Session 29 — The Council of the Live Long, and the Beating of Democracy

Session Recap

On the morning of the 24th of Spring's End, fresh from a long rest in Malifax's quarters — where Lash finished the last day of her masterpiece auricalcum hammer — the party turns to the plan settled last session: clear out Malifax's estranged immortal-raider clique ("the circle-jerking skeletons in the closet") in the "other room" so it can be re-fitted as a cell for the Queen Grabbler. The scheme begins as a ruse — deliver six caged ghouls (bought from the Ghoul Tamer) and an eviction letter, scope the room, then attack or negotiate. A detour first: the caged thief Keith, let out to be moved, whispers that one of the party is plotting a heist; Valmora's Zone of Truth (after a comic nine-hour spell-prep) clears everyone, the only "theft" being Silithane's bird familiar left in the cupboard and his cheeky claim on the meteorite. Keith is returned to protective custody.

The heart of the session is the council itself — five flesh-clinging immortals (the Live Long council: Dominus, Cheve, Laos, Rimulus, and the simple Porolos) who run their four-room domain by an absurd, magically-binding system of votes and motions at a table Malifax himself once forged. Across one long afternoon of infiltration-by-democracy, the party gets voted onto the council and dismantles it without a single blow: Laos storms out when no one will call him a friend, Rimulus rage-quits at Valmora's catastrophic singing, Dominus relinquishes the High Seat to Fenric, and the schemer Cheve engineers a hidden final motion that dissolves the council and frees him to claim a leadership post "of his choice, at a time of his choice" — walking off victorious, "I will see you in your futures." With the room emptied (Porolos sent home to his namesake town Poros; two doomed skeleton-knight guardians left with ~2 days to live), Malifax gleefully smashes the walls down with the prisoner-moving staff to ready the Queen's cell. Behind a dusty cupboard the party finds an ancient cobwebbed door — Jex catches a lung disease burning the webs away — opening into the hidden workshop of the Shushu (the chest-eyed creature from the gobbler caves), whose pink-glowing teleport altar leads to the crab room. Fenric stops Valmora pulling its lever just as the Shushu warns she might not arrive on the other side as herself. The GM calls it there with a milestone for defeating a very dangerous encounter and finding the hidden room.

Key Events

Combat & Encounters

NPCs & Factions

Locations

Loot, Items & Rewards

Decisions & Open Threads

Memorable Moments