A much more cautious group of adventurers takes to the task of exploring the large alcoves. Starting with the west wing, Bobert and Paul search for historical evidence or valuables overlooked by previous explorers.
A Companion's Tale
Thursday, March 11, 2021
Exploring the Cairn: Hall of Honor
Saturday, January 30, 2021
Halls of the Whispering Cairn
Saturday, January 2, 2021
Adventure Begins
A stout dwarf lands in the muddy street with a thud, thrown a solid ten feet by a half-orc, whose frame filled the doorway of the nearby tavern. The grizzled miner staggers up, his mud-caked beard dripping as he careens to and fro on his way back to find his quarters. "And stay out you cur!", screamed the imposing bouncer of The Feral Dog, a seedy tavern serving clients from the underbelly of Diamond Lake. Yet another miner thrown into the street after too much hard drinking from a day's toil in the nearby caverns. But the party hardly took notice of this common occurrence on mornings of the sleepy, mining town.
Commonality aside, there was another reason not to notice the scene unfolding on this crisp, autumn morning, as the soon to be adventurers focused on their journey to the Whispering Cairn as part of a dare. As often is the case in this moribund mining town, perhaps out of boredom, perhaps out of juvenile antics, the four adventurers were off to stay the night in the cairn to earn a few gold pieces from friends, a bet bandied about during a game of poker and too many rounds of ale. Perhaps they would emerge heroes, uncovering clues to the disappearance of a young lass six years prior? Or better yet, treasure and fame? At the very least, the adventurers would have bragging rights and tall tales for poker nights to lord over drinking friends for days to come.
The party includes peculiar characters such as "The Legend", a bristly Dwarf from a family of caravan guards that have worked with miners in the region for over 40 years; his family helping to get their ore and goods to and from Free City, the main commercial hub of the region, and home to an expansive menagerie of culture and citizenry. The young dwarf wears an old set of banded armor and wields his father's axe, along with a long spear aptly named, "Giant Sticker", strapped across his back. He is a gregarious individual with flighty attention and a naive view of the world. As his nickname suggests, he is a legend in his own mind, but certainly seeks to make an impression on others with such a bold title.
The Legend is accompanied by three others. Dasani, a human oracle of life, dedicated to aiding those in need and healing the sick. Dasani is a charismatic individual, though soft-spoken. He does his best to balance the temper of the dwarf, especially in social situations that require greater.. finesse. Dasani was an apprentice to a healer in the caravans. Paul, an Elven slayer, is quiet and reserved. He's an agile Elf, highly capable in combat, and has a keen sense of his enemies and surroundings. Paul worked as a tracker for the caravans, often responsible for running down game for the guards when provisions ran low or became stale. Finally, there is Bobert, a wisened practitioner of magic, keenly intellectual, but as fragile as a house of cards. Bobert was a family friend of Dasani's father and often traveled along to provide counsel to the young oracle and caravan leaders. Bobert aided the folk of the caravans with his knowledge of local customs and lore. The cairn provides each with a perfect opportunity to hone their thirst for adventure and hopefully, take advantage of their unique backgrounds.
And so on this particular morning, there was haste in the steps of the group as they set off, with bare provisions, to stay a night in the fabled, Whispering Cairn. The cairn is normally just a day's ride, but presently lacking horses, they set off by foot. The roughly two-day journey led the group past an abandoned mine, whose charter lapsed when its manager died a few years after the mine went dry. The party spent an uneventful night in the dilapidated manager's shack at the mine before pressing on to the cairn for a mid-morning start.
As night fell, the group was still far too wild-eyed to sleep, even after the tough march through the Iron Hills. Youthful exuberance fueled ideas and fantastical stories about the cairn.
Leading in, the dwarf asked quizzically, "What do we do when we get there? Do we just run in or how does this work?"
"Well", Paul replied, "It would probably be best to enter quietly and not announce our presence. The element of surprise could work towards our benefit."
"Rubbish!", exclaimed the dwarf. "I do not want to bore our friends back home with how we snuck around the dungeon without even so much as a squeak of a rat to mark our journey to the cairn!" Paul rolled his eyes. There would be no winning this argument.
"Fine", Paul stated, then added, chuckling, "We'll announce our presence to all the foul beasts therein, but you go first!" Dasani and Bobert both cracked a smile.
"Well, I'll certainly be last then, far behind you!", mused Bobert. They all nodded approvingly, for they knew a small misstep could put the frail wizard in need of medical care for days.
The Legend chimed in, "Argh, we know. Slip on a rock and you'll be in a cast for days", slightly bruising the ego of Bobert.
Then Dasani asked, as if to the air itself, but clearly hoping for a response from the wizard, "I wonder why they call it the Whispering Cairn?" This was clearly an olive branch to the wizard in an effort to make him feel more included in the conversation and to remind the group why he was brought along.
"Ah yes", Bobert began, seizing the moment to speak, "The cairn received its curious name due to the haunting, almost magical tones which emerge from the depths of the forelorn tomb when the wind is blowing just right. Legend has it, the cairn was created to entomb the greatest of the Wind Dukes, who fought in the cataclysmic conflict between Law and Chaos. The largest of the tombs here is said to honor Icosiol, who was slain by Miska, the Wolf-Spider." "But that was centuries ago", added Bobert, "So likely all we'll find is dust and maybe some old bones."
"Bah, you're probably right", concluded The Legend, clearly unhappy with the adventuring potential of an old dusty tomb, lost to the elements of time and looted many times over.
About the Site
The site and its contents come from a series of table-top game sessions following the "Age of Worms" adventure path and other adventures. The DM asked me to join to assist his son and friends in their effort to learn and enjoy the experience of table-top gaming. He and I, being well into middle-age, grew up with D&D and similar table-top adventures. Having the chance to share the experience with new players in such a setting took me back to those earlier years. After a few weeks of play and the group's growing interest in this genre, along with some genuinely nail-biting encounters, this seemed like a magical moment to capture the adventure. I am hopeful for some good storytelling.
The characters herein are those used in the game. Some creative license and embellishment will naturally take place, but ultimately, the outcome will stay true to the in-game events as they transpired. Italicized pieces of text are sections taken out of context of the adventure, e.g., words and descriptions provided by the module's original authors.
Exploring the Cairn: Hall of Honor
A much more cautious group of adventurers takes to the task of exploring the large alcoves. Starting with the west wing, Bobert and Paul se...
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The site and its contents come from a series of table-top game sessions following the "Age of Worms" adventure path and other adve...
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After a peaceful night within the shelter of the old foreman's mining office, the adventurers wake to a breeze sweeping through the ...
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A much more cautious group of adventurers takes to the task of exploring the large alcoves. Starting with the west wing, Bobert and Paul se...