Legacy of Death Part VI: Like a Snake Eating its Own Tail...and it is Dead

"Well, seeing as we came all the way our here, perhaps we should stop by the old tomb and make sure nothing new has been going on there. Perhaps Acererak has been back" Nar-Heru watches forge gather the treasure then begins to leave the cave.
 

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Buckthorn burns a second surge - gaining back 83 hp total (29+25+29 = 83). Buckthorn nods thanks to Simorai and Dayereth. "Seems to me like there ought to be more to this place... Perhaps I am just becoming used to endless labyrinths." Buckthorn will look at the floor of the room with the treasure as Forge sweeps up the gold, eyeing it for any signs of a secret / trap door (warily). If he sees nothing, he will follow the wizard out of the cave.
 




The party has arrived at the site of the demi-lich’s last haunt. Before them is a low, flat topped hill, about 200 yards wide and 300 yards long. Only ugly weeds, thorns, and briars grow upon the steep sides and bald top of the 60 high mound. There are black rocks upon the top of the hill, and if these are viewed from a height of about 200’or so above the mound, It will be seen that the whole is shaped like a human skull, with the piles of rock appearing as eye holes, nose hole, and the jagged teeth of a grinning death’s head. A thorough inspection and search of the entire area will reveal only that the north side of the hill has a crumbling cliff of sand and gravel about 20’ high in about the middle of the whole. A low stone ledge overhangs this eroded area, and shrubs and bushes obscure it from observation at a distance.




You vaguely remember divining the proper entrance point and digging into the hill, and can still see the partially collapsed entrance you created.

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You all approach the hill.

Perception: While some sand has fallen, the opening into the hill and the tunnel beyond is clearly visible. There does seem to be some holes in the floor(?) in the hall ahead, but nothing impedes your access to it.

Arcana: Only with the keen arcane senses such as you possess could you detect a sort of arcane echo. As if there was once much arcane power in this hill, and it has now faded. Though maybe not entirely.

You see little sign of recent activity at the entrance.
 

Simorai informs the group that arcane aura of the tomb has faded which may mean that Acererak has abandoned this place. Simorai suggests forming whatever marching order is typical with the group. He procures a light source (e.g., a torch or something better if available), draws his sword, says a quick prayer to Pathar to watch over the road we are about to take, and steps one square into the entrance to get a better look. Simorai avoids the holes.
 
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Several pits gape open alona this long hall, and bent, corroded spikes adorn the bottom ofeach one. Decaying murals and paintings on the walls hint at humanoid shapes. Despite the current scraped condition ofthe floor, several sections have the remains of designs and inscriptions. One corridor leads off to the west, and its position requires you to bypass one of the pits to reach it.



This place clearly, and incredibly, deteriorated since most of you were here a year ago.

Nar had a vision of this place as it is (without making the association...). And again. And now.

You are all facing south. The opening on the west is about 20 feet in. The hall continues beyond it.
 

To those that have been here before, “any preference west or south.” In the close surroundings, Simorai also studies the murals, paintings, designs and inscriptions for any arcane or historical clues (arcane - 23, history - 41 ).
 

Buckthorn will approach carefully the corridor leading off to the west picking his way across the pit (Acrobatics - 23). Buckthorn will examine the passage leading to the west (does it appear to have once been a secret door?) Buckthorn seems to recall a door hidden along this corridor disguised to blend into the murals (a creature clinging to a barred gate). Buckthorn tries to orient himself (Dungeoneering - 31).
 

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