Legacy of Death Part I: Most Infamous Danger

EDIT: Ghen: Its a green devil, probably not a demon. Or at least a big relief carving of ones head.

Nar-Haru:

Path: From the first two pits that Forge fell into to the last two that the party avoided, the path crossed pits. (I assume) You were able to get next to it and take a close enough look to examine it. Or can still do so. About 45 feet back from where you are now, there was a pit in the middle of the hall. Everyone goes left, path is right. As the pit was in between, you were not close enough to look.

(looking south)
space...known pit...path (untaken)

Mist Arch & Devil Mouth: They are both magical, and that is about it. Maybe if Malachia also examines them...Outside the illustration, you don't remember seeing much in the book (which seems to have few readable specifics). You can check again when you get time. Of course, you were reading something on the path...
 
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Nar-Heru pulls a torch out of his pack, lights it and hands it to Forge. He then turns back to examine the missed piece of path to try and finally decipher the message. "Can someone come back with me in case I find myself impaled on some spikes?"
 


Arches and Devils and Mists, Oh My

We light a torch.

Noting that Forge and Nar-Heru are becoming separated, Mother will appear. She will stay with them for as long as possible down the other hall (range of 20 squares).

We go up to examine the O shaped mouth. We hold the flame of the torch out in front of us. We wonder whether the mouth is the entrance to a tunnel or similar feature. If we still see pitch blackness (ie we don't see the stonework inside the mouth), then we carefully insert the torch into the mouth (keeping our hand outside). We are presuming there is a level or trigger of some sort, and we will carefully examine the thing to determine if such a mechanism exists. Dungeoneering.

We will also examine the archway closely. Dungeoneering.
 

Buckthorn, having waited by the horses, decides his skills might be better put to use joining his companions in the caverns. "Aye, I think the horses and gear will be alright. Besides, they haven't been down there that long. I am sure I can find them..."

Buckthorn will tie the horses and stow the gear, light a torch and follow his companions into the mound. He will rely on perception to try to listen and track his companions, as well as dungeoneering to try to map the caverns as well as to try to navigate to his companions. He will ight a torch from his adventurer's kit and will proceed into the mound, being especially mindful for any traps (he did think he thought he heard something that sounded distinctly like yowling dwarf while he was up top with the horses....)
 

Ghen: The mouth of the green devil is black and opaque. When you place the torch in the mouth, you feel some definite, but very much unknown, force. You remove it. Its end is damaged and it is out. (you are wise, so relight it or another torch). You approach the arc. As you do, three stones begin to glow, one on the top and two on the base at each side (see illustration a page or so back). The keystone is blue, yellow on the left, orange on the right. There is a misty veil across the archway that cannot be seen through.

Nar-Heru: You take the unexplored 10 feet of path. You have now read (and since you are smart I will assume) recorded the message. You don’t really know what it means.

ACERERAK CONGRATULATES YOU ON YOUR POWERS OF OBSERVATION.
SO MAKE OF THIS WHATEVER YOU WISH, FOR YOU WILL BE MINE IN THE END NO MATTER WHAT!

Go back to the tormentor or through the arch,
and the second great hall you'll discover.
Shun green if you can. but night's good color
is for those of great valor.
If shades of red stand for blood the wise
will not need sacrifice aught but a loop of
magical metal - you're well along your march.


Two pits along the way will be found to lead
to a fortuitous fall, so check the wall.
These keys and those are most important of all,
and beware of trembling hands and what will maul.
If you find the false you find the true
and into the columned hall you'll come,
and there the throne that's key and keyed.


The iron men of visage grim do more than
meets the viewers eye.
You've left and left and found my Tomb
and now your soul will die
.

Buckthorn: you enter the very strange place (see link), some pits are open, you avoid those. There is also this red path…

http://www.enworld.org/forum/playin...art-i-most-infamous-danger-4.html#post5476379

Forge: Buckthorn enters, and seems to be making a map or drawing. He is also heading right for an un-open pit..
 

"Watch your step friend. This hall is littered with pit traps."

Forge directs Buckthorn to take the path we took, avoiding the unsprung traps.
 

Buckthorn will proceed down the path, trying to carefully follow Forge's instructions and studiously avoiding any pits or other traps. As he is mapping, he will also try to keep an eye out for any unsprung traps or new pits.
 

after what seems like weeks...

Buckthorn: With the dwarfs help and backed up by your own searching, you map the hall. (see attached).

All: You can move freely through the hall, there are multiple light sources, you have various clues...and time is passing. The DM may be getting ready to roll behind his screen again.
 

Attachments

  • Player tomb map 1.jpg
    Player tomb map 1.jpg
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Judging from what happened to the torch, Forge suggests concentrating on the other portal. Forge touches the keystone with his axe to see if anything happens.
 

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