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Volsung gives a wry smile.
I must admit to being morbidly fascinated by this nightmarish tableau, and I am curious to see what lays at the heart of it.
Volsung waits for the rest of the party to gather in the vicinity of Umberto. They then cast detect magic and begin to slowly and cautiously make their way along the ledge until they reach the end of the broader cave with its pit.
Moved icon on map.

GM_Starson |

Volsung, I will need a acrobatics check to balance on the ledge and not slip and fall.

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I get a swag/GM stars reroll, correct? If I blow this check, I'll be using it.
Acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26

GM_Starson |

That you do, but with that roll..
As Volsung crosses the ledge, the bodies shift and the team can hear soft groaning. A soft wind blows, but Volsung handles it easily.
After a tight squeeze at the end of the cave in a rocky gap, Volsung finds a cavernous grotto. In it is a statue carved from dark stone
depicting a frightening demonic creature tearing a human apart. Tentacles wrap around the figure and others wriggle outward. Each tentacle terminates in a claw, talon, pincer, or other wicked appendage meant to inflict pain. Its circular maw contains rings of jagged teeth which grip an oddly shaped piece of black metal, its surface etched with symbols.

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Anything from the detect magic?
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
It appears that I've come across the the evil core of this vile place.
Do we have rope or other climbing tools to make this traverse along the edge of the pit a little less exciting?

GM_Starson |

The black metal gives off a aura of magic similar to the other pieces of the mask you've found.

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Does this look like the last piece of the mask?

GM_Starson |

Yup. And since you made that connection, mini railroad moment.
Volsung takes the last piece of the mask, and a grasping "Sigh" comes from the bodies as they seem to flow away. Already Volsung can feel the psychic pressure in the cave relax a bit.
As he comes back out, the mysterious wind gone, he is able to rejoin the others. The pieces lock together to form the mask.
Back upstairs in the temple, Pel and Saala wait patiently with Riemme's body as instructed, though they look very nervous. It does not take very long to travel back to the excavation site, where Halla and the surviving workers greet the party with great enthusiasm. Pel and Saala are hugged, and prayers are said over the body of Riemme. Halla and the surviving laborers accompany the party back to Magnimar aboard the Winking Wyvern. On the winking Wyvern, Halla carefully reassembles the mask, identifying it as a Acrimony Veil. She vows that she will be back, this time with a new team and ready to study in depth what horrors that where wrought now that the team has cleared out the immediate dangers and will explore more fully.
PATHFINDERS WIN! VICTORY!
SUCCESS CONDITION: If the party recovers all four parts of the acrimony veil and returns the assembled mask to Heidmarch Manor, award
each player 1 Prestige Point. COMPLETED!
SECONDARY CONDITION: The PCs see to it that Pel and Saala are
healed and escorted out of the undertemple. COMPLETED!

GM_Starson |

Sorry for ninjaing you Shabah, didn't want you guys to spend to long trying to figure out something that literally is a pick up and finish the mission thing! Feel free to continue to roleplay to close out characters or get additional responses.

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Piece of elven honey pie!
Volsung attempts to appear nonchalant as they return with the last piece of the mask. However, the sweat stains on their blouse tell a very different story.

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Toral rejoices.
”This is a formidable team! It was an honor working with you!!“