
![]() |

per: 1d20 + 4 ⇒ (20) + 4 = 24
Jeeves reaches over and lifts a piece of paper stuck among the rubble. "Oh my... this appears to be another diary entry... from somewhat later in the expedition. It might also provide a clue as to what happened here.."
Feel free to read the spoiler.

![]() |

Kimmo reads over the page, then refers back to the mission briefing. "That's a problem. If the reflection of the Citadel is collapsed over us, we're not getting out that way." He looks down.

![]() |

You follow the corridor. It exits into a much larger chamber, its north wall filed with an enormous carved stone mural, this time of a great battle against a draconic foe. Depicted within the mural, a great many faces stand behind a singular individual, weapons raised as a dragon attacks. The hands raising weapons behind the hero are skeletal in nature, and their faces skulls. Stairs descend to the west, a sturdy door made of a black metal of some sort stands to the south, and a slim corridor exits to the east.
Not surprisingly, it's locked.
DC 18 Thievery to pick the lock
DC 21 Athletics to kick it down
Or you can try to find the key...

![]() |

Here again you can take some pictures of the mural. That's a good touristic mission. Oh and then what do we have for a door here.
After having had a look.
Mmhh I think I should let the place to someone stronger or more methodical with such things.

![]() |

Jeeves eyes up the mural. "Given the skeletal nature of the hoard... one wonders if the role of hero should be ascribed to the figure in the front... or the dragon."
He peers around, wondering if the key is nearby.
per: 1d20 + 4 ⇒ (4) + 4 = 8

![]() |

Ofeus follows along behind the group keeping his eyes wide open and his mouth clamped shut...Lost is thought and the mental gymnastics bridging his thoughts and senses occupies his attentions.
He cautiously approaches the black door to analyze with a crafter's eye.
He also focuses on the draconic figure in the mural...hoping to learn its identity or observe interesting characteristics.

![]() |

The barbarian stops, struck by another thought. "Can any of you users of magic tell if that door will take us home? If that was the way that monster-hunter was going to go, maybe they died here without leaving, and we can find the key somewhere else in this place."

![]() |

I updated your location on the map. You have 2 choices -- the door or the stairs
Final Jeopardy Music here

![]() |

The Door:
Perception: Listen through the door: 1d20 + 5 ⇒ (3) + 5 = 8
Cast Detect Magic
Cast Read Aura
Identify Magic Skill Action
Share all information obtained.
One thing is for sure, Kimmo, locked doors are meant to be opened. What is your view on the subject Ambius?

![]() |

Well as Ambius is played by my son I know that he's this week at a school camp until Friday. As it wasn't allowed for him by the school to have any phone or computer with him he can't answer until Friday evening. Sorry.

![]() |

No sounds through the door. Detect Magic is slightly misleading as the place reeks of magic (it was a lich's lair, after all). Any magic is necromantic in nature since you've been attacked by undead...
You can try kicking the door down if you like...

![]() |

Kimmo looks around a little nervously. "Wait. This is the lich's lair? I thought it was only the shadow of the place where that unclean spirit liv--er, resided. Ofeus, if this is a magic door, do you know for sure that breaking it open won't also break its magic?"

![]() |

Jeeves bounces off the door... Abrael is waiting with a cold pack...

![]() |

Jeeves dusts off his jacket. "Slightly more stuck than I anticipated, sirs. But, no worry."
He gives the door another good shove.
athletics: 1d20 + 7 ⇒ (19) + 7 = 26

![]() |

There are unanswered questions here, the venture captain Valsin thought the Lich Lair was on Golarion, and was not aware of this place at all. The seasoned pathfinders may not have been aware of this place either.
Given the necromantic energies that thrive all around us I think it likely that this was the actual lair of the Lich Hekoz. The other pathfinders may of defeated the Lich outside of it's actual Lair on Golarion.
Since this entire place and everything in it is in fact magical, I cannot determine if this door does possess certain magical properties that are different from anything else that is here. However since it is distinctly black, It may be different.
Ofeus shrugs.
And yes Kimmo, the undead don't always stay dead do they Brother Abrael?
Is Lich Hekoz behind this door?
Perhaps...Perhaps not...but whatever is behind the door may be our way home.
Ofeus frowns at the possibility.
It seems we must go downstairs and find this key. Jeeves has proven this door resilient.
Does anyone else have any thoughts or ideas to add? I'm interested to hear if you do.
Ofeus tries his best to appear reassuring and confident for his comrades, but deep down he shares Kimmo's sentiment.

![]() |

The genie would say to wait for the result of Jeeves second attempt against the door before the move down the stairs.
He looks around ready to act if something happens.

![]() |

Of course you're not facing a lich -- that's an instant TPK right there! :)
While you all discuss your next move, Brother Abrael heads towards the stairs. He's at the first step when Jeeves manages to get the door open...
The first feeling that this room gives is the promise of home and light. The second is a palpable wave of dread, as a wave of negative energy flows into the chamber, pouring into the open sarcophagus at its center. Excess energy flows around like a foul wind, smelling faintly of ozone. In the distance, screams echo, or perhaps laughter? It's impossible to make out. A tattered and rotted body quickly rises from the sarcophagus, garbed in rotted and torn fabrics that may have once been a sign of nobility.
"Finally, I can feel that I'm freed from that accursed lich, and I believe I have you to thank. Sadly, the only gratitude I can offer is death. I need your strength to become my strength, so I can repay those who betrayed me!"
Brother Abrael, Investigate: 1d20 + 8 ⇒ (18) + 8 = 26
Ofeus, Detect Magic: 1d20 + 5 ⇒ (5) + 5 = 10
Jeeves, Avoid Notice: 1d20 + 7 ⇒ (11) + 7 = 18
Kimmo, Scout: 1d20 + 6 ⇒ (18) + 6 = 24
Wizel Genius, Avoid Notice: 1d20 + 7 ⇒ (12) + 7 = 19
Ambius, Avoid Notice: 1d20 + 7 ⇒ (3) + 7 = 10
Red Init: 1d20 + 4 ⇒ (14) + 4 = 18
AC Init: 1d20 + 7 ⇒ (9) + 7 = 16
From an adjoining room, you hear a scratching sound as a figure carrying a bow totters into the room...
Init: 1d20 + 4 ⇒ (5) + 4 = 9
Alystair immediately draws an enormous sword and attacks.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before your Turn:
------------------
Those with ** may go
**Brother Abrael - AC 13, 17/17
**Kimmo - AC 18, 22/22
**Wizel - AC 16 (17 w/shield), 16/16
Red
Jeeves - AC 19 (21 w/shield), 29/29
Alystair
Ofeus - AC 16, 12/12
Ambius - AC 17 (18 w/shield), 32/36; Anger AC 18

![]() |

With a shout in Varki, Kimmo calls upon his ancestors for guidance and strides into battle with the risen undead.
Greatsword attack: 1d20 + 7 ⇒ (2) + 7 = 9
His accuracy is nowhere near the level of his spirit, though.

![]() |

Kimmo charges Alystair and swings wildly. Alystair easily avoids the wild swing but face blocks Brother Abrael's divine lance. He screeches as Brother Abrael ducks behind the corner.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before your Turn:
------------------
Those with ** may go
Brother Abrael - AC 13, 17/17
Kimmo - AC 18, 22/22
**Wizel - AC 16 (17 w/shield), 16/16
Red
Jeeves - AC 19 (21 w/shield), 29/29
Alystair (-5)
Ofeus - AC 16, 12/12
Ambius - AC 17 (18 w/shield), 32/36; Anger AC 18

![]() |

The genie moves to cast a frozen spell towards Alystair.
Frozen Frost: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 2d4 ⇒ (2, 2) = 4
If someone is attacked by Alystair, Wizel Genius will use his Genie's veil reaction.
With a flourish, you fulfill a creature's wish for protection, bending reality to keep them from harm. The target vanishes in a burst of brightly colored smoke and sparkles, reappearing an instant later. They become concealed against the triggering attack and until the end of the current creature's turn.

![]() |

Wizel sends a snowball at Alystair and splats him right in the chest. He glares at Wizel.
"You will regret that little one" he says.
The skeleton moves forward and fires a pair of arrows at Kimmo.
Shortbow vs Kimmo AC 17, 60' Range: 1d20 + 6 ⇒ (4) + 6 = 10 for Piercing Damage: 1d6 ⇒ 6
Shortbow vs Kimmo AC 17, 60' Range, MAP: 1d20 + 1 ⇒ (10) + 1 = 11 for Piercing Damage: 1d6 ⇒ 3
Alystair glares at his "bodyguard". "You need to spend more time on the range after that!"
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before your Turn:
------------------
Those with ** may go
Brother Abrael - AC 13, 17/17
Kimmo - AC 18, 22/22 (Rage; temp hp - 3/3; AC 17)
Wizel - AC 16 (17 w/shield), 16/16
Red
**Jeeves - AC 19 (21 w/shield), 29/29
Alystair (-9)
Ofeus - AC 16, 12/12
Ambius - AC 17 (18 w/shield), 32/36; Anger AC 18

![]() |

Perhaps stunned by his impact on the door, Jeeves staggers into the room, colliding with the skeletal archer as he does so.
attack(flurry): 1d20 + 7 ⇒ (5) + 7 = 12
damage: 1d8 + 4 ⇒ (3) + 4 = 7
attack(flurry): 1d20 + 7 ⇒ (2) + 7 = 9
damage: 1d8 + 4 ⇒ (5) + 4 = 9
* enter stumbling stance
* stride
* flurry

![]() |

Jeeves staggers into the room and nearly bumps into the skeletal archer.
Alystair raises his sword and swings at Kimmo.
Greatsword vs Kimmo AC 17: 1d20 + 10 ⇒ (10) + 10 = 20 for Slashing Damage: 1d10 + 4 ⇒ (5) + 4 = 9 plus Grotesque Gift
Greatsword vs Kimmo AC 17, MAP: 1d20 + 5 ⇒ (13) + 5 = 18 for Slashing Damage: 1d10 + 4 ⇒ (10) + 4 = 14 plus Grotesque Gift
Greatsword vs Kimmo AC 17, MAP 2+: 1d20 ⇒ 16 for Slashing Damage: 1d10 + 4 ⇒ (4) + 4 = 8 plus Grotesque Gift
As the greatsword flies at Kimmo, he suddenly gets obscured by some puff of smoke.
Concealed x2: 2d20 ⇒ (18, 3) = 21
Kimmo gets sliced by the first blow but the smoke is enough to hide him ducking from the second blow.
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Active Conditions:
Before your Turn:
DC 17 Fort Save: Kimmo
------------------
Those with ** may go
-2-
**Brother Abrael - AC 13, 17/17
**Kimmo - AC 18, 16/22 (Rage; temp hp - 0/3; AC 17; Concealed)
**Wizel - AC 16 (17 w/shield), 16/16
Red
Jeeves - AC 19 (21 w/shield), 29/29
Alystair (-9)
-1-
**Ofeus - AC 16, 12/12
**Ambius - AC 17 (18 w/shield), 32/36; Anger AC 18
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
You are spattered with rancid flesh and rotting seaweed.
CS/S: Unaffected
F: Sickened 1
CF: Sickened 2

![]() |

The summoner uses act together.
He casts Boost Eidolon.
Anger moves and makes a Furious strike with his fist on the red one.
Furious strike:1d20 + 9 ⇒ (2) + 9 = 11
Furious strike, reroll:1d20 + 9 ⇒ (20) + 9 = 29 VS FF
Damage, cold, crit:3d10 + 8 + 2 + 8 ⇒ (2, 4, 2) + 8 + 2 + 8 = 26

![]() |

The genie replies to Alystair casting a frozen spell towards them.
I actually find it funny.
Frozen Frost: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 2d4 ⇒ (2, 1) = 3

![]() |

Ofeus follows the conflict as it unfolds, and finally comes to a decision...
Alystair! You bring shame upon monster hunters of all stripe
Ofeus spits upon the floor to show his disgust at this abomination.
He lunges forward through the ranks with the momentum of a shark engaging its prey. He nears Kimmo with an incantation for his blade.
Kimmo's blade flickers with a faint guiding light intended to drive away the darkest of souls. Runes of elven origin quickly etch onto the surface of the Greatword.
Be the waterfall! Ofeus whispers to the varki.
◆Stride 30'
◆◆Cast Runic Weapon - Player Core Page 354
Duration 10 rounds
+1 item bonus to attack rolls
Weapon damage dice increases to 2.

![]() |

Fort save vs. Grotesque Gift: 1d20 + 7 ⇒ (17) + 7 = 24
The Varki easily ignores the awful offal befouling Alystair's blade and swings wildly at the undead, barely managing to keep from missing the first time and only stirring the air near the ancient monster hunter with his next two strikes.
First attack, incl. runic weapon bonus: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Burning a hero point!
Reroll first attack, incl. runic weapon bonus: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Second attack, incl. runic weapon bonus: 1d20 + 7 + 1 - 5 ⇒ (7) + 7 + 1 - 5 = 10
Final attack, incl. runic weapon bonus: 1d20 + 7 + 1 - 10 ⇒ (6) + 7 + 1 - 10 = 4
Not the best set of rolls, there.
First attack damage, if applicable; 3 points of damage from positive energy: 2d12 + 7 ⇒ (12, 10) + 7 = 29

![]() |

Anger storms forward and clobbers Red, reducing it to its component parts. Ofeus moves up to Kimmo and makes his weapon stronger.
Alystair sees his bodyguard get shattered and bellows "Whatcha waiting for?! You've always been the latecomer!"
More skittering sounds can be heard and another bony figure totters into view, this one with a drawn sword.
Scimitar vs Anger AC 18: 1d20 + 11 ⇒ (7) + 11 = 18 for Slashing Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Scimitar vs Anger AC 18 MAP: 1d20 + 6 ⇒ (3) + 6 = 9 for Slashing Damage: 1d6 + 4 ⇒ (5) + 4 = 9
As the sword arcs towards Anger's head, a puff of smoke suddenly hides him.
Concealed Flat Check: 1d20 ⇒ 6
Unfortunately, the blade still hits Anger.
Wizel shoots another snowball at Alystair and smacks him right in the chest again. "For that indignity I will make you rake out my stables for all eternity. You will be responsible for ... URK"
Alystair's proclamation ends in a choked off gurgle as Kimmo's first swing removes Alystair's head.
As Alystair's head falls, Kimmo suddenly feels queasy, like he's stuck on a rowboat in the middle of a roiling sea.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Before your Turn:
DC 17 Will Save: Kimmo
------------------
Those with ** may go
**Brother Abrael - AC 13, 17/17
Kimmo - AC 18, 2/22 (Rage; temp hp - 0/3; AC 17)
Wizel - AC 16 (17 w/shield), 16/16
Jeeves - AC 19 (21 w/shield), 29/29
Ofeus - AC 16, 12/12
Ambius - AC 17 (18 w/shield), 27/36; Anger AC 18 (Concealed)
Blue
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: Unaffected
S: Sickened 1; The curse ends if the target leaves the Netherworld or after 1 week passes.
F: The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1.
CF: As F, but Sickened 2

![]() |

Brother Abrael steps through the doorway and hits the skeleton with some holy light.
Kimmo gags but manages to keep his breakfast down though he still feels a bit queasy.
Oops. I should have let everyone else go
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Before your Turn:
------------------
Those with ** may go
Brother Abrael - AC 13, 17/17
Kimmo - AC 18, 2/22 (Rage; temp hp - 0/3; AC 17; Sickened 1)
Wizel - AC 16 (17 w/shield), 16/16
**Jeeves - AC 19 (21 w/shield), 29/29
**Ofeus - AC 16, 12/12
**Ambius - AC 17 (18 w/shield), 27/36; Anger AC 18 (Concealed)
Blue (-6)

![]() |

Once more, Ofeus launches his spear through the distorted space of the Netherworld...
He follows up with a column of clean spring water that blasts up from the ground in the hopes of washing this filth away.
◆Hand of the Apprentice - Player Core Page 388
1d20 + 7 ⇒ (7) + 7 = 14 Spell Attack Roll
1d6 + 4 ⇒ (1) + 4 = 5 Piercing Damage(Spear)
◆◆Spout Cantrip - Secrets of Magic Page 130
1d4 + 4 ⇒ (3) + 4 = 7 Bludgeoning Damage(Column of Water)
Degree of Success: Basic Reflex Save

![]() |

Ref: 1d20 + 12 ⇒ (13) + 12 = 25
Ofeus launches his spear at Blue but misses. He then follows up with a column of water that Blue manages to avoid, though it still takes some damage.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Before your Turn:
------------------
Those with ** may go
Brother Abrael - AC 13, 17/17
Kimmo - AC 18, 2/22 (Rage; temp hp - 0/3; AC 17; Sickened 1)
Wizel - AC 16 (17 w/shield), 16/16
**Jeeves - AC 19 (21 w/shield), 29/29
Ofeus - AC 16, 12/12
**Ambius - AC 17 (18 w/shield), 27/36; Anger AC 18 (Concealed)
Blue (-9)

![]() |

Jeevecs staggers forward, his shield caught up in his robes. Lurching, perhaps inadvertently also affected by the illness that threatens his companions, he finds himself next to the two skeletons.
"Excuse me.." he murmurs before falling headfirst at the one in tattered blue, and then trying to lever himself upright on is bony arm.
attack, flurry: 1d20 + 7 ⇒ (4) + 7 = 11
damage: 1d8 + 4 ⇒ (2) + 4 = 6
attack, flurry: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 1d8 + 4 ⇒ (2) + 4 = 6
* raise shield
* stride
* flurry

![]() |

In fact I think Kimmo should simply gets 14 hp back. Anger has already got his 5 damage.
Yes. I forgot to give it back since the concealment check failed.
Jeeves staggers into the room and reaches for Blue, except that Blue isn't where he thought he was...
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Before your Turn:
------------------
Those with ** may go
Brother Abrael - AC 13, 17/17
Kimmo - AC 18, 16/22 (Rage; temp hp - 0/3; AC 17; Sickened 1)
Wizel - AC 16 (17 w/shield), 16/16
Jeeves - AC 19 (21 w/shield), 29/29 (AC 21)
Ofeus - AC 16, 12/12
**Ambius - AC 17 (18 w/shield), 27/36; Anger AC 18 (Concealed)
Blue (-9)

![]() |

The summoner uses act together.
He casts Boost Eidolon and casts shield.
Anger and makes a Furious strike with his fist on the red one.
Furious strike:1d20 + 9 ⇒ (14) + 9 = 23
Damage, cold:2d6 + 4 + 1 + 4 ⇒ (2, 4) + 4 + 1 + 4 = 15

![]() |

Anger steps forward and reduces Blue to its component parts.
COMBAT OVER
At this point you can either move on or backtrack down the stairs. Up to you.

![]() |

Ofeus wipes the sweat from his brow, but is in general agreement with Geneie's suggestion.
Before he resumes his place in the marching order, he would like to take a meaningful look at Alystair and his Greatsword.
Ofeus will attempt the usual recall knowledge checks, detect magic, read aura, identify magic, etc.
He is hoping to learn what that Lich did to Alystair, and if his Greatsword is anything more than a mundane article.

![]() |

The field of negative energy emanating from the cursed chamber bursts with an audible pop. The horde pounding at the wards falls to the ground, silent again, and the unnatural pressure in the air dissipates.
Searching the sarcophagus, you find the final pages of Alystair's journal inside. 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.
You move on to the adjoining chamber and find that this room bears the signs of a burial chamber, the family crest of a dagger across a lush and growing field adorning each of the 6 plots. The caskets have been pulled from their slots in the walls and tossed haphazardly to the ground. You find nothing remarkable here.
In the final chamber, 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.
Touching the tear in space, you are deposited at the top step of the walk down into the ruins of the original citadel they were to explore, your mounts patiently grazing nearby.
Now that the ruins have been rendered permanently safe, you can return and document the murals the way Ambrus Valsin originally intended if you'd like. Otherwise you can return to the Grand Lodge.