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Dot and delete to join.

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The adventure begins in a briefing room at the Grand Lodge in Absalom, where you are among the many Pathfinders who have been experiencing strange dreams for several days. You meet with Toldrar (male hobgoblin
tactician), Urwal (male lizardfolk astrologer), and Valais Durant (female aasimar ritualist) to discuss the situation.
Toldrar, the Grand Lodge’s Head of Security, drinks deep from a steaming mug as Urwal, leader of the Verdant Wheel faction, excitedly lays out star charts on the meeting table. Valais Durant, leader of the Radiant Oath, briefly nods off before snapping back awake.
Toldrar lifts his mug in greeting. Good morning, Pathfinders! I would ask if you’re rested, but no need I think this week. Almost everyone in the Lodge has experienced the same dreams, and the intrusions are growing worse with time. Agents have experienced debilitating headaches and exhaustion, and their health and the Grand Lodge’s security are at risk. I’ve asked you here as some of the Society’s best agents still in ready condition. You’ve had strange dreams as well, I understand?
((They have been FPMed to you))
Toldrar asks you to describe their dreams and identify any shared elements.

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Teja, a tired looking scholar looks blerry eyed across the briefing able.
"How am I supposed to get my paper written? Doesn't the Grand Lodge have wards against things like this?" she mutters.
"As for my dream, similar to others I guess. Lots of dust, hard to breathe, let alone see. Then yellow eyes in the chooking darkness. A predators eyes I think. Then... pain... and the blackness constricts around me. Though how that happens I don't know, it is like, blackness, so a sense of it closing in as the pain worsens."

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A female gnome slogs into the meeting room. Her red rat’s nest of hair suggests that she just crawled out of bed. She wears leather armor, which is festooned with all sorts of tools and weapons.
She looks pointedly at Toldrar’s steaming mug. ”Trade you for some of that”

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A Half-Orc with a grey tinge to his greenish skin speaks up. He shudders a bit as he tells of his dreams.
I also had lots of dust, everywhere around me, and choking me as well. There were only four stars, which got plucked out of the sky by a clawed hand while I watched. The yellow eyes are definitely a common theme, glowing at me while I am encased in an ebony pyramid, built around me stone by stone. It ends with just the eyes.

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"Sounds like constraint is another recurring theme." muses Teja, red eyed.

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More steaming hot mugs of strong caffinated substances are brought to the table as you discuss the dreams.
Please roll Desna Lore (or any other appropriate Lore) or Occultism to Recall Knowledge.
crown represent her servants: the avoral Nightspear, the lillend Sorrowbrand, and her herald the Night Monarch. The strange nature of the dreams suggests that Desna’s influence, if it is present, has been somehow warped or corrupted.

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Uncharacteristically, Jayma sits quietly and a little slumped in her chair as she ponders the dreams she's been experiencing the past several days. It had gotten to the point that she was dreading going to sleep at night; she was even considering finding an alchemist for a stimulant draught to keep herself awake.
Regardless of the blood-shot eyes and weary demeanor, she was otherwise immaculately presented. Her pixie-cut bright orange hair frames a beautiful, but strangely otherworldly face. A multi-colored hooded coat covers a peplum bustier that barely conceals her ample charms. Some leather breeches and boots in coordinating colors complete the outfit. At her belt were two sheathed matching daggers.
Moving unceasingly from one shoulder to another, occasionally diving into Jayma's coat only to quickly emerge elsewhere, would be her white ermine familiar Twyl, with his oddly intelligent eyes.
When her turn comes to describe her dreams, she sighs. "No sooner do I close my eyes than I find myself lost in an endless sea of black dust, searching for escape. Out of the darkness around me I catch glimpses of yellow glowing eyes filled with a deep anger and loathing. Then, suddenly, hands reach up through the sand below and grab me. As I struggle in their grasp, I see a spear constellation in the night sky above before all goes dark and I wake up in a cold sweat." She closes her eyes and shivers at the recollection.
Ninja'd by the GM, so here goes...
Action: Recall Knowledge (Gossip Lore)
Recall Knowledge (Gossip Lore): 1d20 + 13 ⇒ (17) + 13 = 30
I'm assuming that this satisfies the Lore 28+ prerequisite. If not, then please ignore and look at the appropriate spoiler instead.
Jayma looks up after everyone has told their tales. "Certain spells and mental powers can project dreams or nightmares into a sleeping creature’s mind, even allowing meetings to take place and messages to be shared. These dreams seem like a confused or desperate version of that type of magic. The four-pointed star likely represents Desna, while the spear, winged serpent, and crown represent her servants: the avoral Nightspear, the lillend Sorrowbrand, and her herald the Night Monarch. The strange nature of the dreams suggests that Desna’s influence, if it is present, has been somehow warped or corrupted."

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I'll allow it - well done

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Marigold takes a mug, and immediately downs half of it. She shakes her head as if to clear the cobwebs, and her eyes are immediately more alert. ”Thanks!”
”Ok, so I’m in the Lodge, right? And it’s night out. And there are these spooky yellow eyes everywhere, coming out of all the windows and mirrors. Yeah, I know, mirrors. So I go to touch a mirror, right? And it falls apart into ash, and it spreads to the rest of the building, so now I’m outside where the Lodge used to be. But I look up, and there are no stars, except for this one bunch that looks like…”
Her eyes scan over the star charts that have been laid out.
”…that!” She points to the constellation of the Winged Serpent.
She looks up at Toldrar. ”That’s it”, she concludes, and takes another gulp.
Occultism: 1d20 ⇒ 3

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Nina kneels by her bed, draining her remaining 3rd level spells by casting dream message four times - once to Nita, her firstborn she located on the island of Bhopan; once to Mtoto, her youngest at the Monestary of Unbreaking Waves; then, with tears welling up, to her two other sons, whom she has not seen since the uprising.
There were no stories about Siti having left the city. Nina has interviewed dozens of refugees over the past two years, and every night, she sends a dream message telling him of her, her location, and their brothers' locations. He has yet to respond.
Tatu, her third son, was a different story. Many have told the story of that fateful night, how Tatu grabbed a longsword and ran towards the chaos instead of away from it. He had been betrothed to the daughter of a military general, and he and his father-in-law were last seen organizing a counterattack. He has yet to respond, as well.
Nina stands up, pins and needles from kneeling on the ground for almost an hour. She grabs her nearby willow walking stick, bowing low while leaning on the stick, and saying her prayers to Andoletta: Blessed Grandmother, guide our paths and protect our family.
When all is finished, Nina slips into bed, knowing that her dream messages will be delivered as soon as her children fall asleep. None of them have the capacity to return the message, of course - Nita and Mtoto write once a week, sending letters by post or by pigeon to the Grand Lodge. She makes a mental note to check her mailbox in the morning.
---
Sleep doesn't come easily to Nina that night, and her stomach churns with unusual frustration and tightening emotions. When she finally falls asleep, she immediately dreams of a rocky shoreline she once visited with her children when they were younger - except that the gentle waves have been replaced by a sea of black dust stretching on forever. Nina is immediately and irrationally angry at the betrayal, and she looks around for someone to scold. However, nobody can be found, not even her children, who were just carousing on the rocks no more than a few seconds ago. She begins frantically calling their names, a growing sense of panic filling her mind. A pair of glowing yellow eyes draws her attention to a dark space in between two very large rocks.
"MOTHER!"
Nina jolts awake, in her small boarding room in Absalom. Her clothes are drenched with sweat. The voice that called out for her still rings in her ears, the voice of one of her sons.
---
In a foul mood, Nina stumbles into the Grand Lodge and into Toldrar's room, where she has been summoned. She's a little surprised to hear others have had dreams like hers. Perhaps it wasn't her burden to bear alone.
Occultism: 1d20 + 12 ⇒ (11) + 12 = 23
What Jayma has to share is consistent with what Nina knows.

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A young Varisian man using a staff as a walking stick enters. "I have similar elements to my dreams. While the yellow eyes follow, and they are also behind a mirror, I sense something pounding on the mirror as it's trying to get out. Above the eyes is a crown-like formation of stars. I'm not sure that helps. Oh, for give my rudeness, I am Fernardo Mattero, reporting as reqested."
Occultism (T): 1d20 + 14 ⇒ (18) + 14 = 32

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occultism: 1d20 + 11 ⇒ (17) + 11 = 28
"I was too tired to realise it, but I think you are all on the right track. Perhaps we should seek out a temple of Desna to see if they can shed any light on it?"

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A good suggestion Toldrar replies But unnecessary in this case. He gestures to Urwal before continuing the briefing.
Urwal discovered that these shared dreams are emerging from another world entirely, and may be some kind of mental magic. I acquired—at no small cost—a concoction to transport a person into this dream realm and tackle the problem at its root. I’ve used it myself to scout the area and determine the severity of the threat. I saw a sea of black dust surrounding a desolate isle with monoliths and ruins in a dim twilight. I
retained my equipment and seemed physically present, and I believe the dream realm is at least partially real. When I finished my reconnoiter, I returned here with a thought. Unfortunately, after this one journey, I have been unable to go back. That’s where you come in.
Urwal ponders, This dream realm—if that’s what it truly is!—is unknown to us, with strange stars and constellations I have never seen. I’ve dreamed of a new Wyrm constellation observing the isle with gleaming eyes. I believe it represents a trapped individual, perhaps even a prisoner. There is much we don’t understand and much to learn.
Valais sits up. What we need to learn is how to stop these vile intrusions into our minds and prevent it from happening again. And if there is an innocent prisoner trapped in this nightmare, we have to help them.
Toldrar finishes his drink. Whatever it truly is, it’s a threat we need to stop. The potion only works once, Pathfinders, so you’ll have one chance to complete your mission. You can wake yourselves and retreat if the situation is dire. We have put together some items that may prove useful. Acquire anything else you may need in the city, and ask around the Lodge for information or resources.
Toldrar produces a leather case stocked with clear glass vials containing a shimmering, multi-colored liquid. I have the potions for when you finish your preparations.

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Nina is ready to go. She has a scroll of air walk as her school item.

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Jayma takes a little time after the briefing to hit her favorite magical implements shop and buy a couple of items she'd been eyeing for a while. She quickly returns to the Lodge, and taking a deep breath to calm herself, picks up one of the potions from the leather case. "I am ready."
Jayma's profile is updated and ready to go. She's taking the usual 2 lesser healing potions as her school item.

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Fernardo chooses 2 potions of lesser healing as well.
"Does everyone have a +1 or better rune on their primary weapon?"
If you don't have a wayfinder with a pearly white spindle Aeon stone inscribed, I strongly suggest that you look into getting one. Very handy.

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"Yes.. but that healing stone. I could do with one of them..." notes the scholar.
"Paper cuts take forever to heal."
will buy one. and the wayfinder that for some reason, she had not already acquired.

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I have heard of that white stone, but it didn't seem important to have one until now.
Drak has also picked up a pearly white spindle Aeon stone and placed it in his Wayfinder.
He will take a scroll of Fly for his school item.
Just because I didn't roll it before:
Occultism, with an extra +2 to identify Mental Magic: 1d20 + 13 ⇒ (6) + 13 = 19
I am as ready as I will ever be

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Valais and Urwal take you all apart from the others to speak privately.
Urwal speaks with urgency. Powerful and unknown forces are at work here! While you embark on a vital journey for everyone’s safety, remember to keep your eyes open to new wonders and possibilities. This strange environment could have some greater import than we’ve guessed, something worth preserving. I ask you to study and understand before taking decisive action.
Valais lets out a frustrated breath. The expedition’s priority needs to be the Grand Lodge’s safety and helping anyone in danger or imprisoned in this dream. If you can prevent this from happening again, that’s more vital than academic pursuits. I agree you shouldn’t be haphazardly destructive, but if there is a way to stop these attacks without hurting innocents, you should act.
Urwal nods in understanding if not agreement. Unless you can find a way to preserve the isle while also preventing future attacks, you’ll have to make a choice. We both trust you to make the right one.
Valais agrees. We trust your judgment.

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We will do our best to understand before we commit to action, but sometimes in the heat of the moment, the knowledge just won't come past the tip of the tongue.

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Do you have any final questions, or anything else you want to do before drinking those potions?

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"What makes you think we would be able to destroy the island?" asks Teja, curious.
"And do we have any clues as to who, why, or how, something might be a prisoner in the dream?"

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Not yet no Toldar answers as he comes over to see what's going on and to hand out the potions. Nothing approached me. I did experience a growing anxiety that something was observing me, but it was all very quiet. A mental attack would not be surprising after these dreams
Presumably the feelings of confinement is what makes us think a prisoner is there Valais continues It’s possible something dangerous is trapped there, or has set a trap for us, but we believe that someone at the isle is in genuine distress. Whoever they are, judge them by their actions, not their friendliness or appearance.
Everyone should also make rolls of Diplomacy to Gather information or Library Lore. Please put your rolls under spoilers.

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[spoiler=Adademic lore +13 or library lore with bardic knowledge]1d20+13[/dice]
Teja looks through some books to see if she can find out anything more useful... "Dreams by Dasalt... that is an interesting one"

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"We will make an effort to do so." promises Fernardo.
Hero Point, please

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Diplomacy: 1d20 + 15 ⇒ (2) + 15 = 17

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Jayma hits the Lodge library first, then tracks down some of her more sensitive society friends who might know something about her dreams. She tries to find any information she can about where and what this dream world is that Toldar went to when he drank his potion.
Gather Information (Diplomacy): 1d20 + 18 ⇒ (18) + 18 = 36

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((Waiting on Marigold's secret check))

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Well done Jayma
You find Chief Archivist Zarta Dralneen (female human archivist) discussing Osirion grave wards with an assistant. Rain in Cloudy Day (male fungus leshy initiate) impatiently rocks on a desktop, and waves at you.
Are you off on an adventure? I’ve been so bored. I’ll grab my gear and help! Zarta neatly plucks Rain from the air mid-hop. Now, now. What would I do without your aid? And this must be Toldrar’s dream team. Toldrar indicated that something observed him during his scouting mission? Possibly a sentient demiplane then. Be cautious for its response to your presence. It could release adversaries or shift its terrain suddenly. Oh, Rain has some potions for you. Please return what you don’t use. Ambrus Valsin never tires of auditing my ledgers.
Rain digs out four moderate healing potions and hands them to you.
You also meet with Master of Spells Sorrina Westyr (female oread human priest), who shares an interesting discovery. A tobacco-scented chronicle submitted by Old Pak from Ramparassad describes the Shadow Plane, a murky mirror to the Material Plane in perpetual dim half-light, which sounds similar to the strange twilit isle in the Pathfinders’ shared dreams. Sorrina suggests the PCs bring strong light-producing
magic with them, as light effects may be impeded.
Now I need your bonuses or spoiler hidden rolls for Secret checks using Acane, Occultism, or Religion to Recall Knowledge

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Assuming all these involve Mental magic, if not they are two less
Arcana: 1d20 + 10 ⇒ (5) + 10 = 15
Occultism: 1d20 + 13 ⇒ (10) + 13 = 23
Religion: 1d20 + 13 ⇒ (8) + 13 = 21
Bardic Lore, Just in case: 1d20 + 10 ⇒ (1) + 10 = 11

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Arcana +12, Occultism +12, Religion +13

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arcana(T): 1d20 + 13 ⇒ (7) + 13 = 20
occultism(E): 1d20 + 15 ⇒ (1) + 15 = 16 - Note Kreightons Cogntive crossover with society society(M): 1d20 + 17 ⇒ (19) + 17 = 36
Religion(t): 1d20 + 9 ⇒ (6) + 9 = 15
Teja ponders what she knows about the shadow plane, and some odd musings that Kreighton once provided on the subject... while performing a handstand.

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Jayma ruminates on what Master of Spells Sorrina Westyr just shared about the Shadow Plane.
Jayma will skip Religion (untrained +2) and instead use her Gossip Lore.
Recall Knowledge (Arcana): 1d20 + 14 ⇒ (2) + 14 = 16
Recall Knowledge (Occultism): 1d20 + 14 ⇒ (18) + 14 = 32
Recall Knowledge (Gossip Lore): 1d20 + 13 ⇒ (11) + 13 = 24
Jayma is trained in Gossip Lore, which allows her to make trained Recall Knowledge rolls on any topic. Even if she fails, she gets the effects of the Dubious Knowledge feat.

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((Waiting for Marigold))

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Marigold: 1d20 + 10 ⇒ (12) + 10 = 22
Jayma: 1d20 + 13 ⇒ (8) + 13 = 21
Teja: 1d20 + 17 ⇒ (7) + 17 = 24
Fernado: 1d20 + 18 ⇒ (13) + 18 = 31
Nina: 1d20 + 13 ⇒ (15) + 13 = 28
Drak: 1d20 + 13 ⇒ (13) + 13 = 26
You also speak with Curator Adjutant Seshuun (female azarketi historian) of the Blakros Museum, who is visiting the Grand Lodge at Toldrar’s request. The Society has helped the museum; I’m happy to return the favor. Toldrar wasn’t forthcoming about why he asked me here. Is this about the Sixwing Drake? I hope you found the missing crew. Or another matter?
You are able to accurately convey their shared dreams to Seshuun.
After hearing about the dreams, Seshuun shares that the former curator inadvisably used the museum’s connection to the Shadow Plane and opened a doorway to a demiplane laboratory anchored by three beacons. The details are a bit complicated, but Seshuun believes that similar “beacons” or other objects may act as anchors to strengthen the dream demiplane.
Toldrar provides you with a small oil‑cloth bundle holding one dust of appearance and a candle of revealing. You also have the four moderate healing potions from Rain.
Once you have had time to prepare and purchase equipment, Toldrar takes you to a secured room and provides you with the dream potions. The syrupy liquid tastes like a susurration, with each swallow setting each of you adrift. You awaken at the Dustbound Isle.
The candles that illuminate the Grand Lodge meeting room flicker and then wink out, leaving the room in silent darkness. Motes of glimmering light briefly flash over the door before it crumbles to dust, revealing a path of onyx stones across an endless sea of black dust. The winding path leads to a beach at the base of a rocky cliff. Alien constellations swirl in the heavens, bathing the strange realm in dim light. A single flash of lightning fills the cloudless sky, accompanied by a CRACK of thunder that sounds oddly like popping knuckles.
Map on the Slides. You arrive in Area A1.
The Dustbound Isle has the Evil, Finite, Metamorphic, and Shadow traits (Gamemastery Guide 136–138), which causes several effects. The radius of all light from light sources and the areas of light spells are halved. Darkness, evil, and shadow magic are enhanced; anyone Casting a Spell with the darkness, evil, or shadow trait gains a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Good and light magic are impeded; anyone who Casts a Spell or Activates an Item with the good or light trait must succeed at a DC 6 flat check or lose the spell or activation.

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Fernardo attempts to cast Light on his Staff...
1d20 ⇒ 7
If it works:
Duration: until the next time you make your daily preparations; Effect (Normally): The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.
Heightened (4th): The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet).

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This is a lovely place, isn't it. It's a wonder there isn't more tourist traffic here.
Drak has darkvision. Since he is near the Monolith, he would like to take a look at it, especially considering Seshuun's information about beacons and portals to the Shadow Plane.

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Any of you who spend 1 minute studying a monolith can attempt an Arcana,
Occultism, or Religion check or a Desna Lore or other related Lore check.
There is also some writing on the monolith ((see Handout 8))

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Occultism. If this relates to Mental Magic, it should be two higher: 1d20 + 11 ⇒ (16) + 11 = 27
Bardic Lore, just incase Lore DC is different: 1d20 + 10 ⇒ (17) + 10 = 27

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Nina will cast light on her staff.
Flat Check: 1d20 ⇒ 9
She will takr a minute to study the monolith.
Religion: 1d20 + 13 ⇒ (9) + 13 = 22

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Drak realises that the monoliths are corrupted Desnan artifacts, defiled holy relics with cultural and religious significance. He can discern that breaking them would free the minds trapped inside the dream realm, but a very dangerous and difficult ritual could channel the corruption away and preserve the monolith while also freeing the prisoners.
((And I forgot to mention))
Please make a Occultism or Religion check or Desna Lore or other related Lore check about the verse.

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Religion: 1d20 + 13 ⇒ (6) + 13 = 19

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Teja peers into the gloom, trying to read the writing on the monolith.
"Grim... very grim."
occultist: 1d20 + 15 ⇒ (12) + 15 = 27
cognative crossover with socieity: 1d20 + 17 ⇒ (5) + 17 = 22
religion: 1d20 + 9 ⇒ (10) + 9 = 19
bardic lore (desna lore: 1d20 + 13 ⇒ (4) + 13 = 17
"I wouldn't be half surprised to find a Blackros connection in here somewhere.." she mutters.

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Jayma looks around at the strange landscape with its eerie dim light as if entranced by the sight. The sudden flash of lightning and thunder snaps her out of her odd reverie. Fortunately, her umbral eyesight has no trouble in the reduced light and she does not feel the need for additional lighting to see what she's doing. She approaches the monolith and looks it over with Drak...
Occultism: 1d20 + 14 ⇒ (4) + 14 = 18
...but doesn't find anything more about it than what the bard had already discovered.
The inscription catches her eye, though, and she leans in for a closer look...
Occultism: 1d20 + 14 ⇒ (19) + 14 = 33
...and something about it seems familiar... but I have no idea what :)
Assuming Drak shares what he's learned...
"Should I just blast the monolith apart to free those inside or is this one of those artifacts that Urwal would prefer we preserve?"