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Session 56: The Witchfire, the Menagerie, and Fleeing the Grave Knight

S56 Recap: The Witchfire, the Menagerie, and Fleeing the Grave Knight

TL;DR

The party (level 8) ambushed and killed a 9th-level witchfire by shutting it down with silence so it couldn't cast, then explored a horror-show menagerie of monsters frozen in glowing pillars — learning the witchfire was a hag Belcorra had burned alive. In an adjacent scrying room they grabbed some talismans and a mystery gem (and Venris caught a faceful of Belcorra's hateful gaze). Climbing out, they ran straight into a grave knight of Nimbaloth — far above their level, the "fear of fears," that can see through invisibility. Wisely, they fled: Venris opened doors and tripped the knight prone while the party teleport-circled their way up and out of the Gauntlight. Back in Otari, Doriana (freed of the Denizen of Leng) was healed, the family rewarded each PC with a 7th-level item, and Wrin warned them: never fight the grave knight, or die horribly.

Previously on

The party had pushed deep into the vaults, holding back near a creepy trophy room full of suspended bat-like monsters, and debated doubling back. A "fiery green thing" — recalled as a witch-type spellcaster — waited just outside, with the awakened-portal teleportation circles their only known way back up.

What happened

NPC and location notes

Loot and mechanics

Decisions made

Open questions / reminders for next session

Scene timeline (8)
00:01:17Pregame, recap, and combat prep for the witchfire
Mic check and a brief recap: the party is deep in the vault (level 8), having held back near a creepy trophy room and discussed doubling back. They prep to fight a 'fiery green thing' just outside the room that they recall is a witch-type spellcaster ('witch fire'). The party plans an opening combo: cast haste on Venris and a silence spell to shut down the caster, then rush in. Recall-knowledge checks mostly fail; they confirm it is a witchfire but learn no weaknesses or resistances. They pre-roll initiative. [S56 · 00:06:30 · turn 0040 · scene 001]
00:10:52The witchfire fight
Hasted and shrouded by silence, Venris sprints through the darkness toward the glowing witchfire and engages. The creature's witch fire attacks set party members alight with sickly green flame and inflict fire/void damage plus will saves (Venris is hit with an emotion-type effect that locks his reactions). The silence proves decisive: when the witchfire tries to flee above the silence to cast, it provokes attacks of opportunity, and the party severely wounds it with Venris's silver ghost-touch striking blade (precision/sneak damage, crits) and Cid's aura/strikes. It tries to cast a 6th-level Phantasmal Calamity (11d6) but is cut down mid-cast. The GM notes it was a 9th-level creature the party (level 8) dropped before it landed more than one spell. [S56 · 00:21:03 · turn 0159 · scene 002]
01:01:11The menagerie of frozen monsters and the hag's vision
The party explores the chamber: a 30-foot room with 15 transparent pillars, each holding a monster frozen in time under shafts of light — a gug, a drider, a dryad, a gibbering mouther, a goguk, and more, including a fearsome gogiteu/gug-tech. One southern pillar is empty and charred; when Venris looks inside he gets a flash-vision of Belcorra burning a hag alive with the same sickly green flame — revealing the witchfire was the hag, imprisoned and burned by Belcorra, that later broke free. A hidden ladder/crawlspace inside one pillar connects to the room where the will-o-wisp ghost-head was. They learn the witchfire could return in a couple of days (it is bound here by rage and agony, possibly not even truly a ghost). A north 'one-way mirror' wall lets watchers observe the east room. [S56 · 01:16:17 · turn 0648 · scene 003]
01:46:21The scrying room: talismans, a gem, and Belcorra's gaze
The party slips into an adjacent room with a crude altar holding a swamp-water scrying bowl (long disused, but radiating magic). Beside it they find a Gallows Tooth talisman (makes a creature off-guard), a small unidentified transparent gem, and a Grim Trophy (seven ears on a nail — a lesser intimidation talisman to demoralize). While searching, Venris fails a save and Belcorra's hateful visage stares back from the scrying bowl, dealing 28 mental damage and leaving him stupefied for a minute. They debate options (keep exploring, revisit the NPC Otari, or return to town) and decide to sneak back upstairs, wary of a Barbazu (bearded devil) heard ordering 'brothlets' nearby and of being watched through the one-way mirror. [S56 · 01:52:51 · turn 0989 · scene 004]
02:08:57The grave knight appears: 'There you are'
As the party climbs back up and the lights come on, a heavy clatter of steel announces an ominous dark figure in giga-armor on the floor above — 'Finally, there you are.' Recall knowledge identifies it as a grave knight (of Nimbaloth), a cursed undead far above the party's level and the 'fear of fears.' It taunts them ('It's about fucking time I get rid of you pests'). The party — having seen this thing before (it trashed a room, stepped through corpses, went after the book) — immediately decides to flee rather than fight. Veve casts shared invisibility, but the grave knight can see through invisibility and locks onto them. [S56 · 02:26:43 · turn 1172 · scene 005]
02:38:40The desperate flight from the grave knight
A long fighting retreat. The grave knight smashes through doors with its great sword and slams Veve, grabbing her by the hair (14 bludgeoning + cold, life flashing before her eyes) despite her invisibility. Venris turns into the party's hero of the hour — opening locked doors with a confusing ring of keys (a notes-vs-roleplay struggle at the table), lobbing the keyring to Cid, then range-tripping the grave knight prone with a bola to buy time. The knight blasts cold air (Venris crit-evades; Cid takes 25 cold). The party reaches a teleportation-circle room, activates it, and escapes floor by floor — first to the giant-purple-worm level, then up through the ruins — kicking past little mitfits and finally getting outside the Gauntlight/Dauntlight as the knight laughs and screams 'Your flesh shall be fed to the hound.' [S56 · 03:11:51 · turn 1591 · scene 006]
03:39:43Back in town: Doriana healed, rewards, and a grave warning
The party teleports out and reaches the Menhem family manor in Otari around 1 PM. Doriana (Menhem's daughter), now free of the Denizen of Leng that possessed her, is fully healed and rushes to hug Veve; Wrin Sivinxi is there and reveals Doriana is a powerful psychic with a bright future. A Ruby the family was watching has turned into a Wand of Locate, gifted to the party. A grateful Menhem offers each PC (Master Abbas, Miss Veve, Sir Cid, young Venus) an item of 7th level or below from Absalom. The party recounts the grave knight; Wrin freezes and urges them never to engage it — they will die a horrible, agonizing death. The party sells junk talismans (Grim Trophy, Gallows Tooth, Emerald Grasshopper) and a +1 striking weapon for cash, finally no longer poor. [S56 · 03:44:14 · turn 1889 · scene 007]
04:05:18Grave-knight lore and session wind-down
The party plans to spend a full day shopping (item rewards take in-game time to fulfill) and rest before adventuring again; the GM tracks the in-game date (the 23rd). Religion checks reveal grave knights are cursed undead — anyone who dons a grave knight's armor becomes a grave knight themselves — but whether this one can inflict the 'empty death' is unrelated to its being a death knight. It is a grave knight of Nimbaloth, adorned with the Empty Death's symbols. The party agrees the knight is hunting them and will become a recurring 'tyrant' threat; they resolve to research it at the library and gauntlight, meet up next morning, and wait for an absent player (Vol). [S56 · 04:09:28 · turn 2123 · scene 008]
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