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Session 40: The Empty Death, a Freed Mummy, and Back Into the Dark

S40 Recap: The Empty Death, a Freed Mummy, and Back Into the Dark

TL;DR

Still reeling from Venris's ruined arm (a curse/affliction that wrecks his sleep and gives him fatigue), the party pieced together the lore of Nimbaloth — the Empty Death — and connected it to Belcorra's journal and a passage from Tarnak's journal about a "touch" that erases hands from existence. They pushed back into the Gauntlight, fought their starving ghoul "friend" (now ghoul-fungus reinforcements and will-o-wisps), then freed and tried to bargain with Shaqim, a knowledgeable old mummy trapped by a traitor named Jafiky. The negotiation soured when Shaqim started handing out chores, so the party left to scout — and rolled straight into another fight with the self-reviving skeletons. Venris nearly died several times across the night but closed strong with a crit from a brand-new light hammer.

Previously on

The party spent a long downtime in Otari shopping and talking with townsfolk, including Menhez/Menhem, whose children are sick (apparently unrelated to Venris's arm). They noticed a strange light coming from the keep (the Gauntlight) as they left, and a mummy still sits locked away in the dungeon, imprisoned long ago by a traitor. Venris's hand was lost touching the rotting corruption last time, and the day ended with the party going to sleep.

What happened

NPC and location notes

Loot and mechanics

Decisions made

Open questions / reminders for next session

Scene timeline (7)
00:00:09Recap of the town downtime and the keep's light
The table recaps where they left off: a big shopping/downtime stretch in Otari, lots of talking with Menhez/Menhem (whose children are sick, seemingly unrelated to Venris's affliction), and a conversation with a sick child. They note the mummy still locked in a room by a traitor, and that there was a strange light coming from the keep (the Gauntlight) when they left. The day ended and the party went to sleep without waking yet. Venris is still suffering from his arm affliction and the resulting fatigue. [S40 · 00:01:02 · turn 0003 · scene 001]
00:11:07Venris's affliction, and lore on Nimbaloth and Belcorra's journal
Venris wakes from nightmares; his ruined arm gives him fatigue (a -1 status penalty to AC and saves, and he cannot perform exploration activities), and trying to remember the dreams makes it worse. He buys a peppy drink/coffee from a vendor and forces himself to be ready. The party does recall-knowledge on the corruption: Nimbaloth (the Empty Death) is a goddess-like force of nature that consumes everything until nothing remains, contrasted with Pharasma. They tie this to Belcorra's journal, which mentions feeding 'the mouth' so Nimbaloth can feed through a place that touched the Empty Death, and to a passage from Tarnak's journal about 'her touch' (a ring of seven shallow pits where no plant grows). Venris reads his lost hand and nightmares as a brush with the Empty Death. The party decides to head into the dungeon anyway. [S40 · 00:15:55 · turn 0064 · scene 002]
00:42:54Into the Gauntlight: the starving ghoul ambush
The party re-enters the dungeon (the main entrance of the keep) and finds gnawed bodies with bite marks. They recognize the work of their 'ghoulish friend that was starving' and roll initiative as it is found eating the corpses. The fatigued Venris fights with his new metal rapier-arm (a striking blade he can morph from his arm); the GM calls 'He's eating the bodies. Kill him!'. The fight opens with positioning and sneak attacks; the party also realizes the foes can turn others into ghouls (ghoul fungus). [S40 · 00:46:31 · turn 0232 · scene 003]
01:01:07Ghouls and will-o-wisps: a grinding fight
The encounter expands as will-o-wisps join the ghouls. Veve uses a counter-performance (a visual 'flash' bit) and bardic songs (Courageous Anthem, Rallying, Soothe), and throws a book at an enemy. Venris splits off to handle the wisps with his ghost-touch rapier-arm and sneak attack, throws a chakram, and repeatedly dances near death (down to ~27 of 66 HP), spending hero points and his Lucky Number reaction to survive. Cid (the fighter) works the front with Martial/Dread aura, snagging strike, sudden charge, and a dramatic killing blow ('I pierce in from below straight to the heart, ripping his body in half'). The party clears the ghouls and wisps but is battered. [S40 · 01:18:58 · turn 0478 · scene 004]
01:46:11Break, healing, and the road back to the mummy
After a break, the party heals up (Battle Medicine and bardic support bring Venris back to full, though the fatigue penalty persists). They navigate the dungeon, debating the portal/teleport circles, the shortcut to a deeper level, and whether to revisit Otari (the Rose Guard fanboy NPC) for lore on Belcorra and what happened after Otari died. They cross the 'Stinky Mushroom Room' that almost killed them once, holding their breath and using the bottle. The party decides to deal with the imprisoned mummy first before touching the portal. Venris magically picks the mummy's lock (Knock plus Thievery, using his Kalen key). [S40 · 02:11:13 · turn 0796 · scene 005]
02:18:14Negotiating with Shaqim, the freed mummy
The party opens the door and frees Shaqim, a knowledgeable, cloaked mummy trapped long ago by a traitor named Jafiky/Jafuki. They remind him they kept their word. Shaqim warns the place is teeming with danger (mimics, monsters) and speaks of the Sugasti ('Sugasty') swamp creatures that are smart enough to use alchemy and lay traps. Venris overshares about his arm and the Empty Death, asking if Shaqim recognizes the affliction; Veve accidentally Demoralizes/scares the mummy by casting on herself, briefly raising tensions. Cid tries to keep things civil and extract information, but Shaqim starts giving 'orders'/chores; Venris refuses to be treated as a servant and the deal frays. The party leaves to scout, promising to return for information. [S40 · 02:19:30 · turn 0846 · scene 006]
02:41:03Scouting onward and the reviving skeleton fight
The party scouts a new, expansive glowing room. Venris's Oracular Warning triggers (granting initiative bonus and temporary HP) as they roll into combat against skeletons that revive — the same self-resurrecting foes they fought before. Venris flubs a feint and dances near death again, while Cid (with Martial aura and a striking weapon) holds the line. The decisive turn comes when Venris draws a new striking light hammer from his thrower's bandolier and crits with a sneak-attack flanking strike ('this hammer is cool'), and Cid follows up; the skeletons go down. The session ends mid-dungeon as the party wonders if they leveled, with Venris joking he may now main the light hammer. [S40 · 02:45:20 · turn 0992 · scene 007]
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