The Chest is a Lie
A few of the Shrike’s chosen had talked about how they did not check the star shaped room before they had left the dungeon a couple days ago. Now all of them wished they had as they teleported in the ghouls and ghasts shambled forward, surrounding them. They seemed to be different creatures than the ones they had burned over a week ago. The rogue had just slayed one of the ghasts as the ghouls moved in, well those that hadn’t been turned by Lothar’s channel divinity. Most of them missed their quarry except for the ones hitting Vai’len. She was now poisoned and paralyzed. The group worked together rather well, taking the combatants out while protecting the frozen rogue. Most of the ghasts and ghouls were running scared from Lothar and Nam followed with their own
Turn Undead making the battlefield much easier to dominate. The Forge Cleric of Ory, Nam, clears Vai’len of the fear that was taking root within her as she was frozen staring into the eyes of a hungry ghoul, after the restoration, she felt full of life and fully aware of everything happening on the battlefield.
Both clerics had a bit of trouble hitting some of the frightened ghouls but overall the battle was quick and only one or two suffered serious damage. Two of the creatures had run off early in the fight, Mogg had tagged one of them and were able to track them. Not wanting to draw more attention to the group, Lothar and Mogg head off to eliminate the two creatures that had escaped. Dr. Carric healed Vai’len and passed her a candy before they all rested for a short while.
As they moved north, heading to the pantry to descend down to the next level, they noticed the floors of the area have been cleaned; the rat corpses gone. Before Mogg had left, they made sure to pass Vai’len the master key as the doors had been locked but not trapped. They make their way down to the archway into the purple worm cavern safely. Taking care to mimic the last time they traversed the area, they all make it as soundless as they could to the tunnel that led to where they fought the priest and acolytes. Terrance is sent to take a short tour of the area to see if anything had changed. The owl made a whooshing figure eight around but did not notice anything. They take care at the door that almost led to their death just a few days ago.
Stepping into the room, they decided to take the side door, the same area where the priest had emerged from and where Kaertas and Lothar had taken refuge in during the battle. The path they traveled looked to follow natural forming areas in the stone as the hallways are curved which opened into a larger nondescript room in a hexagonal shape. During his training, Kaertas had skipped the day they were teaching about labyrinths and vaults; however, Dr. Carric remembered and offered the group that this might be a magical vault or possibly a maze. The only problem is that it seemed that it was only the physical shape and that the architect hadn’t followed through. Before continuing, they stop to let Kaertas ritually cast
Detect Magic, just in case they stumble upon anything. During the ten minutes, the room shook and some rocks fell as they thought that behind them a purple worm must have burrowed in the cavern.
Each room they move into is empty, just some minor debris scattered across the floor. As they continue to check each shaped room, they find nothing until they reach a room that looks to have been used as a campsite. Mogg rejoins the group as they walk into the room. They notice four bedrolls and a bonfire long burnt out. The bedrolls looked to be made from creatures from the Underdark, even the material that was used to fuel the fire was not from above ground. They continue to explore the vault. Finally Kaertas’
Detect Magic picks up something.
A unique combo of magic with necromancy and divination being the strongest is located right behind the door. Not knowing if they finally stumbled upon a trap, they let Sinestra use their clawed hand to open the door. Inside the otherwise barren room is a blood red pentagram with a human skull that rises as they opened the door. The floating skull turns toward the group it speaks “I am the Oracle, possessor of all knowledge. Ask what you wish and you shall learn the answer you seek.” They discuss what to ask and they decide that Kaertas should do the talking. “Where is the Architect located?” they ask and place the sapphire into the pentagram but it is not enough. With further questions they learn that a higher payment is needed, much more than they wish to give at this time. As they contemplate what to ask instead, that would match the payment already offered, the Oracle seems unphased by their chatter or the passage of time. They decide “What is creating the fear that is generated by the well?” Everyone is rendered silent as to not speak over The Oracle: The Well is the final resting place of Zelkor, Commander of the Gylidder Army of Light. The fear of his presence can be felt for many hundreds of feet in any direction, as his corruption and dedication to the Master are absolute. He has claimed many souls in the Master's name. Vai’len ponders if there was an Architect before Tsar or if they could possibly be Zelkor... but they don’t know if there was one before and maybe that correlates with Zelkor.
As they move back through the vault, some wonder if the Oracle will be here when they come back or if the dungeon moves them as it seems to repopulate rooms with ghasts and ghouls. They also talk about selling the information to Inako as they had seemed rather interested in the Oracle. Back in the main room, they move to the opposite side door. This lock is finely crafted but with Mogg’s excellent skills, easily opened. Halfway down the hall they can see it is filled with the Brume and they promptly close the door. They move to the southern door, opening the door the sneaky people head down to scout the hallway. At the far edge of Mogg’s vision, there is a small glint of a gold piece on the ground. As Mogg informs the group what they can see, Lothar returns to the group after taking a short rest.
The coin is located at the end of the hallway, flanked by six holes in the walls. Moving cautiously, they have Sinestra’s magical claw pick up the coin and as they do, they can notice the string that is attached to the back. The string activates a trap where arrows smash against the opposite walls but no one is hurt. Kaertas notices that the door next to them has abjuration emanating from it but is not trapped. Nam pushes the door open and finds it extremely heavy. As the cleric continues to hold the door they feel the door becoming heavier. Kaertas, Mogg, and Vai’len move in to investigate the two doors they see. However, the door is far too heavy and Nam is forced to release it, splitting the party.
Those trapped on the inside quickly start to investigate the doors, while Nam and Levin from the outside try to hold the door open. The others decide to move in while the door is open. Behind Kaertas’ door, they could see a larger opening with alcoves and behind Vai’len’s door (who didn’t do that great at investigating) a small chest is elevated upon a raised platform. Lothar moves into the room with the chest and as they approach the platform a trap is triggered. Mogg was able to move into the room before the door shut and the platform dropped out. They could hear a familiar laugh as the pit filled with water. Vai’len had moved into the room in which Kaertas was standing and out of the darkness they could see the ghouls move in. They call out to the group that there is a battle on both sides. In the room, a black skeleton rises from the water and hits Mogg, draining some of their strength. Lothar releases Spirit Guardians and the skeleton takes a great deal of damage before escaping through the door Sinestra and Dr. Carric just magically busted open.
Nam and Levin lose their grip on the door and it slams, shutting them into battle. Back in the ghoul room, Kaertas watches as their companion gets poofed out of existence. He retaliates with a mighty Fireball before teleporting into the other room yelling “that is what you get for killing Terrance you bastards.” Sinestra finishes off the skeleton as Lothar is finally able to leave the room filled with water. As he passes through the doorway, he is magically dry. Now they only have one room to deal with.