
Leonard Giles Neithan |

Vincent, you've got haste. Actually, I forgot to factor it into my last attack too. I defitely would have attacked the golem since I think it has 10' reach anyway, right?
Retconed attack: 1d20 + 11 + 2 - 2 + 1 ⇒ (11) + 11 + 2 - 2 + 1 = 23
Damage: 1d6 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Hearing Seamus start to sing, Leonard steps forward and stabs repeatedly at the golem, Angliath seeming to radiate darkness around it.
Black blade strike, brand. I succeed the concentration even on a 1.
Attack+enchated+bardic-spell combat+haste: 1d20 + 11 + 2 + 2 - 2 + 1 ⇒ (2) + 11 + 2 + 2 - 2 + 1 = 16
Damage+enchanted+bardic+black blade strike: 1d6 + 6 + 2 + 2 + 2 ⇒ (3) + 6 + 2 + 2 + 2 = 15
Attack+enchated+bardic-spell combat+haste: 1d20 + 11 + 2 + 2 - 2 + 1 ⇒ (5) + 11 + 2 + 2 - 2 + 1 = 19
Damage+enchanted+bardic+black blade strike: 1d6 + 6 + 2 + 2 + 2 ⇒ (4) + 6 + 2 + 2 + 2 = 16
Attack+enchated+bardic-spell combat+haste: 1d20 + 11 + 2 + 2 - 2 + 1 ⇒ (17) + 11 + 2 + 2 - 2 + 1 = 31
Damage+enchanted+bardic+black blade strike: 1d6 + 6 + 2 + 2 + 2 ⇒ (4) + 6 + 2 + 2 + 2 = 16
Hope I don't die in return...

GM Mort |

Vincent can't use haste because he had to move to attack.
Leonard manages to stab at the golem, damaging its left leg a little.
Leonard strikes at the golem but his first two swings bounce harmlessly off bone. His last strike manages to dent the knee of its left leg a little more.
37 dmg done to golem thus far

Vincent Arazeiros |

Pls factor bardic into my dmg. Also if I am Hasted, I can just wait for Claude to move and then 5ft step into his space with my reach? Which means I can study it too.
Attack, haste if Claude moves over 5ft: 1d20 + 12 + 2 + 2 + 2 - 2 + 3 ⇒ (20) + 12 + 2 + 2 + 2 - 2 + 3 = 39
Damage: 1d8 + 10 + 6 + 2d6 + 3 + 2 ⇒ (4) + 10 + 6 + (5, 5) + 3 + 2 = 35
crit: 1d20 + 12 + 2 + 2 + 2 - 2 + 3 ⇒ (11) + 12 + 2 + 2 + 2 - 2 + 3 = 30
Damage: 2d8 + 20 + 12 + 4 ⇒ (7, 8) + 20 + 12 + 4 = 51
if for some reason Claude isn't allowed to 5ft step that will just be next Rd attack lol. Or better yet just use my 1/day +5ft reach if he can't move.

GM Mort |

Actually you could step into Leonard's space since he decided to 5 ft step closer so your haste attack will carry over.
Vincent stabs the Giant Goliath in the centre of its chest and it crumbles to the ground in a pile of bone.
Yay Combat over I can move you lot

GM Mort |

The party proceeds onwards, treading through the passage, which is increasingly cluttered up with bones.
K2
This plaza is a large cave with starnge stone buildings built into the walls, Cracked bones of numerous shapes and sizes cover the floor, piled into grisly, jagged dunes. A solid square building juts from the bones of the center of the plaza, surrounded by a circular wall of gray stone. The same multi-coloured fungus that grows throughout the Underworld lights this cavern. The party hears the sound of fighting from within other districts.
The heap bones vary in depth from 1-2 feet, Medium and smaller creatures treat the plaza ground as difficult terrain and all stealth checks made while moving in this area incur a -5 penalty
Rounds/level buffs are gone, min/level still on
The party sees a towering menace has a horrible, vertically aligned mouth and arms that split at the elbows into twin clawed hands outside a mausoleum with faded words, ”Scarcrim Vost” on it.
Seamus init: 1d20 + 7 ⇒ (6) + 7 = 13
Howard Init: 1d20 + 4 ⇒ (14) + 4 = 18
Leonard Init: 1d20 + 4 ⇒ (10) + 4 = 14
Vincent Init: 1d20 + 1 ⇒ (14) + 1 = 15
Creature init: 1d20 + 1 ⇒ (20) + 1 = 21
You made your knowledge check earlier, I am not rolling it again.
Howard and Leonard recognize the creature as a Gug.
The creature lunges forward, reaches out and starts biting and clawing at Leonard. It bites him on his shoulder.
bite: 1d20 + 17 ⇒ (7) + 17 = 24
dmg: 1d8 + 7 ⇒ (5) + 7 = 12
claw: 1d20 + 17 ⇒ (16) + 17 = 33
dmg: 1d6 + 7 ⇒ (6) + 7 = 13
claw: 1d20 + 17 ⇒ (12) + 17 = 29
dmg: 1d6 + 7 ⇒ (4) + 7 = 11
As two of the claws land on Leonard abdomen, it begins to pull at the wound, ripping it apart and exposing his entrails.
rend damage: 1d6 + 10 ⇒ (6) + 10 = 16
Leonard mercifully passes out from the pain. Leonard, you're at -2 now
The creature then steps forward (its large so it can 5 ft) and starts clawing at Claude. One of the claws connects with Claude's chest while the other only hits the floor.
claw: 1d20 + 17 ⇒ (8) + 17 = 25
dmg: 1d6 + 7 ⇒ (4) + 7 = 11
claw: 1d20 + 17 ⇒ (1) + 17 = 18
Claude takes 11, shield companion would mean he takes 5, Howard takes 6.
Party up

Seamus Passeri |
Seamus crinkles his nose, "My that's ugly!" He then begins to sing attempting to inspire his friends, "Oh my little pretty one..." as he forms a snowball and throws it at the creature.
+ 2 inspire, ranged touch attack, snowball, PBS, Fort. @ 15
attack: 1d20 + 9 + 1 + 2 ⇒ (19) + 9 + 1 + 2 = 31 for damage: 5d6 + 1 + 2 ⇒ (2, 2, 6, 3, 1) + 1 + 2 = 17

GM Mort |

The Gug takes the snowball in the face! It does not seem to be slowed, though.
fort: 1d20 + 9 ⇒ (19) + 9 = 28
Inspire does not add to snowball damage for reasons I've told Howard before
14 dmg to Gug
Edited:1 less dmg as PBS dmg is for ranged weapons and does not apply to snowball.

GM Mort |

You don't add your Str damage to your spells, Nub! *Smacks Seamus with a broomstick*

![]() |

Howard smiles mirthlessly.
"I think it is time for you to grow again, Claude..."
He then casts a spell...
Concentration: 1d20 + 11 ⇒ (20) + 11 = 31.
Causing Claude's form to once again swell into the shape of that terrible ophidian nightmare!
Claude hisses in delight, and hungrily attempts to rip the gug to shreds.
Bite: 1d20 + 10 + 2 + 2 ⇒ (20) + 10 + 2 + 2 = 34, for 6d10 + 3 + 2 + 2 ⇒ (7, 9, 4, 6, 1, 9) + 3 + 2 + 2 = 43 damage.
Crit Confirmation: 1d20 + 10 + 2 + 2 ⇒ (18) + 10 + 2 + 2 = 32, for 6d10 + 3 + 2 + 2 ⇒ (1, 8, 9, 4, 2, 6) + 3 + 2 + 2 = 37 *ADDITIONAL* damage.
Claw: 1d20 + 10 + 2 + 2 ⇒ (19) + 10 + 2 + 2 = 33, for 4d8 + 3 + 2 + 2 ⇒ (7, 7, 7, 5) + 3 + 2 + 2 = 33 damage.
Claw: 1d20 + 10 + 2 + 2 ⇒ (10) + 10 + 2 + 2 = 24, for 4d8 + 3 + 2 + 2 ⇒ (7, 4, 2, 2) + 3 + 2 + 2 = 22 damage.
Claw: 1d20 + 10 + 2 + 2 ⇒ (4) + 10 + 2 + 2 = 18, for 1d4 + 3 + 2 + 2 ⇒ (4) + 3 + 2 + 2 = 11 damage.
Claw: 1d20 + 10 + 2 + 2 ⇒ (17) + 10 + 2 + 2 = 31, for 1d4 + 3 + 2 + 2 ⇒ (2) + 3 + 2 + 2 = 9 damage.
Tail Slap: 1d20 + 5 + 2 + 2 ⇒ (5) + 5 + 2 + 2 = 14, for 4d10 + 3 + 2 + 2 ⇒ (2, 5, 8, 7) + 3 + 2 + 2 = 29 damage.

GM Mort |

Claude nearly bites the Gug into two with his enormous jaws, then tears the Gug into 2 pieces with his claws.

![]() |

Howard nods in satisfaction, then feeds a potion to Vincent Leonard.
CMW: 2d8 + 3 ⇒ (4, 8) + 3 = 15.
"Come on - let's heal him up, and continue on our mission."
Assuming nothing stops us, we would then heal him up to full, before continuing on our way.

GM Mort |

Leonard wakes up on the bones, feeling a sharp pain in his stomach and shoulder and seeing a large semi-healed gnash on his stomach and a bite wound on his shoulder, noticing Claude happily making a meal of the Gug.
The party hears ghouls singing songs of their victory and some of the voices seem to be approaching the area. The party proceeds swiftly to the Mausoleum, except for Claude who is too big to fit in.
K3
This small squat mausoleum is eight feet square. It sits on a raised dais in the middle of a fountain that has long since dried up and is now heaped with bones. The image of a leering ghoul’s face with a long canine snout and a haughty expression is carved on the stone door to the mausoleum. Vincent realizes that the door is trapped and motions the party to stand back while he disables the trap.
rounds: 2d4 ⇒ (1, 3) = 4
He tries to do it carefully with Howard’s guidance (A take 10 for total 29. Base 16+2 heroism + 1 guidance), but does not manage to disable the trap.
rounds: 2d4 ⇒ (3, 2) = 5
Disable device: 1d20 + 19 ⇒ (5) + 19 = 24
This time he sets off the trap. Two blue glowing long-fingered hands reach out for the door, their fingers raking across him.
touch: 1d20 + 9 ⇒ (20) + 9 = 29
dmg: 1d6 ⇒ 3
confirm: 1d20 + 9 ⇒ (14) + 9 = 23
confirm dmg: 1d6 ⇒ 4
Vincent Fort: 1d20 + 9 ⇒ (6) + 9 = 15
touch: 1d20 + 9 ⇒ (2) + 9 = 11
dmg: 1d6 ⇒ 2
Vincent Fort: 1d20 + 9 ⇒ (18) + 9 = 27
touch: 1d20 + 9 ⇒ (11) + 9 = 20
dmg: 1d6 ⇒ 4
Vincent Fort: 1d20 + 9 ⇒ (19) + 9 = 28
touch: 1d20 + 9 ⇒ (16) + 9 = 25
dmg: 1d6 ⇒ 1
Vincent Fort: 1d20 + 9 ⇒ (19) + 9 = 28
touch: 1d20 + 9 ⇒ (9) + 9 = 18
dmg: 1d6 ⇒ 6
Vincent Fort: 1d20 + 9 ⇒ (12) + 9 = 21
touch: 1d20 + 9 ⇒ (12) + 9 = 21
dmg: 1d6 ⇒ 2
Vincent Fort: 1d20 + 9 ⇒ (5) + 9 = 14
touch: 1d20 + 9 ⇒ (16) + 9 = 25
dmg: 1d6 ⇒ 5
Vincent Fort: 1d20 + 9 ⇒ (19) + 9 = 28
touch: 1d20 + 9 ⇒ (6) + 9 = 15
dmg: 1d6 ⇒ 4
Vincent Fort: 1d20 + 9 ⇒ (13) + 9 = 22
touch: 1d20 + 9 ⇒ (8) + 9 = 17
dmg: 1d6 ⇒ 1
Vincent Fort: 1d20 + 9 ⇒ (13) + 9 = 22
touch: 1d20 + 9 ⇒ (19) + 9 = 28
dmg: 1d6 ⇒ 1
Vincent Fort: 1d20 + 9 ⇒ (18) + 9 = 27
All 10 fingers rake on him and Vincent feels cold and weakened by them.Vincent takes 36 points of negative energy, 2 points str damage
While Vincent is disabling the trap, Seamus pokes Leonard with the wand of CLW.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

GM Mort |

Vincent realizes the door is now neither locked, nor trapped as the trap has been set off and opens the door. He sees a ghoul skeleton with a crown embedded with emeralds on its canine-like skull with a rod grasped in his skeletal hand. Howard scans the rod with his magical senses and realizes that the rod is magical but cannot identify what it is. Take 10 for spellcraft fails
Vincent takes the skull and goes out of the Mausoleum. The party now sees some ghouls that have just wandered into the area pointing at them.
”Hey what are those aliens from beyond doing in Scarcrims Mausoleum!”
”Isn’t that Scarcrim’s skull?”
”Kill those who desecrated Scarcrim’s tomb!”
They are two rounds before they will appear on the map, so you have 2 rounds to do what you need to do. If you want to Poof – you cannot take 10 or 20 on that check and must roll.

![]() |

Claude lacerates himself as he tries to get home....
12d6 ⇒ (2, 5, 5, 2, 1, 3, 1, 1, 3, 3, 4, 3) = 33
Concentration: 1d20 + 7 + 6 - 3 ⇒ (20) + 7 + 6 - 3 = 30.
Howard simply concentrates hard...
Concentration: 1d20 + 7 + 4 ⇒ (9) + 7 + 4 = 20.
...gulping as he doesn't disappear.
He then tries again...
4d6 ⇒ (4, 4, 5, 5) = 18
Concentration: 1d20 + 7 + 4 + 2 ⇒ (13) + 7 + 4 + 2 = 26.
...a beatific smile crossing his face as he fades from existence, skull and rod clutched in his hands.

GM Mort |

Leonard concentration: 1d20 + 14 ⇒ (16) + 14 = 30
Leonard concentrates on being on the Sellen Starling, then wakes up down there.
Vincent concentration: 1d20 + 12 + 1d6 ⇒ (13) + 12 + (3) = 28
Vincent looks at the approaching ghouls, decides it isn't worth it to hang around, and has a brilliant flash of inspiration and also wakes up on the Sellen Starling.
Seamus concentration: 1d20 + 11 ⇒ (1) + 11 = 12
Seamus concentration: 1d20 + 11 ⇒ (16) + 11 = 27
Seamus is distracted by the party doing disappearing acts around him, but manages to get his act together before the ghouls come close, and also wakes up on the Sellen Starling.
As the party wakes up on the Sellen Starling, they suddenly feel that more secrets of the universe have been revealed.
Ding! Please level yourself up to level 8!

GM Mort |

The party rest for the night except for Howard and Leonard.
Day 10
The next day, Vincent and Leonard start pouring through Festival of the Snake, The Forgotten Servants, and The Illusion of the Weeping Ones to learn where to find the green stone idol.
Vincent knowledge planes: 1d20 + 18 + 1d6 ⇒ (12) + 18 + (2) = 32
Library has bonus knowledge +2
kp: 1d12 + 6 ⇒ (3) + 6 = 9
Kp 20
The water lizard referenced is no mere animal—it is a representation of Bokrug, one of the unimaginably powerful Great Old Ones.

GM Mort |

The party rest for the night except for Howard and Leonard.
Day 11
The next day, Vincent and Leonard start pouring through Festival of the Snake, The Forgotten Servants, and The Illusion of the Weeping Ones to learn where to find the green stone idol.
Vincent knowledge planes: 1d20 + 18 + 1d6 ⇒ (1) + 18 + (2) = 21
Oh no crit fail!
library kp increase: 1d4 ⇒ 3
Vincent seems to have gotten distracted, and thinks that to get the idol, all they need to do is to find some green stone in Golarion and carve it into the right shape.

GM Mort |

The party rest for the night except for Howard and Leonard.
Day 12
The next day, Vincent and Leonard start pouring through Festival of the Snake, The Forgotten Servants, and The Illusion of the Weeping Ones to learn where to find the green stone idol.
Vincent knowledge planes: 1d20 + 18 + 1d6 ⇒ (20) + 18 + (6) = 44
Vincent knowledge planes confirm: 1d20 + 18 + 1d6 ⇒ (15) + 18 + (1) = 34
kp: 2d12 + 16 ⇒ (12, 3) + 16 = 31
Vincent has an eureka moment and has to refrain from running out on the ship deck naked.
Kp 15
A horrid treatise collating rumors of the Great Old Ones asserts that Bokrug lives in a vast, unnamed lake in the Dreamlands. A race of alien creatures founded the city of Ib on the shores of the lake and worshiped Bokrug there. An idol of green stone was central to their rites.
Kp 10
A quasi-historical dissertation relates how Ib was destroyed by proud and warlike humans disgusted by the aliens’ bizarre rites and unusual physiognomy.
Kp 5
The victorious humans were from a city called Sarnath. After destroying Ib, the folk of Sarnath carried away a strange green idol and housed it in one of their temples. The idol disappeared from the temple soon thereafter.
Kp 0
Vincent and Leonard learn the proper phrase that allows them to use the Dreamlands excursion occult ritual to reach Sarnath.

GM Mort |

That night, the party performs the ritual with Vincent leading.
Vincent drinks his alchemical allocation extract, then drinks his potion of heroism and spits it back out.
The party sits in a circle as Vincent begins to chant the incantation with Howard, Leonard and Seamus supporting him.
"We, The Seekers, are bound by a common purpose - the thirst for knowledge."
Vincent knowledge arcana: 1d20 + 16 + 1d6 ⇒ (10) + 16 + (5) = 31
He then passes the miniature ivory and horn staircase to Howard, who feels each of its 70 steps.
"We have gathered this very night in order to open the gate to the Dreamlands."
Vincent knowledge arcana: 1d20 + 16 + 1d6 ⇒ (17) + 16 + (4) = 37
Howard passes the miniature ivory and horn staircase to Leonard,who feels eager of its 70 steps. The miniature ivory and horn staircase is now heavier.
"For beyond lies the knowledge we seek."
Vincent knowledge planes: 1d20 + 16 + 1d6 ⇒ (11) + 16 + (1) = 28
Leonard passes the ivory and horn staircase to Seamus, who feels eager of its 70 steps. Seamus realizes the staircase has now grown bigger.
"Let the portal open between this world and Sarnath"
Vincent knowledge planes: 1d20 + 16 + 1d6 ⇒ (17) + 16 + (2) = 35
Seamus passes the staircase that is now glowing with blue light back to Vincent,who feels each of its 70 steps.
Vincent takes a deep breath, then drops the stairs case in the center of the ring made by the party.
Vincent knowledge planes: 1d20 + 16 + 1d6 ⇒ (18) + 16 + (5) = 39
Vincent feels the staircase sap his life energy. The party sees the staircase sinks into the ship deck, expanding to the size of a normal staircase and leads downwards into darkness...
Backlash damage to Vincent: 2d6 ⇒ (4, 5) = 9
The party moves towards the staircase, and fall fast asleep the moment they touch it.

GM Mort |

They find themselves falling through cold darkness…then they see a speck of light in front of them. Moving towards it, the party finds themselves arriving in a large, opulent hall drained from their ordeal.
Resplendent with golden filigree, high arched windows, and sumptuous tapestries, this opulent feasting hall is packed with thousands of people enjoying a grand feast. Golden torches affixed to the walls illuminate the festive throng, crowded balconies, and staircases looking over the vast hall. The attendees are draped in garments sewn from gorgeous silks, satins, and velvets; their arms and necks are hung with gold bands and their headdresses are studded with jewels and bright feathers. Tables of rich and exotic foods and intoxicating beverages line the walls, drawing partygoers who gorge themselves on the offerings and huddle closely in small groups or intimate embraces. Many guests dance to the otherworldly tones of an orchestra composed primarily of flutes, pipes, and drums. The north and northwest walls of the ballroom bear no windows and are constructed of thick slabs of stone. A plain stone staircase carved into the solid stone wall is partly concealed by thin screens.
Backlash damage to Vincent: 2d6 ⇒ (1, 5) = 6
Backlash damage to Howard: 2d6 ⇒ (5, 3) = 8
Backlash damage to Claude: 2d6 ⇒ (3, 2) = 5
Backlash damage to Seamus: 2d6 ⇒ (5, 3) = 8
backlash damage to Leonard: 2d6 ⇒ (2, 3) = 5
Vincent takes out the wand and taps everyone with it.
Vincent
clw: 1d8 + 1 ⇒ (8) + 1 = 9
clw: 1d8 + 1 ⇒ (4) + 1 = 5
clw: 1d8 + 1 ⇒ (8) + 1 = 9
Howard]
clw: 1d8 + 1 ⇒ (4) + 1 = 5
clw: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (2) + 1 = 3
Claude
clw: 1d8 + 1 ⇒ (3) + 1 = 4
clw: 1d8 + 1 ⇒ (8) + 1 = 9
clw: 1d8 + 1 ⇒ (5) + 1 = 6
Seamus
clw: 1d8 + 1 ⇒ (6) + 1 = 7
clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (1) + 1 = 2
Leonard
clw: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (6) + 1 = 7
clw: 1d8 + 1 ⇒ (8) + 1 = 9
What does the party want to do?

![]() |

If no-one is taking any particular notice of us, explore the area, looking for our next token? Presumably, if nothing is immediately visible, heading up the stairs (discretely) is probably our best bet.
Also, casting Shield Companion, Shield Companion, See Invisibility, and Heroism.

GM Mort |

The party does not notice any green stone idols in sight. They search behind the balconies and under the tables, drawing puzzled stares and questioning remarks from the party goers.
Suddenly, shouts of terror from the higher levels of the palace shatter the revelry. The music stops as panicked, screaming people push and shove each other down the fanciful staircases and along the balconies from the palace’s upper levels, further crowding the room. A rivulet of clear water runs down the staircase in the sea wall, evidence that the lake has crested the sea wall and is beginning to pour into the palace.
The panicked crowd makes moving through the area difficult. People in the crowd move at 30 feet per round and do so at the end of the round. Moving through the crowd requires 2 squares of movement. The crowd provides cover for anyone moving through it. As a full-round action, a PC can direct the crowd to move in a particular direction with a successful DC 15 Diplomacy check or DC 20 Intimidate check as long as the crowd can see the character attempting the check.
Surging into the feasting hall along with the lake water are four sickly green humanshaped ghostly creatures with froglike faces, yet only empty sockets stare from where its eyes should be.
Seamus init: 1d20 + 7 ⇒ (11) + 7 = 18
Howard Init: 1d20 + 4 ⇒ (9) + 4 = 13
Leonard Init: 1d20 + 4 ⇒ (16) + 4 = 20
Vincent Init: 1d20 + 1 ⇒ (19) + 1 = 20
frogs: 1d20 + 7 ⇒ (4) + 7 = 11
Howard Knowledge religion: 1d20 + 15 ⇒ (16) + 15 = 31
Vincent knowledge religion: 1d20 + 11 + 1d6 ⇒ (20) + 11 + (3) = 34
Leonard knowledge religion: 1d20 + 4 ⇒ (4) + 4 = 8
Howard and Vincent recognize them as ib shades.
They flash a series of complex handsignals amongst themselves.
For a thousand years we have waited for this day. Our time for revenge is nigh!
Everyone, then frogs, Slide 16

![]() |

Howard bows politely to the Shades, then pulls out some paddles, that look a bit like extremely complicated semaphore flags, which he starts waving madly.
Diplomacy: 1d20 + 13 ⇒ (12) + 13 = 25.

GM Mort |

They start giving another bunch of complex hand gestures.
They called us monsters, called our practices blasphemous and slaughtered us all to the last egg because we were different from them. You look like THEM too,despite knowing our language. Why should we trust you, pink skin?

Leonard Giles Neithan |

I'm definitely casting defending bone before we venture in.
Leonard watches Howard talk to the Ib, Angiliath perched on his shoulder in it's normal position.
Edit: also casting greater magic weapon before entering the portal.

![]() |

Howard removes his glasses so that they can see his reptilian eyes, and then responds.
Diplomacy: 1d20 + 13 ⇒ (12) + 13 = 25.

GM Mort |

Defending bone DR does not apply to ib shade attacks.
This damage is treated as bludgeoning, slashing, and piercing, but it also counts as magical for the purpose of overcoming damage reduction.

GM Mort |

They look at Howard with their empty eye sockets, then give a series of hand gestures as well as a shrug.
Then you should leave, now, before it's too late. Our priest has taken the green stone idol to summon Bokrug. He is now on the ramparts Calling out to Him. Once He is here, he will bring his Wrath upon our murderers and drag Sarnath to its watery grave.

Seamus Passeri |
Watching as Howard speaks to the ugly creatures, Seamus smiles, leaning over and whispering to Leonard and Vincent. "I'm so glad Howard is with us. He knows all these languages and he can talk anyone into anything. We'll have that green thing and be out of here in no time. Easy-Peasy!"

![]() |

Howard nods, before gesticulating furiously again.
He then stands aside to let them pass, before heading for the ramparts.

GM Mort |

They gesture at Howard a little more.
There is no safe point for the living. He will drown the city in waves. You might make it out alive, if you didn’t need to breathe. Or not. You would probably be dashed to your death upon rocks. Take our warning and leave NOW.
The ib shades run around grabbing the party goers sowing more panic as they systematically begin to mow down the crowd with their wracking touches.
”Please, I’ll give you any amount of money you desire if you will let me go!”
”Please! Spare me…I’ve got 3 children who depend on me as sole bread winner for my family!”
Panicked screams fill the air as many party goers collapse with deep burns and bruises on them, the ib shades utterly ignoring their pleas for mercy.
The party, with supreme indifference, pushes their way through the crowd up the ramparts.

GM Mort |

The steep staircase ascends through the 50-foot tall sea wall. The water pouring down the stone stairs makes the climb slippery, but the stairs are otherwise clear of creatures. As the party nears the top of the staircase, they enter a green mist composed of very fine particles.
These odd particles cling to skin, hair and clothes, imparting a slick, waxy sheen that is unusual but harmless. The mist restricts visibility along the top of the seawall to only a few hundred feet.
The top of the sea wall is 20 feet wide and made of smooth , worked stone. Narrow, decorative crenellations along the north and west sides of the sea wall rise 5 feet high every 15 feet apart. The lake water has reached the top of the wall and is now pouring into the city.
The party hears three irritated voices, but sees no one, except for Howard, who sees three faintly glowing blue balls of light bobs gently in the air, the nebulous image of what might be a skull visible somewhere in its depths.
”Nawr mae gennym rywfaint o idiotau sy'n ymyrryd â'n bwffe.”
”Dyfalu mai dyna'r hyn y byddwn yn cael ei dalu amdano, i roi'r gorau i ddamwain y blaid.”
”Gadewch i ni fynd i fusnes.”
Now we have some idiots interrupting our buffet.
Guess that’s what we get paid for, to stop the party crashers.
Lets get down to business.
Howard knowledge dungeoneering: 1d20 + 15 ⇒ (7) + 15 = 22
Howard recognizes them as Wil o wisps. They are immune to all magic except for magic missile and maze.
What would the party want to do, Slide 17

![]() |

Howard nods politely to the balls of light.
"Cyfarchion! Nid oes gennym unrhyw awydd i ymyrryd â'ch bwffe. Mewn gwirionedd, nid ydym o gwmpas yma, ac nid ydynt yn ffrindiau i'r dynion idiot y mae Beibion Ib yn eu lladd yn hapus yn hapus; mewn gwirionedd, yr ydym newydd ymdrin â heddwch â chriw ohonyn nhw, a gyfarwyddodd ni i ddod yma i ddod o hyd i'w Sacerdot, sydd â'r Greenstone Idol. Os gwelwch yn dda, parhewch eich repast; Yr wyf yn siŵr bod y maeth yma yn profi'n eithaf hyfryd."
Diplomacy: 1d20 + 13 ⇒ (18) + 13 = 31.

GM Mort |

”Byddwn yn dod gyda chi, fel rhagofal i sicrhau nad ydych yn amharu ar y ddefod neu beth bynnag. Rydyn ni'n cael ein talu i sicrhau na fydd unrhyw beth yn ymyrryd â'i ddefod.” The voices say.
We’ll come along with you, just as a precaution to make sure you don’t disrupt the ritual or whatsoever. We’re paid to ensure nothing interrupts his ritual.
The party ascends to the top of the seawall, seeing one Ib shade holding a viridian idol the shape of a giant waterlizard, guarded by four other ib shades, all 30 ft in the air. Beams of green light emit from the eyes of the giant waterlizard, like a homing beacon signalling to something in the fog.

Seamus Passeri |
Mort ninja'd my post
'I shouldn't be surprised that there are voices, it is a dream anyway.' Playing along, Seamus nods his head in agreement with Howard. "Dylech wrando ar Howard, mae'n wirioneddol deallus."
Aid another: Diplomacy: 1d20 + 18 ⇒ (15) + 18 = 33

![]() |

"Digon teg."
He does, however, cast Heroism on himself.
With the Ritual-casters:
Howard politely tries to signal his peaceful intentions.
Diplomacy - 'Take 10' = 25.

GM Mort |

The Ib shade holding the idol stares at Howard with his empty eye sockets, coldly, then waves his hands back.
Flattery, is it not? We are already dead and have no use for fancy words. Only Vengeance will satisfy us now.
The destruction of Sarnath will send its reverberations throughout the Dreamlands. We have no need for heralds to announce HIS coming.
You know our some of our ways – but not the most important one. For laying your hands on his Holy Relic, a price must be paid, in blood. Two of you must come forward – laying your lives down as a sacrifice to Him. That is the price.

![]() |

Howard nods, and responds.
Howard then turns to the others.
"In order for them to give us the Idol, they require two sacrifices. I am quite willing to do it, but they will need another..."
Purchasing peace of mind with pieces of my sanity, seems, somehow, appropriate...

GM Mort |

Seamus you really want to do it? It's your second Dreamland death, which means it's a greater madness.

GM Mort |

The Ib shade gestures at Howard.
Do remember to throw it back in here when you're done. I suggest you find a way to swim and breathe water or fly to return it.

![]() |

Howard nods.
Let's go ahead with the (mostly) human sacrifice!

GM Mort |

The Ib shade with the idol flies down to the ground with the idol and gestures at his compatriots. He gestures at both Seamus and Howard over.
Carry that one and that one over. Then hold them upright as I perform the sacrifice.
He then turns to Howard and gestures a few more times.
I will pass the idol to the pink skin with different colored eyes. Tell him that and handle your affairs before its done. I promise you, it will be quick. We admire courage.
Two of the Ib shades float down and carry Howard next to the Ib idol, holding him upright by his armpits. The Ib shade that was previously holding the idol manifests a claw like dagger, then stabs it through Howard's skull. Blood and brain matter spurt out in a gush, splattering the viridian idol, staining it red and grey.
The party sees Howard draw his final breath, then slumps dead in the arms of the two ib shades.
You feel a blinding flash of pain as the claw-like dagger penetrates your skull and enters your brain. Then blessed oblivion.
You awaken on the Sellen Starling with a headache where the dagger had pierced you in the Dreamlands. You don't seem to be able focus very well...
Lesser madness gained: Derilium
–2 penalty on Wisdom– and Intelligence-based checks; cannot take 10 or 20 on any check
A character suffering from delirium experiences decreased cognition and attention. Often she has no real sense of this decline, or feels extremely frustrated when she does realize her concentration is impaired. Physical diseases, poisons, and ailments can also cause delirium.

GM Mort |

Two of the Ib shades float down and carry Seamus next to the Ib idol, holding him upright by his armpits. The Ib shade that was previously holding the idol manifests a claw like dagger, then stabs it through Seamus's skull. Blood and brain matter spurt out in a gush, splattering the viridian idol, staining it red and grey.
The party sees Seamus draw his final breath, then slumps dead in the arms of the two ib shades.
You feel a blinding flash of pain as the claw-like dagger penetrates your skull and enters your brain. Then you know nothing more.
You awaken on the Sellen Starling with a headache. You have no idea why you have a headache or why you're in a tangle of bodies and who are the people next to you, or where you are,or who you are, for that matter.
Greater madness gained:Amnesia
–4 penalty on Will saving throws and skill checks, and loss of memory (see below)
A character suffering from amnesia cannot remember things; his name, skills, and past are all equal mysteries. While the character can build new memories, he has trouble accessing those gained before he contracted amnesia. While a character with amnesia can still speak and read any languages he knows, and doesn’t lose the most basic of skills needed to care for himself and interact within society, he cannot remember anything substantial about his past.
A character with this affliction loses all class abilities, feats, and skill ranks gained before contracting amnesia. He retains his base attack bonus, saving throws bonuses (though he takes a –4 penalty on Will saves), CMB, CMD, total XP, Hit Dice, and hit points. If a character gains a character level while suffering from amnesia, he can use any abilities gained via that class level normally. If the class level he gained was of a class in which he already had levels, he initially gains the abilities of a 1st-level character of that class, even though he is technically of a higher level in that class, and then progresses from there. When the amnesia is cured, the character regains the full abilities of the class; recalculate his level based on his total XP.

GM Mort |

The Ib shade that was carrying the idol pushes the idol to Vincent. Then gestures at the Ib shades. The Ib shades release Howard's and Seamus's bodies to the ground that slowly disintegrate.
The Ib shade priest gives a shrug and another series of gestures then the Ib shades and will O wisps fly into the air to join something large that looks like a giant water lizard looming in the distance.
Leonard and Vincent are caught in a deluge of torrential downpour. Peals of thunder can be heard as lightning flashes all around them. Then they see the great aquatic lizard with a beard of tentacles and a sting-tipped tail rise from the boiling lake waters.
Vincent knowledge dungeoneering: 1d20 + 14 + 1d6 ⇒ (18) + 14 + (3) = 35
Leonard knowledge dungeoneering: 1d20 + 11 ⇒ (10) + 11 = 21
Vincent and Leonard have no idea what that aquatic lizard is. However it leaves them entirely alone, as it focuses in levelling the city of Sarnath with its massive claws, bite and tail.
Since it isn't bothering you, you have all the time in the world to wake up
The object of their dream quest obtained, they focus on waking up, and wake up on the Sellen Starling.

![]() |

Howard shivers, still feeling the dagger exploding through his skull, but then pulls himself together, and gets to his feet.
"Right. Well, that could have gone worse..."
Grabbing a Scroll of Restoration, he heads off to see if Damien can cast it on him (and if he has a Lesser Restoration prepared, and can be convinced to cast one on him every day for the next few days).