Report 14: Zikran’s Last Stand

Exploring the Castle

  • The door to the castle is ajar, so we all slip inside.
  • Two eyeless Cloud Giant ghosts patrol the entry hall.
  • Mr. Trisfir calls out to them and they demand leave without plundering their halls.
  • Mr. Trisfir attempts to explain we seek only a wizard hiding here, but they do not know him.
  • There are large tapestries in the Dwarvish language along the walls here, and ROK can read them, and does quietly in my head.
  • The group heads outside to discuss the ghosts and I sit down and immediately begin transcribing from ROK’s memory of the tapestries.
  • The tapestries speak of a Duke of Aaqa, but Gazreazam says that is not him or his people.
  • When I look up again, Mr. Darkfoot and Shohei are returning from their explorations, saying they’ve found Zikran.
  • Ms. Lendiel seems to have gone missing in the meantime, but Mr. Darkfoot is not worried and ushers us back to the castle.
  • The full group of us sneaks past the ghosts and down to the basement to find the wizard.

Zikran, Water Genasi

  • When Mr. Trisfir calls out to him from the stairway and explains the reason for our visit, he calls us thieves and demands his book back.
  • A few of the group enter the room to try to reason with the man, but he, and his elemental thralls simply attack.
  • Gazreazam sends away all of the ice mephits in the room, but the larger elementals will not be swayed.
  • I must admit I spent a lot of this fight unconscious, or waking from said state to heal someone before falling again.
  • When it was over, and we were victorious, Gazreazam broke free from the book and healed all of us.
  • When we ask nothing further of him, he gives us a ring to wish upon, should we ever need his power.
  • Several members of the group decide to destroy Zikran’s elemental cannon, taking only a few small parts away with us, as well as his spellbook.

Back to Bookwyrm

  • Returning to the Library, we return Zikran’s book, as well as a new history of that Cloud Giant clan.
  • First Reader Bookwyrm meets us at the Hearth where we explain our adventures in the mountains.
  • He thanks us for our work and offers to answer any questions we have lingering in exchange for our service.
  • I ask about Miirym and the catacombs. He tells us a story about a dragon which attacked the Library ages ago, and was trapped in a binding spell as punishment.
  • Unfortunately, the binding became entwined with the Mythal and the dragon could not get free after the binder died. Eventually, the dragon died, but still, the Mythal would not release its soul, which still stands guard in the undercroft.
  • He advises us to be respectful, not move books out of place down there, that magic gets a bit strange. It is a dangerous labyrinth, so we must be careful.

Report 13: Bookwyrm’s Request

The Book That Wouldn’t Open

  • First Reader Bookwyrm brought me a while marble and blue leather bound book that he has been unable to open and asked me to look into it.
  • Mr. Trisfir and I attempt to Identify the book, but only find that the lock itself is an incredibly intricate abjurative spellworking which is keeping the book closed.
  • It also seems to be keeping something locked away inside the book.
  • There is no key or command word that we can decipher, but some process by which the book may be opened.
  • We request a scroll of Legend Lore from the bindery to learn more about it.
  • It is called Zikran’s Zephyrean Tome.
  • In researching Zikran, we discover he is a recent elementalist interested in giants and the elemental planes, especially cloud giants and their flying castles.
  • This book is a traveling tome, a spellbook, so perhaps leaving the library might help us learn more, away from the wards.

Gazreazam

  • As we fly out on the magic carpet, I keep detect magic up to watch the book.
  • Magic begins to build and the title appears on the cover, before a burst of energy bursts the padlock apart and the book open.
  • A purplish gas emits forth, followed by the body of a man made of gas and sparkles, or rather a Djinn.
  • He introduces himself as Gazreazam and says he was enslaved by Zikran and trapped in that book.
  • Zikran must still be alive, as the spell has not broken, so he asks us to help free him.
  • He gives us a description of a cave down along the Sword Coast where he had last been with Zikran. Mr. Darkfoot believes it to be south of Baldur’s Gate.
  • We discuss what to do back inside the Library, where the book slams shut and locks again.
  • Questdrone says their are universal laws which must not be broken and a prohibition against slavery is one of them. I wonder if this is somehow different from a wizard’s familiar, but no one really wants to have that conversation.
  • I message the First Reader, and he agrees we should work to set the Djinn free.
  • Most of the book itself is about trapping Djinn and Gazreazam’s behavior.

Zikran’s Cave

  • It takes us a couple of days to get down to the coral reef Gazreazam mentioned as a landmark for the wizard’s cave.
  • Ms. Lendiel and Mr. Darkfoot fly out to the reef, to look back at the coast for the cave.
  • It is underwater for the most part, so we work out safe ways for us all to get down there at low tide
  • The first things we find are a couple dead half elves with deep claw wounds, healing potions undrunk. Killed too quickly, and by a dragon from the looks of it.
  • Gazreazam never saw a dragon with the wizard.
  • The next room has destroyed furniture, but intact books and scrolls.
  • Music begins to play from somewhere, and as we begin to look around, a voice rings out from beyond a doorway.
  • “Who dares entreat upon my lair? Present yourselves so you may be judged.”
  • In the next room, a laboratory with a stone dais, holding a horde of wealth and a huge, bronze dragon.
  • He introduces himself as Zelapharn, and after being convinced that we are merely here looking for Zikran, makes us promise to tell no one.
  • He does allow us to investigate for traces of Zikran.
  • The books in the first room are ship logs and navigation charts, his collection.
  • In the lab, we find Zikran’s things – a journal, a map of the Cloudpeak mountains with an area marked near an old giant’s castle.
  • We also find schematics for an elemental air cannon.
  • We thank Zelapharn and give him a gem for his horde before taking our leave.

Castle in the Mountain Valley

  • Horses secured in the foothills, we trek up the mountains through an unnatural storm.
  • Mr. Trisfir keeps me from falling to my death, but I really need to research a sheltering spell.
  • We are woken in the middle of the night by a pack of shapeshifters that followed Questdrone back from scouting.
  • Their leader, once dispatched, is found to have a large, intricate transmogrification tattoo on his back. I copied it down to take home with us.
  • Their lair has a number of corpses of unwary travelers and a handful of useful items they must have scavenged. I now own a lamp that will float around with me when I need it.
  • Another day on, we find a giant castle in a cleft where the storm calms significantly.
  • The castle appears quite ruined, especially in the higher levels, as though it crashed here.

Report 12: Meetings (Private)

Meeting with the Keeper of Tomes, Janussi.

  • The Servitors were unaware of my and Mr. Darkfoot’s books when requesting the removal of magical items upon entering the Tower of the Keeper.
  • Keeper Janussi seems to be familiar with each of us, even down to foods from our homelands.
  • He speaks to Mr. Trisfir about where he awoke after falling asleep in his room centuries ago. Neither one of them knows why that happened.
  • The Keeper also speaks with Ms. Rosewood about her amulet that keeps her fire from harming the Library and its contents.
  • He notes that we all feel a bit like Shohei’s home, and asks him a bit about that and he tells the Keeper about the Death Knight we fought.
  • He wonders with #13 about who Questdrone might be.
  • He asks me about my home, but I deflected the conversation to the Book of Kurth that Mr. Trisfir was still carrying.
  • The Keeper is also aware of Mr. Darkfoot’s family line, and spoke to Ms. Lendiel about her work with the Library.
  • He does agree to trade our Manual of Gainful Exercise for one reading, by me, of the Tome of Understanding, provided I do it immediately after this meeting under strict supervision.
  • Ms. Lendiel asks about the item she brought to the Library, and the Keeper regales us with a tale of the late, elder, Mr. Darkfoot who was first sent to find the Manifold of Mask. He believes that it, used properly, could reveal a trove of Mask.
  • Shohei asks if his brother is still alive, and the Keeper discusses a few methods of finding out the answer to that question, but gives no definitive answer.
  • I ask about the mythal from my dream and he tells of Mystra’s ban on their creation because of the power they can confer upon mortals. He tells me that true mythals were created by pre-Netherese Elves. He says that books about these mythals might be found in the catacombs, but that it is dangerous to go there. He offers to speak to Merriam and will let me know when I may attempt it.
  • After finishing up, I go read a very interesting book for several days.

Repository of Knowledge

  • My book seems to be waking up more, so it is high time for a chat.
  • It manifested as a half-elven man with biofocal lenses, and shoulder length hair, wearing a robe of sorts. Transluscent and blue though it may be, it is not the man from my dreams.
  • They do not seem to know who they are or why they looks that way.
  • Claims to be a Repository of Knowledge, and asks to be called ROK.
  • I ask if they are a person trapped in a book or just a book and show them a mirror to see themself.
  • They fill out a bit more upon seeing what they look like, but do not recognize themself.
  • I ask why they brought me to The Room, but they say they it was automatic or programmed, not a willful choice.
  • They believe they were previously a construct though now they are conscious.
  • We work together to cast Identify upon the book, and find it is called Oghma’s Watch, an indestructible artifact, that can be used to manifest them and through which I can cast magic written within.
  • It seems to be part of my magic, but then, how is ROK sentient?
  • ROK does not know about my dreams, but encourages me to continue taking risks to become great.
  • They are also suspicious of Mr. Darkfoot’s book.
  • We agree to just manifest them as a book in front of the others for now.

The Questdrone

  • The Questdrone came to The Room when we were all gathered one evening.
  • He said #13 sent him because things were getting too dangerous around us, and Questdrone was better able to handle such things.
  • He claimed to be defender and protector of the Library, and thus had access to all the rooms when questioned about his ability to enter Our Room.
  • Mr. Trisfir thinks he might be #13, but that’s silly, they don’t speak or act the same at all.
  • He believes he would be more helpful in our quests than hanging around the library waiting for danger and is willing to reveal himself to those that send us upon these quests.
  • Mr. Darkfoot does not trust him, even though #13 gave him his swords to better protect us.
  • He comes along on our shopping trip to Baldur’s Gate, but I think Mr. Darkfoot is still suspicous.

Report 11: Valarian

Kurth’s Solution and His End

  • The final message from Kurth sounds a bit more frenzied. The orcs have infiltrated, and he believes there is only one way to save the city, which is to unleash his perfected spellwork.
  • Which turns out to be a powerful Deathknight, three mummies, and a small group of constantly reanimating skeletons.
  • The former of which seems to be stood guarding three treasure chests, which immediately get my companions’ attention.
  • The Deathknight bids us kneel to him and assist in bringing salvation to the lost city.
  • We do not, and the fight is joined as the first of his skeletons rise to his command.
  • It is the most vicious fight we have had thus far, though with careful and constant healing from myself and Ms. Rosewood, our final diamond is not needed.
  • My new Counter spell seems to not be worth the ink it cost to scribe, but I shall put more study into it.
  • Ms. Lendiel spent the fight invisible and, eventually, unconscious in the corner, having tried to extinguish lights for her other roguish companions.
  • Even #13 had to get in on the fight, occasionally stabbing even the Deathknight himself.
  • The chests were full of quite a bit of treasure, from money to magic items to scrolls and potions, and even a Manual of Gainful Exercise. Mr. Trisfir has acquired another necromancy spellbook, as well.
  • Strength is not a strength of this party, so we will see if we can trade it for something more useful back at the Library. I wonder if Kurth read it all those years ago in his hopes to fight off the orcs.

Aftermath

  • Verity tells us, when we return, that all the money we stole from the casino will be used to clean up the mess we caused in the stealing of it. Including, keeping people from coming after us.
  • Bookwyrm comes to fetch us the following day, to meet up with Great Reader Alkrist, who gives us a small sack of gold that I would have thought huge before meeting this group.
  • We are ordered back to our duties.
  • Mr. Darkfoot asks Bookwyrm about trading our Manual, and we are told we must speak with the Keeper of Tomes for that, and will set up a meeting for us.
  • Hopefully we can now all relax and stop wandering into deadly places for a while, I’ve had a very strange dream which I must research.

Report 10: The Illusk Ruins

I just want to state that this was not my idea, and I think it is a bad one, but as I have been tasked to keep this group alive, I went with them.

Ruined Buildings

  • The original town of Illusk was always in conflict, attacked and sacked repeatedly, then rebuilt.
  • Eventually, Luskan grew up around it, believing this area to be cursed, they stopped trying to fix it and just left it be. Except for adventurers who never can leave well enough alone.
  • Much of the area is as ruined as one would expect, but #13 finds us a way through to a house that seems unusual for its unruined status.
  • After Shohei and Ms. Lendiel check it for traps, we head inside to find it sparsely furnished and completely unlived in.
  • There is a chained and locked trapdoor in the floor, so naturally Mr. Darkfoot unlocks them, Shohei removes them, and Ms. Lendiel checks for traps.
  • She finds nothing, but Shohei says there is magic beneath the door – a glyph of warding.
  • They attach a rope to the handle and we all go back outside to pull it open from a distance.
  • A fireball goes off, adding this house to the many ruined buildings around it, but everyone insists on going back in to see what was locked up below.

Undead Abominations

  • We head down and in, to find a room full of piles of bones, unmoving.
  • When Mr. Shohei and Ms. Lendiel begin examining the first door in this room, the second opens and an abomination of a skeleton with three heads and wearing armor and wielding a staff steps out.
  • The piles of bones reanimate by his command and attack.
  • The three-headed thing casts Cloudkill on the room, and things get a little fuzzy to me after that, though I remember Ms. Rosewood repeatedly waking me up and dragging me out of the cloud.
  • After the fight, I want to crush the skull and dispel all magic from those skulls, but Mr. Darkfoot insists we use it to make our way through this place.
  • The rooms are, of course, Necromancy Laboratories, including an altar covered in runework like the skull.
  • Using the skull triggers an illusory message of a man in a cowl, robes, and gloves with a very strange book in hand.
  • The illusion reports that the Sword Lord and his Skeletal complement is progressing. He believes they will keep the attacking orc forces out, and ensure they can take back the city, saying the bones of the lost will be the foundation of the future. And identifying himself as Kurth.
  • After this message plays, the wall shifts and reveals another staircase.

Levers and Traps

  • The first room at the bottom of these stairs contained six skeletons in glass domed-cases attached to chains leading up to gears in the ceiling.
  • There were also two doors and two levers.
  • Mr. Darkfoot starts with the doors, removing the traps and unlocking them.
  • #13 suggests that we should not try the doors without using a lever or both, specifically the more used of the two levers.
  • Mr. Darkfoot climbs up and puts a crowbar through one of the chains near some crossbeams to prevent the attached dome from lifting. Others follow suit, but we don’t have enough for all the domes. Why would I carry a crowbar?!
  • Mr. Darkfoot pulls the well-worn lever and something shifts in the southern wall.
  • The southern door leads to a very narrow hall, to another door, which is quickly opened.
  • This opens into a work room with another obvious lever, a gate, and several flesh golems standing inert beyond it.
  • The lever seems to be hooked up to a runic plate, which Mr. Darkfoot says is lightning in nature, something that sends Flesh Golems into a frenzy.
  • Ms. Lendiel finds another lever worked into the room’s table.
  • It is well-used, so we pull it and hear a shift from the previous room.
  • Shohei, meanwhile, detects that there is something magic behind the golems and sends his mage hand off to check, and uncovers a scepter secured to the floor.
  • Back in the first room, we head through the eastern door, to another narrow hall, to another work room. This one with four work stations, two labeled levers, and another altar.
  • The levers are labeled Domes and Gate.
  • After some discussion, we agree to try the Gate lever and hear metal scrapping against stone.
  • Shohei and Mr. Trisfir return to the second room to try and retrieve the scepter.
  • They return after a few minutes without it, saying the claws holding it seems to be on a circuit with metal plates under the flesh golems.
  • The door in this third room seems unlocked, so we try to open it, but lightning shoots out as a glyph glows briefly.
  • Going back to the first room, we try the less-used lever and the glass domes begin to lift, we slam it back, but one skeleton escapes and we have to put it down.
  • Then, we return to the third room, leaving Tuppance to observe, and pull the Domes lever.
  • One of the crowbars breaks as the domes lift again, but we put the lever back before any more can.
  • We dispatch that skeleton, as well, and I fix Mr. Darkfoot’s crowbar.
  • Shohei and Mr. Trisfir decide to go and try to sever the connections to the Flesh Golems so the lightning lever can be used safely. The rest of us stay back in the third room with the Gate lever.
  • Tuppance is left, once again to watch, or rather, for Mr. Darkfoot to watch.
  • When they start breaking into the stone instead of chipping at the wires, Tuppance scolds them and they head back.
  • Except Mr. Trisfir bumps into one of the golems, disturbing it from its rest. Didn’t we say he wasn’t supposed to go on infiltration missions?
  • We all head in to deal with the awakened golem, and somehow manage not to wake the other two.
  • Once it is down, with the other two disconnected, we pull the lightning lever, which frees the scepter.
  • Back in the third room, we put it in the altar and get another illusory message.
  • Kurth tells us that the secondary precautions are in place, citing the things we have been fighting. Then mentions a crowning achievement called Valarian who will “cleanse this place.”
  • The southern door is now able to open, and is full of body parts, presumably the leftovers from the Flesh Golem creation. There are also a number of magic items hidden amongst the bodies.
  • And another stairwell leading down.

Mohrgs

  • There is a hall of three doors, the first must be expertly made because Mr. Darkfoot cannot get it open.
  • He has more luck with the second door, which opens to another workroom. This one full of ruined books, scrolls, and dripping skeletons with giant tongues.
  • I managed to turn two of the three and we take them down one at a time. There is a runic book spine that fits into an altar in this room.
  • This time the illusory Kurth has his hood back to reveal a ruined face and hideous wounds, which he seems to have try to fix with other bodies’ parts.
  • He reports that the orcs are pushing again. That he might not finish. That he wishes to save the city from damnation, and will leave the commander in charge.
  • Back in the hallway, #13 forces the first door open, and we find more of the same.
  • These skeletons manage to put Mr. Darkfoot down, but Ms. Rosewood saves him before I can get there, and nearly gets eaten herself for her trouble, but I keep her up until the others put the creature down.
  • This has been a lot of terrible fights, so we drag these two bodies into the other room and hunker down for a long rest.

Guardians

  • The southern door evaporates when we open it, leading to quite a large laboratory.
  • There are many undead wraiths in here, all standing at attention, and one wearing a full suit of armor.
  • The turned to face us as one, and the Commander, for that is surely who the armored one must be, slams sword to shield and speaks.
  • “Hold. We know not what drives you forward. Leave now or die. Valarian the Damned must not be let free.”
  • Seeing he was not simply mindless we ask after Valarian and are told it is Kurth’s final and more horrible creation, a beast of total destruction.
  • Kurth found it completely uncontrollable and set these to guard it forevermore and let none enter its chamber.
  • The group wants to kill this final abomination, despite my protests that we allow these wraiths to continue their vigil. We have killed too many of the other defenders they argue. I just want to go back to the Library.
  • They take a vote and I am overruled, though Mr. Darkfoot tries to get me to change my mind, but relents when I remind him I didn’t want to come to the ruins in the first place.
  • The fight is brutal, and we nearly lose several people, several times, but we are, unfortunately, victorious.
  • We sit down after the fight, to gather our resources and prepare for an even tougher battle ahead.