
Zokon Santyev |

Opps unexpected holiday with no net access
Reflex: 1d20 + 7 ⇒ (7) + 7 = 14
Zokon opens the doors next to him giving people an out

RPGGGM |

Durgan calls about the aid of the Master of the First Vault to shield the gathering, while Illthir begins a chant to stoke their fury. Alas neither of these eventualities is enough to save most of the room's wood paneling, the antique furniture (count those items as difficult terrain destroyed or not), or the priceless artwork that hung on the walls.
As above, but less cryptic :D Standard Action to sing. Move action to get weapon in hand for what good it'll do. Fast Healing from Skald's Vigor! Which might actually be 2 and not 1: It is equal to the strength bonus the song provides, which may be +2 strength, and not the bonus the strength increase of 2 provides which would be 1. I'll look into it ... :p
I guess now we'll never know. ;p
Zokon, the side doors are open, so you still have actions available.
Conditions: Inspire Rage
Round 1! (Theme ♬)
The Bold May Act!
_________________
__ Ser Richard (on balcony) readied
__ Szam Tass
__ Manor guards (on balcony) readied
__ Lord Varn
__ Fergus (pending Reflex save DC 20)
__ Zokon -7 hp
__ Illthir
__ Alia
__ Serena (pending Reflex save DC 20)
__ Durgan -7 hp
__ Other NPCs
Maps for the ground floor and balcony updated

Lord Maegar Varn-Aldori |

1d20 + 11 ⇒ (4) + 11 = 15 damage: 1d8 + 10 ⇒ (4) + 10 = 14
1d20 + 6 ⇒ (12) + 6 = 18 damage: 1d8 + 10 ⇒ (6) + 10 = 16
1d20 + 6 ⇒ (1) + 6 = 7
Shock takes hold of the collected company (i.e. I am delaying your character if you haven't taken your action yet).
Lord Varn spins like a sword dervish hitting the zombie thing once to no noticeable effect.

Szam Tass, Shadow King of Yemal |

Szam Tass's face creaks into an unsettling smile.
He smashes the skull upon the tile floor and a blast of eldritch energy erupts from the point of impact. The purple electrical field boils outward like a slow moving explosion engulfing everyone on the first floor.
Everyone again! Make a Will save (DC 21).

RPGGGM |

Conditions: Inspire Rage remember though that the Will save takes place before your character's turn.
Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Ser Richard (on balcony) readied
__ Manor guards (on balcony) readied
__ Lord Varn
__ Szam Tass
__ Fergus (pending Will save DC 21)
__ Zokon -7 hp (pending Will save DC 21)
__ Illthir (pending Will save DC 21)
__ Alia (pending Will save DC 21)
__ Serena (pending Will save DC 21)
__ Durgan -7 hp (pending Will save DC 21)
__ Other NPCs
Maps for the ground floor and balcony updated

RPGGGM |

Will wait to see what the energy burst does to everyone else before acting.
To those who make the save--nothing at all. To everyone else, well... most will be thankful for Durgan's channeling. ;)
Healers Often underappreciated.

RPGGGM |

Fergus, Serena, I still need Reflex saves too.
Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Ser Richard (on balcony) readied
__ Manor guards (on balcony) readied
__ Lord Varn
__ Szam Tass
__ Fergus (pending Reflex save DC 20, Will save DC 21)
__ Zokon -7 hp (pending Will save DC 21)
__ Illthir (pending Will save DC 21)
__ Alia (pending Will save DC 21)
__ Serena (pending Reflex save DC 20, Will save DC 21)
__ Durgan -7 hp (pending Will save DC 21)
__ Other NPCs
Maps for the ground floor and balcony updated

Fergus Bouldershoulder Ironmug |

reflex: 1d20 + 8 ⇒ (4) + 8 = 12
-7 hp atm
will: 1d20 + 11 ⇒ (18) + 11 = 29
The fireball catches Fergus unaware, but by the time the second spell rolled outwards, he had managed to steel himself and the purple field washed over him seemingly with little effect.
with a snap of his fingers, and an uttering of draconic temep kor the sapphire gem in his beard grows briefly with magic before a wind of energy rushes out and into his allies.
casting haste on the party. If allowed, that would have been his first round action, I'll post his second round action if acceptable.
This time, a ruby shines with magic as he utters another phrase, arcaniss nil'gnos nar and points a hand at the lich, launching bolts of coloured magic towards him.
magic missile: 3d4 + 3 ⇒ (2, 1, 2) + 3 = 8

Illthir Winlowe |

Just rolling the will save, since those have a tendency to spoil plans if failed :p
Remember that Inspired Rage is +2 on the will save! If you want to be angry :d (And you get to pick on a round to round basis)
Will!: 1d20 + 8 ⇒ (20) + 8 = 28
Luckily the skald quickly hid underneath the table had a mind of steel!
Seeing the swordlord stabbing the undead monster to seemingly no effect, Illthir figures that trying to help with her bardiche wouldn't be much help. Which meant she didn't have to come closer, which was nice. Very nice.
Still had to do something to help though ... She reached into her pockets for some component dust and flinged it at the creature (or to be specific, the area close to it). No time for flowery language, simply: "SPARKLE!"
Casting Glitterdust. Will draw on map in a sec. DC 16 to avoid blindness. No save vs being glittery!

Durgan Far-Walker |

Durgan looks closely, trying to judge if the lich is an illusion (perhaps a Projected Image).
Will to disbelieve as move action: 1d20 + 10 ⇒ (19) + 10 = 29 +2 if the illusion effect is a spell or SLA
If it is not an illusion, then Durgan will ready to channel energy to harm undead if the lich tries to cast again.
Not a lot, but it might flub a Concentration check.
If it is an illusion, he will do something different.

RPGGGM |

Causing problems right off the bat I see, Fergus. ;) GM plows into research mode!
Two hours later.
The missiles seem to have no effect on the creature before you. Not even the rain of mica chips falling from above seem to stick to it.
On the topic of magic missiles legal targets, etc.... I realize that there is a long history of corner rules interactions involving magic missile and illusion spells like mirror image. While it is true I am personally not a huge fan of using magic missile "target-locks" to determine if things are mimics or gargoyles or actual statues and furniture, nor of undercutting illusionists (of which [full disclosure] I play a couple), I do try to lean into the rules as written as much as possible. In this particular case though I am ruling that this falls under the rules for spell failure.
If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted.
That said, this is a 1st level spell slot, and it did give Fergus the ability to interact with the illusion and gain a Will save against it. That, and it was a crap damage roll anyhow. ;)
Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Ser Richard (on balcony) readied
__ Manor guards (on balcony) readied
__ Lord Varn
__ Szam Tass
__ Fergus -7 hp (now pending a SECOND Will save DC 21)
__ Zokon -7 hp (pending Will save DC 21)
__ Illthir (now pending a SECOND Will save DC 21)
__ Alia (pending Will save DC 21)
__ Serena (pending Reflex save DC 20, Will save DC 21)
__ Durgan -7 hp (pending Will save DC 21)
__ Other NPCs
Maps for the ground floor and balcony updated

Illthir Winlowe |

Come on magic table help me!: 1d20 + 8 ⇒ (19) + 8 = 27

Illthir Winlowe |

I'm taking this table as loot after this fight .p
Illthir squinted at the lich. It ... Dodged the glitter? Impossible! No creature between the heavens and earth could avoid glitter. Unless of course ... The skald groaned in annoyance as she finally saw through the trickery. "*That's* not real! But the fireballs freaking are!!"

Fergus Bouldershoulder Ironmug |

will: 1d20 + 11 ⇒ (12) + 11 = 23
She's right! My magic had no effect! That means someone, or something, else is likely casting the magic. Keep yer eyes out for anyone of the like!
Technically, the magic missile would hit the illusion, and normally does one of two things. 1. provide everyone a save to disbelieve, as the illusion has been interacted in a way to bring it into question. Or two, provide the caster a save. Though theoretically unless the image can be manipulated to show injury/interaction with a dynamic environment people would notice. It depends on what you deem "interact with" as honestly.
Illusion is one of those things that varies greatly, even if PFS. RAW it can be insanely silly, having people spend multiple rounds of attacks, or have a single arrow fly through the image, or someone to run past/through to target the back line and be ignored entirely for the remainder. I'm more towards the latter than the former, save maybe a few high leveled illusion spells.
Also, what happens if you see someone casting the illusion spell and make the spell craft check? An instant check to disbelieve with a +4?

RPGGGM |

Just a hunch...
"Target the skull!"
With his remaining action, Durgan will move up to the "lich" while drawing his axe.
Quick note: Durgan, if you mean the skull he was holding (rather than say his head), he slammed that skull into fragments on the floor apparently touching off the energy explosion.

Durgan Far-Walker |

Oops, missed that. Yeah, that had been what I meant.
And it had been tossed down to the 'lich' by Ser Richard? Who has done what since then?
I have no idea what is going on here...
Ignore Durgan, everyone! He has no idea!

RPGGGM |

pftt. Illusions holding things. Pft. lol
Well, something holding something certainly.
Oops, missed that. Yeah, that had been what I meant.
And it had been tossed down to the 'lich' by Ser Richard? Who has done what since then?
I have no idea what is going on here...
He's been 'ready' to do something for most of the battle but, no one has triggered the action yet.

Illthir Winlowe |

Someone whom tossed a skull that maybe or maybe not exist to a creature that certainly isn't there. With a bunch of guards on "hold!" order. Whom hasn't done much to help so far. And aren't on the floor where guests are being aoe farmed ... :p

RPGGGM |

Illthir squinted at the lich. It ... Dodged the glitter? Impossible! No creature between the heavens and earth could avoid glitter. Unless of course ... The skald groaned in annoyance as she finally saw through the trickery. "*That's* not real! But the fireballs freaking are!!"
She's right! My magic had no effect! That means someone, or something, else is likely casting the magic. Keep yer eyes out for anyone of the like!
I'm going with this counts as warning folks that they may be tangling with an illusion of and undead monster rather than an actual creature. So Saves all around for those who still need to make them. (Noted below.) I'll make the rolls later tonight to keep us moving if no one does before then.
Conditions: haste 5 rds, Inspire Rage remember though that the Will save takes place before your character's turn, and I didn't hear a lot of rage takers last round.
Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Ser Richard (on balcony) readied
__ Manor guards (on balcony) readied
__ Lord Varn
__ Szam Tass
__ Fergus -7 hp
__ Zokon -7 hp (pending TWO Will saves DC 21, if you fail the first you don't get to make the second)
__ Illthir
__ Alia (pending TWO Will saves DC 21, if you fail the first you don't get to make the second)
__ Serena (pending Reflex save DC 20, and TWO Will saves DC 21, if you fail the first Will save you don't get to make the second)
__ Durgan -7 hp
__ Other NPCs
Maps for the ground floor and balcony updated

Fergus Bouldershoulder Ironmug |

Could I attempt a knowledge or spellcraft check on the illusion? I have an idea of what spell it could be as a player, but won't make mention of it IC without approval.

RPGGGM |

Could I attempt a knowledge or spellcraft check on the illusion? I have an idea of what spell it could be as a player, but won't make mention of it IC without approval.
It would fall under Knowledge (arcana) 'identify a spell effect already in place'. The DC is 20 + spell level, no action action required (other than of course you have to already know that it isn't what it appears to be). In other words it is a free action.

RPGGGM |

Zokon Will: 1d20 + 3 ⇒ (17) + 3 = 20
Zokon Will: 1d20 + 3 ⇒ (20) + 3 = 23
Alia Will: 1d20 + 4 ⇒ (8) + 4 = 12
Alia Will: 1d20 + 4 ⇒ (17) + 4 = 21
Serena Will: 1d20 + 14 ⇒ (14) + 14 = 28
Serena Will: 1d20 + 14 ⇒ (1) + 14 = 15
For convenience sake (and because WhtKnt hasn't posted in a month) I am going to cheat and say Serena fails her initial Will save.
Serena weathers the initial blast well (and recovers fully with Durgan's channeling of positive mojo).
The explosion of eldritch energy that washes outward a moment later seems to expunge ever other individual from reality including: Alia, Zokon, Serena, Varn, Castigan, Drelev, Stroon, and many of the nobles men-at-arms. Leaving only a few of the retainers and-

RPGGGM |

1d20 + 7 ⇒ (9) + 7 = 16
1d20 + 7 ⇒ (5) + 7 = 12 1d6 ⇒ 5
1d20 + 7 ⇒ (8) + 7 = 15
1d20 + 7 ⇒ (3) + 7 = 10 1d6 ⇒ 3
The five of the overwatching guardsmen leap over the mezzanine railing and land on the tile dueling swords out and on guard. At the end of Round 2. Two of the three along the south wall not land squarely on their feet or get tangled in furniture though and are prone. But then...
Those that need to, right themselves. Those that don't attack!
Burgundy dueling sword v Durgan: 1d20 + 7 ⇒ (1) + 7 = 8 damage: 1d8 + 3 ⇒ (5) + 3 = 8
Brown dueling sword v Gold: 1d20 + 7 ⇒ (16) + 7 = 23 damage: 1d8 + 3 ⇒ (1) + 3 = 4
Red dueling sword v Green: 1d20 + 7 ⇒ (8) + 7 = 15 damage: 1d8 + 3 ⇒ (7) + 3 = 10
The defenders can now see that their opponents are not living things at all, but the bony, desiccated husks of men. Their skin has gone thin and hard like old jerky dried in a desert.
Conditions: haste 5 rds, Inspire Rage
Round 3! (Theme ♬)
The Bold May Act!
_________________
__ Ser Richard (on balcony) Still readied
__ Manor guards (on balcony) readied
__ Szam Tass
__ Fergus -7 hp
__ Illthir
__ Durgan -7 hp
__ Terrion -7 hp
__ Guy in Green -17 hp
__ Guy in Gold -11 hp
__ Mummified guards on the First floor (yellow -5 hp, blue -3 hp)
Maps for the ground floor Updated

RPGGGM |

At that moment very moment somewhere else on the property in the midst of a high hedge maze that someone shouts in startled amazement. But even more amazing Zokon finds himself alone in a hedge maze!
Alia too finds herself lost in the midst of a hedge maze.... Did Ser Richard have a hedge maze? Did he have more than one? Was she even on the estate anymore? Alia hears a shout as well.
Serena meanwhile finds herself in the dark, but she's not alone. Someone or something is moving, and it sounds quite close.

Zokon Santyev |

Back.. work is killing me plus applying for a housing loan and putting offers in.. just terrible timing sorry
Zokon looks at what the hedge is made of and if he can he will climb up it and look around unless it's foolishly high..
If it is too high he will call out "Who's there?"
Climb: 1d20 + 7 ⇒ (5) + 7 = 12

Durgan Far-Walker |

Channel to heal the living or to harm the undead...
Durgan will go on offense.
He channels to harm undead, as it seems that all of five the undead are within 30'.
Channel, Will DC 12 for Half: 3d6 ⇒ (4, 5, 6) = 15

Shepherd Ezvanki Keegh |

Somewhere near Zokon
Back.. work is killing me plus applying for a housing loan and putting offers in.. just terrible timing sorry
If you, or for that matter anyone else need some time, right now is the time to tell me. I can just leave Zokon off to the side until you're ready. Lemme know.
Zokon looks at what the hedge is made of and if he can he will climb up it and look around unless it's foolishly high..
It's more the case that they are thorny, broad, and have inner branches as thick as saplings. Climbing over or cutting your way through is going to take hit points and/or time, unless you are a squirrel or chipmunk.
If it is too high he will call out "Who's there?"
GM refers to huge randomized character/location wall chart.
"ZOKON? IS THAT YOU MY BOY!?" answers the shouted voice of Shepherd Keegh from somewhere over the hedge. "WHAT'S GOIN' ON SON? I WAS FINISHING UP MORNIN' PRAYERS, AND STARTED CLIPPING MY TOENAILS WHEN THERE WAS THIS FLASH. I LOOKED UP AND EVERYTHIN' TURNED GREEN."

RPGGGM |

Somewhere TOO NEAR to Durgan
He channels to harm undead, as it seems that all of five the undead are within 30'.
1d20 + 7 ⇒ (8) + 7 = 15
1d20 + 7 ⇒ (18) + 7 = 25
1d20 + 9 ⇒ (12) + 9 = 21
1d20 + 7 ⇒ (14) + 7 = 21
1d20 + 7 ⇒ (13) + 7 = 20
Szam Tass doesn't even notice.
Conditions: haste 5 rds, Inspire Rage
Round 3! (Theme ♬)
The Bold May Act!
_________________
__ Ser Richard (on balcony) Still readied -7 hp
__ Manor guards (on balcony) readied -7 hp
__ Szam Tass
__ Fergus -7 hp
__ Illthir
__ Durgan -7 hp
__ Terrion -7 hp
__ Guy in Green -17 hp
__ Guy in Gold -11 hp
__ Mummified guards on the First floor (burgandy -7 hp, brown -7 hp, yellow -12 hp, red -7 hp, blue -10 hp)
Maps for the ground floor and balcony updated

Illthir Winlowe |

Illthir grabs her weapon and emerges from beneath the table. Time to fight. Gulp. But the songs of war filled her with valor and the (friendly) spirits of the fallen takes a swipe at the undead in red. The skald as well!
Spirit Slap to hit!: 1d20 + 7 ⇒ (18) + 7 = 25
Damage?: 1d4 + 4 ⇒ (1) + 4 = 5
Most that can heal say so, like Inflict/Harm or Channel Energy. And they need to pick that option (usually can't channel both to heal undead and harm living for example. Not anymore at least ...)
Some Negative Energy spells annoy undead like Chill Touch.
Undead have no native resistance/immunity to Negative Energy - but many of the spells/effect are covered under the Death/fortitude save umbrella.
Spirit Totem, unlike nearly every other negative energy damage thingy, has no "this is what it does to undead" clause.
It does conjure/manifest/something spirits that would be somewhat hostile to the enemy undead, so perhaps tearing at their essence does hurt?
Anyhow some arguments back and forth, because it does feel like an oddball case. Just in case :p
Weapon Slap!: 1d20 + 8 ⇒ (9) + 8 = 17
Damage; Slashing & Magical: 1d10 + 7 ⇒ (8) + 7 = 15
"To war, to war! Burn away the darkness!" Illthir chants.

RPGGGM |

Illthir and her army of the dead overwhelms the mummified swordsman.
Probably won't be able to post again until tomorrow, weekends are still a time drag on me.

Illthir Winlowe |

Now I'm tempted to rewatch those movies ... :p
Illthir gasps in pleasant surprise as this undead creature actually seems to fall.

Zokon Santyev |

"Good to hear you Shephard, A lich or evil spellcaster got into the meeting chamber and used magic to it seems teleport everyone to this maze.. do you have any magic tog et past this hedge? " Zokon shouts back

Shepherd Ezvanki Keegh |

Somewhere near Zokon
"Good to hear you Shephard, A lich or evil spellcaster got into the meeting chamber and used magic to it seems teleport everyone to this maze.. do you have any magic tog et past this hedge? " Zokon shouts back
"I DIDN'T REALLY WAKE UP WITH ACTION AND ADVENTURE FOREMOST IN MIND TODAY, LAD. LET ME SE-IEEEEEEEEEEEeee!" The shepherd's voice falls away suddenly.
A moment later all is quiet in the maze.

RPGGGM |

The Entry Hall of Ser Richard's Manor
Terrion engages the monster standing in front of the southern door.
dk green longsword v blue: 1d20 + 5 ⇒ (4) + 5 = 9 damage: 1d8 + 3 ⇒ (8) + 3 = 11 Miss.
Drelev's other man, whose name you don't know, staggers away from the undead using the still smoking remains of the furniture to support himself.
While Varn's man engages his foe with his sword, using a similar stance.
gold longsword v brown: 1d20 + 5 ⇒ (17) + 5 = 22 damage: 1d8 + 3 ⇒ (3) + 3 = 6 Hit!
Conditions: haste 5 rds, Inspire Rage; Furniture and Stairs count as difficult terrain.
Round 3! (Theme ♬)
The Bold May Act!
_________________
__ Ser Richard (on balcony) Still readied -7 hp
__ Manor guards (on balcony) readied -7 hp
__ Szam Tass
__ Fergus -7 hp
__ Illthir
__ Durgan -7 hp
__ Terrion -7 hp
__ Guy in Green -17 hp, disabled
__ Guy in Gold -11 hp
__ Mummified guards on the First floor (burgundy -7 hp; brown -8 hp; yellow -12 hp; red -7 hp; blue -10 hp)
Maps for the ground floor and balcony updated

Szam Tass, Shadow King of Yemal |

Putting Fergus on delay for a moment while he makes his-
knowledge (arcane, ID spell already in operation): 1d20 + 13 ⇒ (19) + 13 = 32
Fergus knows that the "lich" is actually a persistent image. We'll assume that he uses a free action to pass the information along.
The lich moves up the stair and and past the second floor and up toward the third.
"That's quite enough of that, deist!" echos the undead wizard's voice from high above followed by the syllables of arcane magic.
A fifty-foot deep spiked pit opens beneath Durgan and Drelev's man whose name you don't know. Illthir feels the floor slope under her position at the edge of the pit, and the smoldering couch frame begins sliding down into the sudden hole in the floor.
green reflex save DC 19: 1d20 + 4 ⇒ (15) + 4 = 19
As wounded as Drelev's man appears, he narrowly escapes the plunge diving to the nearest safe (but still canted) floor space.
Anyone finishing their turn in any of the squares directly adjacent to the 10' x 10' pit need to make a Reflex Save DC 17 or slide in as well.

Ser Richard Iannuchi |

Ser Richard leaps the balcony and lands before the wounded man. The swordlord throws a stiff arm the man's way attempting to shove him back into the hole. Remarkably though the man dodges the hand and almost certain death yet again! My new hero! Drelev's nameless mook!
acrobatics (leap down): 1d20 + 15 ⇒ (10) + 15 = 25
acrobatics (avoid AoO): 1d20 + 15 ⇒ (8) + 15 = 23
lt blue bull rush: 1d20 + 9 ⇒ (1) + 9 = 10

RPGGGM |

The Entry Hall of Ser Richard's Manor
The two soldiers above draw and load their heavy crossbows.
Conditions: haste 5 rds, Inspire Rage; Furniture and Stairs count as difficult terrain. Note the space around the pit, if your PC ends their move there they need to make a DC 17 reflex save or slide in.
Round 4! (Theme ♬)
The Bold May Act!
_________________
__ Ser Richard -7 hp
__ Manor guards (on balcony) -7 hp
__ Illusion of Szam Tass
__ Fergus -7 hp (if you have something you want Fergus to have done last round that doesn't involve too much reconning, let me know, and he might be able to do it.)
__ Illthir
__ Durgan -7 hp (pending Reflex save DC 19)
__ Terrion -7 hp
__ Guy in Green -17 hp, disabled
__ Guy in Gold -11 hp
__ Mummified guards on the First floor (burgundy -7 hp; brown -8 hp; yellow -12 hp; red destroyed; blue -10 hp)
Maps for the ground floor and balcony updated

RPGGGM |

In the Hedge Maze
The silence continues.
1d20 + 10 ⇒ (9) + 10 = 19
Then Zokon hears someone approaching quietly from behind him through the maze.

Zokon Santyev |

"Too close for a bow" ......Zokon draws his sword
He stealthily moves around the closest corner away from the sneaker and waits
Stealth: 1d20 + 12 ⇒ (18) + 12 = 30

Durgan Far-Walker |

Reflex DC 19, Haste, vs spell: 1d20 + 4 + 1 + 2 ⇒ (7) + 4 + 1 + 2 = 14
Durgan falls 50' onto some spikes.
The dwarf is quite hardy. He stands up and sacrifices Communal Resist Energy to heal himself.
CSW: 3d8 + 5 ⇒ (5, 6, 6) + 5 = 22
"I'm coming back up! Look for an invisible caster!"

Fergus Bouldershoulder Ironmug |

Lets say Fergus casts mirror image.
mirror image: 1d4 + 2 ⇒ (2) + 2 = 4
Unable to contend with the lich as of yet, Fergus focuses his attention on the undead. He snaps his fingers and an orb of fire appears over one of them. (brown)
Igni Orib
flaming sphere: 3d6 ⇒ (6, 5, 6) = 17 DC 17 reflex for none.
I forget, were we allowed our weapons? If so, He would draw his prodda. If not, a dagger.

RPGGGM |

Then Zokon hears someone approaching quietly from behind him through the maze.
"Too close for a bow" ......Zokon draws his sword
He stealthily moves around the closest corner away from the sneaker and waits
Like a tall, lank, black spider holding a tea pot and wearing comfy-looking slippers made to look like cute bunny rabbits, Alak Dool descends a pair of stone steps from a patio area holding a warm, copper tea pot in one hand, and wearing bunny slippers underneath his usually striking black wizard's robe and cape. He surveys the hedge maze apparently missing Zokon. He does not look amused.
Map updated above.

RPGGGM |

Durgan falls 50' onto some spikes.
Durgan makes a blood-curdling put-upon sigh as the ground opens beneath him like a hungry spine-filled maw, and gravity drags him down to an unknown but undoubtedly grisly fate.
....
"I'm coming back up! Look for an invisible caster!"
Austin Powers The Spy Who Shagged Me[/i]]"Someone help me! I-I'm still alive, only I'm very badly burnt.... Oh, my legs, they seem to be broken...."
Note the couch looks like it is about to slip over into the pit.
Lets say Fergus casts mirror image.
That works.
Unable to contend with the lich as of yet, Fergus focuses his attention on the undead. He snaps his fingers and an orb of fire appears over one of them...
brown reflex: 1d20 + 3 ⇒ (1) + 3 = 4
...Incinerating the unnatural creature completely and scaring the Nine Hells out of golden boy.I forget, were we allowed our weapons? If so, He would draw his prodda. If not, a dagger.
I've been giving that some thought. I'm going with "nothing too huge" so no howitzers or reach weapons. Dress sidearms.

RPGGGM |

The Entry Hall of Ser Richard's Manor
Conditions: haste 5 rds, Inspire Rage; Furniture and Stairs count as difficult terrain. Note the space around the pit, if your PC ends their move there they need to make a DC 17 reflex save or slide in.
Round 4! (Theme ♬)
The Bold May Act!
_________________
__ Ser Richard -7 hp
__ Manor guards (on balcony) -7 hp
__ Illusion of Szam Tass
__ Fergus -7 hp, mirror image 4
__ Illthir
__ Durgan -6 hp
__ Terrion -7 hp
__ Guy in Green -17 hp, disabled
__ Guy in Gold -11 hp
__ Mummified guards on the First floor (burgundy -7 hp; brown destroyed; yellow -12 hp; red destroyed; blue -10 hp)
__ The remains of the couch
Maps for the ground floor and balcony updated