Since these are "echo" spirits... maybe a solution is they can be "absorded" by our characters. Basically... if our characters touch their echo... it vanishes. Our characters gain a clear understanding of what would have happened if they made a different choice.
so in case you haven't figured it out yet it's a trap.
the chains are real and the runes are real.
But the body is fake. A human was true polymorphed to look like Ravyn. But they were already dead.
once four people have entered the room the door will close sealing them in and an antimagic field will activate. the door will merge with the wall sealing them in. and the magic holding the polymorph spell will cease, rendering the body back to it's original rotting form. (a dead acolyte was used)
Callo's claws and angus' axe will be able to get through the door. but it will take time.
its more delaying tactics.
some of Ravyn's hair and blood were used to fool the scry and a Amulet of Proof against Detection and Location was put on Ravyn to keep anyone from finding the real her (it's also preventing M'Kael from finding her.)
Amulet of Proof against Detection and Location
Aura moderate abjuration; CL 8th Slot neck; Price 35,000 gp; Weight —
Description
This silver amulet protects the wearer from scrying and magical location just as a nondetectionspell does. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 19 (as if the wearer had cast nondetectionon herself).
Does any of the characters know about... The Hall of the Midnight Son? Do they know where it is?
"Doesn’t smell of rot. Musty, very old. It bore marks on its body and face. It smelled of darkness, hate, and pain… I think that is a lich” Gem will guess.
All the spells and runes in the house have been augmented to level ten casting. Anti-antimagic spell would have it's duration greatly reduced.
The sounds, lights, and stench is intentionally of a nature to
All the spells and runes in the house have been augmented to level ten casting. Any anti-magic spell would have it's duration greatly reduced.
The sounds, lights, and stench is intentionally of a nature to blind, deafen, and disorient anyone to make it hard to concentrate and or fight.
All the spells are actually inside the walls, not ion the surface, making them harder to detect (which is why M'Kael has issues going through the walls).
All though this is not the Hall of the Midnight Son it is an access to it. Though not the only one.
If the walls are smashed sufficiently the runes will start to fail. But that would be bad. as the runes in the walls and doors are protective. The anti-combat spells are in the ceilings and floors.
Clues about the place are in the pictures, paintings, and murals. And other rooms.
Damage to the structure will repair itself time will depend on amount of damage. (Permanent Mending spell)
The place is Cursed.
There are 12 Cursed and damned souls trapped in the building. The runes in the walls keep them from passing through the walls. They are not visible to human sight. They are very angry and very mean. Several of them are serial killers. Some of them torture their victims before killing them.
They can possess an individual for a short period of time (twenty-five minutes minus possessed persons level)
(25 - 12 (M'Kael's level) = 13 minutes)
They are also able to manipulate physical objects while incorporeal. Throw things, punch people.