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Dotting

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You begin the adventure at the Pathfinder Grand Lodge in Absalom.

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Clad in little more than a loincloth, a blue-skinned member of the undine race sits on a bench outside the meeting room. He's reading from a scroll containing a long, flowing script and occasionally muttering to himself.
Just checking in. I obviously need to update my tagline. It's been a long time since I've used this character in play-by-post.

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A short gnome clad in very shiny full plate stumps into the room. Her helmet is tucked under one are and she bears a longsword, but her bright, infectious smile seems almost out of place with the trappings of war.
"Hello! I'm Ellyjoybell Nopenstallen. You can call me Elly. It's much too hard to get that whole name out in the middle of a fight and you need to get my attention, but something happens before you finish it all and I didn't notice it in time. But Elly is much simpler. I couldn't bring Bobble in here, so rude not to include all members of the party, even if she is a pony. She's a really smart pony and I love her lots and she's like my right hand. Or hoof. Though I don't have hooves, so hands work fine. What's your name?"

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Dana wanders into the meeting.
"I really have to admit ... I am absolutely intrigued by any adventure involving the planes." she says absent-mindedly.
She walks with slow steps and is not the most gracile or beautiful woman from Tian Xia.
When she meets the group she waves her hand.
"Greetings to you all." says the corpulant woman with a self conscious smile.
Her right eye has been cut in the past which has led to a scar that is clearly visible on her right eye section.
She has a Wayang bleaching exactly around the scar.
Her asymmetrically cut black hair with pink highlights looks strange and out of place. She is wearing a full plate armor that clearly encumbers her heavily and with which she walks slowly.
Her armor has gadgets and colored leather straps which are more fashion items than functional adventure gear. A small buckler is attached to her left arm. She also carries a backpack.
Resting on top of her chest, an amulet showing the holy symbol of Chaldira Zuzaristan is visible.
She does not really have a natural presence and unfortunately might come across as aloof or arrogant.
Facing you all she bows but more out of tradition than courtesy you believe.
“Dana Katsu is my name! My last missions were on the plane of Water and Air! So this is extremely interesting for me as an Ifrit who lived on the Plane of Fire for a long time!“

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After the small thunderstorm's worth of noise and air-displacement caused by the previous two arrivals, it is easy to miss entirely the silent arrival of the next: A tall, athletically-built, Elf with platinum hair and turquoise eyes, wearing no armor but festooned with a small panoply of stunning Elven weapons, and an elegant silver spellbook at his side.
He makes his presence known only several minutes later with a simple, soft-spoken, odd announcement:
"Quickly: Has anyone got a bucket, cauldron, or the like?"
-----
Only a few seconds later does a peal of (literal, this time) thunder echo from outside, followed by the sound of heavy rain on the roof, followed by a tiny section of previously-immaculate-looking ceiling collapsing in, letting in a steady trickle of rain...directly over the spot where he'd just placed the container.
Only a few seconds later, a peal of (literal, this time) thunder echoes from outside, followed by the sound of heavy rain on the roof...followed by a tiny section of previously-immaculate-looking ceiling collapsing in, causing a steady trickle of rain to start pouring down on a spot on the floor a short distance down the hall. A decent-sized bucket, cauldron, or the like could have contained the mess.

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The blue-skinned man gets to his feet and offers everyone a warm smile. "It is truly a pleasure to meet each of you. I am Arrius Vext, Emissary of Outsea. Meeting new allies that will soon become friends fills my heart with joy, as one never knows where the currents may take us. Alas, my elven companion, I have not what you seek."

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A half-orc, tall even for her race, with bones woven into her full plate stands with her back towards a wall and leans a gigantic, shining hammer against the wall. She has a jovial smile on her face that does not match her intimidating appearance as she looks at the goods, but her razor-sharp teeth could probably turn that smile menacing in a moment.
"I am Elbesamiya dy Bulaka," she says tentatively, hoping that she is not interrupting something important, "though I prefer just 'Elby' unless we are trying to impress some nobles."

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"Welcome, Elby. Such a diverse assemblage we are this day, an auspicious beginning, methinks. Like a Harrower, I am curious what the future holds for us--though methinks a Venture-Captain may be more explicit than a deck of cards."

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"Sorry, I don't have a bucket with me. I usually leave things like that with Bobble because she's much better at carrying than I am. I think it's the feet. Well, that she has four of them instead of just two." When the thunder strikes, she looks visibly startled and stops talking for about two second.
Elly looks up...and up at the half-orc. "Elby and Elly! That's fabulous!" She laughs, then cocks her head. "You know, I think you might be taller than I am even when I'm on my pony. I mean, I'm not very tall, which you probably noticed, but Bobble helps with that a lot.
She bounces over to Dana, pulling her mop of green hair into a tail, though most of it escapes immediately. "The Elemental Planes? That's very interesting. I don't think I've ever been to one, though I've been to a lot of places before. The really funny one was when Bobble had to climb a wall into a cave. She didn't like the cave much, but she did it for me. Which is good because otherwise, it would have taken us hours and hours and hours for me to walk anywhere. My armor is great for not getting hit, but not so good for the moving."
You can assume that Elly talks most of the time. She's not very good about noticing when people want her to stop, but she takes shushing in stride.

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Fung joins the group quietly, so quietly that when you notice him, you wonder if he was walking on air. And when you look closely, although partially hidden by his long robes, you notice indeed that he is! When you examine him further, he realise that although there is hardly any draft in the room, his robes and long hair are constantly being gently tossed about by a gentle breeze. And the closer you move towards him, the more you feel an aura of static electricity that surrounds him.
He looks rather ill at ease, standing (or floating) awkwardly to one side, unsure of himself, and waits for a break in the conversations to introduce himself. "Um... hello. My name is Xuan Fung, but please call me Fung. Do you know why we've been summoned here?"
Wow, just realised it's been more than a year since I've played Fung. Let's hope I remember the complexities of a kineticist's abilities!

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You gather in the plaza just outside the Grand Lodge tower of Skyreach.
Zarta Dralneen and Master of Scrolls Kreighton Shaine sit atop folding camp stools set before a carefully arranged pile of packed tents, fur-lined parkas, parasols, loose robes, flippers, and other gear flanked by a team of mules on one side and horses on the other. Kreighton Shaine rises to greet his guests, ignoring the eclectic assortment of equipment behind him.
“I appreciate your meeting with us here. We have lost many good Pathfinders in the wake of a recent attack by the Aspis Consortium, and we have struggled to fill the vacancies left by the fallen. In particular, I have focused on securing a Master of Spells.”
He grimaces before adding, “Hopefully just an interim Master of Spells. The best candidate is one the Decemvirate assumed dead about ten years ago: Aram Zey’s predecessor, Sorrina Westyr.”
Zarta Dralneen shifts atop her stool for a moment before standing. “That’s not to say that the Decemvirate was callous in their decision to certify her death; investigators thought they had exhausted all available leads at the time. My archival team has since located several requisitions that Westyr wrote and approved for extremely rare ioun stones, all but one of which she returned to the Society’s vaults.”
She holds up a small lead box. “This is significant because she was researching the nature of ioun stones and their interactions with a special wayfinder referred to as the wayfinder of many paths. The wayfinder can open a gateway to any number of locations, but each type of ioun stone serves as the key to just one very precise — often inconvenient — point.”
Kreighton Shaine finishes feeding a handful of oats to a mule as he adds, “Needless to say, few thought it worth testing further. However, Sorrina found the contraption intriguing and set to cataloguing as many of the destinations as possible. It may be that wherever this stone sent her proved lethal, yet it may also be that she is merely trapped, imprisoned, or otherwise waylaid. We want you to follow Master Westyr’s team and bring them back to Absalom if they’re alive—or whatever you can learn of their deaths if not.”
He takes the lead box from Zarta and places it atop an ornately carved wooden box. “Sepia ellipsoids are extremely uncommon, and this is one of a small few remaining in the Society’s possession; do not lose it. The other box holds the Wayfinder of Many Paths, which I trust you will also keep safe. Perform whatever other preparations you must, and stop back here once you’re ready.”
Zarta's eyebrow raises at his brevity. ”We can answer any questions you might have, of course. Isn’t that right, Kreighton, my darling.”

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"What does a sepia ellipsoid do? Do you know where it might have taken Sorrina? Anything we should be prepared for specifically? Do we need a boat? I don't mind boats but Bobble isn't too fond of them." Elly scritches her pony's forehead as she takes a breath. "How long do we have before we need to be back? Can you tell us anything else about Sorrina Westyr? Maybe what she looks like so we know who she is when we find her."
Any knowledge checks?

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@Elly No knowledge checks... yet
Zarta wanders amongst the supplies as she addresses your queries.
“Well, that's the trick, Elly. We don’t know. It could be another city, a distant country, or even another plane of existence. That no one has returned in ten years does not bode well for it being an easily accessed or safe location. You should take that into consideration while you make your preparations for departure, for you will only be certain of the resources you carry with you.”
"As for Sorrina, she was... is... a quite talented priest of Nethys. She's a young human woman, attractive - I might add, with gorgeous long hair." Zarta seems lost in her thoughts for a moment.
Kreighton Shaine breaks the sudden tension by lightly kicking the pile of gear. “I’ve requisitioned everything you see here for your use. Once the portal’s open, we might have a better sense of what you’re up against.”
The equipment includes cold weather outfits, hot weather outfits, pitons, tents, and lanterns. There are also three potions of cure moderate wounds, a potion of water breathing, a scroll of tongues, two +1 dragon bane crossbow bolts, and one silversheen. There is also one riding horse and one mule for each of you; each animal has a riding or pack saddle and enough feed for three days.
To the questions about the special ioun stone, Kreighton becomes noticeably more animated.
“It is a powerful yet dangerously unstable ioun stone that, when orbiting a person, sustains them without air, heals minor injuries fairly quickly, and can increase spellcasting abilities.” Mechanically, the stone combines the powers of an iridescent spindle, a pearly white spindle, and an orange prism ioun stone."
He taps the lead-lined box for emphasis. “Some ioun stones come with side effects, and this one resists being contained. What’s more, it gradually drains the power of other nearby ioun stones. I’ve found that anti-curse magic tends to deactivate it for a short while, those few times I’ve needed to handle it.”
"Activating the wayfinder of many paths while it contains an ioun stone will take you to a specific destination. If you stand in that same destination and activate the wayfinder again at least 24 hours later, its gateway will instead take you back to where you started. If you lose the sepia ellipsoid, though, you will be trapped there unless you can secure an alternate way to return. Do be aware that the gateways never stay open for more than two minutes.”
SEPIA ELLIPSOID IOUN STONE
This dark stone appears to be made of transparent crystal filled nearly to the brim with dark ink. It provides the benefits of an iridescent spindle (sustains one without air), pearly white spindle (regenerate 1 hit point per 10 minutes), and an orange prism (+1 caster level).
However, it has two drawbacks.
First, once set loose to orbit your head, it dislikes being contained (including being placed in a wayfinder) and frees itself to orbit again 1d4+1 hours after being removed from its spinning path.
Second, it drains the power out of other active ioun stones, rendering them dull gray and powerless at a rate of one every 24 hours. Thus, it is an excellent and valuable item if you only have one ioun stone, but hard to conceal and dangerous to your other treasures. A remove curse or similar spell can put the stone at rest and prevent it from returning to its orbit. In theory, one could place it directly into a wayfinder rather than ever letting it orbit, though conflicting reports suggest the sepia ellipsoid may be able to drain power out of orbiting stones even when contained in this way.
WAYFINDER OF MANY PATHS
The Wayfinder of Many Paths behaves like a normal wayfinder, allowing it to shine (as per light) on command and granting its user a +2 circumstance bonus on Survival checks to avoid getting lost. It has a small indentation designed to hold a single ioun stone, and when an ioun stone is placed within, the owner of the wayfinder gains the stone’s normal benefits as if it were orbiting his head.
Once per day, on command, a wayfinder of many paths with an implanted ioun stone can be used to create a 5-to-20-foot-diameter gateway, similar to the gate spell. The exact destination depends on the type of ioun stone slotted into the wayfinder; ioun stones of the same type always lead to the same location. The gateway remains open for up to 18 rounds, but the user can drain the socketed ioun stone, rendering it dull gray and powerless, to keep the gateway open for up to 18 additional rounds. If fitted with an ioun stone while in that stone’s attuned location, a wayfinder of many paths can open a gateway back to the location in which it was last used, allowing its user to make a return trip after at least 24 hours have passed.

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"Do we have time to go shopping? I can think of a few things that might help."

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You are at the Grand Lodge, so pretty much everything you could want is available.

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Zeno marvels at the Sepia Ellipsoid, but keeps a distance; he casts fleeting glances at both the formidable platinum necklace around his own neck, then down to his Wayfinder, itself set with a Dusty Rose Prism.
"How far do its...leeching properties extend beyond the individual bearer? I'm tempted, but I shan't be taking it; must I still worry for my own Ioun Stone?"
"What about other [here he uses a more succinct and graceful Elven word for 'magic items']? Any risk to them, or just other Ioun Stones? Or perhaps just any [same word as before] of Thassilonian extraction?"

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Fung listens to the briefing, faintly awed by the proceedings. He stays silent though, not quite sure what he can contribute to the discussions beyond just keeping in mind what is shared.

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"My survival skills mostly amount to finding things trying to kill us and thumping them on the head," Elby adds hesitantly, "and I'm not quite sure how to thump a hostile plane over the head. And..." she glances at the horses "I hope you got one of the extra-durable models for me."

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"I have some planeswalking experience myself; I assume that has a great deal to do with my being summoned for this." Zeno glances in the direction of the draft-animals and travel-gear; mundane as it all is (and that's what confuses him), it's the most generous starting outfit he can recall ever being given by the Society. "I don't believe I heard you specify" - and here he uses an arcane-in-multiple-senses-of-that-word preposition akin in meaning to 'where' but specifically in reference to relative position between multiple planes of existence - "we are headed?"
He seems (at least to those sensitive enough to such things to read the infamously cryptic Elven face) as if he is prepared to say more, but doesn't.

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Dana is intrigued.
”So maybe this really leads to another plane! Exciting! Let’s open it then. Just a question on the group that is missing because you mentioned a team: do you have more details?“

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Kreighton smiles at his fellow elf. "Where you are heading? Your..." - and here he uses an ancient word expressing the uniquely elvish predilection for divination, but roughly translatable as 'guess' - "...is as good as mine. And yes, this specific ioun stone is quite volatile, but it seems only to others of its kind. I would suggest keeping it in the wayfinder (if you can) and away from other ioun stones you wish to preserve."
Kreighton then nods at Dana. “Yes, she had a fairly eclectic team. Braethin was a halfling disciple of Gorum who was remarkably even-tempered. Nissira was one of Master Westyr’s closest friends when they were initiates, often accompanying the latter on missions as a tracker. Setik of Averaka served as their interpreter and authority in spiritual matters, always holding himself to a higher standard to offset any prejudices against half-orcs. Finally, there was Grave Treader, a Shoanti scholar whose powers of observation and prolific submissions to the Pathfinder Chronicles were unmatched.”
There are sturdy mounts available for our heavier adventurers.

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Elly visibly halts herself from grabbing at the ioun stone. "I don't have one of those things yet, so I can hold onto it. Do we know of anything these people had on them to find? I know there are location magics, but magic isn't really my thing."
Elly will pick up a remove curse scroll (150 gp), potion of resist energy (fire) and (electricity) (600 gp)

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Ambrus Valsin exits Skyreach and ambles over to the team as you inspect the supplies.
"Ah - so this is the team out to search for Sorrina and her crew, wonderful." He leans in to Xuan Fung and hands him a letter with a nod and a whisper. "Make sure you bring them back alive, or whatever condition you find them. He adds, grimly.
Pathfinder Group for Mission XX-45789
Sorrina Westyr - group leader
Braethin - halfling warrior
Nissira - expert tracker
Setik of Averaka - interpreter and spiritual advisor
Grave Treader - Shoanti scholar

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Once you have secured any other supplies you desire in the Grand Lodge, you can meet back with Kreighton Shaine and Zarta Dralneen.
The Master of Scrolls reviews the operation of the wayfinder of many paths, including its command word, how to vary the gateway’s diameter from 5 to 20 feet, and words of warning that it functions only once every 24 hours and creates a gateway that lasts less than two minutes. After answering any final questions, Zarta Dralneen activates the attuned wayfinder, sparking forth a huge gaping portal, ringed with shimmering magic.
The portal opens into a shadowy cavern illuminated only by the ambient light of Absalom’s afternoon sun, but even this is enough to make the field of malachite stalactites sparkle.
On the ground, clear quartz crystals splay into spiky bushes, low gypsum roses wrap around blue crystal archways, and great purple and green spires rise beyond view in a jungle of countless mineral marvels.
Shaine and Dralneen look at the cavern and share a knowing glance before the elf announces in a wry tone, “Well, I suppose you won’t be needing the horses.” He and Zarta quickly help you choose the best gear suitable for underground exploration, hand over the wayfinder of many paths with the sepia ellipsoid, and Zarta shouts over the din of the portal's buzzing. "Hurry through the gateway before it closes!"
Once you are inside, you can take stock of their surroundings, study the area, and make an educated assessment of where you likely are with a Knowledge (dungeoneering) check.

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Zeno looks back at the horses before entering.
"Why am I not surprised...?"
Knowledge (Dungeoneering): 1d20 + 13 ⇒ (9) + 13 = 22
"Spectacular...." He states, his voice as much factual as awestruck, as he lights his Wayfinder.

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Elly tightens Bobble's girth, mounts up, takes the wayfinder from Zarta, and crosses through the portal. She frowns at the crystalline surface beneath her pony's hooves and grumbles slightly. Resettling her helm on her head, she heaves a sigh and looks for someone else to tell her about this location.

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Elby is happy to be first through the portal (and thankful that she has good boots), quickly scanning the area for enemies.
Perception: 1d20 - 1 ⇒ (4) - 1 = 3
Seeing no threats - and not much of anything else - she relaxes slightly and says, "It's clear. Let's start looking for Sorrina."

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Perception: 1d20 + 18 ⇒ (17) + 18 = 35
Every Elven Archer knows that the secret to perception is to see and hear - but never to "look" or "listen"; by the time, Elbesamiya has determined the color of the crystal-bloom nearest her Zeno has already precisely enumerated the individual crystals comprising it, followed their path of growth from visible beginning to end, and foreseen where and how the formation, should it remain undisturbed, shall continue to grow for upwards of the next 400 years.
He makes a mental note to try returning to this place in such time, if he can, just to see if he was correct.

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Zeno pauses for a moment as he takes it all in.
Many of the crystalline structures seem to have formed in previously unknown—possibly unnatural—ways; the processes necessary to form one type of crystal here are vastly different than those to create others in the same area. At least among Pathfinders, this regional attribute does not match the description of any well-known cave system. You will be able to properly catalogue the formations here, helping the group retrace their steps, find where the portal had opened, and use the wayfinder of many paths to return the team to Absalom.
Although there seems to be a slight extraplanar signature, a closer investigation suggests that this cavern is not on the Plane of Earth. There are no planar traits that would modify magic cast here.
With Perception
You also spot an arcane mark on a crystal protuberance ahead. Gradual crystallization over time seems to have encased it, leaving it visible but partly obscured by mineral deposits.
For the rest of you, much like an old growth forest, this area hosts countless large formations, yet has a floor relatively free of “underbrush,” making it easy for you to traverse the cavern. However, determining where to go is more difficult.
What would you like to do?

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Once through the portal, Fung's demeanour changes subtly, his attention focused on the area around him. Almost immediately, he rises into the air without seemingly thinking about it, taking in the surroundings from a different perspective.
GM, sorry but as Fung has permanent flight, trouble you let us know the height of the rooms? Thanks. Assuming he flies to the limit that vision permits, anything in particular he can see?
Beside him, an animated sphere of gently twirling air hovers. Forgot I have an air wysp familiar. :)

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Elby has no idea what direction to travel, but as soon as someone points her somewhere, she will take point.

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kn Dungeoneering : 1d20 + 12 ⇒ (13) + 12 = 25
Perception : 1d20 + 12 ⇒ (10) + 12 = 22
"This place does not seem to be unhospitable. We definitely should mark the exact spot that we landed in!!"

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Elly looks around for clues.
Survival: 1d20 + 4 ⇒ (8) + 4 = 12
Perception: 1d20 + 12 ⇒ (19) + 12 = 31

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"This place does not seem to be unhospitable. We definitely should mark the exact spot that we landed in!!"
"Fair idea; do mind the crystals."
"If I didn't know any better, I'd say many of these crystals have been cultivated, guided like bonsai - and all in *completely* different ways, like some crystal-sculptor's fair...and speaking of which, I am fairly certain that have are indeed entered another plane...but *not* The Plane of Earth. Somewhere else; some archmage's demiplane, perhaps. In fact..."
Zeno points straight ahead, at a particular crystal. "See that one? See the arcane mark within, beneath the mineral deposits? Obviously placed there long, long ago, so I don't *think* it's our Mistress Westyr."
Knowledge to approximate age of crystal growth (and hence the mark)?:
Dungeoneering, Nature, OR Planes: 1d20 + 13 ⇒ (19) + 13 = 32
He concentrates, elevating his mind to perceive any magic in the chamber...
detect magic/Spellcraft: 1d20 + 18 ⇒ (8) + 18 = 26 +2 in the case of Divination magic AND/OR +2 for magic items

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@Xuan Fung The ceiling heights will vary in the chambers, generally between 10-20 feet but sometimes much larger, like the inside of a geode.
There doesn't appear to be anything of note other than the expanse of crystalline features in this area.
Several of you spot the arcane mark along with Zeno. Closer examination reveals that it is one of a pair. One on the front of the crystal pillar, one on the back. They are made by separate casters. The crystalline overgrowth suggests perhaps a decade since their placement.
From his perch above, Xuan Fung notices another set of identical marks a few hundred feet further away.

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"Ere we go any further," Zeno announces as he draws a small handful each of near-black treebark and natron, which he uses to work magical wards upon himself...
I cast mage armor (CL 7th), and:
false life, CL 7th: 1d10 + 7 ⇒ (2) + 7 = 9 Dangit.
...before pulling out a wand like a long, slender pillar of geometric shapes, each made of a different material: Jade, platinum, blue maize, obsidian, lacquered cinnabar, rock honey, bismuth, and some sort of sturdy colorful fungus, among others. He waves it in the direction of everybody else in turn, and as he does so, you each hear an ethereal tone and experience a strange, fleeting, sensation that continues to linger afterwards just past the edge of your awareness....
Lucky number time!:
Arrius: 1d20 ⇒ 13
Ellyjoybell: 1d20 ⇒ 8
Dana: 1d20 ⇒ 7
Elbesamiya: 1d20 ⇒ 6
Fung: 1d20 ⇒ 2

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"Well, if we see pairs of marks, maybe it's a 'trail'? Standard marking in the wilderness, even if this isn't the usual sort of wilderness."

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"Agreed. Such markings form a trail, though whether that trail leads to our missing agents or a trap, only following it will reveal the answer."

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The group could either give me a Perception, Survival or Knowledge (arcana) check <while using detect magic> to follow the "trail". Feel free to aid this check if you aren't the leader. Zeno , and others, would realize that using detect magic to spot the marks would likely be easier than searching for them outright.

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Arrius will Take 10 with Knowledge (arcana) to Aid Another for a 19.

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Elby will try to aid Perception or Survival, since she gave up her caster level.
Aid: 1d20 - 1 ⇒ (11) - 1 = 10
Whew!

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Elly will let someone with spellcasting go ahead and auto-aids in Perception. Gives a +3, instead of the usual +2

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Zeno is on the task before a word is even spoken.
Those who seek and revere 'leadership', he reflects inwardly, seldom realize all they truly wish for is 'vision'....
detect magic + Perception, AidX2.5: 1d20 + 23 ⇒ (2) + 23 = 25 Good grief; I'm not sure whether to be embarrassed, or...the opposite.

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Fung also autoaids with perception of +14.
Fung keeps himself afloat near the ceiling, hoping that his greater height can help spot something for the team.
I might have missed it but what's the lighting condition?

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Dana looks at the others suddenly and is a little in shock.
“Listen everyone!! Dwarven legends speak of a cavern called the Crystal Womb, supposedly found in the deepest reaches of the Darklands: Orv. There one can find gems and precious metals of nearly any kind, though the legends also warn of guardians from the Plane of Earth who protect its wealth from any greedy trespassers. This is very likely that Vault, and there is no direct route from it to the surface; such a trip would take many weeks or even months. So this is still the material plane but it’s hard to escape!!“ the ifrit in full plate says.
Dana casts heroism on herself and extends the spell with her rod.
kn arcana : 1d20 + 20 ⇒ (13) + 20 = 33
She starts to follow the trail.

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Hearing there might be guardians about, Elly casts detect evil, juuuust in case. She nudges Bobble to follow the leader, keeping an eye out for trouble and places where Bobble might run into problems.

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@Xuan Fung, it is natural darkness pending any light sources you or the party provides.
The group follows the trail easy enough, spotting the potential location for arcane marks with regularity. After a few hours of travel Dana notices an anomaly in the marks placement that indicates a side path.
Xuan Fung confirms - with a quick flyover - that it points to a considerable pile of loose chunks of quartz that seems "out of place". Magic (but not evil) can be detected underneath it.

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"Curiosity may have killed the feline, yet I find myself no better poised to resist the temptation." Arrius kneels down and gently removes some of the chunks of quartz to see what's underneath.