Report 19: To The Mythal

A Game of Life and Chess

  • Rushing through the hallway before the glyph resets, we come upon a strangely appointed room.
  • The floor appears to be a chessboard, but the pieces all lie broken and crumbled.
  • Four broken pawns appear to have large crystals jutting out from them at random spaces around the board.
  • And a living set of armor stands in the center with sword and shield, all radiating with magic – more living spells it seems.
  • When we enter, a wall of force springs up behind us and laughter rings out and we are greeted by the living statue: “You dare to enter the realm of Mordenkainen? Have at thee!”
  • The transformed statue only attacks those how step onto the chessboard, so I stay well off, sending ROK to deliver spells that I cannot.
  • The crystals all light up at once, but not in the same colors, and each color seems to indicate a different spell, which affects everyone on the board.
    • Green: Healing
    • Scintilating Blue: Haste
    • Sticky Purple: Slow
    • Bright Blue: Dispel Magic
    • Bright Purple: Faerie Fire
    • Gold: Shield of Faith
  • Shohei manages to disarm the statue, sending the magical sword spinning off into a wall, but it manifests a sword from pure magical energy.
  • He also manages to send the shield off the board, allowing everyone to hit easier.
  • I finally dissipate the transformed statue with a simple spell after they have nearly destroyed it.
  • Once destroyed, the force walls behind and before us fall, letting water rush back in.
  • We quickly pick up the pieces, heal up and move along.

Through the Caverns

  • The next hall is full of traps, but Mr. Darkfoot makes quick work of them after a dispel on the overarching protection.
  • The next room is full of boxes and crates, despite my protestations, the group begins immediately stealing money, gems, spell components, and a magical belt.
  • Further along we run into a group of frenzied sahuagin eating their own dead.
  • Sensing our blood, however, they immediately turned on our group with an intense viciousness.
  • Shohei falls, but is not devoured, and after a very rough battle, I am able to return his soul to his body, for it had only gone into his ring.
  • A little futher along, we reach our destination, a small library overlooking Candlekeep’s Mythal.
  • Wait… I… oh… oh no…

Report 18: Catacombs and Caverns

Meeting Miirym

  • Miirym speaks to us in their own language, asking us to identify ourselves as they smell the Keeper’s magic, but not him.
  • I offer up the Writ as proof of permission to be here.
  • They tell us it has been a long time since the collections were added to, and welcome us to the catacombs, showing us their translucent form that was once a great silver dragon.
  • They will not keep us from our search but bid us leave all as we find it, for they are proud of their organization of materials.

The Catacombs

  • We are now surrounded by the dead of Candlekeep, Avowed laid to rest after a lifetime of service.
  • The first exit we find leads to an antechamber to the tombs – another way in for a different purpose – a room with altars and tables to prepare the dead.
  • Further on we find a massive room with spiraling walkway going both up and down.
  • Bookshelves, passageways, and several large double doors fill this space.
  • We decide to start at the very top and work our way down.
  • The top door sets of a Banshee Scream, but we are all well away and safe.
  • The path beyond leads to a room full of doors and passageways.
  • The first room is full of ravens, and the second that same impossible decrepit tavern, so we stop checking doors and head back down the spiral.
  • The second door is much hard to open, and Mr. Darkfoot gets ensorcelled and kills Tuppance and tries to attack Ms. Rosewood, but I dispel the magic on him.
  • When we get through, it leads us to a a room with thousands of glowing crystals and a singular podium.
  • These are Crystals of Notation – we have found the Echoes of Alaundo.
  • We head back out and further down, to the very base of the spiral.
  • The next door paralyzes Questdrone, and Mr. Darkfoot has to fix him before we can proceed.

The Chamber of Lost Lore

  • A spherical room with sloped ceiling and a deep basin with a prayer circle in the middle and full bookshelves all around the edges.
  • The ceiling holds a beautiful mosaic of the Library above.
  • The books, we discover, hold lore about Candlekeep itself.
  • One tells us that the prayer circle is used by the Avowed to speak to the spirit of Candlekeep itself to ask questions.
  • Looking through the books reveals much of this storied institution and the great mythal below.
    • It was crafted in the time of Mystra, before such magics were banned.
    • It is a True Mythal, made by the ancient elves.
    • It was found here, buried deep within the ground, and an ancient citadel once stood where Candlekeep now stands.
    • Through the work of Archmages and master craftmen, the housing units were created to drawn upon its power through the weave itself.
    • However, the power can only be drawn short distances, and this has set the boundaries of the Library.
    • The housing units are the programming, setting the rules, and there were a number of mishaps early on.
    • The mythal itself refuses to be used for violence or conflict and the first Candlekeep crumbled to dust when this was attempted.
  • Mr. Trisfir agrees to ask questions on my behalf, as I have yet to put myself forward to officially become avowed and we discuss what it is we will ask for quite a while.
  • When he meditates and then casts the spell, the room darkens, the mosaic above alights, and a wispy, humanoid figure with fiery hair manifests above the basin.
    • Where can we find books about True Mythals? In many places throughout the Library, but for the books we seek, we must go to the library by the main housing units near the Library’s Mythal.
    • How do we get there? There are three passageways, but we must take the 5th door to the vaults, and turn away from the sea, to the place furthest into the cliff.
    • Where might we find information on the human mages who most worked with True Mythals? The very same place.
    • What dangers might we face on our way there? The caverns themselves are a deterrent; the doors uniquely trapped, and the Mythal itself protected by a prismatic wall and other high level magics.
    • Mr. Darkfoot asks for the final question, as I have no others. How could we bypass the prohibition on interdimensional travel within the Library? The spirit shows how a specific housing unit might be altered to allow such a thing. I am concerned what he might do with this information.
  • Ms. Lendiel asks for privacy as she speaks to the spirit, so we drop a silence on those of us not in her immediate circle and rest while she speaks with the spirit.
  • After, we all take a long rest to recover ourselves from the long trek down here, and in preparation for the final thrust down into the caverns.
  • When we return to the spiral room, Miirym is waiting and asks of us what we have learned, but Mr. Trisfir tells them simply information on where to go next.
  • Mr. Darkfoot unlocks the final door, and Miirym comments on his skill, reminding us all not to steal anything.

The Caverns Below

  • Greeted by stale rotting air and sea water, we slip and slide our way down to strange unnatural rock formations.
  • Turning inland, away from the sea, we find irregularly lit caverns and tunnels.
  • The first large room we find contains a strange, glowing, amorphous shape at the center.
  • Looking carefully, it appears to be a living spell – perhaps a Prismatic Spray.
  • As soon as we enter it attacks, and will not be dispelled, but Shohei manages to destroy it, and several of us are caught in the resulting explosion.
  • Some quick magic keeps Ms. Rosewood from turning to stone and we continue on.
  • The next room is a large library, but Ms. Lendiel finds many pressure plates througout.
  • Mr. Darkfoot marks them to keep us safe, disabling them as he can.
  • There is a glyph of warding beyond the exit that he studies while we check out the books.
  • Ms. Lendiel said they were safe, but one sends out a pulse of energy that curses everyone.
  • Meanwhile, Mr. Darkfoot attempts to dispel the glyph, but when he fails, Questdrone orders us all back and sets it off himself, absorbing a chain lightening all himself.
  • We rush through the hall as the tide begins to roll in.

Report 17: Into the Undercroft

Meeting with the Keeper of Tomes

  • Keeper Janussi summons me to his office.
  • He has a writ of permission for myself and the group to go down into the Undercroft in search of information on mythals.
  • He tells me that the magics down there respond to those who come, and rise to challenge them.
  • He cautions that we must be mindful of Miirym and play into their beliefs.
  • He warns that while we should not be able to get close to the Library’s mythal, that should it happen anyway, we should be very careful.
  • He asks I give him a full report when we return, and should it be good enough, he might be able to get me access to nearby mythals of slightly less power.

The Basement of Doors

  • We gather up in the morning and head to the Restricted Section of the Library.
  • The guard there inspect our writ, and advise me to give one tassel to each party member, who must stay within 120 feet of me at all times.
  • We head down into the catacombs and first come upon a high vaulted room filled with shelves, crates, case, tables and chairs.
  • An altar to Oghma is at the far end, I offer a prayer to guide our quest for knowledge.
  • The rogue crew begins checking the doors for our path further down.
  • The first is full of pots and pans, the next door reveals a ratman bathing, the third door leads to stacks of books.
  • We find a path leading east and down, to a glass-domed laboratory.
  • Here, the doors lead to falling wine racks, an impossible decrepit tavern, and people who try to pull Questdrone in until he slams the door.
  • Shohei objects and disappears into this room for a short while, returning unhurt, but very tired.
  • Ms. Lendiel finds us a passage going further down to a room with statues eerily resembling golems.
  • The doors here lead to a narrow hatch going upward and a room full of buttons, and a passage further down.
  • Heading down we find a room full of mist, with several doors.
  • One to a room with a spying coin on a table, and one with a small dark floating sphere of annihilation in it. Mr. Darkfoot must be convinced to leave it be, and I fear he may try to come back for it another time.
  • There is also a stairway up, but it leads us to an airvent overlooking the Court of Air, but is magically protected from being used as an exit.
  • Having to backtrack at this point, we search more carefully, and Ms. Lendiel finds a moving bookcase with a downward chute behind it.
  • We all feather fall down together, a total of thee hundred feet to the bottom, into a room full of socks.
  • This room has but one door with a stone carving of a dragon attacking a keep, perhaps this is the greath Miirym’s battle against Candlekeep.
  • Mr. Darkfoot disarms and unlocks this door, and we head further on.
  • There are several passages and a door beyond, this doorway revealing a vast chasm with a singular bridge guarded by a minotaur, who appears to be feasting on part of a horse.
  • Questdrone speaks to him and discovers he his guarding the bookcase on the far side and will not be moved from his task.
  • Mr. Darkfoot and Questdrone begin to cross, but the minotaur shakes the bridge so badly, that Mr. Darkfoot must enter his book.
  • Questdrone is able to duck and dodge his way past the minotaur to the far side, though I worry they are getting outside the protective range of the writ.
  • They take all of the books they discover on the far side, including a Tome of Clear Thought, and make their way back, quite injured by the minotaur, but he stays his post on the bridge and does not pursue them.
  • I fear we are taking things that would rather stay in their places, but the others assure me that locked away is no place for such a powerful Tome.
  • We head down again, and the air grow hot and dry, and there is the sound of breathing.
  • Perhaps we have found Miirym at last.

Report 16: Sibyl of Sseth

Through the Village

  • After securing the docks, we made our way to the Pond Mother’s hut, one of the largest structures in town.
  • Only to find it vacated of Yuan-ti and much destroyed.
  • Mr. Darkfoot and I freed 8 caged Grippli from cages on the second floor, who were quite worried about the brood pools.
  • Heading to the brooding grounds, we find it encircled by a high wall.
  • I want to send ROK up to look, but the rogue crew dissuades me, and send an invisible Tuppance instead of my glowing book.
  • He spots 8 of the Yuan-ti, all the various types we have encountered.
  • Two of them are holding containers above the pools and watching all about.
  • Mr. Darkfoot also spies two with symbols of the god Sseth.
  • We must be extremely careful, if the containers are holding poison, it could destroy every egg in the pools.
  • Mr. Darkfoot and Shohei slip into the grounds invisibly to steal the containers right out of their hands.
  • They complete their goal, but we must quickly enter and join the fight.
  • These serpents are fierce and dangerous fighters, but we prevail.
  • The Grippli we had released from the Pond Mother’s hut help remove the bodies and set to righting the pools and protecting their young.

Temple of the Scalemother

  • We make our way upriver to the ancient temple to the Scalemother.
  • Inside, upon a brightly lit altar, surrounded by six Yuan-ti, a sacrifice of Grippli is in progress.
  • It appears that other Yuan-ti have already been sacrificed, possibly to raise whatever is in the sarcophagus beyond the altar.
  • Two more Yuan-ti Abominations, are between us and that altar.
  • We rush in to save the Grippli and stop the ritual, but the fight is long and hard.
  • We are unable to save the three sacrifices, but Mr. Darkfoot repeatedly dispells the magics to keep the ritual from completing.

Sibyl of Sseth

  • The last one to die mentions a Lady Sibyl of Sseth.
  • I remember a story of one of the Scalemother’s champions who fell to temptation and became a warlock to Sseth.
  • She became an acolyte, very much and Avatar of his will in this world.
  • When she was killed, her body tried to reform itself, so she was cut apart and her body spread and buried around this world.
  • Mr. Darkfoot looks within the sarcophagus and sees it contains part of her torso, a bag, and a dagger.
  • They debate for some time whether they could teleport in, steal her things, and get back out again, but the magics are too strong for such simple trickery.

Victory Celebration

  • We return to the village where the Grippli are reclaiming their homes and removing the dead Yuan-ti.
  • The Pond Mother is grateful and assures us trade will resume as quickly as possible.
  • We return all the stolen property we had recovered and offer our sympathy for those who fell.
  • We tell them about Sibyl up in the temple, and ask us to send advisors from Candlekeep to decide what to do about it.
  • The next day is a Holy Day for the Grippli, and they invite us to stay and celebrate.
  • It is quite a time with a massive crab boil and the children even make clay statues of some of us.

Report 15: Missing Shipments

Disappearing Darkfoot

  • Ms. Lendiel found a book with a single faded page and asked for my opinion.
  • I could find no magical cause, the ink seemed to have simply dried off the page.
  • We went looking for other records on the same investigator, in reports of items retrieved.
  • He is in these records, but his name seems to not be used as would be natural.
  • In one of these books, I see a strange, small wisp of divine magic that quickly disappears.
  • She find no record of him searching for the Manifold of Mask, even though she finished that mission for him, and her record exists – though with no mention of him.
  • I ask if I could see the manifold, but she discusses with Mr. Darkfoot and they decide that is not possible at this time.

Gift of the Grippli

  • Ms. Lendiel gathers us all together in The Room to look at another strange book.
  • It is more of a container than an actual book.
  • This book was given to the Library by the Grippli in exchange for trade agreements, but the trade has stopped suddenly, so we must open the book and find a solution.
  • Inside are 3 hollow cylinders and a linen bag with a water droplet embroidered on it.
  • The cylinders have dwarven markings on the and symbols. The bag holds clay.
  • Rolling out the clay and then the cylinders on top of them reveals a story
  • The Frogs and the Serpents: The first cylinder told of the start of trade. The second, of the serpents attacking the frogs. The third of a vacant ruined village with serpents in the temple.
  • The group decides we must go to the Grippli and save them from the serpents, whatever they are.

Voyage to the Grippli

  • Down at the docks, we meet Captain Miter Yans, of The Dog Ear, who last visited the Grippli and found no one to trade with. He offers to take us there in the morning.
  • Sailing is smooth until we get close, then the weather turns rainy and grey.
  • We get to the trading post, and Captain Yans disembarks with us to translate.
  • He calls out for the Pond Mother, and while we are greeted with spears, one runs off and gets us permission for us to come further ashore.
  • We are taken to see the Pond Mother through the refugee camp which has sprung up around a central building.
  • After Captain Yans explains why we are here, and Mr. Darkfoot offers her any assistance we can provide, she tells us of the attack.
  • A pack of Yuan-Ti approached with friendship and religious interests, but then drove them from their home, while keeping the warriors as prisoners.
  • She then tells us of the paths to the village, through the water, the cliffside, or the crab maze.
  • The Yuan-ti have taken her home, the temple, and the broodpools, they will not survive that loss.

The Crab Maze

  • After much discussion, we decide to go as far as possible on land and then cross the crab maze to approach the village.
  • Sending Tuppance and Darkwing ahead to scout, we count their numbers in the open: five guard the broodpools, and another nine patrol the rest of the village.
  • Utilizing the carpet and Ms. Lendiel’s ring of waterwalking, we make our way quickly and carefully all the way across the beach and the maze.
  • Unfortunately, the carpet is a little too noticeable in approaching the docks and I am spotted.
  • Combat is joined, but we hold the docks.