Area O4 — The Hunger's Lair

The chamber beyond the shrine feels impossibly large. Frost clings to the walls despite the still air, and every sound seems muffled, as though the world itself has stepped back. At the center of the cavern, the Veil is no longer torn—it has been ripped open. Gray light spills from the wound without illuminating anything around it.

Resting on a low shelf of stone is the second shard. Curled protectively around it is a creature that barely resembles anything mortal. Its body shifts between shadow and pale flesh, its outline never settling for more than a heartbeat. Faces emerge from its surface only to disappear again, each whispering a different name before fading into silence.

The creature notices the party immediately, but it does not strike. Instead, its many voices fall quiet.

A Moment of Clarity

If Sister Mirela is present—or if a hero speaks the name Selene—the creature shudders violently. For a single round, her true self resurfaces:

"Don't... don't let it wake again. I can still hear them. I can still hear me. Take the stone... before I'm hungry."

During this brief grace period (1 round), the Soul-Hunger takes no hostile actions, and initiative pauses. The heroes have one turn to act before the Hunger reclaims control.

Option A: Seizing the Shard & Fleeing

If the party chooses to snatch the artifact and run rather than fight or attempt redemption, resolve the attempt as follows:

  • Snatching the Stone: A character must move adjacent to the shelf and spend an Interact action [one-action]. They must succeed at a DC 20 Athletics check (to wrench it from its icy bed), a DC 18 Acrobatics check, or a DC 20 Thievery check to grab the pulsing shard cleanly.
  • Failed Grab: On a failure, the character secures the shard, but the violent disruption snaps Selene out of her clarity early—ending the grace period immediately and rolling straight into initiative with the party off-guard.
  • Ending Combat & Escape: If successful, the character holding the shard and any allies can immediately use their remaining actions to Sprint toward the exit. The boss combat ends instantly, but the encounter shifts to a Chases/Escape hazard: the enraged, starving Soul-Hunger pursues them through the Entry Warrens until they reach the surface sunlight.

Option B: Tactics & Mechanics (Level 6 Boss)

If the party chooses to stand and fight, or if the grace period expires, battle begins. The Soul-Hunger fights with terrifying instinct rather than malice. Treat it as a Level 6 creature—a severe-to-extreme threat for a Level 4 party:

  • Soul Drain [two-actions] (Void, Visual): The creature pulls at a living target's vitality within 60 feet. The target must attempt a DC 22 Fortitude save or take 3d6 void damage and become drained 1 (or increase its drained condition by 1 on a critical failure).
  • Summon Echoes [one-action] (Divine, Incarnation) (Frequency: 1/day): The Soul-Hunger tears at the wound in the Veil, summoning up to two Level 2 Echoes of the Slain into unoccupied spaces within 30 feet. These echoes act immediately after the Soul-Hunger on initiative.
  • Soul Feeder: Whenever an echo or summoned entity is destroyed within 30 feet, the Soul-Hunger absorbs its fading memory, instantly regaining 20 Hit Points.
    GM Note: This ability creates a tactical dilemma when combined with Summon Echoes! Destroying her summoned echoes heals the boss unless the party drags them away before landing the killing blow—or punishes parties who use their own summoning spells like summon animal.
  • Flicker Through the Veil [free-action]: Once per round, the creature shifts its density, gaining the Incorporeal trait until the start of its next turn.

Option C: Reaching Selene (Redemption)

There is one final chance to save what remains of her soul during combat or the grace period. A character within 30 feet can spend [two-actions] reaching through the creature's fractured memories with either a profound act of divine faith or a deeply personal appeal:

  • DC 28 Religion check (calling upon the proper repose of souls or Pharasmin rites).
  • DC 30 Diplomacy check (appealing directly to Selene's human identity, supported by appropriate roleplaying).

On a success, Selene wrests control from the Hunger for one final heartbeat, turns upon the shard, and shatters it. Silver light floods the cavern as both the shard and the creature dissolve together. The wound in the Veil closes, leaving only silence behind.

A party that saves Selene earns a major story award (120 XP). More importantly, her soul finally passes on in peace—a kindness that may not go unnoticed when the party reaches the Threshold of Souls in Act 3.