...and the Path Shall Be Perilous
by Kenyon Daniel
originally published in Earthdawn Journal #7

GM Information

This adventure is appropriate for any discipline, circles 3-5. It is vitally important that the entire adventure be read prior to running. All text that should be read to the players is italicized. Most of the creatures have very involved powers, especially the Horror. If the adventure is to be a challenge then the creatures must be played to their potential. Also, since the power levels are so vastly different between 3rd and 5th circle, two encounters have been provided in different sections. One encounter is for lower circles and the higher is for higher circles, obviously. But don't be alarmed, as the GM you may fold, spindle, or mutilate at will. Hey, it's your game! Consider everything in here a suggestion.


Overview

This adventure focuses on the insidious nature of nonphysical Horrors. The entire front half of the module pits the characters against obvious physical opponents. The encounters are designed such that if the party works together they can overcome their adversaries.

This is in direct contrast to the Crystal Entity (Earthdawn, pg. 300) in the latter half of the adventure. This Horror insinuates itself into the characters' minds without them realizing it. The enemy is no longer external but is now within the party itself. If the group attempts to deal with the enemy as though it were external it is likely that they will destroy each other. At best the players should realize what is happening just before they tear each other apart. Then they can deal with the Horror as an external physical enemy.
 

GM Warning:

This adventure relies on you, the GM, to accurately portray the Horror. Given the nature of the other encounters as normal combats, it is vital that you understand the nature and mode of operation of the Crystal Entity. The insinuations the characters receive should sound reasonable and need to appear as though they come from the character's own mind, not from an external influence. It is important that enough doubt is created about what is happening that the players are kept off balance until the revelation. You should plan the Horrors suggestions in advance.

Additionally, the use of a Horror dramatically increases the chances of character death. Don't be fooled! There is no such thing as a "minor Horror". Though the crystal entity is not worth many legend points it is still quite potent and deadly, if played intelligently, and its powers used correctly. While I do not suggest or condone character death, a good solid pummeling should infuse some respect. Of course this is Earthdawn, and characters do die at the hands of the Horrors.

That out of the way, on to the adventure!


Background

Deep within the Servos Jungle, amid the tribes of humans, a small t'skrang family has set up a trading post. Using the natural resources of the river, they ply their trade to nearby tribes and to a human illusionist that lives at the river's source.

This illusionist, long ago, led an expedition to Kaer Jalendale. In search of the fabled Lorm's Axe, they went searching for clues and legends. They found the Wormskull. The illusionist's party was decimated, three survivors fled the kaer, two of which died soon after from their wounds. Shaken and sick, he returned to his wife and child at the base of the Tylon Mountains. He lived in fear that the Wormskull had marked him and that it would eventually find him. However, his health grew steadily weaker and he was unable to leave the lake.

While tending to his garden, he saw the Crystal Entity drop from astral space. Unaware of what the object was he placed the inch long shard of crystal in a strong box and hid it from his family. Over the next few days, his paranoia increased until he was sure that the Wormskull had taken over his family and was plotting to torture him until he died. What had happened was that the Crystal Entity had insinuated itself into his mind and was feeding him these thoughts and the energy to act on them. A few days later he murdered his family, and then realized what had happened. The anguish fed the Horror as never before. However, the illusionist then decided it would destroy the creature. Unable to further control the illusionist the Horror killed him.

These events occurred about a week prior to the group meeting the t'skrang. The illusionist's wife had been doing business with them for some time. However, on her last trip she spoke of the erratic behavior of her husband. The t'skrang dismissed it as the trait of all magic-users. The wife has not been back since then. At this point the t'skrang are concerned for their friends and will ask the adventurers to please check on them and make sure everything is alright.


Part 1: Crossing the Hinterlands

Overview

This section demonstrates some of the dangers inherent in traveling across Barsaive's hinterlands. Two encounters are presented and separated for difficulty. While directly dangerous, the espagra do not represent the threat of the unknown that a unicorn does. Since most players will have preconceptions of the unicorn this represents a greater threat.
 

Themes and Ideas

Read to the players:

The vast plains of Barsaive's hinterlands lay before you. Thick humidity soaks through your clothing and the sun fades and returns as clouds pass over it, casting everything in a dull grey. You begin your trek across the plains in hopes of making some distance before the eventual downpour of Barsaive's wet season begins.

Stress the barrenness of the land and the presence of grazing animals. The rain adds to the atmosphere. Mention the dull rumbling of thunder and the flashes of lightning. Use the weather to provide a sense of urgency. This staging says,"There is a threat that will only grow larger with time."

Crossing the plains can take as little or as much time as you need. Two possible encounters are listed below. The first,"Espagra Take Flight," is designed for lower circles due to the commonality of the creature. The latter, "A New Predator," is designed for higher circle characters not only for the danger of the unicorn; but also for the preconceptions the players may have toward unicorns.
 

Espagra Take Flight

Read to the players:

As you wade through the tall grass of the plains, now matted and sticking to you because of the rain, you become aware of throaty growls and hisses from high overhead. You look up just in time to see a flock of brilliantly blue lizards swooping down toward the party.

Usually, I do not actually name the creature as that detracts from the suspense. While these look like espagra as far as the characters are concerned they may not be. Four of these creatures attack the group. They use their swooping attacks until characters are knocked down. Then others attack fallen characters.
 

A New Predator

Read to the players:

The ground rumbles from the thunder of hoof beats. A slash of lightning and an explosion of thunder nearly blind and deafen you. However, through the rain you can just see a herd of antelope racing toward you shouting to the furies.

As they pass, you can just make out their pursuers. Two horses with great horns protruding from their foreheads are racing toward the group. In the flash of lightning you can see their brilliant white manes glistening in the light.

The pursuers are obviously Unicorns (Creatures of Barsaive, pg. 94). There are four of them and they are of the evil, man-eating variety. Once they spot the party they will move to attack. They approach carefully, subtly using their calming power until they are close enough to either charge or attack in melee. You should play up their agreeableness, the influences of the power, to those who succumb, to others just describe how they are moving toward the group. If attacked, they will immediately attack with charges if they are some distance away, or they engage in melee. However, usually at least one breaks off from melee so it can charge the group. The unicorns are ferocious but not stupid; if two of them are killed, the others will try to flee.

Those two events are emblematic of the typical encounters in the hinterlands. Feel free to adjust the numbers of creatures or the creatures themselves to suit your party. In fact the espagra encounter does offer a few more legend points than suggested by the book when combined with the Horror and the saurals later. However, four espagra should not be too difficult to deal with. But be sure to balance the encounters as you see fit.
 

Troubleshooting:

Not much can go wrong in this part. If party members appear to about to be killed then back off a little bit. Neither event is significant enough to kill a party member, unless you don't mind death by mishap.

As noted the Legend Award for the espagra can be high, however, this isn't a real unbalancer as they will be burning karma later and the extra legend points will go to replace them. Also there is a shortage of treasure worth legend points so this extra can make up for it.

Oh, and if you're feeling particularly vicious you can have both events happen. After all this is Barsaive and the wilds are just that!


Part 2: The Servos Jungle

Overview

This part exposes the party to some of the normal encounters to be found in the Servos Jungle. Again it is the external physicality of these encounters that is important. Later in the adventure the party will not be prepared for the threat the Horror poses. As before, two encounters are presented. The Lightning Lizards are for the lower circles, and the Crojen are for higher circles.
 

Themes and Ideas

Read to the players:

Finally, after unending stretches of plains you reach the tree line of the Servos Jungle. Entering the jungle light vanishes. The massive canopy overhead obscures almost all traces of sunlight, throwing you into darkness. Sounds drift in from all around as you penetrate the gloom. Some are familiar, birds, insects, others less wholesome and almost unrecognizable.

Play up the darkness and claustrophobic aspects of the jungle. Present vines to be cut through, and other obstacles. Though there is little undergrowth in a jungle such as this, due to the canopy overhead, there should be just enough that the players can almost see shapes ducking in and around them.

Again the encounters provided are designed to get the party thinking in a certain mode: that the enemies are from without, and as a team they can be beaten. Though it may seem to be hack and slash two important facts must be remembered. First, a tone is being set concerning threats. Secondly, these areas of Barsaive are dangerous. Remember these creatures will break off the attack; they are, after all, animals. So the idea is not to kill the party. Merely expose them to the dangers of travel in these areas and to get them responding to threats that will prove futile when faced with the Horror. The point of which is to surprise and shock them with those events later in the module.
 

Lightning Lizards

Read to the players:

A strange smell fills the air. Your hair (or scales) begin to stand on end as you make your way through the jungle. Looking around nervously you see nothing out of the ordinary.

Have everyone who chooses to look make a perception test against the lizards' initiative result. Those that beat the number are not surprised, spot the lizards, and can roll initiative as well. Others, well, lets just hope for the best since they are surprised with all the penalties that go with it. The lizards are in the trees above the party and launch their attacks with twin-bolts first. If you like assume their crackling armor is already active. If it is, you can make the perception test easier due to the light it gives off. There are three lizards. Any lizard that fails a knockdown test falls to the ground 15 feet and takes step 6 damage. The lizards will fight until one is killed the others flee if they can. They either leap from tree to tree or clamber to the ground and run.
 

Crojen Attack

As the players walk through the jungle they are viciously set upon by a pack of crojen (Barsaive Box Set Gamemasters Book, pg 7; there should be one less crojen than party members). Have every player make a surprise roll. Those that fail suffer all penalties for surprise and are attacked. It is important to note that armor does not protect against crojen attacks in some manner "No armor can withstand a crojen attack". This means that: a) players cannot subtract armor from damage, or b) armor does not subtract from damage and is reduced by one point per hit, or c) armor subtracts from damage but is reduced by one point per hit. However you want to do it, armor is practically ineffectual against crojen attacks.
 

Troubleshooting

This is not hack and slash. Again characters should not be killed by the encounters. Hurt, armor loss, whatever, is fine, but the events are not significant enough to kill anyone. If it might be going that way then back off or better yet have a will- o-wisp show up that has heat food or some other healing. A pack of storm wolves can arrive and help the characters as well. Use of these creatures shows the party that not all things are evil and want to eat them. The important aspect of this part is more reinforcement of the "typical threat". Remember it's all a set up for the events at the illusionist's house!


Meeting with the T'skrang

Overview

In this part, the adventurers meet with a t'skrang family on a river. They can trade for fresh supplies and the t'skrang will be interested in hearing news and tales. During this scene the house is attacked by several Saural (Creatures of Barsaive, pg. 78). After the attack, the t'skrang express their fears concerning their friends up the river. They will ask the adventurers to please take a look; making sure everything is alright. They have nothing to offer except some fresh supplies.
 

Themes and Ideas

Read to the players

The sound of running water echoes through the jungles. The humidity increases and you see daylight! As you break the tree line, you see a swiftly flowing river. Crystal waters beckon you and hundreds of brightly colored fish swim in them. A shout reaches your ears. Across the river is a fishing hut and you see a pair of t'skrang standing on a wooden dock. They are shouting and waving for you to come over!

Emphasize the friendliness of the t'skrang. When it comes time for the t'skrang to ask the characters for help, they should want to help.
 

Events

The t'skrang are traders. They trade in fish and spices using the amounts in the Barsaive Box Set Gamemaster Book as a guide. They will be glad to ferry the party across the river, for a small fee. They have a sturdy rowboat tethered to their dock. Obsidimen and trolls will have to find another way over, unfortunately. However, the water isn't that deep or swift, though it is very, very cold.

The t'skrang will talk with the adventurers for news and stories of their travels. They are simple farmers that trade with some tribes in the jungle. After everyone has said their full and all trading is concluded they adventurers are likely to move on their way. However, soon after they are back in the jungle:

Read to the players:

"With fresh supplies and conversation, you make your way back through the Servos. However, you're barely into the jungle when you hear screams from the shack. Cries of help reach your ears . . .

When the party arrives back at the shanty, they see that one of the t'skrang is on the shore gripping his face in pain. The other is swinging an oar at several large alligators that have climbed on shore. Clouds of acrid steam radiate from them.

The creatures are saurals, and there are six of them. Though they are not worth many legend points, they are very dangerous! Weapons and armor are likely to suffer damage while fighting the creatures. If the party is of low circles lower the number of saurals to three or four depending on how they have been doing.

When the party dispatches the threat and tend the wounded the t'skrang tells them the following:

We thank you very much, dear friends, for your help. I have not seen these creatures so aggressive before. The passions preserve us. I fear someone else may need your help as well.

The t'skrang will go on to tell the party about the magic-user's wife who visited them weekly. They do not know that the adept was an illusionist. They will explain that the last time she was here she was complaining of her husband's illness. That he seemed "out of sorts". She hasn't been back in over a week. The t'skrang now fear that perhaps the saurals attacked and injured them. They will ask the party to please check on their friends, they live just up the river perhaps a day away. All the t'skrang can offer are more supplies. Their dock and boat were damaged in the fight due to the saural acid.
 

Troubleshooting

The only thing that can really go wrong is if the players refuse to go check on the magic-user and his wife. If they seem hesitant, since the t'skrang have nothing to offer, then suggest that the magic-user might be able to train one of the party members. The t'skrang do not actually know what discipline the adept is, but if they are in trouble they might be gracious etc.

Secondly, the saurals can be deadly opponents. The blindness is permanent without a questor of Garlen's powers. However, sometimes mangling a character (temporarily of course) is just what is needed to expand on the role-playing. You may also find that the characters are running thin on armor and/or weapons. In this case, the t'skrang may have a few common items they acquired from trading they will be willing to give the party in exchange for their cooperation.


Part 4: the Illusionist's House

Overview

This is where the most significant events of the adventure take place. From the moment they spot the house they will be assaulted by the Crystal Entity. They will be able to explore the small house and grounds and eventually will find the entrance to a small network of caves behind the waterfall. All this time, the Horror will be attempting to force the players to turn on each other. Its suggestions start off low key such as,"You better keep an eye on so and so he has been acting suspicious." Toward the end they become downright violent,"He's about to attack the party you can see it in his eye, better stop him now!" Provide the suggestions as though they themselves were thinking these things. It is also best to work on biases that already exist in the game.
 

Themes and Images

Read to the players

As you make your way up the river, through the Servos Jungle, you suddenly become aware of the widening of the river. The jungle seems to thin ahead and golden shafts of sparkling sunlight cascade through the foliage and mist bathing everything in a golden glow. Through the trees you spot a glen ahead. A huge lake extends from the base of a crashing waterfall that casts a rainbow across its base. As you clear the Servos you see the massive river snake away to the south and the towering cliffs of the Tylon Mountains rise before you to the west. However, across the lake near the waterfall you see a gleaming building; glistening as though it were carved from glass.

Play up the serenity and beauty of this place. The glass building and the rushing water fall with its rainbows should be wondrous to behold. Anything to instill a sense of awe and quiet appreciation in the players. This is where things get dark and ugly!

At this point you should start giving the suggestions (preferably written down) to the players. Remember the Horror is patient and will take its time to slowly get a character to do what it wants. Eventually, it wants the characters to kill each other and have one survive just long enough to realize what he has done. It will not draw attention to itself by suggesting,"I think you should kill the swordmaster." Rather give the player a note that says,"You notice that the swordmaster is behaving oddly." Don't elaborate just allow it to build. Oh, and be sure to do this to a few characters, the more paranoia the better.
 

Key to the Illusionist's Dwelling

Approach to the House

Read to the players:

As you approach the modest dwelling you are again awed by the wondrous sight that greets your gaze. The entire house seems to be composed of, not glass as you had thought, but ice or crystal. The details are perfect, from the windows, the open door, to the individual pieces of straw that make the roof. However, as you approach, you begin to suspect that something is wrong. Near the shore is a waterwheel, which has stopped spinning, and now water simply cascades over it. Also near the wheel, is a garden of sorts that is terribly overgrown. An eerie silence hangs in the air, punctuated by the creak of the wheel and the crash of the waterfall.

Anyone who examines the area can see that the crystal extends for some distance around the house. Again the remarkable detail is present, as each blade of grass appears to be made of crystal. If any crystal is broken a sticky sap oozes out of the break. This is not harmful and does not provoke a reaction from the entity that is too busy playing with the characters.

1. Main Room of the House

Read to the players:

Light cascades crazily inside the structure, throwing rainbows and colors everywhere. The entire interior is also crystal. The fireplace, shelves, floor, everything appears to have been cut directly from the crystal. To your left, tinkling emerges from a crystal curtain hanging in a doorway fluttering in the breeze.

Then to your horror you see the bodies. Two of them, one significantly smaller. They are spun up in crystal thread like spider's silk. Their mouths open in silenced screams.

If examined the bodies are of a woman and a child. If the party attempt to cut them out, their blows shatter the crystal leaving nothing. No bone, not cloth, nothing! This should give them the shivers!

Anyone searching the room can find a crystallized journal it is located on the fireplace and is open to the following passage:

Under the direction of my wife, I have moved the laboratory to a secret recess I located hidden in the falls. I shall use my magics there to help further my studies of the statuette. I still remember finding the trinket at Jalendale. I still mourn the loss of my friends to the Wormskull there in. The patience of my wife is so great to have listened and stayed after I told her of the horrors I witnessed.

She is correct, though, the bandits from Kratas may be temporarily stopped while my illusions are in place but I need a safe area that is well hidden where I can conduct my research, and to which we can retreat if necessary.

It is important to note, that nethermancy will not work on the bodies as there is nothing there for it to work on. The journal can be read but cannot be taken. Nor can any other pages be read since the whole thing has been crystallized.

2. The Bedroom

Read to the players:

Carefully, you push past the crystal curtain, a light tinkling filling the air, and into the adjacent room. A crystal straw bed fills this room and a small firepit is dug into the south western corner.

Under the bed hidden by an illusion is the chest that contains the crystal entity. When the party moves to uncover it, the Horror attacks in force using its spells and karma tap in an effort to kill the party. Also in the chest is a Talisman Statue (Game Mastering Earthdawn, pg. 43). The name of this statue is "Phantasm" as mentioned in the journal in the caves. It functions with illusionist magic.

It is important that the actions of the Horror be realized before the party uncovers the chest. Dissuade the party from hacking through the straw until they realize why they should do it. If someone starts hacking through it, a person the Horror has been communicating with will get the idea that he should stop the person because it might bring the house down or something.

3. The Farm

Read to the players:

The trellis of the river farm lies half submerged in the lake. The vines of once cultivated vegetables now grow haphazardly around the wooden beams. The creaking of the water wheel washes over you in short snaps.

This area is empty save for some crystal that extends this far.

4. Path to the Falls

Read to the players:

As you walk north you see a fairly well tramped out path in the grass that leads toward the falls.

The way gets a little slippery as one approaches the waterfall, and makes their way across the rocks. A simple dex (4) is required to safely navigate the walkway. Failure and the character falls 20 feet into rocks below, and suffers damage step 10 (d10+d6).

Finding the entrance marks the end of this section.
 

Troubleshooting

The biggest problem may be in preventing the characters from uncovering the chest. The best way to handle this is as they start hacking through things threaten to bring the house down on them. That should be enough. However, another method is to have any characters that the Horror is communicating with also prevent characters from digging through the straw.

It is vitally important that the suggestions from the Horror remain subtle. If you clue the characters in too quickly, the great shock is lost. When properly executed this scenario leads to excellent role-playing and tension. There is no need to rush things. Slowly divide the party. In all likelihood, at least one person will find the answers in the cave before the party tears themselves apart. Then they can focus on the Horror.


Part 5: The Caves

Overview

The caves need no map. This is not a dungeon crawl. A few simple passages are all that are really necessary. Have the characters wander. The only encounter is a pesky will-o-wisp that has "Monstrous mantle". It pesters the party taking on a myriad of shapes until they finally disbelieve or destroy it. During this excursion the paranoia of those under the Horror's influence should be heightened and pushed to boiling points. Once several party members are ready to kill, and the wisp is dealt with then go ahead and introduce the Laboratory.
 

Themes and Images

Read to the players:

As you cross the threshold into the damp caverns, numerous lights flare to life casting a dull blue glow down the twisting tunnel that extends north."

Again the caverns should not be too complex. The point is to get the party tunnel crawling together so that suggestions and paranoia can be enhanced.
 

Will-O-Wisp (Creatures of Barsaive, pg. 102)

This Will-O-Wisp has the spell Monstrous Mantle. It can take the form of several creatures such as Shadowmants, Cadaver men, Cave Trolls. Whatever you like. It does not get any of the special attacks associated with the creature. It harries the party and confuses them, just as the Horror's insinuations become more intense. It flees after taking any damage, then attacks again in a different form later. If some is successful in dispelling the illusion the wisp flees and does not return. Award the points for it then.

1. Laboratory

The door to the lab is locked and has "Impossible lock" cast on the lock. The lock will not open unless the character beats a sensing difficulty of 18 +1d6.

Once inside read to the players:

A swirl of dust flows out from the disturbed air revealing a dimly lit chamber. The ruins of a laboratory are plainly visible in the light of the quartz. Shattered vials lie strewn around the room and an overturned table dominates the center of the room. Curiously, several holes have been cut into the table.

Behind the table is the body of the illusionist. He is quite dead and his clothing also has the same kind of small holes punched through it as are evidenced on the table. His robe is damaged but salvageable. In the room are the following:

This candle is, in fact, a page of the illusionist's grimoire. If lit, it does not actually melt, but releases a powerful incense that can give the secrets of "Wall of Unfire" (5th circle illusion).

The Journal entry:

As I tended the garden today, I heard a strange plink that caught my attention. Nearby, a small crystal about the size of a walnut was on the ground. It shimmered with all the colors of the rainbow and seemed to hum and vibrate as I picked it up. It came to me that perhaps I should find a safe place for the peculiar object as it might be magical and would warrant further study.

When I came back to the house Natalie asked me what had happened and why I left the garden. It seemed prudent to not tell her the full story in case she should worry or force me to get rid of it. The magic seemed to back me as well for the force of the karma felt stronger.

...after several months research I have determined that the statue's name could be Phantasm. Later I will try to attach the thread using this name. I must be careful for the wrong attachment could lead to . . .

...My wife has begun acting strangely as has my son. I have reason to believe a Horror has taken residence near the falls or perhaps from the Tylon peaks above. I must watch them more carefully. A little voice inside me is becoming very worried and afraid at what might happen. Perhaps the Wormskull of Jalendale has tracked me here?

...may the passions forgive me, for what I had to do. It became evident that a Horror had possessed my family. So while they slept I killed them with powerful illusions. I don't know why I had to frighten them to death. It seemed prudent and the magic supported the action very strongly. But something is tearing at me. As I watched them die, I felt part of myself go with them. How could I have murdered my family?

...Too late I know what is happening here. The crystal is the Horror and I am the corrupted one. It whispers to me. Offers foul suggestions and feeds off the betrayal that I have committed. I shall never be forgiven. As I write this I intend to go to the chest in which I placed the creature, hidden so long ago carefully by me in the house. My hands are trembling and my heart feels ready to burst, I can't believe this is happening. I can't fail I must unravel the illusions and destroy the creature before . . .

The journal is blood soaked. At this point the party has all the clues to the puzzle. At the same time, the Horror should be sending its strongest influences to the affected characters. With luck they will be able to snap out of it and face the Horror. In order to destroy the Horror they must find the seed hidden in the wooden chest. The chest is hidden under the straw bed and is cloaked with a variant of the False Floor spell, the spell makes it look like there is nothing unusual about the floor. Use that spell for sensing and disbelief values. About half of the Horror's death rating is vested in the house itself. The remaining amount is in the seed.

Remember the point of this adventure is the conflict of party members that fall under the Horror's sway. They are not corrupted or irretrievably damaged. Party members may turn on each other and come to actual blows, much to the Horror's amusement. Those not affected should realize that the seed must be destroyed. The great conflict lies in facing the Horror, and the rogue party members. In this case they will fail. In order to succeed, the party must (through role-playing) bring their comrades back from the brink of insanity. Then as a group they can face the Horror. That alone will be an incredible fight!
 

Troubleshooting

What can be said? It is important to build up the insinuations until the party members are at each other's throat. Again you cannot force these insinuations. Though they increase in their violent content they must still seem to come from the characters own thoughts.

The fight with the Horror will be tough! It should be tough! Before the party officially engages it, the entity will have cast Counterspell on itself. It will use its deathspikes in an attempt to kill those it can. Characters may die, as this is a significant encounter with a Horror of Earthdawn. If the players work together as a team and get a few lucky rolls, they can probably pull through this. However, as GMs we are remiss in our duties if we make the Horrors easy to beat. Thrash them hard, but try not to kill them. Knock them unconscious, maim them, whatever. Make them realize that they must rely on each other to defeat enemies. That is what this adventure is about. Defeating the Horror is the end of the Adventure each character should earn 300 legend points as an award. As far as other awards go, you're the GM and you know what happened better than I do! Give the other awards as you see fit!


Loose Threads

The statuette can be a decent thread item for any illusionists in the party. Otherwise, it can be sold to an illusionist for a pretty penny!

The Crystal Entity is not destroyed. It is merely blasted back to Astral Space, there it can hound characters it has horror marked. If you're feeling nasty.


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