The Whispering Cairn (Team Diamond Lake) - IC

Well, we could go to town and rest, perhaps buy a scroll Aria could use to blast that mold, and then come back. We'd need to be wary of the gas trap. Hrm, what if the gas hasn't gone away? We'd best rest here, heal up, and then see what can be done about the gas or the mold. Mayhap our Cleric can ask for divine aid of some sort? A spell, perhaps, that could soak up the frost damage?

Are we certain neither of those wands casts a frost spell? It doesn't seem likely, him being here and not over there, but it would be convenient...
 

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OOC: If the group travels back up the hallway they will see the gas has dissipated. Making the way clear to go back up.
 

To town! My master, a mage of good power, may be willing to trade or lend one of his wants of frost (ooc: read Ray of Frost) for this brown mold. Likewise, I'd like to ask him about the Vaati artifacts we've discovered, and the inscriptions on those tubes, rocks and suchnot.

And perhaps we can find more help for this in town as well.
 

Aria shrugs, but accedes. "It seems like we haven't learned very much yet," she points out, "But I guess you're right about the mold. I know there's some alchemistry that can make ice too. It might be cheaper than a wand."

(Irony: At 2nd level she can learn Ray of Frost and cast it at will. :))
 

OOC: Will give ghostcat a chance to post up any suggestions we might have overlooked. But if Galyne too wants to head back to town then I will update MON night.
 

At first, Galyne was not sure whether its better to go explore one of the other tubes or to go back to town and re-equip. However, given how ill prepared they seem to be, he comes down on the going back to town side. "While we're in town we can stock up with oil and maybe some acid."
 

The group gathers what little treasure it has found and heads back to the tube leading up to the main tomb chamber. After everyone taking their turn they preside out to where Vixtrin and Jules wait.

The duo bids their good-byes as does Kendren who hurries to catch up to them. The group left hears the young man ask the two if they wanted to explore any other cairns in the area.

As Galyne, Zeke, Eldariel, and Aria head back towards Diamond Lake the priest speaks up. "I know the vision I received from Pelor have something to do with The Whispering Cairn but I have no idea how. Being better equipped sounds like a good plan. Maybe a few days of meditation and prayer can bring me some answers, I don't know."

After an hours walk the group reaches town and split off with Zeke heading to the temple and the others going to Allustan's home. The priest promises to meet you all at The Hungry Gar in two days to discuss a return trip to The Whispering Cairn.

Allustan (an old elven wizard) is pleased to have company and that Eldariel has made a few new friends. After listening to the stories of what happened inside the Vaati tomb he address the group.

"I think a little studying is in order," he sighs looking at the row upon row of books lining one wall. "But before that you young adventures need to be better prepared and grow into your powers a little more."

He looks at Eldariel and grins. "And as promised I will teach you in the arts of wizard craft young Eldariel, to protect you from this threat you spoke of."

[sblock=OOC] Congrats :D Everyone is now Level 2 - please meet me in the OOC when you have a moment.[/sblock]
 

Gaylnr greets Allustan, who he has heard of but never meet, warmly then takes his leave. "I'll see you all in the Hungry Gar in two days if I don't see you before."

Now Galyne knows something about traps. He has frequently set his own while hunting and occasionally disabled a "bad" trap; one which traps the animal without killing it, so that it either starves to death or is forced to gnaw off its own limb. In the cairn he had watch Jules as he went about checking and disabling traps and it occurs to him that he could possible learn how to do it. But where to learn. It dawns on him that Avrile, the blacksmith his brother is apprenticed to, also makes locks. So, having first taken a detour to see his parents and grab a keg of his father's finest ale, he proceeds to Avrile's forge. Sweetened by Galyne's gift, Avrile is not aversed to letting Galyne practice on some of his locks. But as far has traps go, Galyne will just have to play it by ear.

The next day, having spent the night at his parents, Galyne went out to the woods to practise his archery. A little while ago, Galyne had figured out a technique whereby he could get two arrows in the air at the same time. Unfortunately his accuracy was abysmal and he wanted to practise the new method and see if he could improve his accuracy. Therefore, Galyne spent the day practising in his makeshift butts. Although he did manage to improve the accuracy, he still wasn't as good as when he spaced his arrows out.

Instead of spending the night at his parent, he heads to Allustan's and spends the evening before they are due to meet Zeke with the others.
 

Two days later (game time) everyone is at the Hungry Gar around noon waiting on Zeke. The young priest finally arrives bringing with him another priest.

Eldariel, Aria, and Galyne all look on as the younger priest, Zeke comes to the table standing there quietly as the older man gives the group the once over.

"I'm sorry everyone but I won't be returning with you to The Whispering Cairn," Zeke says looking at the floor his feet shifting back and forth. "Acolyte Arveduin has been sent to represent the church in this. I am to be 'kept safe' as my dreams did not say that I was to stop the growing evil, just let the church know about it. Pelor willing all of you will be safe as well."

The older man is everything one would come to expect in a warrior priest of the sun god. His breastplate shines in the candle light as if it were the sun itself, and his bearing says he is quiet at ease with the weapon at his hip.

Zeke then makes introductions and when he gets to Aria everyone notices the interest the priest takes in the young sorceress.

After a quiet lunch the group gathers up it's gear and heads back out to The Whispering Cairn. Not much has changed in the past couple of days as everyone stands once more in the central chamber of what they thought was the tomb of the Vaati. Eldariel's research proved this to be a false tomb and that the true tomb should be connected to it somehow.

[sblock=Adventure Goal] Discover the way into the true tomb of the Vaati (Wind Duke). - obtain level 3
[/sblock]
 

On the walk up to the Whispering Cairn, Arveduin took time to speak with each of the other party members. He is, in essence, attempting to reassure them that he is competent enough to take on the spiritual leadership and guidance of the party - at least in his own view. Unfortunately Arveduin is not much of a conversationalist, having virtually no experience of life outside the church. Perhaps the strongest impression he leaves on strangers is always how...strong his bass voice is. Replacing the church representative in an unsanctioned church investigation is not easy, he thought to himself, between conversations.

Upon arriving at the entrance to the Whispering Cairn he tersely asks "Is all as you left it?" After hearing even one affirmative, he exclaims "Good. Let Pelor's light shine forth into the darkness" (casts Light on his morning star) and advances fearlessly into the opening without so much as glancing over his shoulder. It's never too late to leave a good impression on people, though the boy Ezekyl has probably done damage to Pelor's reputation amongst these people.

When he reaches the central chamber, Arveduin stops and glances around for Eldariel. "Master Elf. I understand you claim to have recently studied the supposed maker's of this tomb and predict this space to be a false tomb. What is the correct manner of proceeding to the true tomb? And what horrors, both living and not, may lie in wait for us there?"
 

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