The ridge temple (Session 21)
| The ridge temple (Session 21) | |||||||||||||
| The ridge temple · Temple of Vecna · The Temple of Vecna | |||||||||||||
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The ridge temple (Session 21) is a temple cut into a low ridge in the pine woods about forty minutes’ walk north of Greysmere, entered by a stone stair beneath a half-hacked carved eye that the DM identified as “the symbol of Vecna, the god of secrets and whispers” [3][4]. In sessions 21 and 22 the party followed the Greysmere raiders’ trail to it, destroyed its undead sentries and the creatures of its cell block, opened a mural door with a whispered secret, met the silver dragon Rime in the hollow Vecna statue and found The Book of Secrets, and rested outside as cultists walked in [6][20][25][196][34][38][51][60]. In session 23 the party ambushed a cultist who opened a wall with a pendant, freed her prisoner Kole and met a sealed door that needs “the black orbs” [67][204][91]. In session 24 the fight at that door ended, a chant began and built, the mist hall turned hostile, and the party won two black orbs from a skull’s mouth and a vampire-lord statue before a knight of smoke rose from a toppled statue and the session paused mid-fight, with Pell still not found [107][108][124][133][141][143].
Overview
The ridge temple (Session 21) is a temple complex entered by a cleared stone stair cut into a low ridge in the pine woods, about forty minutes’ walk north of Greysmere [2][3]. The DM’s word for it in session 21 was “temple” [5][6]. In session 22 he called it “the Temple of Vecna” and its great statue “the Vecna statue” [144][58], and he used the name again in session 23 [64]; in session 24 he said only “the temple” [106][107][140]. Whether it has a name or only a description is unconfirmed, so the page keeps its descriptive title.
The carved eye over the stair is the symbol of Vecna, “the god of secrets and whispers” [4], the first mention of that god in the campaign, and cultists use the temple [144]. The party came on the trail of the raiders who had been robbing Greysmere, apparently the people who took the innkeeper’s son Pell [145][146][3], and has spent sessions 21 to 24 inside, all on the same night. That the cultists are The charcoal-robed kidnappers is the natural reading, not something the DM has said. Pell has not been found.
Geography and appearance
The way from Greysmere runs north: a silver-paint trail that ends “about 50 feet beyond the door” of the storehouse, then “one singular track, like a wheelbarrow” through pine woods [147][148][2], with the leashed severed hand pulling the same way [149][150]. The walk, at night and on foot, ends at “a low root-covered ridge” with a cleared stone stair, a stolen wheelbarrow with silver handprints on its handles, and an open eye carved above the stair, “Half of it has been hacked away” [151][3]. Who hacked it is not said.
The DM put the way back at “a 40 minute walk back to Greysmere” [29]. From what the party has seen the temple is “very very big” [30]; Hugo’s “carved into like some massive hill or mountain” is his own reading [152]. Its light is green [9][95].
Layout
The DM has never described the temple as a whole, and he gave no compass direction in session 22. In session 24 his only compass word was relative to Hugo: “everyone just kind of hightailed it to north” [115]. “Up”, “down here” and “over here” are positions on the table’s map, not directions [45][46][153][154][118]. Areas run from the stair inward, with the DM’s compass words as he said them.
- The stair. A cleared stone stair leads in beneath the carved eye, which a Religion check named “the symbol of Vecna” [3][4]. No second way in from outside has been found; the DM’s “there might be secret entrances” is only a hedge [8].
- The entrance chamber. Six undead sentries waited here: two “pulling ropes around a cracked statue” and two gaunt figures “near the western passage” [6]. Its floor is lit by “green balls around the room” [9]. Session 23’s ambush was “near the entrance”, beside a corner, a corridor and stairs [66][155][70][72]; that it was this chamber is a reading, not a DM statement.
- The corridor and the fork. A corridor leads to a fork with “iron doors that stand at the north and west ends”, three skeletons in faded robes and scrape marks “towards the northern door” [12]. Caelumn found a stone token on the skeletons [13]. The west door was left unopened [156].
- The cell block. Through the north door: an eye-patched skeleton holding a whip and “three barred cells that lie in the eastern wall”, the last sealed behind metal sheets and a lock “you can’t actually look through” [14][157]. That cell released the living skin [20] and held a skinless corpse beside an unfinished “help” [158]. A kobold hid “underneath the tiles” of a cell already searched, probably the “empty jail cell” [24][19].
- The skeleton passage and the mural door. A door opened on a passage where “four skeletons” lay, one clutching iron keys, a silver eye-and-hand amulet on its ribs [17]. In session 22 the “hallway filled with skeletons”, most plausibly this passage, held no traps and, behind the party as it entered, a mural [159][160][33]. A whispered secret swung “a narrow section of stone” inward; the door seems to be staying open [34][161].
- The statue room. Beyond the mural door “a hooded stone figure” rises “almost to the ceiling” [35]. It is hollow: Rime hides in it, with “stairs within the statue” and a hatch at the back [38][84]. Acolyte statues stand about the room [44]; secret passages lead off it, a third found in session 24 [45][46][136]. The DM described “multiple conduits going to the statue” [129].
- The mummy-lord chamber. Reached through Terry’s secret door: “a short tunnel that opens into a five-sided chamber”, “a mummy lord” statue and “a circular seam” beneath it [162][163]. The statue sits “like a cork” over a hole; Hugo shoved it over, waking two flameskulls, and the hole held a book and “roughly 150” gold coins [164][165][51][53]. In session 24 the DM said the toppled statue held no orb [134].
- The vampire-lord chamber. The other hidden passage mirrors the first: a five-sided chamber, a statue that “resembles a vampire lord” and a circular seam [55]. Left alone until session 24 [166][167], when the DM said the statue “does have an open mouth with teeth and a beckoning hand” [131]. Terry’s wrist in it cost 8 necrotic damage, and “a small compartment” opened, holding an orb [132][133].
- The third hidden passage. Kole’s Investigation (DC 15) found “a secret passage behind one of the statues” in the statue room, with “a statue of a Dracolich” inside that “Seems to just be standing there.” [135][136][137]. The DM’s only lore, for Father Thomas, was general: “Dracoliches are generally creatures that seek power beyond anything else.” [168][138]. Every offering and threat met silence [169][170][171].
- The sliding wall. A wall near the entrance slid aside when the cultist held a pendant to it [66][67]. The DM called the room behind it “the very south room”, where she was leading Kole to be sacrificed, and “a secret entrance” [75]. The DM has not said whether the wall closes again, or whether the room of six stone figures is that room.
- The sloping passage. The DM gave “a narrow passage that slopes down to the west”, a stream that “creeps uphill” and a door at its “western end” [172][173]. In session 24 Hugo scouted it: water “along one wall”, the stream “uphill before spilling back down”, no traps [116][174]. It ends round a corner at the room of six stone figures [175].
- The room of six stone figures. The room holds the DM’s “six stone figures”, each with “empty eye sockets and a missing left hand”, and an altar [117][118]. Hugo thinks the door behind them leads “back into the fog” [176]. Two statues hid doors, one of which swung round for eight bludgeoning damage [121][122]; the orb “in the mouth of this skull” came with “a giant set of teeth” [120][124].
- The root room. Behind the swinging statue [122]. Roots “fill an alcove at the back of the room”, hiding “a wooden staff resting on two stone brackets”; “a lidded stone cistern” held water; “a curved knife” lay under “a worn carving of a roped figure” [123][177]. The roots regrow as fast as they are cut, dragged in Caelumn, who cut one, and followed water away from the staff, which Terry took [125][178][126].
- The knight chamber. The other hidden door of the room of six stone figures opened when Caelumn’s acid melted the statue at it [127], showing a short tunnel to another five-sided chamber, with a statue “resembling a knight” over a circular seam [128]. It “just looks like a suit of armor” [179]. Terry pushed it over, and smoke came out [141]; the hole held gold coins and a pink unicorn plushie [142][180].
- The misty hall. Seen in sessions 21 and 23, the same room by Caelumn’s account [181]: two basins, three faces, doors east and west, tunnels north, a black stair south [18][81]. In session 24 the mist turned hostile: it left Hugo “under the blinded condition” with no end (“nope”), compelled Kole deeper on a failed Wisdom save, and struck him and Father Thomas for psychic damage [108][109][111][112][113].
- The sealed door. Its place is not stated: Rime “looks to this door over here” [154]. Perception 24 found “three indentations”, each “roughly the size of a baseball”, and runes “written in a language you don’t understand” [89][182][183]. Rime says it needs “the black orbs” [91]; it is apparently the way into “the middle sanctum” [85]. Not revisited in session 24, when the party found two orbs [184][133].
- The ground of the second fight. It began at the sealed door when “something opens in the south” [185]. Kole had been watching the south, “the wrong way” [186]; the DM put the skeleton “to your west” [94], and a further sword came “from the south” [99]. The statements are recorded as said, not reconciled. It ended in session 24 when the last skeleton “crumbles to a pile of bones” [107].
- The side room, or “the cells”. In session 23 Father Thomas ran through a door the party had “already opened”, held it shut, and two spectres came through its wall [187][188][189]. In session 24 the DM spoke of “the cells” and “a room with two ghosts” [103][104]; Father Thomas’s staff destroyed both spectres [105][190]. Whether it is session 21’s cell block is not said [14].
- The rest spot outside. Asked how far from “the road” to rest, Father Thomas said “maybe like a quarter mile”; Hugo wanted a spot hidden but with a view of the temple [191]. After “roughly 43 minutes” the party saw “one cultist and what seems to be five undead minions” go in [59][60], later recounted as “six people”, one “definitely human” [63]. Session 23 began there [64].
Inhabitants
- The cultists probably use the temple often [192]. Rime guessed “maybe 12” on a poor memory roll [193], then said “loads” and “At least more than five” [194][195]. No names or ranks have been given.
- Destroyed: the six sentries of session 21, among them the swollen plague zombie and the burial-robed undead [6][10]; the living skin [25]; the kobold [196]; two flameskulls, merged [50]; the pendant cultist, her ghoul and a zombie [197][198][71]; the three greatsword skeletons [199][98][107]; and both spectres [105][190].
- Active at the pause: the knight of smoke, which turned its gaze from Caelumn to his allies [200]; the faces and the voice in the mist, which struck two of the party [112][113][114][119]; and the regrowing roots [201]. Whether the mist’s voice is the voice of session 23 (“my darlings”, [95]) is not said.
- Allies: Rime, whom the DM voiced in the statue room, who will “join you when you go to fight Sarah” and does not know where the orbs are, but is not narrated acting [202][129][203]; and Kole, the cultist’s prisoner, freed at the entrance [204].
- Inert: skeletons at the fork, in the cell block and along the passage, which did not react to Word of Radiance [12][205][206][17][207].
- Unseen: “the master” [208][209], “the executioner” [66] and the woman Rime calls Mother Sarah ([40][210]; in session 24 only “Sarah”, [202]), probably session 21’s Mother [145], which the DM has not said.
Government / control
No ruler has been named. The dead cultist spoke of “the master” and a sacrifice “for God” [66][208]. Rime says a woman calling herself Mother Sarah came “a couple of weeks ago” with talk of “bringing back stronger undead” [40], and a voice in the stonework calls the temple’s creatures “my darlings” [95]. Whether these are one figure or several is not stated. “The Necromancer” is the party’s own label [166]. In session 24 Rime spoke of fighting “Sarah” and said “she’s completing the ritual” [202][110]; the ritual itself is not explained.
Notable features
- The mural. A hooded figure with one eye and a missing left hand, its worshippers’ mouths joined to its ear by a silver line, above the riddle “Kept, I am yours. Shared, I am less. Give me what no other knows and enter where no doorway shows.” [33]. A whispered secret opens the door and adds a worshipper to the mural “that looks vaguely like you” [34]. The DM never names the figure; the players took it for Vecna [211]. The six stone figures of session 24 are likewise missing a left hand and their eyes [117]; the DM has drawn no link.
- Hidden doors. The mural door, the pendant wall (whether it closes is not stated) and three secret passages off the statue room are the hidden doors found so far, with two behind statues in the room of six stone figures [34][45][46][67][121][136]. The DM’s search rule is “a random door” on a general check and a lower DC “only for that specific door” on one aimed at a statue [212]; the third passage took a DC 15 Investigation [135].
- The Vecna statue. Its voice demanded “the covered meal from the dining room” and sent the party “back the way you came from and to the left” [36][213]; Rime later called it a ruse [214]. A black pulse runs up through it, “a small ache in all your bones”: “It does that every single time she does it.” [39]. The chessboard and incense at its feet may be goods stolen from Greysmere [215][216]; the DM has drawn no link. In session 24 “multiple conduits” ran “to the statue” [129].
- The green light and the lines. In session 23 “lines course through the stonework and light up this entire temple in more greenish light than it’s always been” [95]. The sealed door has “lines all over” it [89]; no link is drawn.
- The chant and the pulse. In session 24 “the pulsing in the floor and the temple” sped up “as something is growing in the antechamber” [106], and when the last skeleton fell “a low chanting spreading out through the temple” began [107]. It had no single source, and was “nearing a peak” while the pulsing grew “more violent and more erratic” [217][140]. The DM has not linked the pulse to session 22’s black pulse [39].
- Names. The DM’s words include “the entrance” [65], “the room that kept Rime” [78], “the cells” [103] and “the antechamber” [106], which he did not place, and, in Rime’s voice, “the middle sanctum” [85]. “Cave”, “crypt” and “dungeon”, “the kitchen” for the misty hall and “the basement” for whatever lies below are the players’ [218][219][220][173][221][222]; Caelumn had used “the antechamber” for Rime’s room [223]. The names used above for the rooms of session 24 are this page’s labels, not the DM’s.
History in the campaign
Session 21: The Hand That Points North
Main article: Session 21
The leashed severed hand and a wheelbarrow track led the party about forty minutes north of Greysmere to the ridge, where a Religion check named the half-hacked eye “the symbol of Vecna, the god of secrets and whispers” [2][3][4]. Six undead sentries in the entrance chamber fell to Terry and Hugo, though a swollen zombie’s haze left a lingering plague [6][10][224]. The party searched a fork, a cell block and a passage of skeletons, glimpsed a misty pillared hall [12][14][17][18], and opened a sealed cell that released the living skin; the session paused mid-fight [20][21].
Session 22: The Dragon in the Statue
Main article: Session 22
The cell-block fight resumed on the same night and ended with the living skin and a regenerating kobold destroyed [22][25][196]. A secret whispered to a mural opened a door onto the statue room, where Rime came out of the hollow Vecna statue [34][35][38]. Two hidden passages led to five-sided chambers: toppling the mummy-lord statue woke two flameskulls and uncovered the Book of Secrets and about 150 gold coins, and the vampire-lord chamber was left alone [165][51][53][55]. Offerings and foot traffic drove the party outside to rest, and after about 43 minutes one cultist and five undead walked in [144][58][59][60].
Session 23: The Changeling in Manacles
Main article: Session 23
The party crept back in and ambushed a woman cultist and four undead near the entrance as she held a pendant to a wall that slid aside; they freed her prisoner Kole, and the cultist died to a Chromatic Orb [66][67][68][204][71]. Behind the wall the DM described “a narrow passage that slopes down to the west” [172], and a door Kole opened gave on the misty hall [81]. Rime came out of his statue by a hatch, spoke of “the middle sanctum” and said a sealed door needs “the black orbs” [84][85][91]. Father Thomas struck it anyway [92]; green light ran through the stonework, a voice called out “my darlings”, and the session paused mid-fight [95][102].
Session 24: The Knight of Smoke
Main article: Session 24
The fight at the sealed door ended when the last greatsword skeleton crumbled and “a low chanting spreading out through the temple” began; Rime said “she’s completing the ritual” [107][110]. The mist hall turned hostile [108][111]. Down a passage with an uphill stream the party found a room of six stone figures, a root room and a knight chamber, took black orbs from a skull’s mouth and, for Terry’s blood, from a vampire-lord statue, and met a Dracolich statue that did nothing [116][117][123][124][133][136]. Terry pushed the knight statue over and a knight of smoke rose; the session paused mid-fight [141][143].
Status
As of session 24. Active, in use by a cult and alerted to the party. The sealed-door fight is over, but the chant is “nearing a peak” and the pulsing “more violent and more erratic” [140], and the session paused mid-fight with a knight of smoke loosed from a toppled statue [141][143]. The sealed door is shut; two black orbs are held [184][133], and how many it takes is not stated. The whole party (Terry, Hugo, Caelumn, Father Thomas and Kole) is inside, and Rime was last voiced in the statue room [129]. The mist hall is hostile and uncrossed [108][111]. Untried: its interior and black stair, the door at the back of the room of six stone figures, the western passage off the entrance and the fork’s west door, unless that is the door Kole opened [225][226][6][12]. The Dracolich statue is unsolved [136]. The mural door seems to stay open and the mummy-lord statue lies toppled [161][227]. Pell has not been found, and Laura Bennett will wait at Greysmere only until about midday [228], though Father Thomas puts it as “before the sun comes up” [229].
See also
- Greysmere
- Vecna
- Pell
- Rime
- Kole
- Mother (Session 21)
- The charcoal-robed kidnappers
- The pendant cultist (Session 23)
- The greatsword skeletons (Session 23)
- The spectres (Session 23)
- The knight of smoke (Session 24)
- The black orbs
- The pink unicorn plush
- The cultist’s dagger
- The skeleton’s greatsword
- Swollen plague zombie (Session 21)
- Burial-robed undead (Session 21)
- The living skin (Session 21)
- The regenerating kobold (Session 22)
- Flameskull
- The Book of Secrets
- The severed hand
- The eye-and-mouth token
- The skeleton’s whip
References
- ^ Session 21, line 666: After the paint runs out, "wheel tracks continue north".
- ^ Session 21, line 704: The tracks "slowly turn into pine woods".
- ^ Session 21, line 708: A low root-covered ridge, a stolen wheelbarrow, a cleared stone stair and a carved eye: "Half of it has been hacked away."; about 40 minutes on foot.
- ^ Session 21, line 728: The carved eye is "the symbol of Vecna, the god of secrets and whispers".
- ^ Session 21, line 765: The DM names the site a temple: "the entrance to this temple".
- ^ Session 21, line 797: The entrance chamber: "two corpses pulling ropes around a cracked statue", a swollen body, two gaunt figures and a third "in rotting burial robes".
- ^ Session 21, line 826: The undead are sentries, "just looking at the entrance".
- ^ Session 21, line 828: The DM hedges from Vecna's portfolio: "there might be secret entrances".
- ^ Session 21, line 1225: The chamber floor is "illuminated by these green balls around the room".
- ^ Session 21, line 1303: Terry kills the last sentry: "that's the end of initiative".
- ^ Session 21, line 1397: The destroyed sentries carry nothing but "just dirt".
- ^ Session 21, line 1413: The fork: iron doors "at the north and west ends"; three skeletons in faded robes; scrape marks to the northern door.
- ^ Session 21, line 1446: On the robed skeletons, "a stone token showing an eye above a closed mouth".
- ^ Session 21, line 1486: The cell block: rusted shackles, an eye-patched skeleton "holding a whip", three barred cells, the last covered with metal sheets.
- ^ Session 21, line 1575: The sheets over the last cell are "some sort of metal".
- ^ Session 21, line 1588: "The hand has stopped moving.".
- ^ Session 21, line 1610: The passage: four skeletons, one "clutching iron keys" and wearing a silver eye-and-hand amulet.
- ^ Session 21, line 1637: The pillared hall: mist faces rising from two cracked basins, and "black stairs descending" to the south.
- ^ Session 21, line 1651: The first cell opened is "just an empty jail cell".
- ^ Session 21, line 1653: The sealed cell opens and what leaps out "can only be described as a bag".
- ^ Session 21, line 2038: The session pauses at the end of a round, mid-fight in the cell block.
- ^ Session 22, line 108: The cell-block fight resumes on the same night: "we come back to initiative".
- ^ Session 22, line 245: A kobold jumps "out from a hidey hole" as a scroll burns.
- ^ Session 22, line 300: The kobold "was hiding underneath the tiles" of "the cell we've already been in".
- ^ Session 22, line 398: The living skin "falls to the ground"; the kobold's feet return "to the fight".
- ^ Session 22, line 535: Under a tile, "a small painting of a kobold that seems to be horribly aged and deadly wounded".
- ^ Session 22, line 552-553: Create Bonfire under the painting; the kobold ages, falls apart and explodes; "that's the end of initiative".
- ^ Session 22, line 642: Time inside after the cell-block fight: "roughly 20-30 minutes".
- ^ Session 22, line 652: Distance restated: "a 40 minute walk back to Greysmere".
- ^ Session 22, line 662: The temple, "from what you've seen", is "very very big".
- ^ Session 22, line 685-687: The living skin's cell: "a corpse without skin slightly decayed flesh" beside an unfinished word on the wall; "no he does not wear clothes".
- ^ Session 22, line 717-721: No traps in "the hallway filled with skeletons".
- ^ Session 22, line 728: The mural: a hooded figure with one eye and a missing left hand, silver lines from the worshippers' mouths to its ear, and the riddle beneath.
- ^ Session 22, line 770: Caelumn's whispered secret opens "a narrow section of stone"; "another worshipper joins the mural that looks vaguely like you".
- ^ Session 22, line 799: The statue room: a hooded statue "Almost to the ceiling", its left hand ending at the wrist and one eye chiselled away; incense in "a dragon chessboard at its feet".
- ^ Session 22, line 808: The statue's voice: "bring me the covered meal from the dining room.".
- ^ Session 22, line 824-829: The voice points "back the way you came from and to the left"; the DM: "There's a door right here.".
- ^ Session 22, line 864: A panel opens "at the statue's back" and a small silver dragon squeezes through.
- ^ Session 22, line 887: A black pulse runs up through the statue: "It does that every single time she does it.".
- ^ Session 22, line 890: The dragon: "She came in here a couple of weeks ago. She said her name was Mother Sarah?".
- ^ Session 22, line 904: The dragon: "aurelian hunters found me and tracked me all the way here"; he hid, "but not before the cultist found me".
- ^ Session 22, line 931-935: The dragon guesses "maybe 12" on a roll of 3; his demands were a ruse; he "crawls back into the statue.".
- ^ Session 22, line 939: The DM: "the temple of uh a secret god".
- ^ Session 22, line 941: Statues "of what looks to be acolytes" stand in the statue room.
- ^ Session 22, line 962: "You managed to find a secret passageway up here.".
- ^ Session 22, line 974: "You managed to find a secret door down here.".
- ^ Session 22, line 983-991: One more search at disadvantage; a general check opens "a random door", a targeted one lowers the DC "only for that specific door".
- ^ Session 22, line 1002-1008: A short tunnel to "a five-sided chamber", a cobwebbed statue over "a circular seam"; it depicts "a mummy lord".
- ^ Session 22, line 1062-1066: The statue sits "like a cork"; Hugo shoves it over and "two skulls ignite their eyes".
- ^ Session 22, line 1594: "the fire extinguishes and the skulls drop to the floor. That's the end of initiative.".
- ^ Session 22, line 1607: In the hole, "a book resting on top of a lot of gold coins".
- ^ Session 22, line 1616-1621: The Book of Secrets, "a very beautiful silver inlaid book with Vecna's sigil on it".
- ^ Session 22, line 1660: "There seems to be roughly 150 of them.".
- ^ Session 22, line 1696-1701: Holy water or Dispel Evil and Good stops the skulls reappearing; "The magic disappears.".
- ^ Session 22, line 1781: A second five-sided chamber, its cobwebbed statue resembling "a vampire lord"; left untouched.
- ^ Session 22, line 1881: "Oh, you can't get inside the statue.".
- ^ Session 22, line 1883-1885: "multiple offerings from cultists in front of the Vecna statue"; "a decent amount of foot traffic here, probably".
- ^ Session 22, line 1893: "you leave the Temple of Vecna" to short-rest outside; "How far away from the road would you like to rest?".
- ^ Session 22, line 1899: After "roughly 43 minutes", "roughly five or six people walking into the temple".
- ^ Session 22, line 1904: "roughly one cultist and what seems to be five undead minions".
- ^ Session 22, line 1906-1917: A level up "once you're done with this dungeon"; the short rest credited: "Go ahead and add a short rest".
- ^ Session 23, line 62: The DM on how session 22 ended: "you ended seeing a group enter the temple after you went outside to rest".
- ^ Session 23, line 181: What was seen going in: "a group of six people", one "definitely human", five "that could either be undead or human"; "It's in the night, so.".
- ^ Session 23, line 269: The rest spot: "sitting in the mud outside of the temple of Vecna"; "Hugo seems fast asleep unable to be woken".
- ^ Session 23, line 280: Where the arrivals went: "You saw them walk into the entrance".
- ^ Session 23, line 310: The party sneaks "into the temple" and hears "take him to the executioner and make him a sacrifice for God"; the prisoner has seen "a group of people near the entrance".
- ^ Session 23, line 347: A woman holds "one of her pendants to the wall" and it slides aside; behind her "a skeleton and three zombie-looking creatures" and a man in "rough-looking iron manacles".
- ^ Session 23, line 364: The first fight begins: "everyone go ahead and roll advantage initiative".
- ^ Session 23, line 425-426: A corner at the entrance: "Would you let me cast a spell around this corner, Nick?" "Uh... I would say yes.".
- ^ Session 23, line 797: The cultist "points to the corridor where Caelumn is hiding".
- ^ Session 23, line 944: The cultist dies to Caelumn's Chromatic Orb: "a singed pile of bones".
- ^ Session 23, line 984: Father Thomas retreats to "the top of these stairs" (his player's words).
- ^ Session 23, line 1070: Hugo arrives: "a group of undead on the floor", a body "in the middle of the room".
- ^ Session 23, line 1090-1092: Hugo's thrown hand axe destroys the large skeleton: "because it's a crit it dies"; "then it just drops".
- ^ Session 23, line 1442: The DM places the opened wall: "the very south room was where the cultist was leading Kole to be sacrificed. It seems to have been a secret entrance.".
- ^ Session 23, line 1453: The search of the dead: a greatsword and a shield, "a holy symbol and leather armor and a dagger", dirt, and "23 copper and 57 silver".
- ^ Session 23, line 1457: "It seems to be a holy symbol of Vecna.".
- ^ Session 23, line 1477: The DM recalls the mural door: "you whispered a secret to the wall that opened the door into the room that kept Rime".
- ^ Session 23, line 1488-1489: Behind the wall, "a narrow passage that slopes down to the west", a stream that "creeps uphill before spilling down again", hinges "on both doors", and one at the "western end of this passage.".
- ^ Session 23, line 1588: The door Kole opens: "you can push it open relatively easy there are handles".
- ^ Session 23, line 1590: The misty hall: "two cracked basins", "three faces", "four pillars", "a door that stands to the east and west, and two tunnels that continue to the north", and to the south "a black stair descending".
- ^ Session 23, line 1604: The mist blinds: "You're blinded while inside the square.".
- ^ Session 23, line 1612: Asked whether "the passageway to the south" goes down, the DM: "That was down.".
- ^ Session 23, line 1638: Rime comes out: "descend from the stairs within the statue and come out the hatch in the back".
- ^ Session 23, line 1640: Rime: "Did you manage to find a way inside the middle sanctum?".
- ^ Session 23, line 1642-1644: Rime: "There's loads of cultists in here."; "maybe 20? Maybe 30? No, that's probably not right. At least more than five.".
- ^ Session 23, line 1647-1649: Rime: "Are you ready to face Mother Sarah?"; "he looks to this door over here".
- ^ Session 23, line 1656: Hugo pulls at the door: "They don't budge.".
- ^ Session 23, line 1659: The door has "three indentations that all go outwards in lines on the door".
- ^ Session 23, line 1664-1666: The indentations are "roughly the size of a baseball"; the door's runes are "written in a language you don't understand.".
- ^ Session 23, line 1677: Rime names the key: "the black orbs to open the door".
- ^ Session 23, line 1690: Father Thomas strikes the door: "whatever is inside the room knows you're here now".
- ^ Session 23, line 1701-1705: "something opens in the south"; "the scraping of a sword on the floor"; "it seems to be approaching".
- ^ Session 23, line 1744: Where the second skeleton is, in answer to Father Thomas: "He is to your west.".
- ^ Session 23, line 1748: Lines "course through the stonework and light up this entire temple in more greenish light than it's always been"; a voice: "Deal with them, my darlings.".
- ^ Session 23, line 1758-1761: Father Thomas shuts himself behind a door the party had "already opened"; "this specter that comes out through the wall".
- ^ Session 23, line 1785: "You hear Shrieking from the top and you see this giant skeleton fighting Hugo.".
- ^ Session 23, line 1843: Hugo destroys the second greatsword skeleton: "since that is a crit it dies outright".
- ^ Session 23, line 1871: "You hear the scraping of another sword coming from the south.".
- ^ Session 23, line 1875: The DM, out of character: "these were in the dungeon somewhere else".
- ^ Session 23, line 1890: A spectre leaves the side room: "it's going to fly past you through the wall and go for Kole".
- ^ Session 23, line 1902: The session pauses mid-fight: "we're gonna pause it here".
- ^ Session 24, line 77: The DM's first use of "the cells": Father Thomas is "within the cells", with ghosts coming through the wall.
- ^ Session 24, line 153: The DM: Father Thomas is "stuck in a room with two ghosts".
- ^ Session 24, line 157: Father Thomas's staff destroys the first spectre; the second falls to it at s24 L290.
- ^ Session 24, line 321: The pulsing "in the floor and the temple" speeds up "as something is growing in the antechamber".
- ^ Session 24, line 382: The last skeleton "crumbles to a pile of bones"; "a low chanting spreading out through the temple".
- ^ Session 24, line 400: The mist hall: "you are under the blinded condition".
- ^ Session 24, line 403: Asked whether the blindness resolves, the DM says "nope".
- ^ Session 24, line 429: Rime: "Now hurry, she's completing the ritual.".
- ^ Session 24, line 450: A failed Wisdom save: "you feel compelled to move further into the fog".
- ^ Session 24, line 475: A face in the mist hits Kole for 7 psychic damage.
- ^ Session 24, line 479: A face dives through Father Thomas for 9 psychic damage.
- ^ Session 24, line 481: A voice: "you're going to die here".
- ^ Session 24, line 532: The DM's one compass word of the session, of the others as Hugo heard them: "hightailed it to north".
- ^ Session 24, line 534: The sloping passage: "a thin stream that slows and stops and creeps uphill before spilling back down".
- ^ Session 24, line 538: The room of six stone figures, each with "empty eye sockets and a missing left hand".
- ^ Session 24, line 543: The DM speaks of an altar in the room.
- ^ Session 24, line 565: The party sees "faces that kind of move within the mist".
- ^ Session 24, line 660: An orb "in the mouth of this skull" and a crevice behind a statue "like almost like a hidden door".
- ^ Session 24, line 662: The DM: "the same over here as well".
- ^ Session 24, line 669: A statue swirls round and strikes for eight bludgeoning damage.
- ^ Session 24, line 707: The root room: roots filling an alcove, a staff on two stone brackets, a stone cistern, a curved knife under a carving of a roped figure.
- ^ Session 24, line 756: The orb is poked out of the skull's mouth and "a giant set of teeth" bite.
- ^ Session 24, line 770: The roots: "Every single time you burn away one root, it just respawns and another one takes its place.".
- ^ Session 24, line 908: A trail of water draws the roots off, "leaving an opening in the wall".
- ^ Session 24, line 986: Caelumn's acid melts a statue at the second hidden door, "revealing an opening".
- ^ Session 24, line 1003: A short tunnel to a five-sided chamber with a statue "resembling a knight".
- ^ Session 24, line 1173: In the statue room, "multiple conduits going to the statue".
- ^ Session 24, line 1216: Kole dusts the cobwebs off the vampire-lord statue.
- ^ Session 24, line 1259: The statue "does have an open mouth with teeth and a beckoning hand".
- ^ Session 24, line 1310: Terry's wrist in its mouth costs 8 necrotic damage.
- ^ Session 24, line 1312: Then "a small compartment" appears, holding an orb.
- ^ Session 24, line 1330: The toppled mummy-lord statue: "You'd find nothing.".
- ^ Session 24, line 1360: Kole finds a third hidden passage in the statue room on a DC of 15.
- ^ Session 24, line 1363: Behind one of the statues, "a statue of a Dracolich".
- ^ Session 24, line 1366: The Dracolich statue "Seems to just be standing there.".
- ^ Session 24, line 1398: The DM's general lore: Dracoliches "seek power beyond anything else".
- ^ Session 24, line 1614: The DM guesses the knight statue is "kind of like a cork inside the floor".
- ^ Session 24, line 1633: The chant is "nearing a peak" and the pulsing "more violent and more erratic".
- ^ Session 24, line 1663: The knight statue is pushed over and smoke "forms in the form of a knight".
- ^ Session 24, line 1879: Under the statue: "a pink unicorn resting on top of a couple of gold coins".
- ^ Session 24, line 2003: The session stops in the middle of the knight fight.
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- ridge-temple
- temple-of-vecna
- vecna
- vecna-statue
- eye-imagery
- dungeon
- pine-woods
- greysmere-kidnapping
- undead-sentries
- undead-plague
- cell-block
- living-skin
- regenerating-kobold
- kobold-painting
- skinless-corpse
- mural-riddle
- secret-doors
- rime
- silver-dragon
- dragon-chessboard
- acolyte-statues
- five-sided-chambers
- mummy-lord-statue
- flameskull
- book-of-secrets
- vampire-lord-statue
- cultists
- kole
- pendant-cultist
- sliding-wall
- secret-entrance
- sloping-passage
- uphill-stream
- mist-hall
- mist-faces
- middle-sanctum
- sealed-door
- three-indentations
- black-orbs
- greatsword-skeletons
- spectres
- green-light
- stonework-lines
- the-voice
- compass-directions
- the-cells
- antechamber
- chanting
- ritual
- conduits
- room-of-six-stone-figures
- swinging-statue
- root-room
- regenerating-roots
- curved-knife
- wooden-staff
- knight-chamber
- knight-statue
- smoke-knight
- dracolich-statue
- mid-combat-pause
- unexplored
- unnamed
