Legacy of Death Part I: Most Infamous Danger


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The ritual is complete. (Lucian and Buckthorn's "aid" cancel each other out). The spirits of nature return to whence they came.

No unexpected visitors arrive.

(By the house rules and 2010 RAW, the "aid" you got could have imposed a penalty...I don't know if Ghen want to supplement healing or not).

The rest of the hall awaits.


Buckhorn -3/0 HS/mummy rot
Forge -0/4HS
Ghen -22/4 HS/
Lucian -0/3 HS
Nar-Heru -28/3 HS/bloodied
 
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Nar-Heru taps his staff once on the floor and mutters a few things that sound like gibberish. From the crystal on the top of the staff a small flame appears. The flame grows larger then jumps to Nar-Heru's shoulder. Humanoid in shape with small dark pits where eyes should be, it squeaks in Nar's ear. Nar-Heru mutters back and the flame floats off along the east wall towards the south, disappearing from view.
 

The animate flame flies south. Your light does not penetrate past the center of the room, so what it can detect is limited.

No other creatures are sensed. Neither are other exits (though they would have had to be pretty obvious). On the other side of the hall, there seems to be a "big dark area" with a "big shiny thing" on top of it, again, allowing for the very low light.

And, directly south of your current position. The big, glowing, orange gem. Spark likes that.
 

Healing

We use a surge +2. This gives Nar Heru 2d6 points (no surge used).

We then use Healing Word on Nar Heru.

Then a short rest.

That should get us to:
Buckhorn -3/0 HS/mummy rot
Forge -0/4HS
Ghen -3/3 HS
Lucian -0/3 HS
Nar-Heru -0/2 HS

We don't believe this would be a very good time to do battle with anything more than a kobold. Let's find our way out of this room, and go take a long rest so we can cure Buckthorn.
 
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