
GM Brenael |

Lioness' telekinetically throw stone just hits blue, but at such a force there is a horrible crunching of bone (10 damage). It is still standing when the crowing Hisaki's naginata slips through the creature but catches enough (4 damage) to finish it off! Blue collapses into a pile of bones!
End of combat!
Hisaki (6/26 HP) │ Sickened 1
Ironwolf 2e (Steel shield 5 hardness/ 17/20 HP) (12/32 HP) │ wounded 1
Quinthalas Rath (15/18 HP)
Lioness Lapping Blood (26/26 HP)
Rinshu (17/22 HP)
Erven Thistledown (7/15 HP)
As the last skeleton falls, there is an audible pop as the field of negative energy emanating from the cursed chamber bursts. The manic screams, as of a horde pounding at the wards, fall silent again, and the unnatural pressure in the air dissipates.
A quick search turns up the final pages of Alystair’s journal within the sarcophagus. They are frenzied writings mentioning a double cross, that it was all to complete her soul cage. That she was drowning them one-by-one in a pool of blood and offal. It goes on to state the soon-to-be lich had already turned several of his allies into her undead servants once the pool drained them entirely of vitality. Alystair laments that, in the end, he was the one trapped. There is no more following that entry. The completed journal seems to tell of a futile pursuit of the mage who would become the lich Hekoz.

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So we have found the complete story of the journal. That’s good. Yes we have.
Then looking at the hobgoblin: Oh you look awful. We think you need something.
And he casts a spell upon him.
Soothe: 1d10 + 4 ⇒ (4) + 4 = 8

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"It's not magic but I might be able to help, too," Lioness says, getting out his medical supplies and setting to work on Hisaki.
Medicine: 1d20 + 4 ⇒ (4) + 4 = 8
HP: 2d8 ⇒ (8, 4) = 12
It turns out he is NOT able to help. But at least he doesn't make things worse...

GM Brenael |

Nothing interrupts you as Lioness spends the next hour and a bit tending to the group's wounds, so long as no-one charges off. (For simplicity, let's assume everyone has gotten 2d8 health back, feel free to roll)
Investigating the passage that the skeletons came from, you find a set of stairs leading down to a burial chamber. The family crest of a dagger across a lush and growing field adorns each of the 6 plots in the chamber. The caskets have been pulled from their slots in the walls and tossed haphazardly to the ground. Another set of stairs leads up and to the north, the promise of home and light growing stronger.
In the chamber up the stairs, the north wall has entirely collapsed. Covered in dust, the room looks to have seen little use, unlike the rest of the citadel, however, the way back from the Netherworld is gleaming like a bright tear in space.

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Quinthalas checks the caskets for anything, though he expects to find nothing.

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"Sorry guys, not my strongest suit," Lioness apologizes as he fumbles his way only competently through getting everyone healed up.
He casts Detect Magic a few times in the burial chamber to augment the searching but doesn't linger unless something interesting becomes evident.

GM Brenael |

Quinthalas and Erven's search through the burial chamber turns up nothing but empty caskets. Lioness detects no magical aura in the room either.
As the party gets closer to the tear in space in the northern room, the colourless lights playing across the walls become more erratic and the feeling of being close to home grows stronger.

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"We must keep pace"
Hisaki keeps an eye out for additional threats, convinced of his own invincibility, and scoffs at the healing provided to him by his subordinates.
"Quickness is the essence of the war"

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"I guess it is time to go home." says Quinthalas to his companions. He heads back towards the light.

GM Brenael |

As Quinthalas touches the tear in space, the party is once again uprooted and now find themselves back in the Universe. From the top step of the path to the ruin, light and colours stand out brilliantly after your extended stay in the gloomy grays of the Netherworld. The sense of unease surrounding the ruin seems to have lifted and it now seems almost inviting. Your mounts are patiently grazing nearby.
You are able to explore the ruin in peace and take rubbings of the Universe counterparts to the art you already recorded.
The journey back to Absalom is, likewise, uneventful.
Once back in the Grand Lodge, Ambrus Valsin looks upon you with pride as you report your adventures. He is impressed when you present the rubbings and other records you took of the murals and fascinated when you hand over the journal of Alystair Caskwater. "Well, you have conducted your mission with great skill and rid the Universe of a growing danger also! Thank-you!"
Adventure completed! Well done!