Cult of The Night Walker in The Farlands | World Anvil
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Cult of The Night Walker

Continuing your path down through the pass you come to a large clearing that lifts up from a flowing stream that cuts through the center of two mountain peaks. Within this clearing a small, contained grove of trees has grown, and built within these trees is a stone fortress. It dark stone walls standing in silence before you, yet you can see smoke rising from the roof along with the swirling energy of a ritual circle, a heavy wooden door stands before you, with an unknown interior beyond.  

Level 1

The door opens to a long hallway that branches off to the right roughly 50 feet back, directly to your right is a closed wooden door, and further down the hall are two more similar doors. Walking down the hall is a heavily armored figure with a long-rusted claymore slung over their shoulder. A DC 13 perception check will reveal bone showing underneath the holes in the armor, a group stealth check DC 14 will need to be succeeded in order for the guards to not notice your entrance. Additionally, the door to the fortress will be locked and only pickable through a DC 13 thieves' tools check.  

Level 2

This floor is only accessed by climbing the spiral stairs up unto the balcony of the fortress and then through another door to a secondary floor atop the fortress. Atop the threshold of the door sits several ravens that stare at you as you attempt to pick the lock, when the door is opened the stale smell of blood and decay hits you like a wave, as the doorway opens to a dark room filled with boxes and bloodied bodies. Another door opens to a similar room filled with butchering tools and emaciated corpses, with a cracked and splintered door leading off to another chamber on the left side of the room. This door leads to a wide but narrow room with a pile of coffins and sarcophagi on one end and an altar at the other being prayed over by a woman with sunken eyes and raven hair, she summons multiple corpses and skeletons before fleeing out another door on the opposite side of the chamber. Beyond that door is a stairwell that ascends to the roof of the castle.  

Roof

The first thing you notice is the immense pressure within the air and the bright glow from above you as well as the loud chanting of a woman. AS you ascend the stair you come unto a large sqaure surrounded by stone ramparts as the main overarching tower of the castle, at the far-left corner of this sqaure is a huge magic circle that has been activated and is swirling around with incredible magical power, you can see within the maelstrom of arcane energy that there is a large black slit appearing within the air, peering into this slit will allow you to see what lies beyond, a vast expanse of bone white desert beneath a blood read sky. Large black creatures move across its surface until one turns and looks at you through the portal, its glowing white eyes meet your as it turns its body and shambles toward the opening. The necromancer will continuously summon undead guards to hold the party at bay while she completes the ritual and summons whatever she is trying to summon.  

Treasure

If the party defeats the necromancer and the Nigh Walker, then they get access to this list of treasures. four 2,500 gp Art objects, 6th level spell scroll(Transport via Plants), 8th level spell scroll(Feeblemind), Potion of Longevity, Oil of Sharpness, Supreme Potion of Healing, 43,000 gp, 18,000 gp.   If the party defeats only the necromancer, then they will get access to this list of treasures. fifteen 500 gp gems, 7th level spell scroll (Teleport), Potion of Cloud Giant Strength, 6th level spell scroll (Disintegrate), 13,000 gp, 1,300 pp.

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