Legacy of Death Part IX: The Ultimate Tomb

Sim peers down and examines the tunnel (perception - 30, arcana - 40). Can he see light at the end of the tunnel? In any event, if he doesn’t see or sense anything that may be a trap, he goes down the tunnel with a lantern if needed (did we ever up grade this?). He suggests the others follow one at a time about 20 feet back.
 

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Allowyn will use 2 healing surges (+66hp), as will the cat (+72hp). "Before we go further, Simorai, do you sense any differences in side the mouth of the skull? I wonder if the magical storm or the healing curse persist inside. It would be good to experiment so that we know before it is too late."
 

The tunnel is dark.

Sim does not think the storm reaches in here...or at least not down the tunnel. As he has experienced it first hand..its easier for him to sense that the death and necrotic power of this place, attaching to anyone touched by healing, is as strong here as on the surface.

Sim starts to proceed down the tunnel.
 

Buckthorn will spend two healing surges (+68 hp), bringing him to 109 hp total.

Buckthorn will follow Sim into the mouth of the skull and down the tunnel, being stealthy (43) and especially alert for any sign of traps or secret doors (Perception) (34)

"In the other tombs, there was no dearth of secret doors. It would not be surprise me if the same were true here."
 

Welcome to the Ultimate Tomb

You find no other outlets from the tunnel but one...

The passage from the skull's mouth descends a hundred paces into a vaulted chamber, its walls scribed with mystic runes. Six arches are set along the walls-three opening into blank stone, and three filled wi.th swirling white mist.

The remains of a number of onyx altars lie scattered across the floor, and a half-dozen larger altars of red stone are set around a low dais and a huge crumbling throne. A bas-relief of a red-black skull is set on the throne's high back, its teeth and eyes set with gleaming black gems. Within the translucent blackness of the floor and walls, thousands of humanoid bodies are frozen fast, their faint features suggesting the terror with which they died.

...
 


Forge, as you enter the main chamber, you notice that each corner seems to have cruder looking masonry or is filled with rubble or almost so. Clearly there where tunnels at each corner at one point, now collapsed or covered.

You have done this enough times to know that exploring the other features of the room will require more...interaction...
 

Don’t go near the arches yet as they are most likely teleportation portals/traps. There may be a repeating pattern to Acererak’s madness that may be exploited if we are wise.

Without touching anything, Sim tries to discern what type of arcane forces are at work here (arcane - 34). He also tries to read the runes and patterns on the walls and floor to see if he can learn anything about the tomb and gods (history - 35).
 

You confirm that these archs are linked to teleportation. They are also warded, and this warding prevents them from taking you to...wherever they might go.

All the clues you pick up also indicate that this is Nerull's lost fortress, Necromanteion-or what remains of it. This great hall was the Hidden Temple, once the entrance to Nerull's sanctum. Nerull of course being an incarnate of death associated with certain primes (though you don't think Thraeya is one, you can't say about the newcomers world) and himself a "dead god".
 

The runes are in an ancient language now understood by only the wisest of scholars. They say that this is the temple of Nerull. Human, have you heard of him in your world? It seems that Acererak is no longer satisfied with mortal souls but plans to steal the essence of a dead god.

But enough with the obvious, I will use the Manual of the Planes to try to remove the wards and control the portal. This will take a little time to prepare and to get everyone in proper position. In the meantime, Forge, there appear to be valuable gems in that skull probably only guarded by a few deadly traps.
 
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