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Session 28: Otari's Ghost and the Key to the Barrier

S28 — Otari's Ghost and the Key to the Barrier

TL;DR

Chasing the recurring green light, the party slipped past a pollen-spewing mushroom field and the rotting carcass of a garbage-monster, then found a skeleton clutching a rapier on a flooded island. The bones rose as the ghost of Otari himself — and a swarm of flickering will-o'-wisps ambushed them. After a grinding fight (Cid got badly shocked; Venris proved immune to the wisps' electricity and confusion out of sheer hatred), Otari told his story and handed over the first of four Rose Guard icons needed to break the barrier on the main corridor: his skull-shaped Kalin Key. Cid caught Otari's Field/Filth Fever in the process.

Previously on

The party has been delving the Abomination Vaults and repeatedly glimpsed a flickering green light they could never catch. They previously deactivated the upper part of the Gauntlight, fought white creatures and a garbage-monster that nearly ate Venris, and recovered notes (Quaro's / Belcorra's). This session resumed after a real-world gap and a move to Foundry VTT.

What happened

For next session

The mood is urgent: Belcorra is expanding and "must be stalled before she gets away." The party has one of four icons and a known lead on a second.

Scene timeline (11)
00:00:03Pregame and table setup
The group returns to the Abomination Vaults dungeon after time away (and a different campaign). Banter about mini sizes and the cramped map before play resumes. [S28 · 00:00:23 · turn 0002 · scene 001]
00:01:06Following the green light back through the pavilion
The party again notices the recurring flickering green light and decides to follow it. Benri (animal companion) helps track its direction. They push through a dark corridor back toward the pavilion clearing, passing the carcasses of the white creatures (whites) they killed earlier. [S28 · 00:01:06 · turn 0008 · scene 002]
00:05:44Dangerous mushrooms at the clearing
Cavern Lore reveals the pale mushrooms lining the area are not only inedible but release a dangerous pollen. Cid covers his mouth/nose with his cape; Abus copies with a cape, and the party advances cautiously while keeping distance from the spores. [S28 · 00:06:10 · turn 0049 · scene 003]
00:09:19The dead garbage monster under the chute
The party reaches a rusty metal chute over a pool, where a huge mound of fungus hides the long-dead, rotting carcass of a garbage-eating monstrosity (the creature that nearly ate Venris before). Recall Knowledge identifies it as a refuse-dwelling beast that carries Filth Fever and can sicken. The party covers their mouths, holds their breath, and dashes past it with fortitude saves; everyone passes (Veve rolls a nat 20). [S28 · 00:10:31 · turn 0096 · scene 004]
00:25:25The clean water and the cozy cabin rules debate
The party wades into knee-deep, suspiciously clean cave water (a natural cenote per Venris). A long table tangent debates the rules of the Cozy Cabin spell, which requires carried wood (550 board feet) because the spell only has the manipulate trait for wood, not glass. Eventually they move on; Cid lets the cave-expert Venris lead the scouting. [S28 · 00:26:13 · turn 0232 · scene 005]
00:33:14Scouting the island and the rotted rogue
Discussion of light ranges so Venris can scout ahead in darkness. On a low rocky island covered in pale green mushrooms, the scouts find a human skeleton in rotted leather armor clutching a rapier. As Venris approaches, a green light rises from the skeleton, which speaks a warning: 'Beware. The eyes of anti-death are around us.' Initiative is called. [S28 · 00:36:15 · turn 0329 · scene 006]
00:39:47Table interlude: spell books, free archetype, and AP talk
During the initiative break the table resolves Foundry spell-management issues. The GM rules that, now at level 6 and friendly with Otari's market, all players may add any spells (full book access) for both in- and out-of-game convenience. A free-archetype request is declined for now, with the GM offering it as an in-campaign reward if earned. Tangent about Stolen Fate / Ruby Phoenix APs as AV continuations. [S28 · 00:47:33 · turn 0431 · scene 007]
00:51:35Combat: flickering will-o'-wisps and Otari's ghost
The party fights several flickering will-o'-wisp / void-glutton-like creatures (burning skull boys) that flicker invisibly, deal electric shocks, and try to confuse the party into PvP. Otari's rotted rogue ghost fights alongside them, infesting a party member's shadow each turn to strike with a ghostly hand. Cid takes heavy shock damage (18-19) and is healed by Abus. Venris gains a +4 circumstance bonus to saves from sheer hatred of these creatures and crits a save (immune to their flicker for 24h); elves/Venris are ruled immune to the electricity. The party grinds the wisps down (Cid crits for 37, Venris obliterates one) and the fight ends. Otari's infestation gives a fortitude save; Cid fails it twice and is exposed to Field/Filth Fever. [S28 · 00:53:48 · turn 0493 · scene 008]
01:54:24Roleplay: Otari's ghost tells his story
With combat over, the party speaks with Otari's ghost. He confirms his identity and is moved to tears that the town bears his name and that the Rose Guard survived. He recounts being wounded when Belcorra attacked, fleeing into the lower levels, getting attacked by an octopus-like creature, and dying of fever down here alone. He explains the Gauntlight is only a vessel whose true power has never awakened and does not need the 'lens'; that some source of its power keeps spirits (including Belcorra) bound; and that the barrier on the main corridor was erected by Belcorra's spirit as a protective eggshell. He believes the barrier has a weakness tied to the Rose Guard. [S28 · 01:55:59 · turn 1107 · scene 009]
02:21:31The four icons and the Kalin Key
Otari reveals the barrier can be pierced by gathering four personal icons of the Rose Guard. He gives the party his own: a skeleton key shaped like a skull, his 'Kalin Key' (logged in Foundry as a skeleton key). He names the other three icons: Bull's Rosa Argentis (Rose Argentis), Asefna's Cloak of the Huntress, and Zarmavdian's spellbook (Threshold's Truth). The party already knows where the Rosa Argentis is. He warns Belcorra is expanding and must be stopped. [S28 · 02:25:52 · turn 1336 · scene 010]
02:33:01Wrap-up: the quest forward and Cid's fever
The group ends early (GM tired, next week is the other campaign). New quest established: break the barrier by gathering the four Rose Guard icons (one obtained: the Kalin Key; Rosa Argentis location known; the other two unknown). They plan to hit the library for research. Otari cannot be healed of his affliction or helped to pass on; he will remain as a helpful quest-giver. Cid is now infected with Field/Filth Fever and symptoms will appear within hours. [S28 · 02:33:45 · turn 1399 · scene 011]
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