
GM Super Zero |

For a moment, Jun-Mei's reflection looks twisted, angry. Then it becomes clear that the angry thing and her reflection are separate, the former superimposed over the latter. Then, with the smallest, distant scream, the angry spirit is gone, exorcised, and Jun-Mei's reflection perfectly mirrors the woman herself. As would normally be expected of a mirror.
Success.
The chest proves uninteresting, containing ordinary things one might expect to find in a chest in a bedroom--mostly extra blankets and spare bedclothes. Hesla's beside table, though, bears something more interesting--a lock. It might also have something more interesting inside, but that is not immediately apparent, due to the lock.
Thievery to open.
Jun-Mei Perception: 1d20 + 15 ⇒ (3) + 15 = 18
Luna Perception: 1d20 + 10 ⇒ (3) + 10 = 13
Zhamie Perception: 1d20 + 14 ⇒ (1) + 14 = 15
Dran'tilt Perception: 1d20 + 16 ⇒ (2) + 16 = 18
Quadennilia Perception: 1d20 + 11 ⇒ (1) + 11 = 12
Zuzzak Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Zuzzak also points out something that the rest of the Pathfinders missed (um, wow; the scenario assumes you'll find this--there's no instructions what to do if everyone fails!): The corner of a rug is pulled up a bit. Pulling the rug up reveals a trapdoor with a single keyhole in the center. Inscribed above the keyhole is the following:
Follower of Alglenweis, you need not stay.
Her crafty fingers open the way.
The Pathfinders remember determining that Alglenweis is known as the Princess of Rime.
On the desk is a box of keys, each one labeled with a parchment scrap. The labels are Watcher, Princess, Huntress, Queen, Dancer, Witch, and Priestess.

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Qen attempts to open the one nightstand.
Thievery: 1d20 + 12 ⇒ (9) + 12 = 21

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The Princess key?
"That would seem to be the obvious choice."

GM Super Zero |

Qen has some difficulty opening the lock. It's a simple one, but sturdy. She gets it open after a few tries. Inside the drawer is a diary that appears to have weathered many seasons, with pages full of entries.
These diary entries show Hesla’s true loathing for the cult she commands—their grooming of her did not succeed in burning out the fire of losing her family. She wants vengeance. This evidence is both damning and sad, as it shows that while Hesla is not a devout cultist herself, she is willing to put countless others in danger to get back at the cult that raised her.
4699 AR
Mother told me to hide, so I hid. Now, I wish I hadn’t. All I can see is their faces—eyes wide with terror, cheeks splattered with blood. And the grins of the cultists, the firelight flashing on their scythes as they found me. New blood, they called me. The next generation.4705 AR
Playing along has gotten me far here. The Screaming Grub is a disconnected, disjointed group—they needed a leader. In raising me to become that leader, they’ve given me the very tools I wanted. They think I will bring Deskari back to glory—that I will elevate the cult to new heights of power.
They do not realize that the same hand that builds can also destroy.4725 AR
Patience has always been one of my strong suits, and now, finally, I see the flowers of my work begin to bloom. Money to fund my work, money to buy the minds and hearts of Absalom, and access to seemingly infinite resources. Once Ingalor arrives and the ritual is ready, I will bring an end to the Cult of the Screaming Grub once and for all.
Handout also added to the Slides

GM Super Zero |

I'm going to take that to mean you'd like to try the princess key?
The key fits into the lock and turns, and the trapdoor reveals steps leading down. The staircase is steep and goes fairly deep, though occasional torch brackets provide dim lighting.
At the end of the descent is a basement hallway that, while decrepit, seems to see much more use than many of the rooms above. Moisture drips down the walls of this stone hallway, the smell of decay filtering over from the rooms beyond. There is a thrum in the air, barely contained energy crackling beneath the surface. The end of the hallway has collapsed into rubble, blocking off one of three passages.
Immediately to the left a short set of stairs leads up, though the chamber beyond is hidden from sight by hastily hung threadbare fabric curtains. No sounds can be heard from behind the curtain.
Just before the collapsed section of hallway, another set of stairs leads up.
New map on Slide 2.

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I'm going to take that to mean you'd like to try the princess key?
Sorry I thought that was clear.

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Zhamie takes a step forward and pulls the jezail off her back.

GM Super Zero |

Clear that's the way you were leaning, yes. Clear that someone was ready to try it, not quite.
Cots are packed close together here, with clear signs that this has been used as a living space very recently. There are a dozen cots in this room, each with bags of clothes and personal goods stowed underneath. It is obvious that these beds have been used as recently as today, and that they see regular traffic. There isn’t much of value, in either the usual or the information sense, to be scrounged from the belongings, but anyone who spends a minute investigating the room can gather up a few coins.
There is another exit to the room, behind another curtain.

GM Super Zero |

This corridor runs a circuit around the central holding chamber, with magically reinforced glass windows every ten feet offering clear view of what is held within.
The large, central chamber of the basement is entirely filled by a fossilized demon corpse—a thick, chitinous exoskeleton with barbed plating and a mass of limbs uncountable to the mortal eye. A rotting, dark hole in the center of the corpse seems to be teeming with maggots and grubs, creatures of decay.
There are stairs at one end of the hall that lead down to a door into the lower chamber, and stairs leading down to other rooms off of the observation area all along the corridor.
It doesn't look like there's much room to maneuver in that room given the size of the corpse, and it's pretty clear that the Pathfinders could not possibly transport it in any case. They might be able to collect a sample (Medicine check), but noting its location will probably suffice.

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Zhamie has a look, trying to find a cause of death.
Medicine(E): 1d20 + 15 ⇒ (12) + 15 = 27

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Jun-Mei steps into the central chamber. She points to the west. "I see some steps over there. It looks like we might be able to enter the area beyond the tunnel collapse."

GM Super Zero |

The corpse is ancient and in extremely rough shape. It's not possible to determine a cause of death at this point, but it must have happened long ago.
This is presumably the "fossil" the party was sent to retrieve, though the unexpectedly immense size means that won't be entirely possible either. The fact that it is still rotting probably hints at the nature of the demon, though it is likely unique. Perhaps this is the "Ingalor" mentioned in Hesla's journal.
Zhamie also determines that the stench on other other side of that door is likely overbearing.
Anyone who wants to attempt collect a sample can make a Medicine check--and a Fortitude save--but you don't think it's strictly necessary to complete your mission.

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Since I'm already there...
Medicine: 1d20 + 15 ⇒ (4) + 15 = 19
Fort: 1d20 + 11 ⇒ (6) + 11 = 17
Hope that's enough...

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Qen sighs at the absolutely barbaric medical techniques that they teach in this century and moves to collect her own sample.
Medicine: 1d20 + 11 ⇒ (11) + 11 = 22
Fortitude Save: 1d20 + 14 ⇒ (1) + 14 = 15
Come on, idiot! You've handled grosser things than this!
Fortitude Save, Hero Point, Promotional Vestments: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22

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Jun-mei waits for everyone to finish with the demon corpse before moving to the first alcove to the west.

GM Super Zero |

The problem isn't just touching the corpse, it's the noxious poisonous fumes that leak out as soon as Zhamie opens the door.
Zhamie and Qen both take 2d6 persistent poison damage.
Which lasts for up to a minute, though I assume you'll resolve it in less time then that...
Jun-Mei finds a storage room. A collection of boxes and wooden crates fills this room, some bearing shipping labels from Sarkoris.
A crate can be opened with an Athletics or Thievery check.
She can also see into the partially collapsed room from there. She notes a smell like rotten eggs coming from that direction.

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Poison; Flat: 2d6 ⇒ (2, 1) = 31d20 ⇒ 3
Poison; Flat: 2d6 ⇒ (4, 6) = 101d20 ⇒ 9
Poison; Flat: 2d6 ⇒ (2, 4) = 61d20 ⇒ 1
Poison; Flat: 2d6 ⇒ (5, 5) = 101d20 ⇒ 4
Poison; Flat: 2d6 ⇒ (2, 1) = 31d20 ⇒ 16
32 Poison Damage
Zhamie chokes from the noxious fumes. After about 30 seconds of coughing and choking, she overcomes the toxin.
Treat Wounds, Zhamie and Qen, DC 20: 1d20 + 15 ⇒ (5) + 15 = 20
Ward Medic
Healing: 2d8 + 10 ⇒ (2, 6) + 10 = 18
18 + 10 from her Aeon stone = 28; she should be back to 100% in 4 more minutes
Also none of her Alchemical Formulas is an antidote...

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Quen has poison resistance 3, +1 to saves against poison, and successes on saves against poison are instead critical successes. So if the DC is 23 or lower, she should take nothing.
Flat Check: 1d20 ⇒ 11
Poison Damage: 2d6 - 3 ⇒ (3, 3) - 3 = 3
Flat Check: 1d20 ⇒ 10
Poison Damage: 2d6 - 3 ⇒ (5, 3) - 3 = 5
Flat Check: 1d20 ⇒ 4
Poison Damage: 2d6 - 3 ⇒ (5, 4) - 3 = 6
Flat Check: 1d20 ⇒ 18
15 damage. Qen has her own pearly white, so would decline the treatment in case it is more needed later and just take the 10-15 minutes of healing.
Qen does carry alchemical antidotes, and offers a moderate one to Zhamie as soon as it is clear what is happening.
Nothing should be unopened in Qen's presence.
Thievery: 1d20 + 12 ⇒ (10) + 12 = 22
If she needs to make multiple checks, feel free to just roll whatever number is necessary.

GM Super Zero |

Alas, the DC was 24.
Qen opens one of the crates and finds 1d6 ⇒ 5 shattered pottery—it looks as if this box was damaged during shipment. The crate also contains a shipping manifest signed by Hesla Embersplitter. Opening additional crates, she finds other things like dirt and rocks from the Sarkoris Scar; ritual daggers with leather-bound handles; a book about the excavation and preservation of bodies; and chalices carved from wood and bone, stained a dark brown red. Each has a signed shipping manifest.
None of these things is clear proof of wrongdoing, but they'd still be useful to back up other evidence.

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For whatever reason, Zhamie appreciates Dran'Tilt's smoke more...

GM Super Zero |

One wall of this chamber has collapsed inwards, leaving the room unstable. A smell of sulfur effuses the room, leaving a sour taste in the mouth. Crossing the threshold causes something to shift in the chamber.
Luna Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Jun-Mei Perception: 1d20 + 15 ⇒ (13) + 15 = 28
Jun-Mei realizes that the loose stones and displaced earth, along with the slope formed by the blasted floor and walls, have created some extremely treacherous footing.
Anyone entering the area can make a Reflex save against the hazard. Instead, the hazard can be Disabled using Survival to plot a safe path.

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Zhamie attempts to disable the hazard.
Survival: 1d20 + 12 ⇒ (18) + 12 = 30

GM Super Zero |

She has indeed, and the party is able to move past the treacherous scree.
The air in the next small, dimly lit room is stale, tinged with rot, blood, and wet earth. Everything is stained a misty red, and there’s the distant bubbling of some sort of font, though the water sounds murky and strange.

GM Super Zero |

There is still the area on the south side of the observation corridor to investigate.

GM Super Zero |

The first room the party finds is a library. Floor-to-ceiling bookshelves fill this space. A desk in the corner has several books open, pages of notes and dry inkwells accompanying the tomes.
There is an overwhelming amount of information to be gained from the books in this room, but not nearly enough time to ingest it all.
The open books and pages of notes likely give the most direct information about Hesla and the Cult of the Screaming Grub’s plans in any case.
In fact, looking there the Pathfinders immediately find something. Standing in the open, written in an open book, are somebody's notes on recent events.
Riftcarver was carved from Ingalor’s very exoskeleton, created during the birth of Deskari. It is nearly indestructible—legend states that it can only be destroyed if taken up against the resurrected corpse of Ingalor himself. Rotcarver design has been modified now that Riftcarver has been returned to us to imbue the scythes with greater power.
Ingalor, Father of Decay. Locating his corpse and arranging transport took Lady Embersplitter many months, but she has succeeded, as we knew she would. Using Ingalor, Deskari can be remade.
Reviving Deskari is more than a simple resurrection. Demons of his caliber cannot simply be revived or brought back from the Boneyard; he must be reconstructed in a manner similar to his birth. By carving him out of Ingalor’s corpse with his own blade, Lady Embersplitter will return his greatness to the world and bring about a new age of rot and ruin.
There is also another hallway out of the library. Down that hall and to the right is another room. It's hard to make out what could be in there from here, but it does seem to be where the bubbling sound is coming from.

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"Hmmm...It seems that the plan is to revive Deskari. That doesn't seem like something we want to happen."

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"Yeah, safe to say we want fewer demons, not more."
Qen will take a quick look to see if anything else in this room jumps out at her, but time is limited.
Perception: 1d20 + 11 ⇒ (16) + 11 = 27

GM Super Zero |

Most of the books seem to be about demons, ritual magic, or history. It certainly corroborates what the Pathfinders have learned so far, but doesn't prove much of anything without that context.