
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

In the beginning of the Inpiriting Wellspring passage, it says "Unless otherwise noted, the ruins are in darkness.".
However, the only sections that specifies any light level is the Usij Encampment section. "The room is dimly lit while the door is open during
the day"
My question is, what are the other two mapped locations light level?
Ward Chamber boxed text states "Faint ruby light seeps from the other side where the wall and door have eroded and weakened" and then later in the hazard description "circle of Daemonic runes to flare with red light".
Is it bright light in the room when the trap is triggered and then dim light when it is reset? Or does it stay illuminated? Or is it dim light constantly from the other room? It doesn't specify any distances.
In the Wellspring text it says "A central altar of skulls encircled with soiled rags flickers with ruby light". Again, is it bright light or dim light, or is it like a torch with variable light distance? Flickering makes me thank it is dim. Again, it doesn't specify distances.
A lot of grey areas with the lighting situation and dependent on how each GM rules, it can vary the levels of combat.

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

The lighting in the other rooms is mostly flashes and limited mood lighting that doesn't really help to see anything, so Darkness conditions. My room description prose could perhaps be clearer, but it's not intended to provide any mechanical effect. I would agree with the idea of the runes flaring providing a brief glimpse of the room, if only so the PCs without lights can see the sacrifice as it happens before the room goes dark again.
The sandstorm in the last encounter can blow out torches if by some chance the PCs are depending on that, and the div being able to see in darkness is part of the challenge in that circumstance.
Sorry it wasn't clearer!

![]() |
The adventure says "If there are no active wards, Sezruth flees with
dimension door when reduced below 20 Hit Points (40
for Levels 3–4)."
But in the Sezruth description, it only has a lvl 4 Dimension door, so it can only go as far as vision... (wich is not much).
Is intended so the players can chase him? Or is a mistake and Sezruth should have lvl 5 Dimension Door?

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

It's not really an error with dimension door though it could maybe be better explained. Given the circumstances the pcs are unlikely to catch the div after using dd. With its greater darkvision and with the sandstorm going it can likely see much further than the pcs and get out of their vision range after casting the spell. Combined with a stride, that likely puts it 145 feet away and out of view given the unlit conditions and it has a respectable stealth modifier.
From there I think it's unlikely the party can catch up before the div escapes. But if I were running it as GM I'd make a judgment call if the pcs wanted to pursue and seemed to have the tools to succeed but that would just be my opinion and case by case. I have yet to run this with the party not getting at least one ward so hasn't come up for me personally.