The group make it to the Whispering Cairn and find the entrance easily since they have the old man's directions. The sunlight from outside dimly lights the long hallway extending from the entrance, but the PC's can tell that there is darkness further in. A faint breeze brings with it whispers that sound almost like sighing breath, almost lifelike. The walls bear horizontal bands of geometric patterns at waist level. In places the bands reveal startling detail, but in others the walls look eroded or maybe hacked apart. There are still some flakes of ancient paint clinging to the walls in places: a brilliant purple and a dull mustard hue. There is a thin coat of dust on the floor. The PC's make a torch out of brush, debris, and lantern oil, as none of them thought to bring lanterns or torches.
About 100 feet in, there are two alcoves that branch off from the hallway: one to the east and one to the west. Here the walls bear the most significant damage, as clumsy etchings mar the beautiful ancient masonry like graffiti. A clump of soiled cloth about the size of a halfling rests at the end of the western alcove.
Mullins notices wolf tracks on the dusty floor and can tell that several wolves have crossed the dusty hallway numerous times in the recent past. The layer of dust ends at about 60 feet in, so he is unable to follow them further. The soiled cloth turns out to be a moldy old bedroll, which reminds the PC's of a teenage girl who went missing 6 years ago. The bedroll has hardened and become brittle with age, and cracks as Mullins examines it. He finds nothing of value.
Most of the party has now noticed a faint flickering green light coming from the north, further down the hallway. Mullins is the only one who doesn't notice it, until it is pointed out to him a couple different times. Wary of this eerie green light the group only travels about forty feet closer, when the hallway again branches off into alcoves to the east and west. There Mullins and Able stop and wait while Al'lah and Xan continue forward. About forty feet further, they can tell that the hallway is again branching out to the east and west when they are suddenly attacked from the darkness.
Three wolves charge out of the darkness at Al'lah and Xan, As the wolves heard the party approaching, they hid in the darkness until the best opportunity arose to attack. Two of them look as though they haven't eaten in days; the third is a little larger than the others and does not look hungry in the least. A straight line of scar tissue bisects its face from forehead to muzzle. The larger wolf bites Xan, dealing quite a bit of damage, but is unable to trip him. Mullins and Able run up to assist their comrades with Mullins charging one of the smaller wolves and Able healing others when needed. One of the wolves manage to trip Mullins, but the beast is killed before it can do more damage. The larger wolf is more difficult to kill, but the PC's prevail: the three wolves lie slain on the floor.
Hmm, I'm glad that I am enjoying the writing here because I sure am long winded! Lol. Not sure how much reading others are going to want to do. In any case, I also wanted to mention that most of this is coming from the Age of Worms adventure, which I did not write and do not own. But I will continue with the story in Part Three later (no, I'm still not done with the first session).
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