Demons Of The Burning Night: Part Four Report in Shadow World | World Anvil
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Demons Of The Burning Night: Part Four

General Summary

The strange puzzle is eventually defeated and Cherry leads her friends down into the depths of the long forgotten stone ziggurat. Checking the deep stone steps carefully as they descend, after a small antechamber, the first small chamber that they enter appears to have been some form of mortician's work room. The area is lit by a an arcane "glow stone" similar in design (and presumably purpose) to those that they discovered back on Teaque Island. Two doors lead out; the stone door looks locked and carries a peculiar arcane device so the party head through a more straightforward (and unlocked) gate.   This leads them into another set of passages and another stone door again with the odd arcane sign. Cherry, after some difficulty, manages to unpick the lock and the party discover a huge central chamber that is dominated by a large pool of water in the centre. The pool is surrounded by tall statues, each of an angelic-looking warrior. Braziers fill the chamber with a warm and comforting light; clearly magical, they give off no heat nor do the coals being burned appear to be being consumed by the flames produced. Copper discs lie scattered about the pool, when these are tossed into the waters, images of a strange winged-folk begin to appear in the water. Ugnan is able to recall something from a very obscure tome that he once read about a race of people called the Amarrishi but not even Sylke has heard of these people. Perhaps now extinct, the folk depicted in the pool's waters are a somewhat stern and martial people who seem to be living somewhere "alpine". Their elegant lodges are surrounded by snow-capped mountains and deep green pines and firs. The landscape reminds Cran of his homeland.   A large number of doors lead out, Cherry selects one in the southeast and again, with difficulty, manages to pick the intricate locking mechanism and the party continue. They quickly discover an elaborate sarcophagus that contains the mummified remains of an Amarrishi. Around the stone base is written (in Amarrishi):  
Rehearse your death every morning and night. Only when you constantly live as though already dead will you be able to find freedom in the martial Way, and fulfill your duties without fault throughout your life. So rests Lord Shinnen, shield of Argamenthol-Raz. Above all, take the shield of faith, wherewith ye shall be able to quench all the fiery darts of the wicked.
  Inside the sarcophagus, the party discover a shield, sword and a torc set with pearls, all of the items are enchanted and quite powerful.   Exploring the tunnels further, the party hear heavy metallic footsteps and ready themselves for battle. The huge brass golem they encounter proves an awkward foe but Cherry's relentless arrows, Cran's crushing axe and Sharna's uncanny ability to dodge what would be mortal blows from the construct's pike, mean that their opponent is quickly defeated. Leaving behind the wrecked golem, more tunnels are explored and finally a second sarcophagus is discovered:  
It is the teachings of our warmasters; one should make his decision within the space of seven breaths. It is a matter of being determined and having the spirit to break through to the other side. Here rests Lord Kibou, the right-arm of Lord Argamenthol-Raz. For whatsoever things were written aforetime were written for our learning, through patience and comfort the wisdom of those who came before us guides us that we might have hope.
  Once again, the sarcophagus contains a number of highly useful items that the companions "feel" they were meant to retrieve as they prepare themselves for Tarek-Nev, the demon-infested city of the shunned island that they have landed on …
Report Date
20 Apr 2019
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