"Wasn't Abomentolor the one with the shard of pride? For the second question, I guess it's easy to answer." The halfling shruggs and uses Mage Hand to remove the shard from it's floating place without moving away from the entrance.
As Niamh removes the shard the three angels at the pillar’s base suddenly shriek in mortal pain. Their bodies convulse and thrash, their faces rip from the metal fixtures in their eyes, and then they slump to the ground and swiftly decay away into mounds of foul-smelling corruption.
The entire Dark Forest shakes and thunders, as if struck by a minor earthquake. The air quality grows strangely stale. A flash of dark energy fills the whole room running out just inches in front of Niamh.
Knowledge Geography:1d20 + 10 ⇒ (10) + 10 = 20 "Ah, Varisia, I think" Niamh states letting go off Abomentolor. She sits down and takes out some pies, the shard tucked in her pocket.
Will:1d20 + 8 ⇒ (3) + 8 = 11 "You know, now would be a nice time..." she says frowning at the pie in her fingers "to hand the ioun over."
"Wait" Niamh says, furrowing her brows. "We didn't take it?" She groans. "I'm not keeping it!" reaching into her pocket she pulls it out. "Or at least not the whole time." Shooting the pie in front of her an evil glare she mumbles around another piece "Who would have thought it would be so hard resisting a simple piece of PIE?"
Female Changeling Hedge Witch (12) - Ini +3 - AC 16/13/13 - Fort +6 / Ref +9 / Will +11 - Perception +4 - Concentration +19
Gwenhwyfar places the stone into the shard. It fuses with the shard and the curse is gone. "Here, now it's harmless." she tells and hands the shard back.
The Shard of Gluttony is made of pale inubrix. As long as the Shard of Gluttony is carried, its owner can use vampiric touch as a spell-like ability once per day, gains a +2 insight bonus on saves versus necromancy spells, and increases his maximum hit points by 1 point per Hit Die. The ioun stone is +2 Con.
Elf Ilsurian Archer(10), Archvist(2) - Ini +12 - AC25/16/19 - Fort +11 / Ref +19 / Will +10 (+2 vs Illusions) - Perception +20
"Heaven for Abomentolor, hell for everyone else." Tauriell replies.
Knowledge(geography):1d20 + 12 ⇒ (4) + 12 = 16
She tries to remember if she read something about such a place but nothing comes to mind. "Do you remeber where in Varisia this would be?" she asks Niam.
Female Changeling Hedge Witch (12) - Ini +3 - AC 16/13/13 - Fort +6 / Ref +9 / Will +11 - Perception +4 - Concentration +19
"I have no idea. But if it is indeed Varisia then we're on the right world and close enough to home." Gwenhwyfar replies leaning at Jimmy holding his hand.
Niamh smiles dreamily at the shard before slipping it into her pocket "Sure I know." she states without looking up. "We're in the Cinderlands. I can't give you any coordinates, though."
Female Changeling Hedge Witch (12) - Ini +3 - AC 16/13/13 - Fort +6 / Ref +9 / Will +11 - Perception +4 - Concentration +19
"Me neither. I didn't prepare my teleportation spell as it didn't work in the Black Forrest anyway. But even if I prepare it tomorrow there are several problems with that." Gwenhwyfar explains.
Elf Ilsurian Archer(10), Archvist(2) - Ini +12 - AC25/16/19 - Fort +11 / Ref +19 / Will +10 (+2 vs Illusions) - Perception +20
"Are these problems that can be solved? Because I'm not really interested to die here in this nice countryside. I didn't pack for a longer travel this morning." Tauriell asks sounding a little nervous.
Female Changeling Hedge Witch (12) - Ini +3 - AC 16/13/13 - Fort +6 / Ref +9 / Will +11 - Perception +4 - Concentration +19
"The problem is that I can only take three persons with me. If I prepare only that spell I could travel back and get the remaining two. And then even to our destination. But we're in the middle of nowhere here and I'm not familiar with this place. I have no idea if I would be able to come back here." Gwenhwyfar explains.
"Don't worry. I carry enough pie with me for a long time. And two elemental gems. So, if we get thirsty, we'll jest summon a water elemental. Easy-peasy." Niamh muses over her answer to Tauriell before she adds "And if it doesn't work it was at least creative."
Elf Ilsurian Archer(10), Archvist(2) - Ini +12 - AC25/16/19 - Fort +11 / Ref +19 / Will +10 (+2 vs Illusions) - Perception +20
"So we place ourselves around a spot with a straw each and once you break the gem we drink up the elemental that appears?" Tauriell inquires what the plan behind that is.
"Sort of what I had in mind, yes." Frowning at the dry grass that reaches her waist she tells Hector. "You're walking first because you're big and it's easy for you to walk through here. And besides, it would make you the second hero of the day. Or probably weeks, as it's a fairly long way."
The Cinderlands play host to a desolate backdrop of scrubland and drought, famine and death. As hot as a forge and dry as a desert, the broken flats radiate a hazy, wavering heat so tangible that it robs the body of precious moisture in mere hours. What beasts make their homes there are deceptive and violent, while what few plants claw their way through the cracked ground are as nourishing as rocks.
It is the next best thing to Hell on Golarion. Gozreh swelters in this parched place, repeatedly venting his fury against the unsuspecting lands in cleansing baptisms of fire. (The Cinderlands Expeditions, Preface)
By far the most exasperating aspect of the badlands is the wind — ceaseless, unrelenting wind. To say it has played havoc with our research material is an understatement. Just yesterday, we lost an entire month’s worth of geological notes. If it were constant, the wind wouldn’t be quite as much of a nuisance, but the continuous pattern of extreme buffeting followed by a few seconds of stillness is maddening. The dust and ash get into everything: backpacks, canteens, boots, eyes, nostrils — you name it, sand gets into it. (The Cinderlands Expeditions, Chapter 2: The Blistering Wind)
We have been experimenting with a deep crack in the ground that we located today. If you look at it from a certain angle, you can almost see invisible vapors emanating from it. After much debate over our next course of action, we agreed to set it on fire — in retrospect, this was not the wisest choice. Even our guide seemed shocked when it combusted with a loud popping sound, followed by an intense shaft of blue flame. All of our attempts at extinguishing it have been unsuccessful. Minch has been trying to come up with a proper term for this phenomenon. God’s Pyre, Tinderbox Geyser, and Cerulean Scorch (of which I was particularly fond) all met with playful derision and were vetoed by the majority. For lack of a better term, we have settled for calling this blue flame rockfire for the remainder of this research. (The Cinderlands Expeditions, Chapter 3: The Fields Will Burn)
This morning, we took turns counting lightning strikes, but we lost count around 50 or so. There are just too many to count effectively. Suff ice to say, a good thunderstorm can produce strikes numbering in the hundreds. With all of this activity, it still doesn’t seem to rain here. We see the dark clouds gathering in the mountains, and they produce fantastic lightning displays, but they never seem to progress down into the Cinderlands. (The Cinderlands Expeditions, Chapter 4: Gozreh’s Wrath)
Devoid of foliage and permanently blackened by the barrage of flames, flask trees offer up one of the gloomiest sights in the Cinderlands. At dusk this evening, as we sat in hushed silence, their bloated, misshapen figures surrounded us on the orange - blasted horizon, creating an eerie landscape of squat, dejected husks reaching their withered branches toward the sky. We would have given the dismal trees a wide berth if it weren’t for our always-resourceful Shoanti escort. To our astonishment, he pulled out a tap, promptly hammered it into the base of one of those charred stumps, and proceeded to fill 20 of our canteens. (The Cinderlands Expeditions, Chapter 5: Flowers in an Ashen Land)
Elf Ilsurian Archer(10), Archvist(2) - Ini +12 - AC25/16/19 - Fort +11 / Ref +19 / Will +10 (+2 vs Illusions) - Perception +20
Survival:1d20 + 7 ⇒ (15) + 7 = 22 "I seem to have forgotten what I knew of this land - if I ever know something. But I remember that I read something about those trees! You can get water out of them. I mean once your water elemental is drunken up." Tauriell tells.
To the right you see a mountain range that have to be the Wyvern Mountains. As the sun already moves towards the horizon - while you keep travelling to the south - a large multiple story building comes into sight.
Elf Ilsurian Archer(10), Archvist(2) - Ini +12 - AC25/16/19 - Fort +11 / Ref +19 / Will +10 (+2 vs Illusions) - Perception +20
"Yes, I see it too. Maybe a Fata Morgana? And if not them I'm curious what friendly creatures will greet us there. If the environment here is any indication about the hospitality..." Tauriell comments.
Male Gnome Elemental Sorcerer (16) - Ini +9 - HP 128 - AC 18(26) / 18(18) / 15(23) - Fort +15 / Ref +15 / Will +18 (+5 cloak/+1 Stone/+1 Horseshoe)) - Perception +7 - Concentration +27
"What could happen? Best case we have to cleanse it with fire before moving in. Worst case they just invite us in." Abomentolor replies. He likes the Cinderlands by the looks. But he hates all this walking that makes his feet hurt. And as he can't hurt the lands with fire for making him walk he craves for something to cool his mood.