Tonight on #PF2E! The Ghostlight Crew take on Chafkhem the mummy, the last "true believer" of the Dakmarzu cult in the Ghostlight, and his giant spider minions. They quickly discover that oh yeah, mummies hate fire, and attempt to cheese that, only to find themselves getting blinded or otherwise discombobulated for their troubles. 1/?
The rogue heads off to try to find the Ghost Queen's badge of authority, the thing they came down into the Ghostlight looking for, only to find himself in a 1-v-1 duel with one of the giant spiders, while the rest of the party chases down the now-fleeing mummy in a Benny-Hill-esque (or possibly Scooby-Doo-esque? could be both) sequence of blind heroes falling down stairs, the mummy scampering away like Gollum on fire, and giant spiders squeezing down narrow dungeon corridors. 2/?

Eventually the heroes are victorious, thanks to a fireball bullet from the champion (PF guns are crazy, man), a flaming crossbow bolt from the wizard, and the magus going nova on spiders over and over again.

None of this helped the rogue's arachnophobia problem. 3/?

Once the Ghost Queen's token of authority is recovered, it's actually fairly short work to release the dominated ratfolk and serpentfolk from their servitude, as well as lifting the geas on the gug prophet, who happily gave them the last ghostlight lens and headed off to the darklands with his mate. The ghoul population that was starting to respawn (so to speak) on the second level was a little more effort, but, y'know, 19th level heroes vs. 8-12 level 2-4 ghouls? Not even worth rolling the dice. So we didn't. Splat. 4/?
With the Ghostlight finally and officially cleared, the heroes headed home to Sokotu Sands to celebrate, relax, and start planning for their trip to Hell by way of the World of Fire, for which thing they summoned their fire genie contact to browse his wares and purchase a Cipher of the Elemental Planes. He mentioned in passing that the World of Fire is, well, really friggin' hot and that they should try to bring some elemental ice to stay alive. 5/?
Fortunately, the heroes also have a water genie contact they can summon through their coffee pot (long story), who explains to them that he does not himself have elemental ice, but that it can be found in places strong in the elements of water and darkness... such as the ruins of an ancient city at the bottom of the deepest trench in the Sea of Monsters. The genie also mentions that they have a mutual friend, the sea serpent Calypsargo, who would probably be willing to take them down there. 6/?

With that plan set in motion, the heroes head off to sleep, only to be awakened at midnight by Borbo, their goblin-soul-trapped-in-a-wooden-puppet-body friend (another long story), who tells them, "Beach is haunted."

Going out to the beach they find the ghosts of Sokotu Song and the actual Aphagis instead of the eikon, as well as Longdreamer, the mysterious lunar moth-like psychopomp servant of Prydasis who helped them atone for the death of the drow guards they slew so long ago. 7/?

This has been a long heckin' campaign, folks. XD 8/?
@the_gneech But satisfying! I'm happy to have gotten the chance to continue Swift's story
@inkblitz The whole dragons-vs-giants backstory came out a little janky, because Aspyras, but I love Swifty, I'm glad she got more story too. :)