Another Mythal
- The Crown would take powerful magics to purify – such as a well of spells.
- Myth Drannor could be a place of such power.
- Team Rogue wants to go there anyway, for their own purposes.
- The Rod of Universal Travel may be there, as well.
- The city, once a powerful place in its own right, had a Netherese city dropped onto it.
- Now demons and devils fight for control.
- There’s a circle in Hillsfar nearby, but we have to go on foot from there.
- The Rangers protecting the area are unwelcoming, but not outright hostile to our presence.
- A wall of fog surrounds the old city, and we camp inside to gather our power before entering.
Entering the City
- Questdrone scouts for a way in, but finds we are on the wrong end of the city from our goals.
- We circumnavigate through the woods, having to cross a river, before finding an appropriate broken wall to scale.
- The Mythal’s energy is so chaotic here it makes my skin itch and the air taste sour, not to mention the suffusion of sulfur in the air from demonic incursions.
The Concert Hall
- Screams, moans and something like music emanate for a large building, and we must investigate.
- It is still quite beautiful and clean inside, with a large golden organ on the stage.
- But moaning, bleeding bodies are strung from the balconies and a corpulent devil is on the stage, forcing bedraggled looking gnome to play.
- The devil has the gall to ask if we’ve bought tickets to this monstrosity.
- Horned devils drop from the rafters as we make our way to save whatever is left of these tortured souls.
- I am unsure how things proceeded as I was first stunned and then blinded, though I believe Shohei may have stabbed me at least once under demonic influence.
- When the demonic director is felled, both the organ and the gnome’s chains corrode and crumble.
- Kinbeer is grateful and offers to stay with us as a guide, leading us first to the loot these creatures had been hording from other murdered adventurers.
The Speculum
- The Wizards’ Guildhall is half-ruined with broken front doors.
- Rogue crew, with a little help from Mr. Trisfir disarm the traps and get us inside.
- Fiends have definitely made themselves at home here.
- The first door leads to an imp-filled alchemy lab, so we let them be.
- The second, a massive library, complete with bone nagas to protect it.
- The books here suggest the rod might be in the Dwarven vault below the castle, but it is mostly destroyed so we would have to teleport from the Orrery.
- A closet of this library has a few interesting things, and also a sentient and talkative mimic.
- The group convinces him to come home with us to The Library.
- The next room holds seven illithid doing experiments on undead flesh golems.
- They disintegrate Ms. Rosewood, but we eventually defeat them and destroy their golem creation.
- The next few doors are destroyed spaces, so we try the stairs.
- There is a glyph that requires a key to progress upwards.
- We return downstairs to search for one, Mr. Darkfoot eventually finding a hiding pixie and making a deal to borrow his makeshift key.
- We return to the library where we feed the regenerating flesh golem to our mimic and then rest.