OOC:
Bruv only suffers the effects of fear vs. the captive, and even then, it's just a setback (not an increase in difficulty). Bruv can heal 2 strain if he had strain before the spell was cast (which I think you did). Advantage can never be used on the
current spell, since you have to use the advantages
before the spell's effects are resolved. It's a minor point, but it means that a spellcaster in the midst of an encounter can't be at full strain if he's just cast a spell. (Balance issues, folks on the forums say.)
We can actually pass Nekurr's boost to Hildar for the Forbidden check (in addition to unskilled assistance) since I only meant for one PC to make the Vigilance check. And Bruv passed a boost, too.
Dribbage (or whatever is left of him) seems unnerved by Nekurr's continued blustering, but as far as Nekurr and Hildar can tell, the captive sounds like he's telling the truth (or at least a kernel of truth). Nevertheless, Hildar and Nekurr pore over the passage looking for some idea of what the incantation actually sets out to accomplish. However, there is enough archaic language (and presumably Uthuk Yllan language) sprinkled through it that they are not able to tell exactly what the spell would do if cast.
However, Nekurr does spot a symbol that nearly matches the one on the runestone. Hildar focuses on this section and works out what the runestone must do. The passage suggests that if the user wets the stone with blood, the runestone summons a creature from the Ynfernael realm. In fact, the more blood spilled, the more creatures spill forth from their hellish domain. In the hands of a skilled user, the stone becomes even more effective, summoning more Ynfernael fiends for the same amount of blood.
As a summoner himself, Hildar can't help but notice that there is no indication that the creatures thus summoned would be
friendly.OOC:
In game terms: Ynfernael Key rune (as an action, activate and choose to suffer a number of wounds not exceeding your wound threshold; for each wound suffered this way, summon one Ynfernael minion; as an Implement, a user with the Dark Insight talent can use the Runes skill to summon Ynfernael creatures, adding the Additional Summon effect to the spell without increasing the check’s difficulty; when the spell’s effect is resolved, the spell caster suffers 1 wound; if the check fails, the spell caster suffers an additional 2 wounds; attack spells increase their base damage by 3.
Meanwhile, Nera begins exploring the nearby area, stomping on the ground and listening for subtle differences in the noise it makes. In the span of about a minute, she's able to ascertain that the tunnels seem extensive indeed. They seem to extend out to every grave in the vicinity, and even beyond. By the time she's a few dozen yards away, however, she realizes she left her bow leaning up against a tree near the others!
OOC:
2 Threat = leaving the bow. You're medium distance from it. Might not matter, but you have to decide if it's worth going back for it at this point.
OOC:
Nekurr still has his Heroic Ability available, too, if you need another hint of a possible course of action.