Report 21: The Road to the Jungle

A Meeting in Baldur’s Gate

  • Mr. Darkfoot takes us to meet his mentor, Mandamus, and his friends Yorgen and Peddle.
  • He has found the general location of a vault of the mischievous god Mask, in Chult.
  • He wants us all to come down there once he narrows it down, to help find and explore it.
  • The rogue crew is very excited about this opportunity.
  • They promise me ancient and forgotten knowledge.

It’s Not Lying or Stealing if You Don’t Get Caught

  • Mr. Trisfir and the rogue crew get permission for us to go to Chult to learn more about the flora and fauna there, and to bring back dinosaur meat for Great Reader Scrivebark.
  • Mr. Darkfoot calls a group meeting to show us an artifact of Mask, Ms. Lendiel’s god.
  • They want to borrow it from the Library to help with finding His secret vault.
  • Borrow without asking permission.
  • Ms. Lendiel, however, does not wish to ask and says the relic belongs to her family, and she’s not sure if she wants to give it back to the Library.
  • I check the magic and it does not look the same as that which erased the Darkfoot name from the manuscript, but it is quite powerful.
  • The object does belong to the library, though, and is Marked.
  • But we have gained access to a room connected to our Room where Rhys has everything he needs to alter that mark to allow us to take it with us.
  • Curiouser and curiouser.

Seasick

  • We head to Baldur’s Gate again to meet Yorgen and his ship, the Mist Caller.
  • I don’t understand why we can’t just ask for a teleport to Chult.
  • Turns out it’s not his ship
  • Captain Hugo Barnabas is not just selling us passage, either, he expects us to work the journey and feed ourselves.
  • The entire thing is awful, I hate the sea, all three plus weeks of it.
  • Axel talks our way out of fighting a dragon turtle, Bixsy, at least.

Port Nyanzaru

  • It is hot and humid here, but at least the ground doesn’t move.
  • We head to the market to get more appropriate clothing and gear, and to send some brontosaurus steaks back to the Great Reader.
  • Heading to Kaya’s House of Repose to meet Mandamus and Peddle, they feast on the local beasts.
  • Peddle arrives to inform us that Mandamus has been arrested by the Princes of the city.
  • We head to the Golden Throne to find out why.
  • Outstanding debt and trade fraud from 15 years ago.
  • I am not surprised by the charges, just that he got caught.
  • He will come in front of the judge in two days time, to pay a fine or face the Executioner’s Run.
  • A gauntlet, it seems, that if you survive, you are absolved of your crimes, though some disappear into the jungle afterwards anyway.
  • Questdrone and I head to research the laws and charges while others go to speak to the man himself.
  • Turns out his old partner, Pock-marked Poe framed him to keep out of trouble himself when Mandamus left town.

The Princes

  • Peddle takes us to see Poe, who has risen to some power in the Old City.
  • Mr. Darkfoot is quite circumspect in trying to get a confession or assistance from him.
  • Poe will not give us the information about our ultimate goal without Mandamus present.
  • He only offers to ask around to find out who will be in charge and how much the fine will be.
  • Questdrone goes back to studying the laws, I start studying the jungle, while the other discuss alternatives.
  • We learn that Prince Ifan Talro’a, the Beast Prince, will be presiding.
  • He really does have it out for Mandamus, and enjoys getting revenge, though might be willing to accept money or a champion in his stead.

Trial and Punishment

  • The Goldenthrone is quite something with large crowds, Thri-kreen guards, and many waiting for judgement.
  • Questdrone chooses to speak in Mandamus’ defense.
  • But does not refute any of the charges, instead offering to take his place in the “Survival Run” of the Executioner’s Run.
  • The Survival Run, it turns out, is three waves of enemies before running the gauntlet, with no magic items or gear, and no flying, and can be up to five people participating.
  • Axel and Ysayle are left behind to gamble on the rest of us.
  • While not a gambler, I would much have preferred to be left out of saving their mentor’s life.
  • The first wave is chicken-sized dinosaurs with a nasty poison, which nearly take me out first thing.
  • The second wave are 5 avaceratops, which I manage to stay away from.
  • The third, 4 ceratosaurus, which I also stay away from while managing, somehow, to keep the rest alive.
  • The gauntlet itself is worse, honestly.
  • Rocks and traps and arrows and vines and spikes.
  • I get stunned at some point, but Questdrone had made friends with one of the dinos we fought, so it carries me along through.

Last Stop

  • Mandamus is returned to us, so we head to Poe to get the promised information.
  • He says it’s at the old drop spot.
  • We head to the refuse pits, knowing it’s a trap.
  • Being jumped by a bunch of street thugs after killing many dinosaurs earlier that day feels like an insult.
  • I try to shoo them away, but it takes too many deaths before the rest flee.
  • The info at the drop is just a note to come back to Poe, but this time he tells us where to go, deep in to the southern jungles to an old temple to Shar between two volcanoes.
  • Great.

Report 20: The High Mythal of Candlekeep

The Library of the Mythal

  • The crescent room is lined with bookshelves which are full of lore and history of the High Mythal seen through the viewing wall.
  • A central dais in the room holds the symbol of Candlekeep and the names of the mages who worked to harness the Mythal’s power.
  • The Mythal itself stands below, occasionally sending sparks of power out to metal and stone slates rotating in the air around it.
  • These slates covered in magical runes and spell work, I immediately set ROK to copying down what he can see.
  • The others investigate the books, while I study the spells.
  • Ms. Lendiel tells us that it is called “Eternal Knowledge Through Which Time Holds No Command.”
    • She says it used to be bigger, more chaotic, and colorful.
    • They harnessed it, causing it to shrink and come under control.
    • I don’t know that it likes being controlled, the green looks sad somehow.
    • I cross check with the books she has found, to pinpoint how long ago the vision in my dream was and start writing down names
    • None of them sound familiar, and there is no record of his accident.
  • I want to get closer to the Mythal, we’ve gotten this far, and we weren’t told Not to get close, just that we should be Able to, and to be careful if we do somehow manage it.
  • I’m not the only one, but there are several objections, so we decide to sleep on it.

Entering The Mythal Room

  • He is there, in my dreams, older, sadder, alone – Who Are You? What do you want?
  • Sleeping has only made Mr. Darkfoot, Shohei, and Ms. Lendiel more interested in getting past the viewing wall.
  • Questdrone and Ms. Rosewood enter a Rope Trick, wanting nothing to do with the Mythal.
  • The rest of us study the magic protecting it, these are high level protections.
    • But we can see a way to interact; it will be extremely dangerous, but possible.
    • My first attempt is nearly catastrophic, causing the light in the room to flash and dim.
    • With a little more care, and assistance, I crack the first level of protections, bringing the door itself into reality.
    • Mr. Darkfoot, Shohei, and Mr. Trisfir manage to sidestep the traps on the door together.
  • The window becomes solid, and a wooden door is available to be opened – disappearing when it does.
  • The resonant hum of the Mythal washes over us, almost like a song, welcoming us to come closer.
  • Ropes are tied together and Shohei lowers us down – Me, Ms. Lendiel, Mr. Darkfoot, and then climbs down himself, with Mr. Trisfir managing the rope from above.

The High Mythal of Candlekeep

  • I sit down against the wall, recording every bit of spellwork I can see.
    • The hum is uncomfortable down here, but I start up a Detect Magic ritual to better examine everything. This causes a very strange smell to float around me.
    • A ring of crystals around it states the name Ms. Lendiel found above, and is inscribe with the Rules of the Library.
    • The slates are each emanating a single school of magic, and also contain the Rules of Candlekeep.
    • The Mythal itself is an absence of these schools, rather pouring out raw magic, it appears a bright void to the detect spell.
    • The other three begin to approach the Mythal, I caution them, and wish I could, as well, but touching it is not being careful.
    • Mr. Darkfoot is thrown from his feet, and I hurry to stabilize him.
    • The other two slump, but look satisfied with whatever happened.
    • Mr. Darkfoot wants to try again, so I cast Deathward on him, and hand him my amulet of health to borrow for the duration.
    • He has more success this time, but none of them will tell me what happened.
    • I must not touch it without permission, no matter how much I wish to, the Tome Keeper said he would get me access to other mythals. Perhaps when I know more.

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.