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Hortensia ducks around the wight and takes a powerful swing at it.
Moving, this will provoke from the wight
Glaive, flank, IC, pa: 1d20 + 13 + 2 + 2 - 2 ⇒ (4) + 13 + 2 + 2 - 2 = 19
Damage, pa, IC: 1d10 + 0 + 6 + 2 ⇒ (7) + 0 + 6 + 2 = 15

GM Blazej |

The undead doesn't hesitate before flailing the paladin. It fails to connect as Hortensia destroys the wight, returning it to the earth.
Wight AoO on Hortensia: 1d20 + 4 ⇒ (6) + 4 = 10
Round 3
Thran
Urktar
Tere
Hortensia
Seiran
Radagast
Wight Yellow (40 damage)
Mummy Red (38 damage, charge)
Buffs: Inspire Courage (Party gains: +2 morale on saves vs fear, +2 bonus on attack and weapon damage.

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Hesitant to get closer to the Mummy Thran decides to abide his time
Delaying till after the rest of the party, if the mummy drops stop sustaining inspire, otherwise I'll keep it up for another round, standard to try to intimidate
Intimidate to demoralize: 1d20 + 12 ⇒ (17) + 12 = 29
"Your wrapped in old smelly socks!"

GM Blazej |

Urktar Bot
Falchion Raging Power Attack, IC: 1d20 + 13 + 2 - 2 + 2 ⇒ (17) + 13 + 2 - 2 + 2 = 32magic adamantine slashing dmg: 2d4 + 10 + 3 + 6 + 2 ⇒ (2, 1) + 10 + 3 + 6 + 2 = 24
Falchion Raging Power Iterative, IC: 1d20 + 8 + 2 - 2 + 2 ⇒ (6) + 8 + 2 - 2 + 2 = 16magic adamantine slashing dmg: 2d4 + 10 + 3 + 6 + 2 ⇒ (1, 3) + 10 + 3 + 6 + 2 = 25
Seiran Bot
QuarterStaff Attack, IC: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Bludgeoning Damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Before the mummy has a chance to deal a final blow, a set of swings from Urktar and a last attack from Seiran are able to barely bring the undead down. The body lies still with the body quickly turning to dust and ash.
Combat over
With the undead killed, the lizardfolk approach. Seeing the undead remnants continue to dissolve they all give a moment of respect and deference to the party. "Their numbers have been growing. At first we were able to hold them back, but the wounds they have dealt to our warriors have wasted them away. We are grateful for your aid."
With the moment of rest past, the lizardfolk look about the party, wary of their surroundings. "There will be more that will come soon. We should hurry. We must have the serpentfolk magic if we are to stand against them."
They gesture toward the nearby ziggurat and the broken entrance made on one of the sides. Within you find a stone door covered in glowing magical runes. Surrounding it are five lizardfolk bodies, each with deep battle wounds that make their cause of death clear. Your guides call out in their own tongue upon seeing the bodies as they mourn. "Oosthic had sent them before we heard from you Pathfinders. We had not heard from them since." Glancing at the door they add, "We know nothing of these wards. We will call Oosthic here now that the path is clear. She might be able to help. See if you are able to unseal the wards."

GM Blazej |

The wards and runes across the door vary in color and strength. They appear to tap into various ancient languages, like Draconic, Undercommon, and Aklo. A number of you are able to translate the writings inscribed upon the door.
Looking at the door there appear to be three sets of writing.
The undulating red runes read "warm blood feeds the cold god."
The bright white runes read "pure minds speak in silence."
The flickering green runes read "false skin emboldens the true."

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Hortensia examines the first set of runes.
Religion: 1d20 + 9 ⇒ (11) + 9 = 20
It looks like these Serpentfolk sacrificed creatures, a horrible practice. That and these runes talking about blood suggest we need to shed some to get past them perhaps. I can make that sacrifice.
Hortensia will draw a shallow cut on her arm and flick some of her blood over the first set of runes.

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DC 16 Knowledge (Local) check: 1d20 + 6 ⇒ (8) + 6 = 14
Tere silently contemplates the runes, then shakes his head in bafflement and steps back.

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Hearing what the others have to say Thran tries to wrap his own brain around what's in front of him
Bardic Knowledge (arcana or history): 1d20 + 1 ⇒ (8) + 1 = 9
and ends up just giving himself a headache
Bluff: 1d20 + 7 ⇒ (18) + 7 = 25
but his knowledge of telling ....not always the whole truths gains him some insight
"The serpentfolk were masters of disguise, even using rituals to permanently alter their appearance."

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Knowledge (Religion) 1d20 + 4 ⇒ (2) + 4 = 6
Knowledge (Arcana) 1d20 + 8 ⇒ (13) + 8 = 21
"I'm not exactly sure about the first set of writings. THe second set indicates that the serpent folk prefers magical communication and silence was sacred to them. I can't make out the third set at all." he explains

GM Blazej |

As Hortensia's blood touches the stone door, the red runes slowly fade to nothing leaving only the white and green runes warding the door.

GM Blazej |

The green runes flicker and waver as Radagast approaches and they become more intense as he approaches. Their light moving and pivoting to direct at the transformed druid.
Radagast needs to make a disguise check.

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*Laughs* You mean fail one, right? Wild Shape just makes you look like an animal - it doesn't actually give you a bonus on Disguise checks to appear to be one...
Disguise: 1d20 - 2 ⇒ (9) - 2 = 7.

GM Blazej |

Feel free to correct me, but wild shape refers to beast shape and other similar polymorph spells. That should mean you get a +10 bonus on the check as that is part of the function of polymorph spells. While [polymorph spells] make you appear to be the creature, granting a +10 bonus on Disguise checks, ...
Still even with the +10 bonus...
The runes movement grows frantic and shining bright light all over the saurian form as Radagast touches the runes.
Radagast needs to make a Fortitude save vs Poison else feel sickened as the magical wards assault him.

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Fair point, but I think my interpretation is funnier ;-)
Fort: 1d20 + 6 ⇒ (5) + 6 = 11.
Radagast starts vomiting...
...but keeps touching the wards.
Disguise: 1d20 - 2 - 2 + 10 ⇒ (20) - 2 - 2 + 10 = 26.

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Not sure if it works, but giving it a go just in case it matters
Thran picks up some mud and a piece of a branch and starts to add more detailed scales to Radagast his dino form
Aid on disguise: 1d20 + 7 ⇒ (11) + 7 = 18

GM Blazej |

Radagast is now sickened for a few hours. I'll mention when the duration lapses.
Despite the illness, working together the Radagast and Thran attempt again, this time as Radagast even approaches the green runes fade to nothing.
Only the white runes remain.

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"Can any of you communicate silent--wait. I have an idea." The elf studies the runes, trying to riddle out a meaning the way he would use Sense Motive to receive a hidden message.
Sense Motive check: 1d20 + 7 ⇒ (12) + 7 = 19

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Hmmm...Only I can hear Bert speak. Maybe he's the key."
Urktar touches the remaining runes with his mundane masterwork greatsword.

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Seiran's eyes widens at that.
"Wait I thought Bert was.........." he doesn't finish though as the greatsword touches the runes...................

GM Blazej |

Tere considers that a hidden message could be delivered by sign. While casually testing that Uktar executed his own plan. For one, or both, of these reasons the final set of runes flickers out and the door presents as safe to open. Within are a large cache of tomes of magical knowledge.
Ossithc arrives as you begin cataloging through the books. "Excellent Pathfinder friends. We are lucky to be able to call you allies. Let us give you our aid here, there are many more tasks and many more fights. Take the most powerful of the tomes for now. My people will go through the rest and see to unlocking their hidden potential as well."
The lizardfolk all bow to the party and commend them more on your strength.
In addition to helping secure this area, the party has unlocked the special boost option for the "Provide Spellcasting Aid Token. (Next time you have the token, if you boost the "provide spellcasting" option on the Aid Token, you can increase the caster level of the spell you add by 4).
You are able to choose to go on a new mission. You can continue to try to clear this area of threats, but there will be less story-based encounters here. You can choose to stay here (at mission 1) or go to another area.
Mission 2: Our ratfolk allies in Round Mountain sent out a call for help. The entire mountain is unstable, and dangerous creatures abound! Secure passage to the Pagoda of the Rat.
Mission 3: The Temple of Empyreal Enlightenment has flourished since we cleansed it of corruption, but now its leader falters in the face of the tapestry’s chaos. Go to the temple and set things right.
Mission 4: The duergar of Slave Mountain are becoming more desperate and aggressive. They are taking slaves beneath the mountain and performing a disturbing ritual. Do what you can to understand their dark plot, and stop the ritual!
Mission 5: The Aspis Consortium poisoned many of the tapestry’s residents against us. Three factions have nonetheless agreed to meet with us. You must convince them to trust the Society in this desperate hour.
Mission 6: We know of a mystical fountain that never runs out of water and so could help with the tapestry’s repairs, but it has stopped working. Secure this eternal water source.

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"Let us rescue the duergar's slaves, and stop what they are attempting."
Liberty's Edge; what can I say?

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Thran stretches his muscles
"I think someone mentioned Duergar's next? Let's go there"
No preference here, so going down the list to 2, then 3, etc is fine by me but I think at the very start someone mentioned Undead then Duergar
Thran then looks over the party
"Is anyone hurt and in need of healing?"

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"....Never mind." Seiran cuts himself off as the attempt actually works.
"Yes I can go after Duergars. They might be simpler..." he shrugs.

GM Blazej |

Between settling the matter of the sealed vaults and traveling through the fraying portals within the tapestry, the party begin passing through darker and darker caverns until finding themselves in their destination.
In here incoherent murmurs and groans echo through the large, dark cave. Tall stalagmites emerge from the cave floor and are surrounded by shallow pools of water. Ahead, a dim purplish light is emanating from a multifaceted black gemstone the size of a human skull.
Illuminated around it are several humanoid forms of dwarves, ratfolk, and other races all heaped around the stone. All are bound and unconscious with minor signs of breathing and life among them.
Standing above them, armed and ready for your entry, are a set of five dwarves with pale white beards and skin that is pitch as night. One commander (red) isn't heavily armored, but he immediately calls to the others in Undercommon to your location as he readies his crossbow. The two by his side (blue and yellow) each wear bandolier ready of flasks of acid and alchemist's fire. The two in front though (Pink and Green) have no weapons or armor of note. Their flesh is rotting but start to move quickly as soon as they see the party, intent on tearing into the Pathfinders as soon as they are able.
Urktar: 1d20 + 4 ⇒ (5) + 4 = 9
Tere: 1d20 + 5 ⇒ (4) + 5 = 9
Thran: 1d20 + 2 ⇒ (7) + 2 = 9
Seiran: 1d20 + 2 ⇒ (13) + 2 = 15
Radagast: 1d20 + 3 ⇒ (13) + 3 = 16
Hortensia: 1d20 + 5 ⇒ (7) + 5 = 12
Leader: 1d20 + 1 ⇒ (8) + 1 = 9
Bombers: 1d20 + 4 ⇒ (7) + 4 = 11
Undead: 1d20 + 2 ⇒ (20) + 2 = 22
Coin Flip: 1d2 ⇒ 1
The undead both push forward charging at the front lines of the party with little to no restraint.
Undead Bite vs Uktar: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Undead Crit Confirm vs Uktar: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Bite Damage: 2d6 + 2 ⇒ (5, 6) + 2 = 13
Undead Bite vs Radagast: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Bite Damage: 1d6 + 1 ⇒ (2) + 1 = 3
The bite against Uktar digs in deep as the creature relishes every moment. Uktar will take 13 damage and need to make two Fortitude saves. First against disease, the second vs paralysis.
Round 1
Undead (Pink) (charge)
Undead (Green) (charge)
Radagast
Seiran
Hortensia
Bomber (Yellow)
Bomber (Blue)
Urktar (13 damage)
Tere
Thran
Leader (Red)
Aside from any lights the party came in with the area within the cavern is dark. The area in a 20 feet radius around the gemstone is dim light (20% concealment miss chance for anyone that doesn't have darkvision).
Maps are updated. Bold can act

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Radagast hisses, and tries to rip the ghouls apart, taking advantage of the fact that they are off-kilter as a result of charging!
5' stepping as required, to hit both if the first goes down.
Talon: 1d20 + 8 ⇒ (5) + 8 = 13, for 1d8 + 10 ⇒ (7) + 10 = 17 damage.
Talon: 1d20 + 8 ⇒ (19) + 8 = 27, for 1d8 + 10 ⇒ (7) + 10 = 17 damage.
Bite: 1d20 + 8 ⇒ (18) + 8 = 26, for 1d6 + 10 ⇒ (6) + 10 = 16 damage.
Foreclaw: 1d20 + 3 ⇒ (2) + 3 = 5, for 1d4 + 5 ⇒ (4) + 5 = 9 damage.
EDIT: FYI, I have a Heightened (4th level) Continual Flame.

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Knowledge (Religion) 1d20 + 4 ⇒ (17) + 4 = 21
Attack Purple 1d20 + 6 ⇒ (12) + 6 = 181d6 + 3 ⇒ (2) + 3 = 5
"Ghouls! Beware their paralyzing bite and claws!" as he swings his staff hard against one of the ghouls.
His magical protections will have to hold up as they are.

GM Blazej |

The hasty rush of the undead has only lead to their near immediate destruction by Radagast.
Seiran can change hsi action.
Round 1
Undead (Pink) (destroyed)
Undead (Green) (destroyed)
Radagast
Seiran
Hortensia
Bomber (Yellow)
Bomber (Blue)
Urktar (13 damage, Fort Save)
Tere
Thran
Leader (Red)
Aside from any lights the party came in with the area within the cavern is dark. The area in a 20 feet radius around the gemstone is dim light (20% concealment miss chance for anyone that doesn't have darkvision).

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For future reference, i there is space, Hortensia would like to be in the front rank. She has a reach wapon and combat reflexes which is helpful when we get charged by an enemy. If it is dark she will have her wayfinder active.
Hortesnia moves forward drawing a wand, activating it she grats bless to the party before tossing it behind her and setting her stance with glaive extended, ready to take on any enemies approaching her.
Glaive, pa, bless: 1d20 + 13 - 2 + 1 ⇒ (16) + 13 - 2 + 1 = 28
Damage, pa: 1d10 + 10 + 6 ⇒ (2) + 10 + 6 = 18
Glaive, pa, bless: 1d20 + 13 - 2 + 1 ⇒ (2) + 13 - 2 + 1 = 14
Damage, pa: 1d10 + 10 + 6 ⇒ (10) + 10 + 6 = 26

GM Blazej |

Hortensia: Understood, I've adjusted the marching order to somewhat reflect this and will try to match that going forward.
The leader curses at the undead fall and barks commands at the the bombers. One with yellow dust staining his leather moves forward and throws a flask at Horensia while the other drinks a potion as a warding shield of blue hue moves to protect herself.
Acid vs Hortensia Touch: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20
Acid Damage: 1d6 + 2 ⇒ (6) + 2 = 8
8 Damage to Hortensia
The acid strikes the paladin and it continues to eat away and burn the flesh.
Round 1
Undead (Pink) (destroyed)
Undead (Green) (destroyed)
Radagast
Seiran
Hortensia (8 damage, Continuing Acid Damage)
Bomber (Yellow)
Bomber (Blue, Shield)
Urktar (13 damage, Fort Save)
Tere
Thran
Leader (Red)

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I wanted to sound burst them, but the description of bound and unconscious humanoids in the middle makes that sound like it could be a bad idea
Thran starts to softly hum while the sound builds up in volume with each step he takes forward, somehow this makes you feel better and more inspired to move forward and bring the pain to the enemies
Standard to start inspire courage (+2) and move to move forward, to get a bit out of blast formations and not blocking charge lanes

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Seiran finding his staff hitting nothing but air, instead points his finger and concentrates. A ball of holy energy collects and builds up before he releases the energy towards the closest for.
Disrupt undead, Target Blue. 1d20 + 6 ⇒ (17) + 6 = 231d6 ⇒ 5

GM Blazej |

Correct, the remaining enemies are not undead. That is my error in communicating that, I'll treat the spell as acid splash.
Acid Splash: 1d3 ⇒ 3
Thran: Your are correct about the sound burst placement. There are unconscious bodies near the stone that would hamper AoE placement without also hitting the non-combatants
The
The leader yells and curses at the party in undercommon, but he doesn't charge forward. He holds his position by the crystal and fires a single shot at Tere that misses and flies into the darkness.
Leader Crossbow vs Tere: 1d20 + 10 ⇒ (4) + 10 = 14
Piercing Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Round 2
Radagast
Seiran
Hortensia (8 damage, Continuing Acid Damage)
Bomber (Yellow)
Bomber (Blue) (3 damage, Shield)
Urktar (13 damage, Fort Save)
Tere
Thran
Leader (Red)
Inspire Courage: +2 to attacks and weapon damage
Aside from any lights the party came in with the area within the cavern is dark. The area in a 20 feet radius around the gemstone is dim light (20% concealment miss chance for anyone that doesn't have darkvision).

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Hortensia advances towards the dwarf leader and takes a swing at him but she stumbles on the unfamiliar terrain.
Glaive, bless, IC, pa: 1d20 + 13 + 1 + 2 - 2 ⇒ (1) + 13 + 1 + 2 - 2 = 15
Damage, IC, pa: 1d10 + 10 + 2 + 6 ⇒ (3) + 10 + 2 + 6 = 21
Please note that the party also has bless

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Radagast pounces on Blue!
Talon: 1d20 + 8 + 2 + 2 ⇒ (11) + 8 + 2 + 2 = 23, for 1d8 + 10 + 2 ⇒ (8) + 10 + 2 = 20 damage.
Talon: 1d20 + 8 + 2 + 2 ⇒ (17) + 8 + 2 + 2 = 29, for 1d8 + 10 + 2 ⇒ (1) + 10 + 2 = 13 damage.
Bite: 1d20 + 8 + 2 + 2 ⇒ (16) + 8 + 2 + 2 = 28, for 1d6 + 10 + 2 ⇒ (5) + 10 + 2 = 17 damage.
Foreclaw: 1d20 + 3 + 2 + 2 ⇒ (16) + 3 + 2 + 2 = 23, for 1d4 + 5 + 2 ⇒ (4) + 5 + 2 = 11 damage.

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When the runes disappear, Urktar smiles in satisfaction. "See, Bert. I need you to handle the brainy stuff. Good job!"
fort save disease: 1d20 + 9 ⇒ (20) + 9 = 29
fort save disease: 1d20 + 9 ⇒ (13) + 9 = 22
I'm betting those work fine.
Finally in a position to do some damage, Urktar bellows his challenge and charges the duergar in the blue jacket.
Falchion Inspired Charging Raging Power Attack: 1d20 + 13 + 2 + 2 + 2 - 2 ⇒ (15) + 13 + 2 + 2 + 2 - 2 = 32magic adamantine slashing dmg: 2d4 + 10 + 3 + 6 + 2 ⇒ (3, 1) + 10 + 3 + 6 + 2 = 25

GM Blazej |

Urktar: A quick apology, it wasn't until you just posted that I realized I skipped your turn instead of botting. Thank you for catching me on that. You will also get to take your second round of actions now as well.
Radagast leaps forward with claw and fang tearing at the duergar. Despite they have an skin that deflects some of the blows and the a near transparent field of force that blocks yet another. Even still, Radagast is able to get a few blows through the defenses and is able to take down the alchemical laden antagonist.
Uktar is able to shrug off any bane the undead bite might have inflicted upon him and charges the second of the bombers and with a single blow from his falchion take them down.
Lingering Acid on Hortensia: 1d6 ⇒ 1
As the last remnants of the acidic attack finish burning at Hortensia, there is one enemy left. He glowers at the group as he prepares to draw his warhammer while yelling out to the party. "Damned Pathfinders! You have taken our slaves one too many times! Not this time! I will take you all on and sell you all! Body and soul!"
Round 2
Radagast
Seiran
Hortensia (9 damage)
Bomber (Yellow) (25 damage)
Bomber (Blue) (33 damage)
Urktar (13 damage)
Tere
Thran
Leader (Red)
Inspire Courage: +2 to attacks and weapon damage
Bless: +1 to attacks
Aside from any lights the party came in with the area within the cavern is dark. The area in a 20 feet radius around the gemstone is dim light (20% concealment miss chance for anyone that doesn't have darkvision).

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With his wayfinder out to light his path, Tere rushes past the others and slashes at the remaining duergar.
Curve blade attack, including inspire: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
Damage, if applicable, including inspire: 1d10 + 4 + 2 ⇒ (10) + 4 + 2 = 16

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Seiran rushes his way in, seeing Hortensia wielding a polearm he ducks and swipes up with his Quarterstaff!
Attack 1d20 + 6 + 1 + 2 ⇒ (3) + 6 + 1 + 2 = 121d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
"You could surrender instead." is his quick retort.

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Seeing the party swarm the last standing Duergar Thran advances in a round about way while keep up his inspiring words
"You're doing great lads, keep up the good work"
As he tries to get a better look at the unconscious bodies around the large black gem
Double move, free to sustain inspire. No action left to actually investigate the bodies or the sapphire if there's an anything to investigate that needs an action I'd stop behind Radaghast if that would be close enough to do so if there is an action that can be taken there to do so

GM Blazej |

Botting Urktar
Falchion Raging Power Attack IC Bless: 1d20 + 13 + 2 - 2 + 2 + 1 ⇒ (20) + 13 + 2 - 2 + 2 + 1 = 36magic adamantine slashing dmg: 2d4 + 10 + 3 + 6 + 2 ⇒ (2, 1) + 10 + 3 + 6 + 2 = 24
Falchion Raging Crit Confirmation: 1d20 + 13 + 2 - 2 + 2 + 1 ⇒ (7) + 13 + 2 - 2 + 2 + 1 = 23magic adamantine slashing dmg: 2d4 + 10 + 3 + 6 + 2 ⇒ (1, 4) + 10 + 3 + 6 + 2 = 26
Falchion Raging Power Iterative Attack IC Bless: 1d20 + 8 + 2 - 2 + 2 + 1 ⇒ (7) + 8 + 2 - 2 + 2 + 1 = 18magic adamantine slashing dmg: 2d4 + 10 + 3 + 6 + 2 ⇒ (1, 2) + 10 + 3 + 6 + 2 = 24
Tere's blade breaks through his rough metal skin and draws blood before the duergar is able to deflect the attack. "I will not have that. I'm a master of slaves and I will not become your prisoner or slave to anyone else!"
Urktar pushes forward and swings his falchion. The first drives straight into the defaint duergar, but the slaver presses back on the attack, knocking the blade away. After that though his iron skin is left broken and offers little defense against the barbarian's blade. The last of the enemies falls.
End
Radagast
Seiran
Hortensia (9 damage)
Urktar (13 damage)
Tere
Thran
Leader (Red) (64 damage)
As Thran begins to investigate the bodies he finds that the people are a mix of various races. All are suffering from various wounds. While they are all unconscious they are stable. Most are groggy but they would require treatment or a moment to speak with them to get the most coherent story from them. Heal or Diplomacy
Turning eyes upon the dark sapphire would require someone far more knowledge able of the occult or magic to discern the purpose. Knowledge (arcana, planes, or religion)
Even at a casual glance though the stone though you are able to pick up fragments of ... something within the mirror-like reflection. Perception
Everyone can make these checks or take other actions.

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Thran takes out a waterskin and offers a small sip of clean water to everyone he can rouse awake
"Sit up slowly. What happend?" he asks in a soothing tone of voice
Diplomacy: 1d20 + 11 ⇒ (16) + 11 = 27

GM Blazej |

Getting a count confirms thirteen captives in various states of poor health.
One of the dwarves is the first to rise to a knee as Thran's aid helps shake the cobwebs out of her head. She has a sickly hue to her face among the torch light and the same is for many of the others. "Blasted duergar raided our settlement grabbed us before draggin us off. They have been more aggressive, but ever sense the quakes started and the world started breaking apart they have been desperate; although I would call them all insane at best."
One of the smaller injured, a ratfolk covered with mud and blood spattered fur confirms from the ground. "The very same for our village as well. We done well to hide, but we needed to move. That is when they took me and a few others. The took us all back here, bound us, beat us and held us here. When they thought I was asleep I heard them speak of some bargain with a witch. I didn't hear what their deal was though. I wished I could have stayed awake longer, the nightmares felt so real."
"Yes. Dark dreams of a dark void growing without end. Couldn't move. Couldn't speak." Others nod their head acknowledging the dark dreams.
Radagast takes a good look into the gemstone which is about the size of his own head. Deep within the crystal he sees a reflection that isn't his. A humanoid face; corpse-thin, fanged, and purple.

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Diplomacy 1d20 + 9 ⇒ (13) + 9 = 22
Knowledge (Arcana) 1d20 + 8 ⇒ (10) + 8 = 18
Perception 1d20 + 4 ⇒ (15) + 4 = 19
"Does any of you require healing?" Seiran offers tot he freed prisoners.
"I have a magical wand that can aid in that."
Seeing Thran handling the situation far better then he could, Seiran turns his attention to the gemstone now in Radagast's hands.

GM Blazej |

"I have a few scrapes and bruises, but Torag made me strong enough to keep myself pushing forward if that was enough to stop me. I feel like my strength has been pulled from my arms, legs, and beard."
"The gem has been eating away at us. Slowly and constantly. The duergar forced us to touch it when we got here. With that the dreams came and my blood ha been running colder. Even now that you hold it, a stones throw away, I feel it eating at me."

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Hortensia soothes her acid burns with a couple of wands uses.
CLW: 2d8 + 2 ⇒ (4, 6) + 2 = 12
She joins Thran is helping to tend to the prisoners. Can you remember anything of what you saw when you touched the stone?
Diplomacy: 1d20 + 15 ⇒ (2) + 15 = 17
Turning to look at it she examines it with her supernatural senses, trying to detect if it is evil.
Religion: 1d20 + 9 ⇒ (15) + 9 = 24
This thing is malign, we should destroy it she says, hefting her adamantine glaive.
Perception: 1d20 + 9 ⇒ (14) + 9 = 23