Olaf the Stout
Hero
Session 9 - Back to the Whispering Cairn
As scribed by Roku Gimball
We ensure that all the undead in this place are destroyed before we leave – and Traeven also decides to take the glasses from the small Mummy.
It is a good decision – they turn out to have useful properties which will help him.
We quickly seek out Allustan and once again ask his assistance and counsel.
He tells us the coloured liquids have magical properties – normally the worms would die rapidly if they can’t find a host – but the liquids somehow preserve them.
We remember that Veltargo gave a liquid drink to the members of the Green Dagger Gang in his ruse – in reality he was infecting them with the Spawn of Kyuss.
Allustan promises to study all he can to help us to throw more light on what is happening. It is now early morning – and we wish to next go to the Feral Dog to give Filge’s eyes to Kullen. It is my plan to make a tentative ally of this man and his cronies. He may be able to help prevent the wrath and power of Balabar Smenk from further complicating our plans.
We wile away the day selling our loot, and buying some useful items for the trials ahead. In the evening we head to the Feral Dog.
Traeven approaches Kullen and loudly proclaims he has brought the items which Kullen requested of him. Seeing the small, bloody, cloth-wrapped parcel, Kullen guesses what we have and is much pleased, and a few rounds of raucous drinking follow. It is suddenly as if we are all old friends.
We press Kullen for titbits of information.
What does he know of Balabar? What relationship exists between Balabar and Filge?
Unfortunately there is little to be learned. Kullen prefers Balabar to Garavin – his former employer – but knows only that Balabar and Filge are “mates from Greyhawk” – beyond that he simply does as he is told.
We part on the best of terms – Kullen promising to assist us in future if we ever need employment in the town.
Next we press on to the Land family farm, intent on burying the bones to release Alastor from his prison – but not before Traeven makes a short detour to the Observatory and sets it to the torch.
My friend is concerned about leaving behind any traces of our earlier visit, and believes that a fire will hide much damning evidence.
Then it is a rapid return to the Whispering Cairn, where, as expected, we find no trace of Alastor and the portal opened.
Moving tentatively inside, we find a huge open room with 4 platforms around the edge. Walkways join the platforms to a centre area where we can see the pillar of rushing air we were told about by Alastor. 2 of the walkways are destroyed and have fallen into the deep chasm beneath us.
As we walk around the edges of this vast room we become aware of enormous scenes etched in to the walls. They seem to depict the story of a battle. As we move, a fog-like substance materializes around the walls and appears to animate the scenes.
In the first quarter we see what begins as a peaceful picture. Huge Vaati figures are relaxing in comfort – but as the scene animates we see dark creatures appear and attack them.
In the second quarter we observe a gathering of the opposing forces of Law and Chaos. There are 7 noble Wind Dukes crafting a master weapon to defeat the forces of Chaos.
In the 3rd and 4th quarter is depicted the huge battle. The Queen of Chaos has recruited Miska the Wolf Spider to assist her cause. The Wind Dukes have crafted the mighty Rod of Law. As the battle rages, the Rod of Law is scattered through the land – the leaders of both sides are killed and the dead Wind Dukes are each buried in separate tombs.
We take careful note of the images and glyphs on all of the individual Dukes armour and clothing.
Traeven steps into one of the walkways, intent on investigating the central area. Immediately 2 figures materialize, wearing somewhat familiar garb.
Wind Warriors.
I try and reason with them – we have no wish to fight and harm these noble warriors for good. But it is not to be, and a brief battle ensues where they are killed. On dying, they crumble away to dust.
We advance on the Wind Pillar. Traeven, wearing the Ring of Feather Fall – steps in and is immediately swept up and disappears. The rest of us are about to follow when he returns – and tells us it is quite safe – so we then all go together.
We find ourselves in a small room some 20 by 35 feet. A sarcophagus identical to the one in the lantern room below is inside.
On the wall is depicted more scenes in bas relief. A demon holds aloft a black globe – touching it to a warrior’s chest and the warrior begins to crumble before our horrified eyes. A dreaded Sphere of Annihilation.
As we move toward the sarcophagus, the scene animates and the warrior utters – “Speak my name” – whereupon the scene freezes again.
It seems we need to be able to read these glyphs and strange symbols – so we rest while I prepare the requisite spells.
Soon I can make sense of all the written signs on the walls and we make haste to gather as much detail as we can while the spells effects last.
We determine that the Duke in this room is named ZOSIEL. The 7 Dukes depicted at the other end of the Wind Pillar are AMOPHAR, DARBOS, EMONIEL, ICOSIOL, PENADER, QADEEJ, and URIEL.
The broken arcane item we found earlier sports the glyph of Icosiel. The Duke impaling the wolf spider is Qadeej.
Back in the small room again Taeven says the word "Zosiel" and a blue light forms around the sarcophagus lid, enabling us to remove it.
Inside we find a silver diadem with a strong magical aura, 2 long black horns with red tips and a small box firmly sealed with molten metal – covered with the glyphs of the Queen of Chaos.
We gather up everything and rush back to town for a further audience with Allustan.
Telling him everything – his eyes suddenly light up with understanding and he finds a book from his voluminous collection. He reads to us the following passage:-
“When the last of the Lands is laid to rest in the soil that held Icosiol, first of the line, the eye that is severed shall open, the hand that is severed shall grasp the hearts of all. The savage and the tyrant will peer from the same brow and the aspect will let loose the Age of Worms.”
It seems we have been the unwitting instruments of evil. Our willingness to help Alastor – done with the noblest of intentions – has apparently initiated our worst fears.
Allustan counsels us with his usual wisdom. Total secrecy is paramount.
It seems there have been a string of strange coincidences. Our party as well as the Seekers have found ourselves here at the same time. Veltargo’s actions, the Green Dagger Gang, the stolen book, Filge – all happening at the same time in spite of the fact that the initial acts of this process occurred centuries ago.
He suggests the “Age of Worms” is coming and we have been selected by the Gods of Law to be the instruments of salvation. I can only hope and pray he is right and we can be worthy of the task set for us.
Our next step is clear. We must go to the Dourstone Mine – mentioned in Smenk’s letter to Filge – and investigate the happenings there. “Green Worms and unkillable zombies”.
Dourstone Mine is close – a few minutes’ walk to the northeast. We know the mine has “prohibited areas” – an elevator leads down to these deeper levels.
We consider several strategies as to how to get in.
In the end, Travens suggestion seems the most sensible. It is known that Smenk provides supplies for the mines operation. Kullen has promised he can get us work.
We will approach Kullen, and try and get work delivering material. We will secrete our armour and weapons amongst the crates and goods in the cart – and make our way inside to see what we can find.
As scribed by Roku Gimball
We ensure that all the undead in this place are destroyed before we leave – and Traeven also decides to take the glasses from the small Mummy.
It is a good decision – they turn out to have useful properties which will help him.
We quickly seek out Allustan and once again ask his assistance and counsel.
He tells us the coloured liquids have magical properties – normally the worms would die rapidly if they can’t find a host – but the liquids somehow preserve them.
We remember that Veltargo gave a liquid drink to the members of the Green Dagger Gang in his ruse – in reality he was infecting them with the Spawn of Kyuss.
Allustan promises to study all he can to help us to throw more light on what is happening. It is now early morning – and we wish to next go to the Feral Dog to give Filge’s eyes to Kullen. It is my plan to make a tentative ally of this man and his cronies. He may be able to help prevent the wrath and power of Balabar Smenk from further complicating our plans.
We wile away the day selling our loot, and buying some useful items for the trials ahead. In the evening we head to the Feral Dog.
Traeven approaches Kullen and loudly proclaims he has brought the items which Kullen requested of him. Seeing the small, bloody, cloth-wrapped parcel, Kullen guesses what we have and is much pleased, and a few rounds of raucous drinking follow. It is suddenly as if we are all old friends.
We press Kullen for titbits of information.
What does he know of Balabar? What relationship exists between Balabar and Filge?
Unfortunately there is little to be learned. Kullen prefers Balabar to Garavin – his former employer – but knows only that Balabar and Filge are “mates from Greyhawk” – beyond that he simply does as he is told.
We part on the best of terms – Kullen promising to assist us in future if we ever need employment in the town.
Next we press on to the Land family farm, intent on burying the bones to release Alastor from his prison – but not before Traeven makes a short detour to the Observatory and sets it to the torch.
My friend is concerned about leaving behind any traces of our earlier visit, and believes that a fire will hide much damning evidence.
Then it is a rapid return to the Whispering Cairn, where, as expected, we find no trace of Alastor and the portal opened.
Moving tentatively inside, we find a huge open room with 4 platforms around the edge. Walkways join the platforms to a centre area where we can see the pillar of rushing air we were told about by Alastor. 2 of the walkways are destroyed and have fallen into the deep chasm beneath us.
As we walk around the edges of this vast room we become aware of enormous scenes etched in to the walls. They seem to depict the story of a battle. As we move, a fog-like substance materializes around the walls and appears to animate the scenes.
In the first quarter we see what begins as a peaceful picture. Huge Vaati figures are relaxing in comfort – but as the scene animates we see dark creatures appear and attack them.
In the second quarter we observe a gathering of the opposing forces of Law and Chaos. There are 7 noble Wind Dukes crafting a master weapon to defeat the forces of Chaos.
In the 3rd and 4th quarter is depicted the huge battle. The Queen of Chaos has recruited Miska the Wolf Spider to assist her cause. The Wind Dukes have crafted the mighty Rod of Law. As the battle rages, the Rod of Law is scattered through the land – the leaders of both sides are killed and the dead Wind Dukes are each buried in separate tombs.
We take careful note of the images and glyphs on all of the individual Dukes armour and clothing.
Traeven steps into one of the walkways, intent on investigating the central area. Immediately 2 figures materialize, wearing somewhat familiar garb.
Wind Warriors.
I try and reason with them – we have no wish to fight and harm these noble warriors for good. But it is not to be, and a brief battle ensues where they are killed. On dying, they crumble away to dust.
We advance on the Wind Pillar. Traeven, wearing the Ring of Feather Fall – steps in and is immediately swept up and disappears. The rest of us are about to follow when he returns – and tells us it is quite safe – so we then all go together.
We find ourselves in a small room some 20 by 35 feet. A sarcophagus identical to the one in the lantern room below is inside.
On the wall is depicted more scenes in bas relief. A demon holds aloft a black globe – touching it to a warrior’s chest and the warrior begins to crumble before our horrified eyes. A dreaded Sphere of Annihilation.
As we move toward the sarcophagus, the scene animates and the warrior utters – “Speak my name” – whereupon the scene freezes again.
It seems we need to be able to read these glyphs and strange symbols – so we rest while I prepare the requisite spells.
Soon I can make sense of all the written signs on the walls and we make haste to gather as much detail as we can while the spells effects last.
We determine that the Duke in this room is named ZOSIEL. The 7 Dukes depicted at the other end of the Wind Pillar are AMOPHAR, DARBOS, EMONIEL, ICOSIOL, PENADER, QADEEJ, and URIEL.
The broken arcane item we found earlier sports the glyph of Icosiel. The Duke impaling the wolf spider is Qadeej.
Back in the small room again Taeven says the word "Zosiel" and a blue light forms around the sarcophagus lid, enabling us to remove it.
Inside we find a silver diadem with a strong magical aura, 2 long black horns with red tips and a small box firmly sealed with molten metal – covered with the glyphs of the Queen of Chaos.
We gather up everything and rush back to town for a further audience with Allustan.
Telling him everything – his eyes suddenly light up with understanding and he finds a book from his voluminous collection. He reads to us the following passage:-
“When the last of the Lands is laid to rest in the soil that held Icosiol, first of the line, the eye that is severed shall open, the hand that is severed shall grasp the hearts of all. The savage and the tyrant will peer from the same brow and the aspect will let loose the Age of Worms.”
It seems we have been the unwitting instruments of evil. Our willingness to help Alastor – done with the noblest of intentions – has apparently initiated our worst fears.
Allustan counsels us with his usual wisdom. Total secrecy is paramount.
It seems there have been a string of strange coincidences. Our party as well as the Seekers have found ourselves here at the same time. Veltargo’s actions, the Green Dagger Gang, the stolen book, Filge – all happening at the same time in spite of the fact that the initial acts of this process occurred centuries ago.
He suggests the “Age of Worms” is coming and we have been selected by the Gods of Law to be the instruments of salvation. I can only hope and pray he is right and we can be worthy of the task set for us.
Our next step is clear. We must go to the Dourstone Mine – mentioned in Smenk’s letter to Filge – and investigate the happenings there. “Green Worms and unkillable zombies”.
Dourstone Mine is close – a few minutes’ walk to the northeast. We know the mine has “prohibited areas” – an elevator leads down to these deeper levels.
We consider several strategies as to how to get in.
In the end, Travens suggestion seems the most sensible. It is known that Smenk provides supplies for the mines operation. Kullen has promised he can get us work.
We will approach Kullen, and try and get work delivering material. We will secrete our armour and weapons amongst the crates and goods in the cart – and make our way inside to see what we can find.