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Bul strenght and Shaken annules each other
PA: 1d20 + 15 - 3 ⇒ (15) + 15 - 3 = 27
PA dlg, sceance, Bull STR, Holy: 1d8 + 7 + 2 + 2 + 2d6 ⇒ (8) + 7 + 2 + 2 + (1, 3) = 23
PA, BoF free attack: 1d20 + 15 - 3 ⇒ (6) + 15 - 3 = 18
PA dlg, sceance, Bull STR, Holy: 1d8 + 7 + 2 + 2 + 2d6 ⇒ (1) + 7 + 2 + 2 + (3, 2) = 17
PA: 1d20 + 10 - 3 ⇒ (11) + 10 - 3 = 18
PA dlg, sceance, Bull STR, Holy: 1d8 + 7 + 2 + 2 + 2d6 ⇒ (7) + 7 + 2 + 2 + (4, 4) = 26
Let's dance together... until your body hit the floor.

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”Extra speed thanks to your spell Grunyak! Dru and Hux, you have got him! Eldrin, your spells are so perfect!“ Taariik says as he moves to the occultist!
He tries to strike the evil man but misses!
BoF: Extra speed
Primary +1 adamantine Greatsword, To hit: BAB +6, Str +6, -2 spirit dance ended, Enhancement +1; Damage: Str +9, seance +2, Enhancement +1: 1d20 + 11 ⇒ (2) + 11 = 132d6 + 12 ⇒ (2, 5) + 12 = 19

Huxwren |

Huxwren laughs harshly as she slides behind Nahum. “Oh, too bad honeycake.” Deftly she continues cutting away at the madman’s protections to give Drusilla a better chance of breaking more than his nose. “I know it’s a small target Dru, but aim for his groin!”
Primary Dagger, Heroism: 1d20 + 18 + 2 - 4 ⇒ (20) + 18 + 2 - 4 = 36
Slashing damage: 1d3 + 14 ⇒ (2) + 14 = 16
Crit confirmation: 1d20 + 18 + 2 - 4 ⇒ (8) + 18 + 2 - 4 = 24
Crit damage: 1d3 + 14 ⇒ (1) + 14 = 15
If that doesn’t confirm, she’ll use Spirit Boost.
Spirit Boost?: 1d6 ⇒ 3
Spirit Dagger, Heroism: 1d20 + 18 + 2 - 4 ⇒ (4) + 18 + 2 - 4 = 20
Slashing damage: 1d3 + 14 ⇒ (2) + 14 = 16
Fervor Dagger, Heroism: 1d20 + 18 + 2 - 4 ⇒ (8) + 18 + 2 - 4 = 24
Slashing damage: 1d3 + 14 ⇒ (2) + 14 = 16
Iterative Dagger, Heroism: 1d20 + 13 + 2 - 4 ⇒ (4) + 13 + 2 - 4 = 15
Slashing damage: 1d3 + 14 ⇒ (2) + 14 = 16
If the crit confirms naturally, Huxwren will use Spirit Boost on the next attack that would miss.
Side note - if Nahum were to, um, misplace his holy symbol, would that end the planar ward effect? Asking for a friend.

GM Pudding |

Drusilla lands another blow on Nahum, but her second two swings are again deflected by his magical ward.
Taariik runs up to lend his arm to bringing down the architect of Korvosa's nightmares, but Nahum easily sidesteps his swing.
Huxwren, powered by the spirit of a legendary warrior, starts by slashing Nahum across the hip, giving him a deceptively deep cut that immediately starts to gush with blood despite his stony skin.
Crit confirmed without the spirit boost. I forgot to mention that you did need the spirit boost last round in order to pop that image on a natural 1(!)
Her second and third strikes also find weak spots and slash at them, only her fourth doesn't have enough power to break his skin.
Second strike missed, but hit with the spirit boost. I should point out that without the glitterdust there'd also be a miss-chance to deal with here, so well done Eldrin!
Nahum holds onto his cuts with his free hand, and starts to whisper prayers to Mog-Lathar under his breath as he can feel his death approaching.
If he had a health bar in a game is would be red
The Nightmare on Hook Street
Active Effects
Magic Circle Against Evil: +2 resistance bonus on saves vs. evil, +2 deflection bonus on AC against evil, no evil summoned creatures, mind control difficult
Blessing of Fervor: Choose each round between a number of effects
Round 8
...
Nahum -95, glittered[4/8], shaken[2/3] stoneskin[60/?]
red demon blinded, glittered[4/8]
Grunyak -53 magic circle, blessing of fervor[6/8]
Huxwren -48 shaken[supressed], heroism, long-arm, blessing of fervor[6/8]
Drusilla -67, shaken, additional -2 on fear effects, blessing of fervor[6/8], holy sword[3/4]
Round 9
Taariik -56, blessing of fervor[5/8], prone
Eldrin -22 see invisibility
Nahum -95, glittered[5/8], shaken[3/3] stoneskin[60/?]
...
Grunyak and Eldrin are up!

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Snapping his spell book closed, Eldrin moves past Grunyak to join the rest of the group. He begins another incantation and gestures toward Nahum, conjuring a globe of fire at the enemies feet.
Fire Damage: 2d6 ⇒ (3, 2) = 5
Reflex Save DC: 19
Moving 20 ft and casting Flaming Sphere using an Arcane Reservoir point to raise the DC by two. Eldrin is out of level 2 spells, he has a single 4th level spell remaining.

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Grunyak levels his arm palm out. "Torag, burn him."
acid bolt vs touch: 1d20 + 6 ⇒ (8) + 6 = 14
acid damage: 1d6 + 4 ⇒ (3) + 4 = 7

GM Pudding |

Slight retcon, I forgot about his mind-barrier so he took a little less damage there. Looks like flaming sphere is 3d6 Eldrin
Reflex: 1d20 + 9 ⇒ (3) + 9 = 12
Extra fire: 1d6 ⇒ 1
Eldrin's conjured ball of flame rolls into Nahum, and he's so fixated on the enemies surrounding him that he fails to notice it until it's burning him. Grunyak sends his own elemental assault, but it was a tough shot and it goes wide.
Nahum seems to make a decision. His wounds heal a little, and he steps toward the balcony while reaching to grab his plague mask.
"You've dond well. I bay use your likenesses in the comig nightmares"
Cast Defensively DC 27-ish: 1d20 + 21 - 2 ⇒ (16) + 21 - 2 = 35
The magical energy seems to fade from the plague mask at his belt, and from smokey shadows another shadow demon forms, right in the middle of the pathfinders!
He was saving the last illusion focus point for the resonance, but it won't help him if he dies. Here we go!
He points to Huxwren and watches.
Claw vs. Huxwren touch: 1d20 + 11 ⇒ (7) + 11 = 18
Huxwren will: 1d20 + 8 + 2 + 4 ⇒ (10) + 8 + 2 + 4 = 24
untyped+ cold: 1d6 + 1d6 ⇒ (1) + (3) = 4
2 damage to Huxwren!
Claw vs. Huxwren touch: 1d20 + 11 ⇒ (19) + 11 = 30
untyped+ cold: 1d6 + 1d6 ⇒ (4) + (5) = 9
4 damage to Huxwren!
Bite vs. Huxwren touch: 1d20 + 11 ⇒ (7) + 11 = 18
untyped+ cold: 1d8 + 1d6 ⇒ (8) + (5) = 13
6 damage to Huxwren!
The shadowy creature passes its claws and mouth through Huxwren, and despite knowing that it's an illusion conjured from Nahum's twisted mind, it freezes where it touches and with the bite Huxwren falls to the ground.
At the same time, the babau trying to break through Grunyak's magic circle casts its own spell on him.
Dispel Magic DC 19: 1d20 + 7 ⇒ (18) + 7 = 25
50% chance to occur: 1d100 ⇒ 24
Grunyak feels the protective circle flicker, but it holds.
The Nightmare on Hook Street
Active Effects
Magic Circle Against Evil: +2 resistance bonus on saves vs. evil, +2 deflection bonus on AC against evil, no evil summoned creatures, mind control difficult
Blessing of Fervor: Choose each round between a number of effects
Round 9
...
Nahum -84, glittered[5/8], shaken[3/3] stoneskin[50/?]
red demon glittered[5/8]
Grunyak -53 magic circle, blessing of fervor[7/8]
Huxwren -60 shaken[supressed], heroism, long-arm, blessing of fervor[7/8], prone, dying
Drusilla -67, shaken, additional -2 on fear effects, blessing of fervor[7/8], holy sword[3/4]
Round 10
Taariik -56, blessing of fervor[7/8], prone
Eldrin -22 see invisibility
Nahum -84, glittered[6/8], stoneskin[50/?]
...
Everyone is up!

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With a gesture Eldrin sends the ball of flame rolling after Nahum. Reaching for one of the wands at his belt he draws it and aims it toward Nahum.
Fire Damage: 3d6 ⇒ (3, 6, 4) = 13
Reflex Save DC: 19
Move action to direct the Flaming Sphere and another to draw a Wand of Magic Missile.

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”Hux! NO!! You will pay for this!!!“ Taariik shouts.
He tries to strike the evil monster!
BoF: +2
Primary +1 adamantine Greatsword, To hit: BAB +6, Str +6, -2 spirit dance ended, Enhancement +1, BoF +2; Damage: Str +9, seance +2, Enhancement +1, +2 BoF: 1d20 + 13 ⇒ (14) + 13 = 272d6 + 14 ⇒ (5, 4) + 14 = 23
Iterative +1 adamantine Greatsword, To hit: BAB +6, Str +6, -2 spirit dance ended, Enhancement +1, BoF +2; Damage: Str +9, seance +2, Enhancement +1, +2 BoF: 1d20 + 13 - 5 ⇒ (11) + 13 - 5 = 192d6 + 14 ⇒ (1, 4) + 14 = 19
If the creature falls then Taariik will 5 ft step forward into the position that the summoned creature was in.

GM Pudding |

I forgot my +4 on saves on the previous save, but it was still a fail so that's fine. It also occured to me that he put the shadow demon right where the flaming sphere was
Shadow Demon Reflex: 1d20 + 11 ⇒ (20) + 11 = 31
Nahum Reflex: 1d20 + 9 + 4 ⇒ (20) + 9 + 4 = 33
Nahum and the shadow demon both deftly avoid the sphere, but the demon's celebrations are short-lived as Taariik destroys it in one blow. His follow up on Nahum however is easily avoided.

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Arhhg, I forgot to add the blessing of fervor to my last attack. Well, heck. FYI, Grunyak is out of channels.
Grunyak, unable to get to Hux without letting the demon have a way to Eldrin, says, "Eldrin, move in. I want to get to Hux. But, when I move the demon will close in on us."
Delaying to see what Eldrin does.

Huxwren |

I think Eldrin already took his turn - that being said, the GM might allow him to retcon a move since he could draw the wand as part of the movement or take a 5 ft step back into the room.

GM Pudding |

I'm happy to retcon a move for Eldrin when as he draws the wand. I made a mistake with the shadow demon as I forgot it was incorporeal; It required both hits to kill it

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Grunyak uses the blessing of fervor forthe extra movement. He hustles around the shadow Naham pulling out his wand of cure moderate wounds. He taps Hux with the wand as he gets close.
wand of cmw: 2d8 + 3 ⇒ (2, 1) + 3 = 6
Grunyak uses 45 feet of movement i believe. Arrows for path soon.
I moved Eldrin 30' to the north wall. Thank you, Eldrin.

GM Pudding |

Grunyak and Eldrin coordinate a move into the room to allow the cleric to heal his new patient. Huxwren's eyes flash open when the healing energies close some of her wounds and bring life back to her frozen flesh, though she is still gravely wounded.
The Nightmare on Hook Street
Active Effects
Magic Circle Against Evil: +2 resistance bonus on saves vs. evil, +2 deflection bonus on AC against evil, no evil summoned creatures, mind control difficult
Blessing of Fervor: Choose each round between a number of effects
Round 9
...
Nahum -84, glittered[5/8], shaken[3/3] stoneskin[50/?]
red demon glittered[5/8]
Grunyak -53 magic circle, blessing of fervor[7/8]
Huxwren -54 shaken[supressed], heroism, long-arm, blessing of fervor[7/8], prone, dagger on floor
Drusilla -67, shaken, additional -2 on fear effects, blessing of fervor[7/8], holy sword[3/4]
Round 10
Taariik -56, blessing of fervor[7/8], prone
Eldrin -22 see invisibility
Nahum -84, glittered[6/8], stoneskin[50/?]
...
Huxwren and Drusilla are up!

Huxwren |

Huxwren's eyes fly open. With a quick flip, she gets to her feet and dances back from the shadowy Nahum. One long arm scoops up the dagger from the floor, then jabs it at the solid Nahum. "Miss me?"
Dagger, Heroism: 1d20 + 18 + 2 ⇒ (12) + 18 + 2 = 32
Piercing damage: 1d3 + 14 ⇒ (2) + 14 = 16
Swift action to stand from prone thanks to blessing of fervor, 5 ft step, move action to grab dagger from the ground, and standard to attack. It looks like both Huxwren and Grunyak can provide flanking, but only one square also provides protection from the demon shadow. May the dice be in your (and our) favor, Dru!

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Just to be sure: Nahum 5 feet stepped, right? If so, I follow with Step Up feat. If not I'll just do my regular attacks, Using Blessing of Fervor for additional free attack, with Power attack as usual. Sorry, a little bit under the weather yesterday, 2d shot of vaccine made me groggy
Possible Step Up attack: 1d20 + 15 - 3 ⇒ (13) + 15 - 3 = 25
PA dmg, Sceance, Holy: 1d8 + 7 + 6 + 2 + 2d6 ⇒ (7) + 7 + 6 + 2 + (4, 1) = 27
1st attack: 1d20 + 15 - 3 ⇒ (12) + 15 - 3 = 24
PA dmg, Sceance, Holy: 1d8 + 7 + 6 + 2 + 2d6 ⇒ (1) + 7 + 6 + 2 + (5, 1) = 22
BoF attack: 1d20 + 15 - 3 ⇒ (1) + 15 - 3 = 13
PA dmg, Sceance, Holy: 1d8 + 7 + 6 + 2 + 2d6 ⇒ (3) + 7 + 6 + 2 + (3, 3) = 24
2d attack: 1d20 + 10 - 3 ⇒ (5) + 10 - 3 = 12
PA dmg, sceance, Holy: 1d8 + 7 + 6 + 2 + 2d6 ⇒ (1) + 7 + 6 + 2 + (4, 3) = 23
Drusilla unleashes a flurry of attacks, hoping to finally kill their foe

GM Pudding |

He did step last round, however he remained adjacent to you so step-up wouldn't trigger (it requires that he "steps away"), meaning you'd have your step available this round, which I'll assume you want to use to step into flank with Huxwren. I'll then take your rolls in order for you attacks, you're looking for 27 to hit with his wards
Huxwren lithely flips up to her feet, grabs her weapon gives Nahum another deep cut, the worst of it being deflected by his stony skin but still causing some damage.
Drusilla takes a step to flank with Huxwren, and scores another powerful blow with her morningstar. Though she can feel the repulsive force of his wards trying to block her, she does just enough to push through and smack the occultist in the neck, though her subsequent attacks are blocked. The last of his stony skin shatters leaving him vulnerable, and the blow is almost enough to end him, though not quite.
That leaves him on 1HP (though he will heal a bit on his turn)!
Nahum takes another step back, unstable on his feet, holding his insides in with one hand, though his wounds do heal somewhat.
Again this is still adjacent to you Dru so no need for a step up
He looks at Huxwren with horror.
"Why won't you die?"
With an effort of will he centres himself, breathing out through his nose and closing his eyes as the fight rages around him before pointing his thigh-bone at Huxwren once more. Sparks gather around the tip as he concentrates.
Now that he's not shaken he's got his full complement of spells back. He's casting defensively, which despite making on a 1 I think he needs to roll due to an item he's got:
Casting Defensively DC 21: 1d20 + 21 ⇒ (1) + 21 = 22
Casting Defensively reroll DC 21: 1d20 + 21 ⇒ (9) + 21 = 30
Electricity Damage: 10d6 ⇒ (1, 5, 4, 5, 1, 4, 5, 3, 3, 1) = 32
A talisman around his neck crumbles as he does this, and the lightning intensifies around his arm as it points at Huxwren.
Talisman of good fortune gone from the loot! I've spoken to Eldrin's player and he'd like to use his last spell slot to try to counterspell this with his counterspell exploit
Eldrin Spellcraft DC 19: 1d20 + 17 ⇒ (16) + 17 = 33
Eldrin CL DC 22: 1d20 + 8 ⇒ (13) + 8 = 21
After more consultation Eldrin would like to use his per-book reroll for a final chance at saving Grunyak and Huxwren from 10d6 electricity damage:
Eldrin CL DC 22: 1d20 + 8 ⇒ (16) + 8 = 24
Battered and exhausted, Eldrin looks on as Nahum begins conjuring elemental energies to target his friends, and with the last of his magic, makes a gesture and simply snuffs them out.
Nahum looks on aghast as the magic dissipates.
"Oh no"
The babau rushes up and throws itself at Drusilla, but it once again rebounds off the circle of protection and growls in rage.
The Nightmare on Hook Street
Active Effects
Magic Circle Against Evil: +2 resistance bonus on saves vs. evil, +2 deflection bonus on AC against evil, no evil summoned creatures, mind control difficult
Blessing of Fervor: Choose each round between a number of effects
Round 10
...
Nahum -102, glittered[6/8]
red demon glittered[6/8]
Grunyak -53 magic circle, blessing of fervor[8/8]
Huxwren -54 shaken[supressed], heroism, long-arm, blessing of fervor[8/8]
Drusilla -67, shaken, additional -2 on fear effects, blessing of fervor[8/8], holy sword[4/4]
Round 11
Taariik -56, blessing of fervor[8/8], prone
Eldrin -22 see invisibility
Nahum -102, glittered[7/8]
...
Everyone is up! Finish him!

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Staggering slightly and reaching out for the wall Eldrin raises his want and speaks the activation word, send a solitary missile at Nahum.
Force Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Using his Wand of Magic Missile on Nahum.

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Awesome Eldrin!!!
”It is over!!!“ Taariik shouts.
He tries to strike the evil man!
BoF: +2
Primary +1 adamantine Greatsword, To hit: BAB +6, Str +6, -2 spirit dance ended, Enhancement +1, BoF +2; Damage: Str +9, seance +2, Enhancement +1, +2 BoF: 1d20 + 13 ⇒ (2) + 13 = 152d6 + 14 ⇒ (2, 3) + 14 = 19
Iterative +1 adamantine Greatsword, To hit: BAB +6, Str +6, -2 spirit dance ended, Enhancement +1, BoF +2; Damage: Str +9, seance +2, Enhancement +1, +2 BoF: 1d20 + 13 - 5 ⇒ (9) + 13 - 5 = 172d6 + 14 ⇒ (3, 3) + 14 = 20

GM Pudding |

Taariik steps up to attack but finds that Nahum's protective wards are too strong and deflect his blade. Eldrin fires a magic dart that grazes him, almost but not quite enough to finish him off.
We can resolve Huxwren first so that she can attack without cover (if she wants); the shadowy Nahum is not actually there when it's not taking an AoO so doesn't provide cover
4 HP left!

Huxwren |

Huxwren keeps her cool as her life flashes before her eyes for the second time today. “Why Nahum, didn’t you know?” She leans forward and grins, too many teeth showing. “I’m your worst nightmare.”
Primary Dagger, Heroism, Flanking: 1d20 + 18 + 2 + 2 - 4 ⇒ (12) + 18 + 2 + 2 - 4 = 30
Piercing damage: 1d3 + 14 ⇒ (1) + 14 = 15
Spirit Dagger, Heroism, Flanking: 1d20 + 18 + 2 + 2 - 4 ⇒ (7) + 18 + 2 + 2 - 4 = 25
Spirit Boost: 1d6 ⇒ 2
Piercing damage: 1d3 + 14 ⇒ (3) + 14 = 17
Fervor Dagger, Heroism, Flanking: 1d20 + 18 + 2 + 2 - 4 ⇒ (8) + 18 + 2 + 2 - 4 = 26
Piercing damage: 1d3 + 14 ⇒ (1) + 14 = 15
Iterative Dagger, Heroism, Flanking: 1d20 + 13 + 2 + 2 - 4 ⇒ (6) + 13 + 2 + 2 - 4 = 19
Piercing damage: 1d3 + 14 ⇒ (3) + 14 = 17

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Grunyak, being unable to get to Nahum without pressing his protective circle against the demon, decides his most useful action would be to heal Hux. "I hope that knife of yours has done for him. I can't reach him." "But take this."
He reaches over and taps Hux again with the curing wand.
cure mod wounds: 2d8 + 3 ⇒ (5, 8) + 3 = 16
Hux, I hope you killed him because I can't get to him or fire at him from where I am.

GM Pudding |

Huxwren cuts Nahum down with her first strike, though she can see that his body is continuing to heal.
I'm assume you want to keep stabbing after he goes down
She tries to finish him off, and despite dealing wounds that should certainly be fatal she finds his body continuing to slowly heal, regenerating lost body parts.
Remembering the other nightmare cultists Taariik gets out his silver bardiche and one cut is enough to end Nahum permanently. The demon rages outside the circle for another few seconds before dissolving into smoke, and the house begins to shake.
Final Report
Grunyak -53
Huxwren -38
Drusilla -67
Taariik -56
Eldrin -22
We can handwave healing as around 20 or so charges on the cure moderate wand will be enough to bring you all back to full
As if Nahum were holding an image of the house here by sheer force of will, the walls, floor and furnishings begin to decay at an exaggerated rate, paint cracking, floorboards warping, returning to the one you remember from the real world rather than house Nahum wanted it to be. The vision of an apocalypse outside remains though, and the dreamstone thrums with power.
Lesser talisman of arrow protection
Lesser talisman of freedom
potion of cure serious wounds x2
scroll of shocking image
+1 mithral breastplate
mwk spider-leg sickle
headband of alluring charisma +2
In the closet you find expensive clothing, ceremonial robes, valuable occultist implements and a Mask of a thousand tomes
Several of Nahum's items are charged with Psychic power and Huxwren is able to study them and get glimpses into Nahum's past.
Only his spider-leg sickle still has any focus in it, but it does give a +4 enhancement bonus to CON to anyone who possesses it for the rest of the day
Exposition time. Hooray for object reading!
As she concentrates she sees visions of Nahum's history. Born into an aristocratic family fallen onto hard times, Nahum met his sweetheart Myra Lombroso as a young man and the two pursued a passionate interest in the occult. When Nahum found the Paginarum Lethargica in his family's library they excitedly planned an expedition to the dreamstone's impact crater in the mindspin mountains, funded by an aristocratic sponsor. The sponsor's son, Stainton Drune That's the magistrate who got you involved in the first place joined them on the expedition.
They did not find the dreamstone nor any charged fragments as they had hoped, but they did unearth a petrified spider in the region that spoke to them in their minds and whispered of immortality in exchange for its freedom, and their worship.
Nahum and Myra succumbed to the foul whispers of Mog Lathar and abandoned Stainton, they secreted the leng-spider away and established the brotherhood of the spider in Korvosa. Drune became a magistrate with an obsession for revenge, trying to root out the brotherhood wherever he could. Nahum always believed that Drune had also been changed by Mog-Lathar, and that the magistrate just wanted to find the idol so that he could take it and worship it himself in exchange for immortality.
Things changed when Nahum learned of the dreamstone's true location; buried beneath his family's ancestral home. When he unearthed it betrayal borne once more of Mog-Lathar struck again, and this time Myra disrupted Nahum's ritual to awaken the dreamstone, causing him and his allies to be sucked into and stranded in the dimension of dreams, where their exposure to the artifact warped them into nightmares themselves. They got their revenge by stalking the sleeping forms of their old cultist allies and slaying them in their sleep, all the while searching for the Paginarum Lethargica and the Clavis Somnum in order to finish awakening the dreamstone to unlock its true power.
What do you do?

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Wow! Thanks for the background GM! :-)
Taariik is super exhausted.
He rubs his temples. “This was an unbelievably tough fight! I can hardly believe that we are all alive! But we stood together as a team and we supported each other with everything we got! We surely are at least a couple of steps nearer in the direction of perfection!“ the massive Ifrit says and he looks at you all with a smile.
After Hux has briefed the team, Taariik takes notes.
“Now finally the story makes a little more sense! And this official that sent us on our path definitely needs to be visited again!“
After the group has checked all areas and the corpse of this madman, Taariik is quite confused.
“Ehh … what do we do now?!?“

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"Aren't we supposed to hide the stone in a planar pocket in this dreamscape or something like that? Supposed to make it so as no one else can ever use it again." "That is why we came hear, right!" Grunyak grumbles away. "We need to do the ritual again." "That will banish the stone."
"Can we rest in this world, maybe in the place Madame Carrington rested?"

Huxwren |

Huxwren finishes wiping her dagger off on Nahum’s face and sheathes it. “You mean the dream sanctuary she’s too exhausted to maintain after being captured by a night hag? The one she kept safe with the help of a floating elephant we may have sliced to pieces after it was reanimated? Don’t think we’re going to have much in the way of safety.” She gestures towards the stone. “Get rid of that thing, and we can all sleep soundly for a week. What’s the holdup?”
Huxwren is in favor of performing the ritual right away. Also, @GM - did Huxwren need to use her Spirit Boost in the last round? It would push her into taking her spirit’s influence penalty, which is unfortunately a -2 to all Intelligence-based checks (among other things). XD

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That was close, but we prevailed.Man, I'm in such pain... I don't think we woud still be alive without your help, Gruniak, Huxwen and Eldrin. Without your diligent prayers, and knowledge of the most mysterious arcane art, our martial skills wouldn't have done much against such a dangerous foe, I'm not afraid to say that. And I'm pretty sure Taarik won't disagree.
Dru brushes back a strand of blond, blood soaked hair, and half smiles, half grimaces. She looks down at Nahum's corpse and says, with a cruder langage than usual
Sweet dreams, s*cker. You left a sour taste in my mouth. I will need plenty of alcohol to wash it tonight.

GM Pudding |

Huxwren you didn't need the spirit boost in the last round
You start gathering the materials for the ritual, most notably the mithral key, but also an ornate bowl filled with grave-earth, and several bottles of wormwood wine.
You two studied the Paginarum Lethargica extensively when preparing for the ritual, and you understand the dangers inherent in performing this ritual. If it fails the worst you can expect is some angry dreams, but if it succeeds the pocket dimension that you're currently in is going to be destroyed. Even the greatest scholars would be unsure of exactly what effect that would have on those of you physically in it, however you have reason to suspect that it might be dangerous. You know that you can end the ritual you performed to arrive here and return to the material plane through studied concentration, or sheer force of personality, and you suspect you may have to rely on that to escape the dimensional collapse, if there's time.
Mechanically if the ritual succeeds you're going to need to leave the dimension before it is destroyed, which is either a concentration check or a level+charisma check, with the consequence of failure being unknown
Let's talk performing the ritual You need to choose a primary caster, and decide if anyone wants to be a secondary caster (I think Eldrin as primary and the rest of you as secondary makes sense; you can only have secondary casters up to the intelligence modifier of the primary). Four secondary casters gives a +1 on the skill checks. Then over the course of an hour you perform the ritual and make 3 Knowledge (arcana) followed by 3 knowledge (planes) checks. Either the primary caster or the secondary casters can make the checks, but the key (the clavis Somnus) gives a +5 competence bonus to the primary caster. You've also just found a "mask of one thousand tomes" that can give a +10 competence bonus to knowledge checks at the cost of being blinded. I think in this case being blinded would be OK as the other casters can help to guide you for the physical movements.
The only reason I can think of that you might not want Eldrin as the primary caster, is that the primary caster takes 2d6 damage at the conclusion and becomes exhausted, and then you're going to have to escape the dimension before it collapses in on itself, which you suspect might also potentially cause some damage, and Eldrin doesn't have many hit points
So decide how you want to do the ritual, then describe it and make the checks, and I'll tell you what happens. Good luck!

Huxwren |

Huxwren takes the spider-leg sickle and hooks it onto Eldrin's belt. "That'll give you a bit of extra gumption," she explains with a wink, as if she were talking about the tall elf being nervous about asking someone out to a dance rather than performing a ritual that could kill them and everyone else in Korvosa if done poorly. "Now wear this - you won't be able to see, but we'll help guide you. You've done this before, so it's no big deal to do it again." She passes him the fallen occultist's mask as well.
"Alright then, let's get started. Dru, you got that wine ready?"
The hope is that Eldrin can offset the expected damage with the +4 Con from the implement, then minimize the chance of failure with the mask's competence bonus. Pity it doesn't stack with the key, but we'll make do with the gifts that fall into our laps. XD
Question though - can Eldrin pop the mask off to immediately regain vision, or does he stay blinded for a time after using it?
And @GM - when narrating the scene, don't forget that Huxwren's placebo effect will wear off shortly after we begin and she will be shaken for however long she would have been shaken before. XD

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Bonuses: + 10 for the mask and + 1 for there being 4 secondary participants.
Pulling out the Paginarum Lethargica, Eldrin spends a few moments reviewing the details of the ritual and then turns to the group and begins explaining what they will need to do. Once he is satisfied he dons the mask holds the key in one hand and begins the ritual.
Knowledge (Arcana): 1d20 + 18 + 10 + 1 ⇒ (11) + 18 + 10 + 1 = 40
Once the circle of grave dirt is established and the proper materials placed at the required positions around the circle Eldrin gestures for everyone to take their places. Beginning to speak the words of the ritual he points to each of the party members in turn to start their own incantations.
Knowledge (Arcana): 1d20 + 18 + 10 + 1 ⇒ (8) + 18 + 10 + 1 = 37
The air in the room vibrates with gathering energy as everyone chants the arcane phrases and formulae. The dingy room begins to grow brighter and the apressive feeling begins to reseed.
Knowledge (Arcana): 1d20 + 18 + 10 + 1 ⇒ (4) + 18 + 10 + 1 = 33
The needed power gathered, Eldrin gestures again signalling that it is time to start focusing the energy in the needed form. Changing to a new chant and adds the final few materials, Eldrin raises the key over his head.
Knowledge (Planes): 1d20 + 17 + 10 + 1 ⇒ (20) + 17 + 10 + 1 = 48
A patch of air inside the circle begins to shimmer and warp. Tendrils of dream scape reaching out as if to try and close the portal forming at the centre of the ritual.
Knowledge (Planes): 1d20 + 17 + 10 + 1 ⇒ (18) + 17 + 10 + 1 = 46
The weary pathfinders continue chanting despite their fatigue as the whole world begins to shake.
Knowledge (Planes): 1d20 + 17 + 10 + 1 ⇒ (19) + 17 + 10 + 1 = 47
Calling out the final words of the magic, Eldrin thrusts the silver key toward the portal causing the tear to open. "Quick, send the dream stone through, I don't know how long we can hold the portal open."

GM Pudding |

Very nice!
As soon as the pathfinders push the floating stone through the portal and close it, the portal vanishes, and the world is torn apart.
Eldrin damage: 2d6 ⇒ (1, 6) = 7 You are also exhausted, -6 to STR and DEX, can't run or charge, move at half speed
Reality itself shifts and shudders, the wooden planks of the house and every item in it explode outwards, but there is no gravity to pull the pieces down to golarion, and indeed there is no golarion for them to be pulled toward as the same calamity is befalling everything in the dream world in the same instant.
You feel agonizing pain, and when you are brave enough to open your eyes you can see the world around you a broken snowglobe, as if the eye of Abendego had suddenly made landfall in Korvosa and had torn it asunder. Worse still everything seems to be dissolving as you watch it, including yourselves!
Some remnant of the rituals energies seems to have bound you together, as you float within touching distance of each other, just as you were when you performed the ritual.
The ritual you used to come to the dream dimension has a way out; a DC 35 concentration or level+charisma check as a full round action to return. The dissolving state of this particular demi-plane makes leaving easier; the DC is only 25. In addition the mechanics are slightly different. You all take 2d6 damage per round, and can make the check as a full round action. If you succeed you re-appear on the material plane, if you fail you can try again the following round. The DC of the check decreases by 1 each round due to the increasing instability. If you fail enough that the damage reduces you to 0HP you are permanently destroyed. You all start at full HP, and don't forget your +4 CON Eldrin
For the check you can choose to use either a concentration check (combat casting doesn't apply, but anything that gave a flat bonus to all concentration checks would), or if it's higher (or you don't have any spellcasting levels) you can use a modifier equal to your character level + your charisma bonus. You take the damage at the start of each round, and you can choose to not attempt to return if you want, for example if you wanted to stay to heal some of the damage of the others
We'll start with the first round of checks. We only need to go round by round if anyone decides to wait for anyone else, so we may be able to speed up subsequent rounds (if any are required) but let's play this first one out
Huxwren: 2d6 ⇒ (1, 5) = 6
Eldrin: 2d6 ⇒ (6, 1) = 7
Drusilla: 2d6 ⇒ (2, 6) = 8
Grunyak: 2d6 ⇒ (4, 4) = 8
Taariik: 2d6 ⇒ (5, 2) = 7
There's No Place Like Home
Round 1
Grunyak -8
Huxwren -6
Drusilla -8
Taariik -7
Eldrin -14, exhausted
Everyone is up! Remember you just need to decide if you want to try to leave or wait for others, and if you want to try to leave it's a DC 25 concentration check (which is caster level + spellcasting ability modifier), or a check with a modifier equal to your character level plus your charisma modifier, whichever is higher. Good luck!

Huxwren |

Concentration vs DC 25: 1d20 + 11 ⇒ (20) + 11 = 31
Huxwren cuts herself a hole in the skin of the dissolving world and wakes from the nightmare.
One down, four to go! You folks got this!

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concentration : 1d20 + 14 ⇒ (9) + 14 = 23
Taariik tries to force his being back to the material plane!!

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Does combat casting help here? Grunyak has it. Plus what cany we do if we stay for others. I have several touch of good that will help with +4 on attack rolls , ability checks , savings throws, skill checks for one round. Is this something I could give to those trying to leave?
"I want to know you have all made it out. I might be able to help.".
Grunyak delays to see how many can get out.

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Dru moves as quickly as possible, following Eldrin is case he needs to be carried away
Level+Cha, DC 25: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Don't worry, I leave no one behind. You will pay your round of drinks too tonight.
[ooc]GM: I have STR 24 for carrying things (or people) with my muleback cords, so light encumbrance ends at 233 lbs, medium at 466, and heavy at 700, if needed.[/b]

GM Pudding |

Huxwren vanishes view, leaving the others to wonder if she made it out, or if she was just devoured by the dimensional eddies fastest.
Grunyak instead resists the urge to try to return instead waiting to try to help his fellows.
Combat casting won't help (since its bonus applies only to casting defensively or while grappled), but I would say touch of good would help. You could even go first this round if you want and apply it to Drusilla or Taariik. That's assuming Drusilla wants to try to leave this round, I guess that depends on if Eldrin makes it

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Taariik looks at Hux and sees him vanish and then at the others!
He concentrates again and tries to force his being back to the material plane!!
concentration : 1d20 + 14 ⇒ (12) + 14 = 26

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Get Eldrin out, Gruniak, then go. I can take it, and you know it.
Not sure if aid another could work here, but let's try..
Using her shield and armored body, the blonde warrior protect the wary mage from the impact of falling debris, taking some of the damage herself
Aid Eldrin: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11

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Grunyak applies a touch of good to Eldrin. "Get away friend you have done good here."
He then begins his full round to leave himself.
concentration with wisdom: 1d20 + 8 + 5 ⇒ (18) + 8 + 5 = 31

GM Pudding |

Round 1
Taariik struggles to master himself enough to return, and despite both Grunyak's and Drusilla's assistance, Eldrin too loses his concentration. Perhaps it is because of how drained he was after the ritual, but whatever the reason the forces of planar destruction tear at you all.
Round 2
Eldrin: 2d6 ⇒ (5, 5) = 10
Drusilla: 2d6 ⇒ (2, 4) = 6
Grunyak: 2d6 ⇒ (1, 6) = 7
Taariik: 2d6 ⇒ (3, 3) = 6
After a few seconds to gather themselves, both Grunyak and Taariik vanish from the world, leaving just Drusilla and Eldrin left floating in the wake of the world's destruction.
Escape DC : 24
Grunyak -15
Huxwren -6
Drusilla -14
Taariik -13
Eldrin -24, exhausted
Drusilla and Eldrin are up! Dru I think your bonus should be level + char = 8+1 shouldn't it?

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Yeah, sorry, my bad.Didn't change a thing anyway.^^
Satisfied at seeing Eldrin disappearing, and hoping he is safe, Drusilla tries to get out the nightmare
Get out DC 24: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Should I do multiple rolls till I get out or I die, GM?

GM Pudding |

Eldrin winks out of existence, leaving Drusilla floating alone in the rapidly shrinking bubble of destruction. She can even see the edges rushing in, swallowing the exploded remnants of Korvosa.
Yes take it away Dru. Remember that the DC drops by 1 each round, and that you take 2d6 damage each time. Good luck!

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Dmg: 2d6 ⇒ (1, 5) = 6 Previous round, Dmg 20/92
DC 23: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Dmg: 2d6 ⇒ (6, 5) = 11 dmg 31/92
DC 22: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Dmg: 2d6 ⇒ (5, 3) = 8 dmg 39/92
DC 21: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Dmg: 2d6 ⇒ (6, 2) = 8 dmg 47/92
it took some time, and many tries, but Drusilla is used to wandering toward home, after the last pub has closed, when the night is just a fading (sometimes painful, sometimes fun ) memory diluted in vast quantities of alcohol.