Report 26: Save the Library

Planning

  • The Keeper of Tomes is glad to see we were able to retrieve Mordenkainen.
  • They discuss what must be done and Mr. Trisfir and Mr. Darkfoot are recruited to work with them on the single use disjunction.
  • There are three options to power the device – getting Mystra’s help, using the Mythal, or the power of a demigod.
  • I speak with Oghma about these very dubious options, He tells me that no gods will help us break Mystra’s rules, but that there is great danger waiting for us, though using the Mythal itself to power the item is not a direct threat to the Library.
  • The Mythal seems to be our only way, and two tendays later, Mr. Trisfir emerges with a sledgehammer shaped item, which he intends to strike the Mythal with to break the Timestop spell.

The Mythal

  • We head back down to the Mythal with The Keeper’s assistance.
  • Everything is quiet, even Miirrym.
  • Until the living spell room, this time, however it is a vague two-dimensional shape that begins cutting people down – a Blade of Disaster?
  • One of the worst spells we have come across, but we eventually prevail and move along.
  • Once back in the Mythal library, Mr. Trisfir edits the book we used the last time, to allow for easier access inside.
  • Mr. Darkfoot and Ms. Lendiel head inside with the hammer, and she strikes the Mythal a resounding blow.
  • There is a loud crack in the air, and color and light returns to the room even as the hammer dims.
  • I feel a sense of deific anger at our act, but we do not have time to deal with Mystra right now.
  • Power stops flowing from the Mythal as it begins to pulse.
  • The Keeper and Mr. Trisfir fly in to examine the cracked tablet and begin repairs, which takes several hours.
  • Once done, they return and Mr. Trisfir fixes the conduit in the viewing library, returning it to its original state.
  • Slowly, power starts flowing outward again, refilling the library with the Mythal’s power.

Blackout

  • We head back up to the top, leaving the Undercroft, to find the entryway dark and empty of guards.
  • An explosion draws our attention, and we rush to find Great Reader Ag barking orders as a group fights a Pit Fiend and two Barbed Devils.
  • We join the fight, taking down these infernal intruders, fearful of what else this power outage might have let into the Library.
  • Fighting our way towards the Tower of Exhaultation, we find a Leviathan in the courtyard, which swallows Mr. Trisfir for a short time before Shohei can finish it off.
  • The top of the tower explodes above us and we rush up through the air to find Miirrym in a corporeal form.
  • She is alive and has only the memories of who she was before her death, thinking this is her first attack on the Library those many years ago.
  • We manage to take her down, Questdrone landing the final blow, and the body falls, already decaying to the ground far below.
  • Moments later, power finally reach the conduits in the tower, indicating the Mythal has returned to full power.

Clean-Up

  • Everyone returns below to help with the final mopping up of invaders, Ms. Rosewood and I healing who we can.
  • The final toll in the morning is 40 dead avowed, 3 dead archmages, incredible structural damage and loss of books and artifacts, and a blight on the ground where Miirrym fell.
  • I pledge all of my power to bring back as many of the dead as I am able, while others offer to help with the reconstruction.
  • Back in The Room, another doorway has appeared – this one leading to a dusty room with tattered tapestries and a single ten-foot tall 12-sided crystal with mirrored surfaces.
  • It is a scrying focus, but I cannot see Miirrym through it – I am worried for the dragon.
  • Casting out to Oghma for knowledge, I learn that it is The Mirror of Errant Sight, a lost artifact of Eberron, with a will of its own that does not brook misuse.
  • Ms. Lendiel falls asleep while I study it, and yet, a reflection of her stabs at me so viciously, that I must call Petra for aid in removing ourselves from the room.

Report 25: Mordenkainen

Shadowfell

  • The Keeper was unable to contact Mordenkainen, but was able to locate his tower in the Shadowfell, just outside Barovia, possibly working on an old grudge against the vampire king there.
  • We are to go and call in his favor to The Keeper, either negotiating access to a current or new artifact with disjunctive powers.
  • He warns us to go well prepared, and not to wander across the mists into Barovia.
  • The Grove’s Druid Nem Qu Kroll is able to send us through to the nearest water in the Shadowfell to The Tower of Urm.
  • With Tuppance scouting above, and Questdrone leading below, and Shohei looking quite at home, we set out for the Tower at a quick pace.
  • Along the way we investigate a ruined caravan and are attacked by a handful of Bodak for our trouble.

Tower of Urm

  • The tower has no visible entry except a small window high up one side.
  • Ms. Lendiel is in a foul mood after Questdrone comments on her success rate at finding traps, and there is an argument over people’s skills and aptitudes.
  • Eventually, Mr. Trisfir casts knock and a door appears.
  • Entering into nothing, we are shocked to find a room being built around us as the entryway behind disappears.
  • A stairway leads upwards, but Ms. Lendiel and Mr. Trisfir look for someway to notify the owner of our arrival, as though the cacophony would not have already alerted him.
  • Finding a golden bell, Ms. Lendiel rings it and an invisible force brings her a cup of tea.
  • Finding a pull rope, Mr. Trisfir pulls, and is greeted with opened cabinet doors while another unseen servant takes his cloak and offers him a robe and slippers.
  • A curtain is erected around him and the rest of his clothes taken, cleaned, and returned to him.
  • The books on the shelves of this room are about various cities of the multiverse, and I ring the bell for tea while I peruse them.
  • Mr. Darkfoot, impatient as always, shouts for Mordenkainen to no avail, and Shohei nearly blinds himself looking at all the magic around us.
  • Mr. Trisfir finally realizes he may be wearing the wizard’s own robe and quickly puts his own clothes back on.
  • Shohei, starts opening drawers, and then disappears – a look reveals a shiny red button in the last one he opened, of course.
  • Questdrone suggests we stop messing around and head up the stairs.
  • Upstairs, the room built around us contains taxidermized or stased specimens from all over the multiverse – including a miniaturized Astral Dreadnought with a tiny Shohei and Tuppance directly in front of it. Oh dear.
  • Questdrone insists we touch nothing and head further upstairs to ask the wizard himself for their release.
  • The next floor is an art gallery and the images are so impressive and unique, the must be from the planes they represent – I wonder if he uses them to shift between planes.
  • The next floor is a storage room filled with spell components, even my hands itch a little bit, perhaps it is good that Shohei is not with us as we traverse this tower.
  • The top floor is an observatory of sorts, though the telescope has no way to see outside and the ceiling looks like the Astral Sea.
  • An image of a dark castle is projected onto a wall from one end of the device, and a bald, annoyed looking man in exquisite dress stares at us.
  • Mr. Darkfoot and Mr. Trisfir explain our presence, and about Shohei, who he brings back to the party, and then he invites us to sit and eat with him.
  • While eating, Mr. Trisfir explains all about the troubles Candlekeep has been having with the Mythal.
  • Meanwhile, Ms. Rosewood recognizes two of his servants as her lost druid friends – Mordenkainen says he found them wandering the Shadowfell and took pity on them as they remembered nothing of who they were.
  • Mordenkainin agrees that we need a disjunction, but not something like the helm, just a single use item should do it, but we need to go to the Far Realms to procure the antimagic for such a device.
  • He can get us there and back, but we must do the harvesting ourselves.
  • Mr. Trisfir gets him to agree to come back to Candlekeep with us if we are able to obtain the antimagic, to help with the Mythal in person.

The Far Realm

  • First, he creates an oversized syringe for us to use to collect the antimagic from a sphere at a crossroads without breaking it, using our own magic to stabilize and protect it.
  • Mr. Trisfir takes responsibility for the Syringe with Mr. Darkfoot and Ms. Rosewood to back him up.
  • Then, he takes us to his gate room where he will maintain a portal until we return, but we must do so as quickly as we can, even his magic has limits.
  • It is HORRIBLE there.
  • Everything feels Wrong and like it wants to change us into its Wrongness, devour us until we become part of it.
  • Things that look like buildings made of rotted flesh have faces and horns.
  • We pass through a thickening of the air into a circle, with a giant sphere at the center – the crossroads we were meant to find.
  • The sphere is roiling black and white with what appears to be more solid stone beneath it than the fleshy landscape we stand upon.
  • Mr. Trisfir and Mr. Darkfoot enter the circle to approach the sphere, the rest of us spread around it to protect them from whatever might come.
  • When he plunges in the syringe, hundreds of ichor covered, spiky, ruby-eyed tiny horrors rush towards us from all around, followed by four larger horrors of almost humanoid shape and three squid-like creatures fly from above.
  • During the fighting, I will discover they are called skitterers, foul spawn, and mooncalves, but their initial appearance was simply a terrifying moment.
  • As the fight continues, and more power is drawn from the sphere, Ms. Rosewood falls, but Shohei revives her, and Ms. Lendiel is killed, but we are able to revive her, too, on our way out.
  • The syringe filled, we fight and race our way back to the portal, chased by something far worse than what we have already faced.
  • Afraid to lead it back to the portal, we make a stand, defeating it and then running back and through the portal just before Mordenkainen has exhausted his power.
  • We tell him all that we faced, and he agrees to take his entire Tower back to Candlekeep after we all get some rest.

Report 24: The Keeper of Tomes

Back Home

  • Cover of Clouds takes Peddle and Yorgen home with her.
  • Mr. Darkfoot convinces the group that the skull we found would be safer with him, but the next time he comes around, he has large chains on his wrists, so I’m not so sure.
  • There is a silver key waiting for us in The Room, which opens a door to a room filled with teleportation circles leading all over Faerûn and into the Undercroft.
  • I set to work reading the scroll Mask gave me, and when I finish, a stone golem is in the room, staring at me – I name him Petra, but I’m not sure what to do with him.
  • Shohei wishes to purify the sword we found in Chult – Backtalker – with the power of his Goddess Queen. It seems though, that rather than purification, he absorbs the powers of the sword for it turns to rust and he is then able to summon a larger blade made of magic that looks fairly similar, but for the raven feathers, the aura of evil suppressed for now.
  • Questdrone heads up to Baldur’s Gate to look for a new dino pet, but comes back disappointed.

Broken Conduits

  • The Keeper has been secluded for a while and everyone is very busy.
  • More containment issues and fires in the Library!
  • Mr. Trisfir finds that the conduits where the fires broke out have been changed – the law preventing fires edited.
  • Mr. Trisfir and Mr. Darkfoot go speak to the First Reader and he sends them to check the others.
  • Every conduit in the Library has had a word erased, different words, changing individual rules, every rule in one place or another.

Going Down

  • Mr. Trisfir and Mr. Darkfoot fill the rest of us in so we can make a plan to help.
  • I ask Oghma for answers – the damages are intentional, by a force inside the Library, and something to do with the Keeper.
  • The First Reader decides to forge us a writ of passage to go find the Keeper.
  • We use our new found teleportation circle to enter the Undercroft.
  • It takes us to Miirym’s private sorting room.
  • The others try to deceive her about our presence, but she only calms when I tell her it was an accident of trying to teleport here.
  • The spectral dragon lets us go and we head down to the caves and back to the Mythal viewing chamber.
  • Unfortunately, we run into a living spell – Mighty Fortress – which delays us for some time and with many accidental effects of the wild magic down there.

The Mythal

  • Inside the viewing room, we find gear for four people and some books and papers lying about is if in use.
  • The viewing window is dark, but Mr. Darkfoot peers through to see that the Mythal, the floating tablets, and the Keeper of Tomes are all frozen into stillness inside.
  • Their supplies have barely been touched, whatever happened was weeks ago.
  • With haste, we read through the open books and spread papers of mythal lore.
  • A journal of activity – Archmagus Kyrran interface and did not return. Great Scribe entered and did not return. Another blank. The Keeper must now enter.
  • We relay a message to The First Reader who suggests the Keeper cast Timestop, and that he would understand if we came back, but asks us to find out what has happened.
  • The door we used before no longer exists into the Mythal’s chamber, but the conduit in here is still functioning, as are all the rest so the Mythal, while frozen, is still functioning.
  • Mr. Trisfir believes he can use the conduit in this room to create some protections and get a couple people into the Mythal room.
  • Using the conduit and his Staff, Mr. Trisfir is able to create a doorway through the stone wall, and fortunately, the Timestop does not flood in.
  • The room’s colors are muted and grey, and I toss a pebble to see where the Timestop barrier is, a few inches beyond our door.
  • Mr. Trisfir is able to use one of the books here and the conduit, to create a small bubble of protection against the Timestop.
  • Questdrone uses it to go inside and see that the rules on the tablets are indeed rewritten. The tablet with a prohibition against changing the rules is cracked, and the words missing above are also missing here.
  • He is able to bring The Keeper out and back up to the viewing room, where we explain how long he has been trapped.
  • He explains that his Archmagus friend went inside, there was a crack and he was gone. He does not remember the two Great Scribes who were also here and gone. He saw the crack expanding on the tablet and felt imminent dread, so he went in and cast his Timestop, but the Mythal took hold of the spell.
  • He does not know who has done this, but believes he knows a man who can help undo the Timestop, he will find him and send us to retrieve him.
  • After getting back up to our Room, we wonder if it is part of the disappearing Darkfoot records, if Mask or one of his agents, or an agent of the Darkfoot family itself is here, sabotaging the Library.

Report 23: The Temple of Shar…Mask

The Riddle

  • We head down into the Valley of Lost Honor.
  • We were given a riddle about the location of Shar’s temple: Seek a place of rest, where the serpent’s head calls to shadow.
  • Dendar was sealed within these mountains by Ubtao, and Cover of Clouds points out a cleft where there is always more darkness.
  • Acid rain begins in the valley so we hunker down for the night.
  • On our way to the crescent-shaped cleft the next day, the ground begins to shake, and lava erupts from the ground.
  • We all get off the ground one way or another to avoid further lava and race across the open field. Except Shohei who just runs.
  • When we enter the cresent at midday, we all take to the air again as a Lava Worm emerges.
  • I banish it for a minute as we race away, avoiding what would have been a massive amount of burnt flesh.
  • From our high vantage point in this escape, we notice the shape of a serpent’s head in the mountains and land at the place of our riddle.
  • We find an open basin area where darkness clings.
  • In the darkness of night, we see the shape of the Temple to Shar emerge – an obelisk in shape, with no entryway.

The Temple of Entrance

  • The Shar symbol is clear, but the sides are all smooth.
  • There are divination, illusion, and enchantment effects present.
  • Even Mr. Darkfoot cannot see inside.
  • I remember an old Ritual of Admittance for Shar clerics – requiring an awful act to seal a secret with Shar.
  • I commune with Oghma to see if there is another way inside than murder.
  • He says we can all get inside without having to each perform the ritual, one of us could and get us all in, but even that is not necessary.
  • Ms. Lendiel tries to dig around the structure.
  • Mr. Trisfir bleeds on it a little.
  • Ms. Lendiel suggests sharing our secrets and Mr. Trisfir tries telling of the deaths of his parents.
  • Mr. Darkfoot asks Ms. Lendiel to bring out the Manifold of Mask that we stole out of the library for just this purpose.
  • Once activated, purple-green smoke pours forth, filling the area.
  • Ms. Lendiel can now see a doorway and calls us all over.
  • Shohei and Mr. Darkfoot find and disarm traps, allowing us entry into a very long stairwell.

Into the Depths

  • Going down the stairs takes quite a long time.
  • The coolness is a nice relief from the heat of the jungle and volcanic plain outside.
  • They foyer of the temple is full of skeletal corpses – killed with fists and teeth and rocks.
  • We push further into the temple through doors and hallways.
  • To a room with broken bookshelves and glass shards – which form into golems, whom we smash back to bits.
  • Moving on, we find a hall of mosaics of battles between the gods, which RoK and I dutifully record.
  • The door at the end of this hall leads into a sanctuary with similar decorations and a 20 foot globe of darkness in the center.
  • The rest of the room is full of skeletal bodies, some armed and armored as Knights of Shar.

Globe of Darkness

  • The darkness emits illusion, enchantment, and abjuration auras to my Sight.
  • Tuppance flies in, but is immediately bitten by whatever resides within.
  • Ms. Lendiel says the dead here did not just fight each other.
  • As we study it more, it appears to have been created through divine intervention.
  • A force cage and darkness spell of incredible power to trap something.
  • We decide to leave it alone for now, but only find a barracks and kitchen area in the other direction.
  • It is decided to use the Manifold in the morning on the globe of darkness.
  • After resting, we return and the revealing smoke of the Manifold eats away both the darkness and the force cage.
  • Revealing coiled white serpents seemingly made up of thousands of worms, including skulls for hands dripping even more worms.
  • After a terrible fight, we put down these abominations.

Mask’s Secret

  • Ms. Lendiel looks around with the lingering smoke after the fight, but no vault or entrance to one appears.
  • Mr. Darkfoot inspects the murals here and in the hall.
  • Questdrone looks for logical inconsistencies and finds instead a section about hearth and home being a place of security.
  • We return to the hearth in the kitchen area of the barracks.
  • There is a still-warm flue in the cooking hearth, but we will need the Manifold to access it, so must wait another day.
  • RoK and I record as much information as we can.
  • The rogue crew gets us through a door in the hearth the next morning.

Mask’s Trials

  • We head down a hallway to a a larger corridor with a Sphinx above the entryway, who invites us to Mask’s Trials.
  • The first trial is to answer riddles correctly.
    • We do not do well on this trial, debating two answers which could both be true and inevitably choosing the wrong one twice of three riddles.
    • But we are given fights to make up for our lack of luck: three gorgons the first time, and two iron golems on the third riddle.
  • The second trial involved a golden goat statue that sets off a blast of energy and move ten feet when approached.
    • They all investigate it and the door at the end of the hall.
    • Mr. Darkfoot finding the most important part of this puzzle, an arrow inside the goat that he can turn with his mage hand.
    • Shohei is then able to follow it at a safe-ish distance, causing it to shove itself right up to the door.
    • But he moves it too far, and there’s no pressure plates between it and the door to set it off again.
    • Mr. Trisfir manages to slam a sword down between the goat and the door enough to trigger another blast, destroying the door and moving the goat out of our way.
  • The third trial is a room full of rugs, many nailed to the floor.
    • Mr. Darkfoot sends Tuppance to investigate, and he is immediately wrapped up and crushed by a rug.
    • Shohei sends a Mage Hand floating in, but the rugs do not react.
    • We quickly discuss fire, flying, pointy sticks, and Eldritch Blast.
    • Mr. Darkfoot settles on blasting all the rugs and we find a path across.
    • Tuppance and Mr. Darkfoot go first, then Ms Lendiel – and they open the far door together.
    • The rest of us follow with no incidents.
  • The fourth trial is a room with steel cubes on pedestals and an eye shining down blue light from above of each one.
    • Ms. Lendiel sticks an elbow into the nearest blue light and her arm withers in a green flash.
    • Shoehei turns a Mage Hand invisible and sends it in to touch the box with no resulting flash, but only for a moment, for a white flash sends lightning shooting out in the next.
    • Mr. Darkfoot uses his special sight to look inside the boxes and finds one with a key inside.
    • Shohei tries to use a Mage Hand to unlock the box, but it takes a couple tries and the key is no longer inside by the time he opens it.
    • Mr. Darkfoot shrinks down and misty steps into the box that now holds the key, then resumes normal form, exploding out of the box head first.
    • This causes the eyes to all blink, the ceiling to shift, and all the eyes to refocus upon the door at the far end.
    • After some attempts with Tuppance and Mage Hand, rogue crew eventually gets the far door unlocked.
    • But how to get through is discussed, because the eyes are still open and deadly.
    • I try a Tiny Hut but it is immediately dispelled.
    • Shohei tries to cover an eye with a cloth, but it is incinerated, she he attacks, but nothing happens.
    • I cast another Tiny Hut, and it works for the moment, so we all rush through.
  • To be greeted by the fifth trial – a nice friendly tavern with five patrons and a barkeep.
    • We all stare awkwardly for a few minutes while we are ignored by everyone here.
    • Until Ms. Lendiel notices they are discussing a key – perhaps for the very large lock to what would normally be a kitchen door.
    • It seems we must talk to each of these folks to solve the puzzle of who has the key, but may only ask once about it.
    • I leave this discussion to the rogue for whom it was designed, and go have a nice drink and dinner with Mr. Trisfir.
    • Eventually Mr. Darkfoot steals the key off of a man named Davies, and Shoehei unlocks the door, dispelling the tavern and the slight buzz I had managed to achieve.
  • The sixth trial is a dragon on a golden horde. Mr. Trisfir believes it is an aspect of Bahamut himself, though why that would be true I cannot fathom.
    • There are several paths here, but fortunately, we decide to sneak past the dragon, though Yorgen needs a bit of convincing from Mr. Mandamus.
  • The final trial is the Vault itself.
    • We emerge from the dragon’s lair onto a glass staircase surrounded by darkness, above a massive vault which we can see into from above.
    • Axel falls out of his book in this room and everyone can see both my and his secret books.
    • No one asks too many questions though.
    • They are too distracted by Mask addressing us, I think, congratulating us and saying he is proud of how we meet and passed each challenge. Saying that nothing is out of our grasp now, and that he wishes to meet us, though not really in person per se.
    • He speaks in our minds then, asking me what I want most, and gets offended when I compare him to Mystra, eventually asking for power.
    • He asks me to keep the group from taking more than one thing each and he will provide.
    • I do my best, but someone gets greedy – I knew they would – am surprised it was only one.
    • Mask scolds that a good rogue knows restraint and wishes us luck as the floor opens up and everything begins to collapse.
    • We run and manage to escape the temple somehow, before it all explodes, showering the area with gold.
  • Done with this place, I teleport us all back to Candlekeep, the others will just have to find a way back where they want to go.

Report 22: Jungle Diseases

Transportation Concerns

  • We debate the various paths to get to the correct area – sail around or walk through the jungle.
  • We decide to speak to local guides for advice.
  • The Guides Guild suggest a few paths.
  • The ship route being fastest, though it takes you through the Kobold Mountains once you land.
  • Taking an airship is the easiest, but most expensive.
  • Otherwise, following the river south out of the city and through the jungles, past hordes of undead including a zombified tyrannosaurus rex.
  • The group, of course, decided to take this last way, with a hired guide to lead us.
  • Cover of Clouds of the Pure Cliffs Clan is hired with promises to keep them alive or return them to life or kill and bury them should they become undead.

Down the River

  • Cover of Clouds assists us in hiring a ferry for the first part of the journey, a much calmer ride than the sailing boat of a few days past.
  • Undead track us from the shores, but do not enter the waters.
  • The insects of the jungle are our biggest plague – the first night on the boat both Mr. Darkfoot and I are infected, but I’m able to clear it up.
  • The second night Yorgen is infected, but his grumpy attitude makes it a couple days before I figure out he’s ill and cure him once he starts cackling for no reason.
  • That afternoon, Mr. Darkfoot comes down with the cackles, too.
  • That night a giant river serpent attacks, but we deal with it fairly easily.
  • The ferry ride ends at Camp Vengeance – an outpost of the Order of the Gauntlet.
  • It’s a lively place, and we gather information about the immediate area.

Into the Jungle

  • As advised, we give Mbala a wide berth as we head further south into the jungles on foot around the edge of the lake here.
  • Dinosaurs are everywhere, I’ve never seen such beasts, but they seem fairly uninterested in us.
  • We begin to notice the strange movement of the sun here – Cover of Clouds stat that the Gods dictate the flow of time here to keep Dendar sealed.
  • Mr. Darkfoot has gotten ill again, and I cannot seem to get rid of the infection.
  • Cover of Clouds says it is the Frigid Woe – a highly resistant ancient arcane disease.
  • A cure might be found slightly off our path in an old Ishowei city where the ancient mages resided.
  • So, we head straight through undead territory to move faster.
  • Ooloosalong, an entity of the jungle itself, leads us astray several times and finally attacks, but we handle ourselves well.
  • We push on hard, and Ms. Lendiel does not bear it well, before we finally sleep, hidden from passing monsters.
  • The next day, we assist some natives with fighting a group of undead.
  • Cover of Clouds communicates with them, and they offer us help in getting to the old city.
  • We arrive before sundown, whatever that means here, with their guidance.

Ataaz Yklwazi

  • The Father of Beasts, the undead tyrannosaurus rex, lives here.
  • We do not want to engage if we don’t have to, it will bring the whole city upon us.
  • Questdrone is able to identify five buildings that might be of most possible use to our search for a cure.
  • The first ziggurat holds only a handful of precious gems.
  • The second, we catch the attention of a few small undead, and dispatch them quickly.
  • This temple holds tablets of information on the gods Uptao and Dendar.
  • On towards the third building, we have fight a horde of flesh eating beetles.
  • We find only a ring, a scimitar, and a floating skull here. Mr. Trisfir puts the latter away in a bag.
  • On our way to the fourth temple, we run afoul of a few zombies who are destroyed by a nightwalker, which Ms. Lendiel puts down in the end.
  • Heading up this ziggurat, we behold a large chamber of arcane works.
  • Unfortunately, the far wall is blown out and we can see the Father of Beasts sleeping below.
  • Afraid to be caught unawares, we gather up around it and take the offensive first.
  • The Father vomits his raptor children at us, and the fight is quite harrowing.
  • Even when Shohei puts him down, he explodes and seven more of his children are released.
  • After a quick raid of his horde we race back up to the arcane research to discover a cure for Mr. Darkfoot.
  • Racing carefully out of the city, we then spend the night brewing up a potion to cure Mr. Darkfoot, and are quite grateful when it works.