial, "There is but one way to find out." Looking to Fixit, "Are you ready? Make sure you have nothing that can be lost."
 

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