Grumble shrugged and followed Brian down to the caves. He didn't know much about making defenses, but he knew how to break them, and had a decent eye for ambushes. He figured that would probably be good enough for Boggards.
"How you likin' your new gear?" he asked the priest as they made the trek outside.
"It's truly a wonder to be the recipient of such gifts. I am humbled by the generosity of your faction. So many of the Knots are short sighted, but your group has the wisdom to see past petty riches and into the future of the greater evil. Often, those who serve the Darkness falter because of those flaws that the servants of Light take advantage of.
Greed is good. Avarice is fatal.
If the Ninth Knot can keep the eye on the prize so to say, you shall be the right hand of Thorn and all you desire shall be yours. I am satisfied with those dreams you would discard as the discarded dreams of an Emperor are like a King's Ransom to a pauper".
You arrive in the caverns below and take a walkthrough with Brian and Zikomo. Some areas are already clearly utilized as well as could be or at least well enough for a tribe of Humanoids who are more cunning than intelligent.
The deadly cave that killed many in the first iteration of the Ninth Area C18 should probably have some sort of illusion placed on it to enhance the already great allure of the cave possibly bring curious adventurers in with dreams of riches.
Area C1 - Knowledge Dungeoneering DC 11:
Failing to post a Sentry here, or several, is folly. Even the Boggards see that, but are they the best sentries to be utilized here?
Area C2 - Knowledge Nature DC 15:
This is no mere water in this pool but pure acid, how much is here and usable should perhaps be calculated by someone.
Area C3 - Knowledge Nature DC 17:
This cavern would make an excellent lair for some dangerous waterloving beast.
Area C4 - Knowledge Nature DC 20:
Further, the ground in the middle of the room here is comparatively dry and soft. It would be a perfect place to dig up a pit trap. Might be a decent ambush spot too, combined perhaps fatal to a nosy Mitran!
Area C5 - Knowledge Engineering DC 15:
Of course, the secret spiral staircase resides here. It may make sense to find a way to close it entirely to prevent a raid from below.
Area C6 and C7 - Knowledge Nature DC 14:
Like it or not, these two chambers may be best for Aurex, they are large enough for his current frame and dry enough that even a Red can't complain. There is no real spot in the Horn proper for him. Also, his presence here alone would keep the Boggards from thinking about betraying the Ninth.
Area C8 - Knowledge Nature DC 15:
You recall a mural on the wall that depicted mud men. There is a BIG mud pit in the northern section of this cave. Is there some connection here?
Area C11 - Knowledge Nature DC 25:
This is another wet cavern with a pool of water at its rear. This pool however has a faint glow to it and is surprisingly clear. This pool contains weird pale blue blind cave fish with delicate thread-like spines on their forefins.
These fish are death-angel cave tetras. Their spines are a powerful paralytic poison that the fish use to stun their preferred prey – the tiny white shrimp that share their cave pools and feed on the luminous algae. Harvesting the venom is not too difficult.
Could be a useful injury delivered poison!
Area C14 - Knowledge Dungeoneering DC 13:
Wet, but not too wet, this could be a useful dead end for a group of foolish nosy heroes to meet their fate in, if you can place the right beast here.
Area C15 - Knowledge Nature DC 12:
The Boggards should leave a permanent defensive trap here as the cavern has two murky pools on either side of a wet walkway, but currently, they don't.
Area C18 - Knowledge Religion DC 12:
This wet cavern is full of bones, an enterprising necromancer can make a LOT of minions out of what's here.
Once you've completed the tour, you're sick of the place already!
Grumble doesn't much care what the various rooms used to be used for. As for me personally, I enjoy the details and the storytelling. If you want to put in the time to take us on a tour of the way the Horn used to be, that sounds cool.
I like the idea of a map document with location notes on it. That would work well. We're going to need something like that when we start doing things like repairing traps and corralling slimes.
OK. I will get to that post probably next weekend as I have a super busy week coming up.
Once I know how the Farholde Ninth members come back home, I can post up the Knowledge checks for the whole group AND the Party can proceed forward into the Sanctum!
Meph and Clyde are able to obtain all the things on their list from Gulliver's Tools. Gulliver is affable and asks very few questions, a trait that the two find will go a long way towards ensuring that they don't need to murder him for being too nosy.
They place large orders for food to be delivered to the Baron's Manse as per Raaven's suggestions trusting that Soren and company will smooth things out with the Baron himself.
How do you wish to travel back to the Horn? On foot or ask for Raaven to contact Aurex to hitch a ride this evening?
-------
The Horn
Do Grumble and Elliaria want to discuss with Mal what they discovered in plumbing the depths of The Dirges of Apollyon?
With Havelyn gone, Brian is now the point person to meet with the Boggards. He is no expert on cavern warfare and so asks Grumble to join him in inspecting the caverns to begin to prepare for defenses.
He does though sit down with Halthus and Ezra to begin to understand how the Sons of the Pale Horseman originally structured the Horn when they resided within.
Do you want me to present the original uses via room by room spoilers? Once Clyde and Meph get back, I will list spoilers for each level with Knowledge checks for so you can all decide how best to set up defenses in the Horn. Of course, you will all also have your own ideas too. I know that DH had a fantastic map that he sent me that can be used to "renovate" the Horn which I need to dig up. Perhaps that with an excel google sheet listing defenses is the way to get everything down so the thread isn't bogged down and it's easy to reference that way?
Mal's prisoner has little to say but glare at Mal.
---
Elliaria and Grumble consider different ways to isolate and kidnap Sir Valin Darian
---
Clyde & Meph bed down to prepare for a day of shopping after Meph discovers that the night life only really exists in Drowningtown and that life often leads to arrows in the back...
Hey folks, between work tomorrow evening, hanging with my daughter after that and table top Vampire Friday night. The next significant post will be on Saturday.
Morana looks a bit rueful at Clyde, "Mmmm, I hadn't thought of that. Sending too much food out will be a bit suspicious, I mean how much can the four of us eat! I think a bag of holding for what we purchase and a pick up by Raaven or Aurex in the dark of night could work for transportation but how do we purchase in bulk without arousing suspicion?"
Gulliver's Tools is the local shop of ye olde magic in Farholde. It is run by a Gnome (Gulliver) and a Dwarf (Gren). There is supposedly a third silent partner but no one knows who it is.
Based on Elliaria's calculations:
1 - Party Treasure 9489.29 gp Partially SPENT, pay for the balance of the Bracers and the Masterwork Architect Tools. Party Treasure Balance - 7,517.70 GP Remains.
2 - Rebuilding 18978.58 gp - SPENT. The Party acquires the Lyre of Building & pay for a portion of the Bracers of the Glib Entertainer.
3 - Per Grumble Old Party Treasure 2180 gp - SPENT. The Party obtains what is needed to rebuild the Golem.
4 - Individual Wish List Elliaria 9326.08 gp. You can obtain the Headband of Inspired Wisdom and the Belt of Incredible Dexterity. Leaves you with personal wealth of 1,326 GP Remaining The last two items on your wish list will have to wait for the moment.
---
Let me know if any modifications would be applicable here.
His Family hails from Ghastenhall. Both of his parents and his brother and sister are all alive but dwell in and near Ghastenhall, not exactly close by!
Havelyn shakes his head in the negative to both Clyde and Meph, "No, the work at the Horn is more important.
I will see vengeance completed myself with the assistance of the Ladies.
It is best if you complete your tasks and head to the Horn forthwith. Raaven can follow you both invisibly to watch your backs tomorrow as you move about your work. From there I would recommend sending Raaven to us to relay what needs left to be done and both of you had back to the Horn tomorrow.
The last thing we need is anyone setting traps for the two of you!"
The door next door opens and Soren steps out, "Greetings stranger" she grins at Havelyn.
The Knight grins back and walks over to her and embraces her planting a deep kiss on her lips. For a long time, like awkwardly long, they're basically just making out in the hallway...
You consider what the book has told you. Clearly, to understand what must be done in more detail you will need to enter the Sanctum. That said it is also clear that you require three living sacrifices.
As luck would have it, you have two right at your disposal! The elven female, provided that Mal does not corrupt her and Aurex does not eat her, though the Wraith may want her soul for his own; so many dooms so little time; qualifies for a true believer of Mitra.
Halthus the Flayer, qualifies as Vetra-Kali's own blood, the man seems quite eager to please, will he serve unto death? Does it matter what he wants? What a stroke of luck though, had he not been turned to stone and left mostly intact, it may have been difficult indeed to find a follower of Vetra-Kali considering how thoroughly the Victor annihilated the Horn when he first overthrew it.
The last sacrifice, that may pose a problem. One of the Victor’s own blood, who would that be? Havelyn perhaps, though he is a member of the Knot, even if he was descended from the Victor would you, could you sacrifice one of your own? One who is loyal to Asmodeus?
Tih changes her form to that of the same youthful girl she appeared to be when you first met her.
Havelyn stands bit straighter and summons his lineage to lead the group back to the Newchurch district. He notes that there are guards this late at night and for him to do the talking.
The guards do indeed question the group wandering about so late at night and Havelyn provides his namesake stating that he is here on a secret mission since the fall of the Tower and that the men would do well to keep their chance encounter with him a secret, for now.
Whether awestruck to meet a commander of such renown or simply gullible, they are amenable and allow you all to pass.
You arrive at the Wandering Friar stepping in to the front desk area observing only a late night clerk. Havelyn notes that he is a long term guest and has a key which he flashes. The clerk waves you all by with little fanfare.
Havelyn's pace quickens as he heads up the stairs, he has a nervous energy about him. Something he hasn't displayed before in the short time you have known him.
He arrives on the third floor and at one of the two doors which you know house Soren and Morana. He unlocks the door to the room where he does have a key. Both Ladies appear to be sleeping.
Tih places a hand upon Havelyn as he moves to enter, Clyde, you see it too, these are not figures in the bed, but some sort of figments made to look like figures sleeping the bed.
Actions?
Raaven:
Both Ladies are in the next room taking turns on watch with the door barred. You are present in this room invisible to observe. You quickly realize that it is the Ninth having arrived finally after operation Dragon Drop.
Soren states she was shot not far from Lord Drownington's Manor. She and Morana explain that the situation has been tense for a few days but they did not relay the situation at the reforming of the Ninth as to avoid taking focus off of the task at hand.
Soren and Morana ended up roughing up a few cut purses in Drownington and whoever leads them took exception to the beating they delivered instead of rejoicing in the fact that they let the fools live.
This attack today is the first potentially deadly encounter.
The Ladies believe that the thugs would not attack here in Newchurch as that would rouse the authorities.
They relay that the Seventh is refusing to share intelligence as the Cardinal made it clear that all reports should go to the Horn directly. Their leader believes that if the chain is discovered it could be a problem for the entire endeavor and thus they see Soren and Morana as outside of that chain. Especially in light of Soren's appearance as just by its very nature she's a liability in Farholde if discovered without her circlet operating.
Their advice is for Soren and Morana to do their jobs and hold the Horn as the Cardinal made clear this is the Ninths mission.
They ask what you are doing back in town.
Going to time skip to the rest of the PCs arrival so that's the quick overview!
Morana - ... presume that you didn't see who did it?"
Soren - Turns around grimacing, "Of course not. If I had, they wouldn't have gotten away with it. Or maybe they would have, I withdrew in case it was a larger ambush, thought discretion the better part of valor".
Morana - "Well, I suppose it could be the Seventh they certainly have been of little help.
Could have been the thugs we keep running into as well in Drownington. They seem keenly interest in what we're doing here".
Soren - "Some of those men could be the Baron's men, Perhaps he's testing us. Maybe he's not as loyal to the cause as he seemed. If the rest of the New Ninth don't return, as last time many of our old companions didn't. Killing us ties up loose ends that he's rather not have to explain if the war turns against our Lord..."
Suddenly Soren slumps forward and begins slurring her words.
Morana frowns - "Damn, they poisoned that dart".
She turns to her dresser drawer and pulls a vial pouring it down Soren's throat. Soren comes to.
They both exclaim - Damn".
Morana grimaces - "Whoever it is, is playing for keeps. Rules out the Mitrans having discovered us, which was my next conjecture...".
Aurex wings high above Farholde and drops the four of you, Tih and Havelyn included. A featherfall spell allows you all to land gently just outside of town.
You really have two choices at this late hour, head to the Baron's Manse or to The Wandering Friar. Havelyn suggests The Friar as that is where Soren and Morana are staying.
You could also choose option C, a walk about.
No supplies can be purchased at this late hour though as it is Midnight.
Of course, you need not travel to where the NPCs are traveling if you do not wish to.
Anyone remember the Spellbook found in Blue Slime Chamber? I can't Search it for some reason and he finally wants to go through it...
The book in the slime chamber was The Dirges of Apollyon, not a spellbook. I recall you finding a spellbook as well. However, after a scan through the thread (the Search function no longer works after the site update) I don't recall when you found it.
HOWEVER, I do believe that the spellbook belonged to the decease member Alice Duvotour and the spells therein include:
0st level
All, except for cantrips from prohibited schools - Enchantment, Necromancy, Divination.
1st level
- Endure Elements
- Protection from Good
- Shield
- Grease
- Mage armor
- Burning Hands
- Shocking grasp
- Enlarge Person
- Feather Fall
- Color Spray
- Disguise self
2nd level
- Scorching Ray
- Glitterdust
- Protection from Good, Communal
- Resist Energy
- Spider Climb
- Acid Arrow
3rd level
- Haste
- Lightning bolt.
---
Note that you have about 7 hours before you need to leave to head back to Farholde, so make some rolls to see what you can learn and transcribe to your spellbook!
The little Cacodaemon flies ahead of the others, arriving undetected in Farholde and heading to The Wandering Friar where Soren and Morana are holed up.
As you arrive outside of their window, you see Morana tending to a wound that Soren has in her back! Looks like she is removing a crossbow bolt.
Do you want to listen in or make your grand entry forthwith?
The Party and Ezra, head to the hidden door in the Level 2 Column to inspect the rubble.
Meph instructs his Unseen Servant to bring the rubble down the spiral staircase and out via the level 2 front entrance as there is no access to the staircase from level 3.
The Party decides to split up with Elliaria, Grumble, and Mal staying behind and Meph and Clyde accompanying Havelyn and Tih back to Farholde for supplies.
Finalize your choices so we can RP in Farholde a bit with the secondary group. Havelyn and Tih and Brian will head there to meet with Soren and Morana to get filled in with what's been happening in Farholde the last few days as well as beginning to gather the items needed to rebuild the Horn as well as the Golem.
I'll create a separate thread for this.
---
OK folks, let's also have a week of "downtime" for the active PCs in the Horn. Meph needs to read the tome found in the caverns at the very least.
"I live to serve! I relish the dark luck that has brought me back from the dead!"
Halthus, not surprisingly was a torturer, a job he would gladly perform for the group if needed. He is not particularly eloquent or intelligent but he is fanatical and is excited to establish a "New Brotherhood" of the Sons of the Apocalypse.
He appears deferential to the Wraith of Ezra, believing that he needs to be accommodating to the evil spirit and quite frankly, intimidated by him.
He is unable to share anything of value that you have not all already deduced yourselves through investigation of the Horn. He has never been to the Sanctum himself though he does confirm his belief that the hidden staircase is the only way to get there.
Halthus is enamored with moving up the ranks of his religion's hierarchy, he does so by being absolutely ruthless, no doubt his moniker the flayer was well earned.
Note that Soren is believed to be the reincarnation of Havelyn's dead Wife, they are currently lovers. In fact, it is the appearance of Soren that turned Havelyn away from Mitra and convinced him to betray the fortress he so long held fast against the darkness in the prior campaign.
Obviously you will need to create new Avatars to post with them.
I will create the Stats for Brian when I have a moment and whoever wishes to control him can create the Avatar. I'll create a new thread to RP in Farholde once everyone has claimed a character and created their Avatars.
RP in Faholde will coincide with what's happening in the main thread. I'll only revisit that secondary thread on occasion when something interesting is going on in town.
What I find intriguing about this is that RAW [and in our current game] there is already another Knot in Farholde. That Knot, the Seventh is present to feed the Ninth info and aid in the 9ths recapture of the Horn. So to some extent, the presence of periphery 9th members cramps their style and perhaps may steal some of their glory!
Taking a liberty here to move things along a bit...
After the Party sorts the gear to best increase the effectiveness of the Party, Brian is grinning ear to ear! Ezra leaves his minions to guard the entrance of the vault and accompanies you to the second floor of the Horn. Elliaria leads the way with a container of stone salve, the container has two "charges" within. She uses the first to glue the head of the statue found in Area 2-7 to the body in the Area 2-19.
She is delighted to find that her intuition was correct!
A cultist magically transforms back to the land of the living, his open mouthed scream dies away as he looks about the room. He laughs and grasps at his head, "Ha hahhaaaaa. I'm alive! Alive!" He then takes in the scene and regards each of you in turn, when he at last sees Ezra, he falls to one knee! "Lord Ezra, I... I have.. I have it, I have the Withering Eye!"
He pulls from his belt pouch the third emerald!
Ezra retorts seemingly burning with anger, "Halthus the Flayer, it appears you do indeed have more than a sole purpose. How did you come by this holy relic of our Master!?"
Halthus sputters, "Lord Ezra, one of the high priests died in front of me. When he fell I saw the jewel lying loose. I grabbed it and ran. I didn’t get far.”
I was counting all of the bags from everybody. If we're only suing yours we'll have less room for gold.
There's more than 30 cubic feet of treasure? Damn
Having Raaven take multiple trips is probably still faster than us hiking through Caer Bryr.
Another option, we load someone up with bags, and Aurex airdrops them into the Baron's courtyard at night. Jack can do it, or anyone else that has Featherfall.
Remember, Havelyn and Tih are heading to Farholde anyway so they can carry them there, I suppose Raaven can go with and then fly back at her leisure. Thereafter, Daemon Express can fly by night! :-)
Possible for me to create a 2ndary character for social and sneaky stuff Ina town
Perhaps a Catfolk cat-burgler
A lot of cleaning out to do first, and obviously want to stuff his latest acquisition in the new 'dungeon'. So conversion can begin.
I would prefer to use what's already in game than proliferate. However, if you are thinking about Leadership and want to build your own top minion, than I'd be ok with that.
Ezra replies, "Most adventurers are morons Grumble. Brave but stupid. The experiences we used to have in the Chamber of Delights after we captured were something else...when we were done, the servants of my Lord would finish them, once they had what they wished from them". You didn't know Wraiths could smile wistfully, but this one is.
Reminder, there is a statute on the second floor that you all surmise may be able to be put back together again, you now have what you need to do it...
Ezra turns to Meph, "Hexor and Vexor. I wouldn't advise approaching them without the Iron Amulets else you will meet the same fate as Aiden Kael and my Master will never return" he gestures to the iron plates in the true treasury. Once you look ate them a bit more closely, you realize they have chains attached and can be worn around the neck.
Considering that the Victor has slowed down your ascent. Do you wish to step into a bit of downtime now and send the NPCs to Farholde to resupply all of you with what you need to both start building and fix the spiral staircase to the Sanctum? You can also get updates on what's happening in town.
Let me know if the group wants to create a secondary group TO play things out in Farholde. That group already exists really. Morana, Soren, Lord Thomas Havelyn, and Tih are all pretty well fleshed out and interesting characters. If you thrown Brian in there (all be it he's a bit basic compared to them) you have 5.
You can also describe to me how you wish to lay out the extradimensional room as a prison as well which is a fantastic idea.
The module itself assumes that you will begin to try and create/re create some defenses for the Horn as part of your overall scheme. In a way this is a reverse adventure. Instead of being the good guys raiding the Horn, you're the bad guys creating a fortress for the good guys TO raid. If you don't want to spend endless hours trying to figure out what works, I can create skill tests for you to check against to start that process as well.
I think the Lens of Detection and the Belt of Foraging should be paired. They complement each other nicely. If Clyde had any ranks in Survival, I'd say they should go to him. (maybe Shadow will let him trade around some skill points?) The ability to move at full speed in wilderness is a hidden gem. That will make whoever wears the belt really good at getting back and forth between the Horn and Farholde.
I'm not opposed to minor modifications as we're still fairly early into this campaign with this group, especially considering we already lost one PC.
Ezra the Thrice Damned turns towards Grumble, "The Sanctum can only be reached through the Spire.
The Victor did his best to collapse the stairway, his best was rather efficient, it would take a skilled engineer some time to fix. The leader of the last band, Aiden Kael, managed to escape me while I was feasting on the souls of is companions.
He used a potion of gaseous form to enter the Sanctum. I believe that he met his final fate there, at the hands of the Sanctum's Guardians".
Sweet! Only an Eye to find. Any clues as to its form?
As you enter the secret vault, Ezra points to the emerald, "It is similar to that. However, I am not certain where the last one is, assuming you did indeed retrieve the first.
Would you show me the one that you located in the caves?
The one located here, the Eye of Hatred, is inert, at least for now. Once activated in the Sanctum, the Horn of Abaddon is permeated with eldritch hate against Mitra and his followers. Anyone who casts a divine spell of Mitra in the Horn causes the jewel to glow. If the Eye of Vigilance is also present in the statue, it will reveal exactly where the offending spell was cast".
Grumble activates the secret door to the non magical vault by pressing the eyes on the bas relief.
The fake vault is devoid of anything but three rotting corpses. Those corpses though, wear some items of great interest as former members of a Knot, they were no ordinary group.
Ezra gazes at you all with a sense of glee as you loot the bodies of his minions, you can all sense hatred from his minions but there is little they can do but seethe as you claim what was once theirs!
Each had an adventurer's backpack with 5 torches, 1 flint and steel, 50' rope, a bedroll. 1 had a tent, the other a grappling hook, and the final one a mirror. 6 sets of adventurers outfits and three sets of boots designed for hard hiking.
----
After the looting and inventory is complete, you exit the room and close the door. Grumble approaches the bas relief and whispers Hail Vetra-Kali while he pushes the three eyes. The secret door slowly slides open.
This time, the door opens and a soft green glow emanates from within.
You have found quite the treasury indeed!
A ton (yes, 2000 lbs) of solid silver furnishings -- plates, silverware, goblets, candelabra, cirlets, jewelry and the like worth approximately 10,000 gp total.
600 lbs of similar golden items -- worth approximately 30,000 gp.
Six chests full of mixed coinage from dozens of nations though mainly local coinage - 5,500 or so total.
Two iron plates both carved in abyssal that read “Aticus” and “Andian”.
Ornate silver belt studded with obsidian (belt of giant’s strength +2).
A plain golden ring (ring of mind shielding).
An ornate teak wood box holding a glass lens (a lens of detection).
A walking stick of hard black wood adorned with silver fixtures and green semi-precious stones (rod of elemental metamagic [acid], lesser).
Three doses of stone salve.
A carefully packed crate holding a dozen potions of cure moderate wounds (labelled as such in abyssal).
In addition to all of this, there is at the center a small podium that rises like a claw. Between its talons it clutches a single dark radiant emerald. Quite similar to the one you found in the caves...
OK, moving forward once more. I was expecting that post to be longer, but it wasn't. Didn't have the bandwidth this week to get to it till now in any case...
The Wraith nods affirmative in response to Grumble's Oath, "I am Ezra Thrice Damned, the last High Priest of my Master, Vetra-Kali.
I have tried in vain for decades to break the cursed seals that keep my Master bound out of time and space. Perhaps I was hasty in destroying your erstwhile allies of the Fourth Knot, but then, as I was able to destroy them all single-handedly it's likely they were not up to the task set before them.
To free my Master, you will need the Three Eyes of Vetra-Kali. The Eye of Vigilance, the Eye of Hatred, and the Eye of Withering.
Though I am loathe to hand over the Eye of Hatred, you have sworn an Oath Ogerkin and the power of the Horn shall ensure that you follow that Oath, and so it shall be yours as the freedom of my Master is at stake. Unfortunately, I do not know where the other two Eyes rest. If they are not present in the Horn you will need to find them.
There are two vaults, one contains little save remnants of the fake treasure that we stashed there and the three bodies I mentioned, perhaps they had something you could all use. It is opened easily enough". He describes the methodology to trigger the opening of the room, triggering all three of Vetra-Kali's eyes in unison.
"The pocket dimension holds the last of our treasure, to enter that room, you must once more trigger all three of Vetra-Kali's eyes while repeating the phrase, 'Hail Vetra-Kali', then and only then will the true treasure be revealed to you".
Great rolls folks, that would have been an unfun fight and it's a hell of a lot easier to figure out how to access the Vault with the help of the Wraith than without.
The Wraith stops entirely, "You have come here to restore the Horn? The only way to do so is to break the Seal, the Mitrans have made that process quite challenging..."
He pauses and processes staring at each of in succession, what he is thinking or whether he is utilizing some sort of powers is not clear.
"Very well.
Swear on your lives that you will aid in restoring my Master to his former glory and I shall show you the way to find what you seek.
There was a group of doomed fools, most of whom now serve me, that had treasures that the living may find useful stored in the secret room. Beyond the veil, in the same space but yet not the same space are the treasures that the Mitrans were unable to locate.
Ware that I am not the last Guardian of the Sanctum but within the vault are the means to make those who do guard it, yours to command".
Meph is quire certain that these are Wraiths. These foes drain your very life force (CON) and once depleted, their victims rise as spawn. The one speaking is likely the original doomed soul and the other three his spawn.
The Wraith narrows its eyes at Grumble, "Vetra-Kali... yes, my Master, you shall all soon greet him!"
I'll give Elliaria a chance to chime in as well. Note that once the name Vetra-Kali is mentioned, the threat is issued but the Wraiths cease their slow float forward towards you...
I will get the Wraiths on the map when I have a moment, they will be in the upper right corner in Area 3-5.
Note that the Wraith seems a bit interested in the idea of working together but are wholly unafraid or intimidated. I want to give everyone a chance to post before we move to combat or perhaps negotiations!
Elliaria approaches the wall and does indeed find a secret door, incredibly well hidden, in the same area as the magical conjuration was discovered by Meph.
As she is about to attempt to open it, a incorporeal hand begins to reach through at her! Jack, on alert, yanks on the rope powerfully and Elliaria is yanked backwards hard. She manages to land 15' feet away still on her feet.
The figure steps through, he is dressed in Cleric's robes and a visage of pure hate fills his face, "More of you... more fuel for my soul!" he chuckles wickedly as three more figure emerge from the walls. These figures though are dressed differently, they all wear adventuring gear.
Grumble:
If you were a betting Ogre, you'd bet these three are victims of the lead Wraith and were part of the Knot that disappeared exploring the Horn... BTW, you may indeed speak right before combat ensues!
The Party returns to the area where the magical door is located. You venture a bit closer to that space but not too close as to trigger the Fear effect as you discuss possible solutions to access those stairs.
Brian and Aurex still linger in the back waiting to be spoken to until speaking.
Raaven believes that the area may contain more than just a magical door, there may be a hidden door there as well. However, it is likely that the bas relief is there to prevent anyone from approaching that area to double check whether the little demon is right...