← All sessions

Session 22: Banquet of Bones, a Forgotten Servant, and the Leech in the Dark

S22 — Banquet of Bones, a Forgotten Servant, and the Leech in the Dark

Draft recap — review_status: draft. Speaker/character attributions are inferred and may be imperfect.

TL;DR

The party finished the banquet-hall skeleton fight, looted a Bracelet of Dashing and a snake-arrow, fought and banished a chair-throwing poltergeist (then laid the forgotten servant's spirit to rest), grabbed three valuable Chateau Lafite 1787 bottles, and finally ambushed a humanoid swarm of eye-leeches that serves a "queen" and already knew the party's plans. The session ends on a cliffhanger: the leech-creature dropped a magical darkness no one can see through.

Previously On

Last session the party convinced Regani to turn himself in. They passed the werewolf room peacefully, explored crypts where the dead rose, avoided a terrifying ghostly magic wall, and found a poisoned kitchen and banquet hall full of skeletons. They learned each destroyed skeleton releases a spirit that tries to possess another body, and found the Skeletrax's nest. (00:01:29)

What Happened

Key Decisions

Loot & Mechanics

Open Questions

Next-Session Reminders

Scene timeline (11)
00:00:02Recap of prior sessions
Players recap recent events: last session they convinced Regani to turn himself in; they passed the werewolf room with a social encounter and no fight; explored crypts where monsters rose from tombs; encountered a terrifying ghostly magic wall they avoided; found a secret door to a kitchen showing traces of poison; opened into a banquet hall full of skeletons; learned that destroyed skeletons release a spirit that tries to possess another body (must confirm the kill); and found the Skeletrax's nest. Session 22 picks up mid-combat against the banquet skeletons. [S22 · 00:01:29 · turn 0017 · scene 001]
00:05:10Banquet hall: finishing the skeleton fight
The party finishes the combat against animated banquet skeletons and the spirit/wisps they release. The skeletons' attacks include a cone/life-drain effect (fortitude saves) that drains HP. Venris flanks and lands big sneak-attack hits; Cid (martial with shield) tanks and crits; Veve takes reflex saves and tries a comedic chicken-bone throw (wasting a hero point on rotted chicken bones). Each downed skeleton must be confirmed or the wisp escapes to possess another body. The party obliterates the last wisps; combat ends with the group victorious. [S22 · 00:12:21 · turn 0123 · scene 002]
00:32:49Looting the banquet hall and the Everlight Crystal
Post-combat, the party searches the banquet hall and skeleton corpses. They recover assorted cutlery (a few GP), roughly 24 GP in coins split between Cid and Venris, a jangling silver bracelet, and an arrow with green scales and a fanged iron head. Venris heals via Treat Wounds while searching. He identifies the bracelet as a Bracelet of Dashing (Jangling No More) granting +1 acrobatics and a +10 ft speed status bonus on activation, and keeps it. The arrow is identified as likely transforming a struck target into a snake to bind it; valuable, average price (~10-20). The party repeatedly fails to pry the Everlight Crystal out of the chandelier and gives up. [S22 · 00:42:23 · turn 0442 · scene 003]
00:59:53Exploring side rooms off the banquet hall
The party opens the surrounding doors one by one. They find a dishwashing room/scullery (a large washing tub with a skeleton foot), a chamber with twisting runes and polished metal discs that Abbas hoped (wrongly) was a portal, a room with a sloping refuse chute large enough for a person plus storage bins of old bones and broken tools (including a human skull among the trash), a room with stairs going up, and a wine cellar. Venris investigates the chute, intending to roll a stone down it to gauge depth. [S22 · 01:00:44 · turn 0635 · scene 004]
01:11:28The poltergeist: Venris flung toward the chute
An invisible force grabs Venris and shoves him toward the refuse chute; he barely clings on (acrobatics) and ends prone in the chute, then climbs out. The party realizes an invisible spirit is using telekinesis (movement resembling Veve's psychic projectiles). Abbas, a Priest of Pharasma, recall-knowledges it as a poltergeist tied to an old corpse in the refuse room. It materializes when challenged, frightens the party, and hurls chairs and dishes (telekinetic storm). Venris's sneak attacks are blunted because the ghost is immune to precision damage. After a drawn-out fight the party kills/banishes the poltergeist, but its spirit is still not at rest. [S22 · 01:12:02 · turn 0757 · scene 005]
02:02:05Laying the servant's spirit to rest and looting the chute room
The party investigates the long-dead corpse in the refuse room: a lowly servant who fell, dented his skull on debris, died, and was forgotten (dried blood pool nearby). Abbas performs last rites, empathizing with the forgotten servant, and the spirit passes on. Venris searches the body and the chute; the GM shows a Discord image of what lies down the chute. [S22 · 00:26:54 · turn 0284 · scene 006]
02:09:14Break and table chatter
Roughly ten-minute table break with off-topic chatter about monitors and sunlight; play resumes confirming the exorcism is complete. [S22 · 02:09:07 · turn 1324 · scene 007]
02:20:42Wine cellar and finishing room searches
After the servant's letter is found (a sad note about keeping a hated job to feed his family), the party finishes searching. In the wine cellar they find three Chateau Lafite 1787 bottles, well-stored and valuable; Cid takes them, telling Venris they are 'regular wine' (a half-joking deception). Another store room holds two more slumped skeletons (kitchen crew, poisoned). The players and GM discuss map layout and the unfound location of the Nimbaloth altar; the GM warns them they are metagaming too much. Cid continues Treat Wounds across the searches. [S22 · 02:21:12 · turn 1349 · scene 008]
02:37:45Ambushing the leech-creature (Sackroth speaker)
Venris sneaks through the last door and finds a humanoid-shaped creature made of countless eye-leeches, reading at a table about images that look like 'the Gauntlight' and other major plot material. He attempts a stealth ambush (Sonic Blow, spending two hero points), but all attacks miss as the creature's leeches scatter and reform, negating precision and his strikes. The creature speaks Sackroth (which Abbas understands): 'You fucking fools finally made it here.' It casts a fireball-like spell that paralyzes Venris for one round. The creature is clearly higher level than the party. [S22 · 02:52:38 · turn 1648 · scene 009]
03:09:10Leech-creature fight and the cliffhanger darkness
The party fights the leech-creature. Veve uses Distracting Performance to make Venris hidden; Venris lands flanking sneak attacks but its precision immunity and self-protective leech-scattering blunt the damage. The creature vomits swarms of leeches (basic reflex, blood-draining) and resists. It reveals it serves a queen: 'It's too bad you're all gonna die before my queen's plans come to fruition.' On its final turn it casts a magical darkness spell (20-ft burst) that even normal darkvision cannot pierce. The session ends on this cliffhanger in the dark. [S22 · 03:15:14 · turn 1873 · scene 010]
03:38:02Wrap-up: precision rules and new character
Post-session discussion. The GM and players talk about a new character to be made next week (Cid's player to draft a sheet and review it in session). They debate precision-damage immunity in Pathfinder 2e, given how many Abomination Vaults enemies (ghosts, oozes, swarms) are immune; the GM tentatively agrees to homebrew that Ghost Touch should let the rogue deal precision damage to ghosts, and discusses treating ghost resistance rather than immunity to damage. [S22 · 03:38:06 · turn 2106 · scene 011]
← S21S23 →