Legacy of Death Part I: Most Infamous Danger

Rest and Rehash-ation

I think we should take a short rest. If we're going after a lich, I feel highly uncomfortable doing so without both my healing spells.

Also, we should use that rest to discuss what just happened here. SOMETHING was back behind that door. We heard "numerous creatures". There is a very limited numbre of possibilities for what happened to them.

1. The sounds were not creatures, but some magical effect.

2. If they teleported away, why did we hear them "scampering"?

3. Could they have been creatures with a phasing ability?

4. They could be immune to heat/fire or perhaps be from the fire plane (eg Azers?). Perhaps they jumped/dove into the vortex?
 

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Planning

We could use a little strategy when we go after the lich...

-- I believe Nar-Heru said he has a way to counter the effect of the shadow zone.

-- The webs make the stairs difficult terrain. Perhaps we could burn them away from a distance? or sneak in first and clear them out?

-- The lich is down in that little room. That's his turf. Would it give us any advantages to draw him out of there? The hallway may be too far, but perhaps if he's at the top of the stairs?

-- Presumably, he is vulnerable to radiant energy. Sacred Flame and Healing Strike do radiant damage, but that's it for me. Does anyone else have any radiant powers? We should focus on those first.

-- Once we defeat him, do you think it's worthwhile to use a Gentle Repose ritual on him? It would prevent him from being raised as undead for 5 months. He may have phylactery that we wouldn't be able to find/destroy...
 

  • I can dispel a magical effect once per encounter, although it isn't a guarantee. Is the shadow zone the prime target for this?
  • I can send some scorching bursts into the webs, maybe draw him out also.
  • I definitely think we should keep him dead for a while. There must be much more to this tomb that we haven't found yet, and it would be good to explore without the lich coming back.
 

I think drawing the Lich out is a good idea. We almost inadvertently drew him out last time since he followed us while we were retreating, so it may be possible. Definitely worth trying. Also ok with a short rest.
 

Forge suggests Lucien sneak across the hallway to the lich's lair to the alcove on the other side. If we draw the lich up the stairs, he'll be ready to attack behind.
 

Lich-enators

@Nar-Heru - the zone is definitely the target, as far as I'm concerned.

[MENTION=32073]Lucien[/MENTION] - I like the idea of you in the alcove.

Scorching Bursts into the webs are a good idea.

Also, I think, knowing that his zone is 5 across, we should be spread 6 spaces apart, so that an initial blast of it doesn't get all of us, and in case Nar-Heru's dispel fails.
 

The occasionally heroic band approached the lair of the lich with a plan. As the door opened Lucian made an acrobatic leap into the chamber, backstabbing and batting it up the stairs of its little, detritus filled chamber. In response, the lich seemed to say, and act, pretty much exactly as it did before.

"Who dares to disturb the rest of Acererak? It is your death you have found!"

This included summoning the shadowzone, in which Nar-Heru was quickly dying, making it difficult to dispel the zone. Ghen and Buckthorn revived the wizard after everyone had taken heavy damage, and while the zone was dispelled, the real slog began. Everyone spent some time on the floor bleeding, and Forge, who was wielding the gold mace, spent a long time not using it. Eventually Forge started to really attack and they realized that the Lich’s crown was pulsing fear and disabled it, with Buckthorn riddling it with arrows. The Lich called the shadowzone one last time, but it was too little too late.
The Lich that called itself Acererak crumbled in a pile of ash, and the room suddenly began to shake as the ceiling started to collapse! The party retreated, returning to find a jade coffer with 5 potions of healing, a leather bag with arcane ritual scrolls, gold, and gems, and the lich’s no longer scary crown.

They wondered about the extent of their triumph, and what to do next. They reinvestigated this and that, took another look at the book, and realized they might need to go back to the beginning. The scroll was their only way out.

They returned to the magic circle by the stream. As they approached the hill with the tomb, large, strange feathers were found, perhaps from the infamous creature known as the owlbear. Of which there was almost certainly more than one. They also found the remains of various horses, and what they suspect was Malachia. In any case, Ghen called on spirits to conceal their campsite, and they feared not the great bird-mammals.

They returned to the mosaic hall. Motivated by the word “tormentor”, they wondered if they might need to go back to the devils mouth, and then in it, but did notice a door painted onto the wall of the hall. With a fiendish creature behind it. Nar-Heru used a ritual to see secret doors, and is able to notice things that not even the most skilled thief could. Including the fact that there seemed to be a real door behind painted one.

ToHGraphic3.jpg


Forge and Ghen bash away the mosaic, find the door, and they are through and shortly to another room. A large four arm gargoyle awaits! Forge holds it at bay, and pays the price, but inspite of the rubble of past gargoyles grabbing atit is readily defeated. It has a collar with 9 sapphires…

ToHGraphic8.jpg


Two small rooms are next to the gargoyles chamber. One has a secret door. Behind that is another small room with a secret door. And then another small room, with a secret door…Six such rooms. As they are entered, a pulse of force energy strikes the enterer. Then its strikes again. Over and over, even as the party struggles to figure out how to open this door then that. A good amount of harm is inflicted.

But open they do! They find themselves in the hall of spheres, coming out by the four-armed gargoyle. They quickly make their way to the other multi-armed gargoyle, watch it crush the sapphires, 3 after another, and when all 9 are gone, check the fourth arm. It holds a flatish diamond that can be seen through.

They look here and there through the gem, and eventually make it back to the secret door they couldn’t open. The invisible ward is revealed, and the door is opened. From there it is on to:

This ruined chamber was once a laboratory, and dusty jars still clutter the shelves that line its walls. The j100r is strewn with rubble and dust, workbenches and tables covered with clay pots and urns, and bones and skulls. Three huge vats stand to the south.

Three great oozes emerge from the vats, they strike with pseudopods, make great foul bursts, ooze all over, and hurt everyone, but are eventually stopped. It helps that they are not very smart.

The following are found in room:

:1:A gold key, and another that looks just like it. If examined carefully, they turn out to be mirror images of each other...

:2:Arcane components worth 300 gp.

(I will assume) that Nar-Heru and Ghen continue looking about, and realize that this laboratory (as Nar-Heru would call it) could be used to make things neither truly dead nor alive.

They also find all sort of old jars, dust, rotted ointments, linen wrappings, etc, etc.
Common sense, so rarely seen, takes hold and drags the weakened party away from continuing to inspect the junk. They go back through the gauntlet of doors, are not struck by force energy, and prepare to make camp.
 

Double Trouble

Er, was there someplace in the dungeon where we needed 2 keys at once? A place with 2 key slots? I don't recall seeing anything like that. What could be the reason for the identical keys?
 

I hadn't finished checking the lab for secret door before we left to make camp so we could run across the need. Since they are mirror images maybe they go in the same keyhole.

We should set up a safe and secure camp like we did last time.
 

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