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Well do we try to disable the pillar as well?

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I thought.
The dwarf smiles.
So how do we proceed?

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No other sights or sounds are present at this monolith, meaning you have the same options that you did at the previous one, though with less risk of physical harm due to what you discovered after the recent combat.

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Hobbs ceases his study of the dead butterflies, picks up Erinaceinae and places her back under his hat.
"Well this seems to be getting us no new information. It's time to turn directly to the monolith."
He cobbles together another mutagen from the supplies at his belt and drinks. He licks his lips in satisfaction.
"Excellent. The rosemary did the trick."
He begins his preparations to cleanse the monolith.

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Even without assistance, Hobbs focuses, and performs the rite.
Purifying starlight shines down on the monolith. Luminescent blue butterflies flit around it as the stone fades away, returning to Desna and freeing the trapped minds. The black pyramid rumbles in the distance as its defenses weaken even further.
With that critical success, you also gain 2 more Dream Points - a mechanic I've been tracking since we started this adventure (some of you may have noticed a "D#" in my bad that's slowly been ticking upwards as you go), which triggers an event! (see next post in just a moment)

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HANDOUT: LUCID DREAMING
You understand the isle’s nature and have a sense of how to manipulate it. At any time, you can expend Dream Points to use any one of the following abilities. The Dream Point cost of each ability is equal to the number of actions it takes to activate. These abilities are not affected by the stupefied condition, as they are manifestations of the power of the dream.
- (1) Alter [one-action] As a single action, create or remove difficult terrain in a 10-foot burst within 30 feet.
- (2) Destroy [two-actions] Manifest destructive energy in a 15-foot burst, dealing 4d8 force damage (DC 25 basic Fortitude or Reflex save, target’s choice).
- (1) Manifest [one-action] As a single action, conjure a moderate healing potion in your free hand or the free hand of a willing ally within 30 feet. For levels 7–8, you can optionally summon a potion of flying instead. The potion you summon can only be consumed on the Dustbound Isle and ceases to exist when you die or wake up.
- (2) Restore [two-actions] One target within 30 feet regains 3d8+24 Hit Points. The target also decreases the value of one of the following conditions by 1: clumsy, drained, enfeebled, or stupefied.
- (1) Ward [one-action] Gain resistance 7 to all damage for 1 round.
13 Dream Points have been distributed to you on Slide 2. Two for everyone and a third for Hobbs as the primary ritualist who has earned you the most so far. As you do more on this island, you might earn more Dream Points. I'll be tracking the cumulative number you've earned in my by-line. I'm also going to add a link to this handout post.
Great job so far, team! Where to next?

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Hobbs pulls out his bubble pipe, fills it and ponders the next course of action, slowly blowing bubbles as he thinks. After a moment of deep thought he speaks.
"Well we clearly need to cross that bridge to our east. The only question is whether we head north and examine the remains of the Sixwing Drake or do we go east where there seems to be some statuary to investigate. Personally I think that we should head north and inspect the sunken ship. What is the group's consensus?"

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As they approach the ship Hobbs ponders aloud. "I wonder how it managed to find it's way here?"

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You cross the bridge, heading for the shipwreck.
Pale, faceless statues, half-buried in black dust, litter the field at the island’s center. An occasional hand or head peeks out from below, pressed downward beneath another statue lifting itself to the air.
Anaissah notices that all of the statues appear to be of women.
Dran'Thil notices that the statues move when viewed only in your peripheral vision, struggling to stay above the dust.
None of you, unfortunately, notice the haunt before it activates (area indicated on the map)!
Soundtrack #5: Haunted - Nine Sisters
Faceless statues struggle against each other to stay above the black dust from all around you. A whispered shout carries through the air: “I have a face! I have a name! My sisters may be forgotten, but I will reclaim what’s mine!” Sinking statues desperately grasp at creatures in the area, struggling to stay above the surface.
↺ Seize: The haunt attempts an Athletics check to Grapple each creature in the area. On a success, a creature is Grabbed. The haunt then rolls initiative.
Athletics: 1d20 + 21 ⇒ (4) + 21 = 25 vs. Fortitude DC
Anaissah, Azu, Hobbs, James, Rhizzuk, and Ako are all Grabbed
INITIATIVE
Waking Terror: 1d20 + 21 - 1 ⇒ (15) + 21 - 1 = 35
(Rhizzuk's Scouting has been adjusted as a penalty to the Haunt, to make it easier for everyone)
Unfortunately, I don't think anyone can beat that, so, let's just skip you wasting potentially good dice on initiative and move on...
Haunt Routine: On the haunt’s initiative, creatures in the area sink deeper into the dust as statues grasp at them. Creatures in the area take 2d10+13 mental damage (DC 28 basic Will saving throw). On a critical failure, the creature is also confused for 1 round. Creatures Grabbed by the haunt take a –1 circumstance penalty to their saving throw.
Mental Damage: 2d10 + 13 ⇒ (2, 4) + 13 = 19
ROUND 1
Azu (9 or 19 damage) Grabbed: Basic Will Save w/ -1 penalty
Ako (9 or 19 damage) Grabbed: Basic Will Save w/ -1 penalty
Anaissah (9 or 19 damage) Enfeebled 2 Grabbed: Basic Will Save w/ -1 penalty
James (9 or 19 damage) Grabbed: Basic Will Save w/ -1 penalty
Rhizzuk (9 or 19 damage) Grabbed: Basic Will Save w/ -1 penalty
Hobbs (9 or 19 damage) Grabbed: Basic Will Save w/ -1 penalty
Dran'Thil (9 or 19 damage) Basic Will Save
ROUND 2
Waking Terror Haunt ()
Note that each check to disable the haunt is a two-action activity.
The whole party is up!
Maps & Scenery are updated!
(Remember you have Dream Points and Hero Points!)

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basic will: 1d20 + 11 - 1 ⇒ (1) + 11 - 1 = 11
Hero Point: 1d20 + 11 - 1 ⇒ (20) + 11 - 1 = 30
Everybody knows Paladins are immune to fear, and haunts are fearbased therefore Rhizzuk is immune.
With some more religious allies Rhizzuk will wait and see if any of them ID the Haunt.

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Will: 1d20 + 14 ⇒ (19) + 14 = 33
Religion: 1d20 + 14 ⇒ (4) + 14 = 18
Religion, reroll: 1d20 + 14 ⇒ (16) + 14 = 30
We must disable this haunt quickly! All with me!
Occultism: 1d20 + 12 ⇒ (10) + 12 = 22

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Azu WIll save wlvl Bump+mentor: 1d20 + 12 + 2 - 1 ⇒ (18) + 12 + 2 - 1 = 31
Ako WIll save wlvl Bump+mentor: 1d20 + 8 + 2 - 1 ⇒ (20) + 8 + 2 - 1 = 29
whoa
Azu attempt to help disable the haunt, and then commands Ako to flee the area[/ooc]
Occult Check wlvl Bump+mentor: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
Ako Escape attempt using Acrobatics wBump: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19

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will save: 1d20 + 11 - 1 ⇒ (12) + 11 - 1 = 22
"Frightfully sorry my friend but this face has belonged to me all my life and I intend to keep it."
escape-acrobatics: 1d20 + 13 ⇒ (2) + 13 = 15
occultism: 1d20 + 13 ⇒ (3) + 13 = 16
HP Reroll
occultism: 1d20 + 13 ⇒ (20) + 13 = 33
◆ Escape, ◆◆ Disable haunt
I'm going to assume that it has been more than ten minutes since we cleansed the monolith and Hobbs no longer has the cognitive mutagen up. If it is in fact still up then add 2 to his occultism check.

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With Dran's instructions Rhizzuk glares at the statues with his hellknight prowess.
intimidate: 1d20 + 16 ⇒ (10) + 16 = 26
Then he attempts to escape from the grapple.
athletics: 1d20 + 14 ⇒ (4) + 14 = 18

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Botting Anaissah:
Will Save: 1d20 + 10 - 1 ⇒ (20) + 10 - 1 = 29
Diplomacy: 1d20 + 16 ⇒ (12) + 16 = 28
The sorcerer resists the terror, and speaks to them quite eloquently!
Hobbs critically succeeds at trying to disable the haunt as well!
Nobody else makes any headway at escaping or disabling.
Soundtrack #5: Haunted - Nine Sisters
↺ Seize: The haunt attempts an Athletics check to Grapple each creature in the area. On a success, a creature is Grabbed.
Athletics: 1d20 + 21 ⇒ (11) + 21 = 32 vs. Fortitude DC
You are all Grabbed
Haunt Routine: On the haunt’s initiative, creatures in the area sink deeper into the dust as statues grasp at them. Creatures in the area take 2d10+13 mental damage (DC 28 basic Will saving throw). On a critical failure, the creature is also confused for 1 round. Creatures Grabbed by the haunt take a –1 circumstance penalty to their saving throw.
Mental Damage: 2d10 + 13 ⇒ (10, 5) + 13 = 28
ROUND 2
Azu (9 damage +28?) Grabbed: Basic Will Save w/ -1 penalty
Ako (0 damage +28?) Grabbed: Basic Will Save w/ -1 penalty
Anaissah (0 damage +28?) Enfeebled 2 Grabbed: Basic Will Save w/ -1 penalty
James (10 damage +28?) Grabbed: Basic Will Save w/ -1 penalty
Rhizzuk (0 damage +28?) Grabbed: Basic Will Save w/ -1 penalty
Hobbs (19 damage +28?) Grabbed: Basic Will Save w/ -1 penalty
Dran'Thil (9 damage +28?) Grabbed: Basic Will Save w/ -1 penalty
ROUND 3
Waking Terror Haunt (~3 disable successes)
You can use Diplomacy (expert proficiency required) to urge the statues to work together to help you and each other, Intimidation (expert required) to Coerce the statues away from you, or Occultism (trained) to oppose the psychic influence that is harming and panicking them!
Note that each check to disable the haunt is a two-action activity.
The whole party is up!
Maps & Scenery are updated!
(Remember you have Dream Points and Hero Points!)

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will save: 1d20 + 11 - 1 ⇒ (15) + 11 - 1 = 25
acrobatics: 1d20 + 13 ⇒ (2) + 13 = 15
occultism: 1d20 + 13 ⇒ (13) + 13 = 26
"We seem to be making some progress. Do not fall prey to despair comrades."
◆ Escape, ◆◆ Disable haunt

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Azu will save: 1d20 + 12 + 2 - 1 ⇒ (12) + 12 + 2 - 1 = 25
Ako will save: 1d20 + 8 + 2 - 1 ⇒ (14) + 8 + 2 - 1 = 23
Azu Occultusm: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
Ako Escape: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Ako Escape: 1d20 + 8 + 2 - 5 ⇒ (3) + 8 + 2 - 5 = 8

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Will:1d20 + 14 - 1 ⇒ (7) + 14 - 1 = 20
The dwarf patches his wounds.
Battle medicine, DC 20:1d20 + 15 ⇒ (6) + 15 = 21
Damage healed:2d8 + 10 ⇒ (4, 3) + 10 = 17
Then the dwarf tries to disable the haunt.
Occultism:1d20 + 12 ⇒ (14) + 12 = 26

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will: 1d20 + 11 - 1 ⇒ (17) + 11 - 1 = 27
Rhizzuk does his best to resist but can't tough it out this time with the nightmares grapples him.
Resistance 4 vs Mental damage, -24hp = 62/86
Rhizzuk tries once again to intimidate the statues.
intimidate to disable: 1d20 + 16 ⇒ (20) + 16 = 36
Before working on escaping
escape: 1d20 + 14 ⇒ (8) + 14 = 22

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will save: 1d20 + 9 - 1 ⇒ (8) + 9 - 1 = 16 and athletics to escape athletics: 1d20 + 13 ⇒ (2) + 13 = 15
and again since he he can't do anything useful for his three actions athletics: 1d20 + 13 - 5 ⇒ (12) + 13 - 5 = 20

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Anaissah Will Save: 1d20 + 10 - 1 ⇒ (12) + 10 - 1 = 21
After struggling against the haunt for a bit longer, Rhizzuk cows them into ceasing their assault. This timing is especially fortunate because James was about to become confused and start attacking the party again otherwise!
Soundtrack #3: Island Ambient - City
The exact moment that they do, you each see familiar yellow eyes in your mind, along with a telepathic voice speaking (though not necessarily to you directly).
“Enough. I won’t let fear rule me.”
You feel a surge of willpower flow through you as you hear these words, as the fatigued condition is purged from any of you that have it, the drained condition is halved, and each character is healed for 4d8 ⇒ (5, 8, 1, 2) = 16 hit points.
CURRENT STATUS
Azu (21 damage)
Ako (12 damage)
Anaissah (21 damage) Enfeebled 2
James (50 damage)
Rhizzuk (8 damage)
Hobbs (31 damage)
Dran'Thil (4 damage)
Now that the statues seem calm, you can investigate further while healing up with Occultism, Religion, or any related Lore checks.
Hero Point Award: Rhizzuk for clutch actions there. When I played this we got hammered in this section because the DCs are all super high!

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"Interesting. Let's see what we have here." Hobbs examines the area. Occultism +13
Hobbs is currently at 21 damage rather than 31 since he started with 10 temp hp from false life.

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The dwarf looks around the statues and the statues themselves.
Religion: 1d20 + 14 ⇒ (4) + 14 = 18

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Hobbs just needs 21 minutes to be back to full. Aeon Stone (Pearly White Spindle)

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Dran'Thil needs only 4 minutes to be full hit points with the same Aeon stone.

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After taking some time to rest and heal (I'm going to assume you used a combination of focus spells, aeon stones, and medicine checks to restore everyone to full HP, then refocused to get those points back too), you continue towards the ship, as planned.
Soundtrack #6: Shipwreck - Flak Tower
The shattered hull of a blue-sailed vessel rests on the beach, the wood creaking and splintering under its own weight. The name Sixwing Drake is emblazoned on the prow in faded paint.
Rhizzuk recognizes the Sixwing Drake as a Pathfinder vessel that exploded at Absalom’s docks and whose crew remains missing (presumed dead).
As soon as you approach the wreck, you are all sucked into a dreamlike trance, allowing you to witness things onboard the doomed vessel. For each vision, there is an associated skill check. Only one PC is required to roll, although as many of you may do so as you'd like to. Information might be gleaned through success, more via critical successes, but failures could be costly!

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Soundtrack #6: Shipwreck - Flak Tower
(Note that if too many failures are rolled, your progress might end before you reach each of these areas. I am posting all of them now to try and make up for my tardiness these last few days)
DECK
Cracks rend the broken deck, and claw marks mar the rails and masts. The occasional shout of alarm echoes faintly, and the scent of blood and burning fur fill the air. Creaking stairs lead to the hold.
Check: Perception
HOLD
Wreckage and fallen crates obscure the hold, and you wander seemingly for hours, unable to lend aid to the crew members battling for their lives.
Checks: Athletics, Perception, Occultism, or Survival
CREW QUARTERS
Mangled bunks decorate the room and dashed-about cards and dice litter the floor around a crushed table. The ship’s crew stands silent around the chamber, terrible wounds marring many, wayfinders and Open Road tattoos visible on most. Their eyes flash like cold, white embers. The crew crumbles to black dust, whispering accusations in the direction of the captain's cabin, “Thought you brought us luck, Captain,” “How’d you miss that storm?” “They came for you and we paid the price,” “Their ship... it can’t be real...” and other claims that you can tell wear on the captain’s soul.
Checks: Perception or Society or Gambling Lore

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Perception: 1d20 + 14 ⇒ (9) + 14 = 23
Athletics: 1d20 + 17 ⇒ (14) + 17 = 31
Perception: 1d20 + 14 ⇒ (13) + 14 = 27
The dwarf moves forward towards the ship.

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"They were delivering artifacts to the Blackrose museum from the Society, a connection here is interesting..." muses Rhizzuk out loud.
Rhizzuk carefully examines the creaking stairs.
perception: 1d20 + 9 ⇒ (4) + 9 = 13
More in his element Rhizzuk has no trouble moving aside heavy boxes.
Athletics: 1d20 + 14 ⇒ (14) + 14 = 28
Finally in the crew quarters Rhizzuk employs thier trademark Hellknight stare.
Perception: 1d20 + 9 ⇒ (9) + 9 = 18

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Azu examines the claw marks on the deck
Perception wMentor bmp: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
Below decks, Azu finds a path through the wreckage
Survival wBump: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26
In the crew quarters, Azu listens carefully to the whispers
Perception wBump: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32

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Deck
Hobbs carefully examines the claw marks and spends several minutes sniffing the air and occasionally tasting portions of the wreckage.
perception: 1d20 + 9 ⇒ (17) + 9 = 26
Hold
Hobbs does his best to try to aid the crew in their struggle.
occultism: 1d20 + 13 ⇒ (17) + 13 = 30
Crew quarters
He examines the crew quarters with interest, trying to determine what happened.
society: 1d20 + 13 ⇒ (15) + 13 = 28

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Soundtrack #6: Shipwreck - Flak Tower
As some failures accrue, the wreck shudders and shakes, losing some of its structural integrity. However, enough of you succeed such that progress is made, and Azu's sharp eyes earn you one more Dream Point (awarded on slides).
From the deck...
You see ghostly Pathfinder crew members locked in battle. A hulking bugbear in leather armor drops from somewhere above and snatches a Pathfinder before swinging away on a gleaming chain. A a blue butterfly fluttering into the hold leads you onwards.
In the hold...
You glimpse crew members scrambling for weapons. Unseen creatures drag them into darkness. Azu spots a faded butterfly darting into a nearby room.
Inside the crew quarters...
You spot dice that have fallen into a winning set for a game called bounder, with the shooter on 1 and 20 and the house on triple 3s. The doors to the captain's cabin now open.
A spectral Varisian woman in a tattered sea coat frantically rummages through the captain’s desk, occasionally pausing to scratch the wood with a quill, writing without ink or paper. Her destroyed quarters slowly collapse around her, save for a bubble of stability that moves with her. She looks up, sun‑weathered face distorted in despair. “The log. Where did I put the log? Can’t fix anything if I can’t remember anything.”
Cold blue-white ember eyes observe the captain a moment before vanishing.
The captain appears on Slide 10
She moves around the room, though she seems unaware of the presence of others. The cabin becomes pristine and intact near her, and ruined when she moves away. Cabinets circle the room, each etched with seemingly infinite triple-digit numbers. But thanks to your spiritual strength, you guide the captain to a cabinet bearing the number “333.” She opens it and a strange scroll spills out.
Appearing on Slide 9
The ship fades away and the spectral captain smiles with gratitude, motes of starlight shining through her dark hair. “I knew Lady Luck and the Society wouldn’t let me down. Captain Zarah Zendrani of the Sixwing Drake at your service. I must get the ship’s log back home. Can you help?”
You feel you might be able to ask her a few questions before her soul fades.

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"We can indeed assist you my dear Captain, after all isn't out motto Explore, Report, Cooperate? It would be our pleasure and in fact our duty to convey the ship's log back to the Grand Lodge. Perhaps in return you could describe to us what disaster befell your ship and crew and how it is that you came to this insidious realm? Have you learned anything of this place during your stay here?"

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“A storm came up from nothing and we were attacked under cover of dark clouds. Horrible bugbears boarded the ship, swinging down from above. After that was darkness, pain, and gleaming white eyes. I felt everything that was me slipping away. I almost gave up, but someone else trapped here helped strengthen my resolve. I remember her glowing yellow eyes and reassuring voice, but not much else.”
When Hobbs mentions the crew, the captain frowns. “I know some died. I heard an old woman talking about markets. I shudder to think.”
And to the final question, the captain touches one of her butterfly tattoos. “I’ve felt other minds and souls trapped here, and I think they want to help. Look to the scroll, and my memories will guide you.”
You gain another Dream Point (distributed on the slides) for obtaining this information and the Dustbound Scroll, and treasure bundles for information that you can report back to Absalom regarding the fate of the Sixwing Drake and her crew.
Hero Point to Hobbs for great questions and RP!
I'm headed to bed at the moment, but will move us on when I wake up - feel free to ask any other questions/etc. in the meantime and I'll tackle those first when I log in next!

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With no more questions, the captain's spirit fades, as does the wreck itself. You have a feeling in your hearts that thanks to your efforts, Desna herself may have intervened in the fates of the souls trapped aboard.
The island seems less cluttered now, with only the floating black pyramid (in purple) and two more monoliths remaining.
The air grows chill though, suggesting that your activities might coming close to being noticed.
Where to, Pathfinders? The stairs to the east, the bridge to the north, or the inverted floating pyramid?

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Let’s move to the East. There is another monolith over there.

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"East will do nicely. I suspect that we will want to cleanse both monoliths before visiting that pyramid."

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To the east:
Soundtrack #3: Island Ambient - City
The constellations above the isle’s highest point shift as the viewer changes position. Shadows obscure the faint star patterns carved into the stone steps. As the PCs walk up the steps, the hilltop grows in height to tower over the landscape from the viewer’s perspective.
At first, the hill seems to grow with each step you take, preventing your ascent...but then the dustbound scroll in your possession begins to thrum audibly, causing the carvings to illuminate and revealing a path. Taking this route, you reach the hill without even breaking a sweat.
When you reach the monolith, you discover that a four-pointed starknife constellation shines on countless words carved in the monolith, highlighting a specific section of a poem.
"Song of spheres, I remember thy music.
Free me from these nightmares and restore dreams."
You can examine the monolith and constellations with Occultism or Religion or a slightly easier Nature or related Lore check. You may also attempt to deal with the monolith itself in whatever fashion you choose.
Destroying a monolith: Dealing damage to it (Hardness 20), or toppling it (three difficult Athletics checks)
Purifying a monolith: One PC can spend 1 minute performing a rite, then making a difficult Arcana, Occultism, or Religion check (others may assist, but only one person may attempt the rite at a time).
Suppress a monolith: You gain the Drained 1 condition until further notice. You cannot suppress a monolith if you currently have the Drained condition.
Because you've done several rituals already, I'll reveal a bit more information so you can more easily decide on Hero Point or Dream Point expenditures: Athletics and Ritual DCs are all 25, and the monolith has Hardness 20 with 56 Hit Points.
What shall ye do now, Pathfinders?

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The dwarf examines the monolith.
Religion:1d20 + 14 ⇒ (16) + 14 = 30
Perhaps is there something to find out on this one as well.
Then he practice the ritual as he already saw how to do it.
Religion:1d20 + 14 ⇒ (19) + 14 = 33

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(botting) Anaissah attempts to aid the ritual to see if she can help it critically succeed...
Arcana: 1d20 + 13 ⇒ (16) + 13 = 29
One more successful aid and that's a critical succcess for Dran'Thil!