In Which Zero is Turned to Stone

Description:
It looks as though someone wrote down a location for Zero to check out for a new portal, as it is well known she refused to learn to read. The Twisted Fang in the Hive Ward had been closed for quite some time. It appears as though they also describe the location because history shows, she did arrive. It seems as though some chaotic magic found her along the way, and then darkness.

A strangely shaped gate looks to have then appeared to Zero, and a colorful being came through. Greetings were exchanged, perhaps through the use of magic. Some bright light came from the gate, and Zero appears to have responded with fire.

The red dot at the bottom, reports have told are of a red marble she would carry with her from then on. There is a large gap in her journals at this point. Stories have come down to me that she was turned to stone by this very portal and later shattered by an out of control cart. Though, of course, she could not record these experiences at the time.

Report 29: Behind Enemy Lines

Another Mythal

  • The Crown would take powerful magics to purify – such as a well of spells.
  • Myth Drannor could be a place of such power.
  • Team Rogue wants to go there anyway, for their own purposes.
  • The Rod of Universal Travel may be there, as well.
  • The city, once a powerful place in its own right, had a Netherese city dropped onto it.
  • Now demons and devils fight for control.
  • There’s a circle in Hillsfar nearby, but we have to go on foot from there.
  • The Rangers protecting the area are unwelcoming, but not outright hostile to our presence.
  • A wall of fog surrounds the old city, and we camp inside to gather our power before entering.

Entering the City

  • Questdrone scouts for a way in, but finds we are on the wrong end of the city from our goals.
  • We circumnavigate through the woods, having to cross a river, before finding an appropriate broken wall to scale.
  • The Mythal’s energy is so chaotic here it makes my skin itch and the air taste sour, not to mention the suffusion of sulfur in the air from demonic incursions.

The Concert Hall

  • Screams, moans and something like music emanate for a large building, and we must investigate.
  • It is still quite beautiful and clean inside, with a large golden organ on the stage.
  • But moaning, bleeding bodies are strung from the balconies and a corpulent devil is on the stage, forcing bedraggled looking gnome to play.
  • The devil has the gall to ask if we’ve bought tickets to this monstrosity.
  • Horned devils drop from the rafters as we make our way to save whatever is left of these tortured souls.
  • I am unsure how things proceeded as I was first stunned and then blinded, though I believe Shohei may have stabbed me at least once under demonic influence.
  • When the demonic director is felled, both the organ and the gnome’s chains corrode and crumble.
  • Kinbeer is grateful and offers to stay with us as a guide, leading us first to the loot these creatures had been hording from other murdered adventurers.

The Speculum

  • The Wizards’ Guildhall is half-ruined with broken front doors.
  • Rogue crew, with a little help from Mr. Trisfir disarm the traps and get us inside.
  • Fiends have definitely made themselves at home here.
  • The first door leads to an imp-filled alchemy lab, so we let them be.
  • The second, a massive library, complete with bone nagas to protect it.
  • The books here suggest the rod might be in the Dwarven vault below the castle, but it is mostly destroyed so we would have to teleport from the Orrery.
  • A closet of this library has a few interesting things, and also a sentient and talkative mimic.
  • The group convinces him to come home with us to The Library.
  • The next room holds seven illithid doing experiments on undead flesh golems.
  • They disintegrate Ms. Rosewood, but we eventually defeat them and destroy their golem creation.
  • The next few doors are destroyed spaces, so we try the stairs.
  • There is a glyph that requires a key to progress upwards.
  • We return downstairs to search for one, Mr. Darkfoot eventually finding a hiding pixie and making a deal to borrow his makeshift key.
  • We return to the library where we feed the regenerating flesh golem to our mimic and then rest.

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.