Foul Machinations: Awake in Alucinar (part 2)

After finding their way to the Plane of Dreams via somnambular skurgxon swarms and meeting the ameslari, the adventurers near and are compelled to enter the city of Ullast. In order to end the settlement’s plight on the dreaming island the party must vanquish the dreamghost manticore at its gates and recover the trinkets of a sleeping refugee (finding a primal magic arrow along the way).

Alucinar, Plane of Dreams

The natives that the PCs met earlier in Alucinar reveal that the P.R.A.N.K.S.T.E.R.S. disruptions have caused the unsettling of Sleepless Sonuvanje, prompting the dream dragon to have terrible nightmares during inopportune slumbers, horrors that become all too real in the Plane of Dreams. Several ameslari have fallen prey to these apparitions and the locals inform the adventurers that in order to escape the dreaming island, they’ll have to overcome the draconic night terrors in the decaying mind of a dead god that’s inadvertently invaded Alucinar.

suicidal shadowAlong the way to finding its abode the PCs come across a limbo trap, the sea of chaos haunt, and a shadow overlap before being drawn by the sea of nightmares and made to traverse dead dreams, fighting a galate before they can penetrate the perished deity’s psyche. Before leaving the lair of the nightmare creature they find a cloak of shadow dancing, but after leaving its cave they are likely to run across a shadow bomb trap or if they are particularly unlucky, fall prey to the suicidal shadow haunt.

Stay tuned for the rest of September as we finish up Awake in Alucinar and continue this year’s AaWBlog Adventure Path in the Scorched Lands this October!

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