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


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They indeed find the chapel of the old tomb, but as they enter it, they feel a strange shift which has now become familiar to Nar, Buckthorn, and Forge. They know not exactly were they have arrived, but rough hewn walls become like marble and a fearsome wind is accompanied by a funeral chorus.

The walls are actually ice, and the chorus is a true dirge of the undead. A many headed apparition bubbles up, then a second…and eventually a third.


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A brutal battle emerges. So brutal that Buckthorn feels compelled to shoot Forge, and Nar sets him on fire. Forge takes an incredible amount of damage, which probably allows the others to survive and eventually dispatch the wraiths. One thing they take from the encounter is a candle, that when lit puts out lights.

They leave, feel themselves return to the old tomb...but then feel yet another planar shift, to what some of them now know as the Shadow Aether. Here, sludge oozes around black bricks…

They return yet once again to a variation on the vat room. But with no vats! Instead there are some sarcophagi, a table with various materials, and a half made mummy lying on the floor. Nar wants to torch the mummy…Table is examined, it contains mummification materials.

In any case, Nar gets his chance as the one on the floor eventually rises. It doesn’t stay up long. But others also start to stir. It is guessed that completing the mummification ritual could stop them rising, but that isn’t tried. Instead, the Halfling does another search of the table, finds a tomb of horrorsesque key, and they set off, protected by a wall of fire. They find another room—full of mummy supplies, barricade that door, and are gone.

Till they experience yet another shift. This one calling forth the teeming life of Fey Aether. They wonder about in this part of fey tomb. Leave it, rest in the room of the once deadly makes you float pastel pillars and return to the fey bit.

At some point they find a chamber of many strange runes, reminiscent of their encounters in the feyland by the Great Forest. Simorai, never having seen these sorts of runes before, immediately realizes…well he is not sure, but its something!

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Eventually, they return to a chamber with a great pool and a strange golden mist. Also very familiar, from their first time in the tomb. Nar is soon dominated by the mist, the trapped Fey beauty emerges, Nar is undominated and pulled out by a rope but massively damage, so is Simorai… they make a hasty retreat, and the mist lady regenerates. As Forge just about talks them into to charging into the deadly mist and facing the deadlier creature, the janissary, finally, wonders if there is a link to the runes. There is! The magic of the mist is stopped, Mindressa is freed of her curse and provides a second key as a reward, and then she is on her way.

They are not. They have two keys and not much else to explore. Sim wonders why the chapel doesn’t have a key. Nobody else seems to really care. They go back there, are just about to leave. And belatedly search it. Nar suddenly has a surge of awareness, and realizes that there is a concealed portal on the floor. (He might also figure out that that portal would not exist without the two keys).

They descend down a pit, which is in the mortal world, but this seems like limited comfort.

And it isn’t.

They enter a largish room lined with pillars. Across is the devil face known as the devourer. As it turns out, this was actually taken from the other part of the tomb and brought here. They place the two key in its eyes. This allows it to eventually be moved out of the way. And triggers a horrible trap.

A burst of dire eldritch energy engulfs the party. And does so again and again. It turns party member against party member, and when freed of its curse, creates a copy almost as deadly as the original!

The two arcanist are the first turned and then copied. They are also the first to drop, even as their simulacrum run rampant. With the ancient warlord charmed against them (and not really that different…), Buckthorn and Forge find themselves out numbered.

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Buckthorn will take a move action to move six squares to the right (east). He will take a standard action to try to disable the demon maw (Thievery) (38). He will use a minor action to apply Healing Herbs to Nar (Heal) (31) (Buckthorn rolled a 20) - Nar gains 1/2 of heal check, 15 hp.

If the statue is not disabled, Buckthorn will action point and try to disable it again using Thievery (39).
 
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Perhaps by standing on its lip and grabbing the two keys and pulling them in and out of the things eyes to make it short circuit (a term Buckthorn learned in Gamma World), he comes close to disabling the great face. It starts to smoke. But it isn't fully disabled yet.

Nar gasps (I will say he has 20 HP in honor of Randy's roll of 20). He can go. EDIT: After Sim's sim.
 

The sim Sim steps, in a flash swaps places with sim Nar, and makes a harsh cut again Buckthorn (27 damage) who is now bloodied.
 

Nar summons up his arcane energy to try and disable the displaced diabolical devourer. (Standard Action) Arcana 28. I'll action point and (Standard Action) Arcana 33. If that still doesn't do it, or if it does it and the duplicates are still present, I'll (Move Action) Expeditous Retreat (shift twice movement (14) to the other end of the hall (In between the second pair of columns from the left).
 

Nar drains the rest of the magic from the great devil face!

But the curse it delivered to the others remains. So, he runs away.

His simulacrum does not.

The eviler Nar steps back and unleashes dancing flames in a swath of destruction (+1 burst area) on both Buckthorn and Forge (34 damage each, Forge down 63, Buckthorn down 86).

The dominated Dayereth commands the evil sim Sim to strike at Buckthorn. The halfling...is missed!
 
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Dayereth fails his save.
Forge moves around Dayereth to avoid op attacks to the South and attacks nar. Striking for 26 damage. Can't remember if I used action point or any of my attack encounter powers (know I'm out of healing) so I'll assume I've used them. If anyone knows otherwise, let me know.
 

Forge has used come and get it, reactive surge, and 2nd wind, also not sure about the AP

Both Nars are now bloodied.

The trap does not attack.

Simorai can make his death save. Buckthorn and Nar can go.
 

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