Session 10: Jackals… Where?

The adventurers pass a quiet night holed up in the cellar beneath the Crooked Bar. They arise in the morning and cautiously crawl out of the cellar, wary that enemies may be lying in wait. They split up. A couple exit via the exterior cellar doors and check for hostile parties in the street, while the others emerge in the bar’s kitchen. Inside the barroom, they hear snoring coming from a booth. Upon investigation, they find that they have been rather lucky. Their protector, Louie, has fallen asleep in a corner booth. They wake him, and Louie wearily expresses his chagrine at his having nodded off, rather than remaining alert to potential troublw. Fortunately it seems the jackaweres, perhaps disorganized following the loss of their leader, found themselves lacking the wherewithal to mount another attack. Additionally, it turns out that Louie’s night was not entirely unproductive. Before turning in for the night, he delivered Wrenn’s note to Silk’s “old lady,” Ineeza. Louie and Silk have had a recent falling out. Silk had brought some extraordinarily unsavory “business associates” into the bar despite Louie’s objections. Louie describes these folks as “disturbing” and far worse than the usual thieves, gang members, and smugglers. Silk has been working as an independent broker… putting together “specialists” with clients, and helping to facilitate shady business dealings. Louie believes Silk is good at heart, but has recently taken a turn down a dark road. He also believes that Ineeza still has contact with Silk, and will do what she can to pass along Wrenn’s message.

After a simple, nourishing breakfast, the party decides to pay a visit to Mimi’s Adult Book Shop – a place that Louie has indicated is run by the Rivington Rats. He suggests that an alliance with the Rats might help them stay safe, now that they have made enemies of the jackalweres. They leave the Crooked Bar and head down the street, where they discover that the body of the slain jackalwere leader still lies on the cold wet street where he fell. They decide to take some mementos that might help make an impression on the Rats.

They knock on the door of the not-yet-open-for-business book store, and after much delay, are greeted by a gruff, sleepy older man named Roj. Roj is astonished by the gall of this group… that they should be in such need of smut this early in the morning. But Roj soon warms to his sales-clerk duties and tries to interest them in various pieces of literature… mostly poorly written bawdy stories illustrated with amateurish drawings of various creatures in compromising positions and states or partial undress. They express their interest in books that might be of value to somebody seeking entrance at Candlekeep. Roj assures them that it has been tried. The Avowed at Candlekeep see no value in such works. He does however, have one unique book that might suit their purposes… although it will be expensive. He brings forth a book from a locked cabinet behind his desk. Roj opens the book and displays the contents: a series of skillfully drawn diagrams of human female anatomy. It is far from erotic. In fact is is rather unsettlingly matter-of-fact. Anatomical features are rendered with the utmost precision, and labeled like scientific specimens. The effect is rather disturbing. Grixori realizes that the drawing style has a marked resemblance to the diagrams featured in “DU.EE Model One: Instructions and Designs for the Candlekeep Servent.” They ask Roj who did the artwork for the book, and he replies that it was done by an itinerant artist who went by the name “The EnGRAVEr.” Roj describes the EnGRAVEr as a very creepy individual. He did some work for the bookstore (which produces and prints much of their own material) but despite his talent, his work had no soul… no spark, so they let him go. The EnGRAVEer seemed content with that arrangement. He took his pay and left for the upper city, where he claimed to have more pressing business. That was several months ago and they have not seen him since.

The group takes a keen interest in purchasing this book, but they do not like the exorbitant asking price. Rather than negotiate, Roj decides to defer to his boss. He takes the group downstairs, where they are introduced to a trio of Rivington Rats. The group’s leader, Jughead, looking weary, sits in discussion with his gang-mates, a woman named Mickey, and a large half-elf named Templeton. The group relates the story of the previous night’s jackalwere encounter, and display the gruesome evidence of their victory, demonstrating to the gang members that they share a common enemy. Jughead, agreed that yes, they have a common enemy. The jackalweres are relative newcomers to Rivington, and very unwelcome ones at that. In fact, the mysterious Rio was a double agent put in place by the Rivington Rats to try and collect information about the jackalweres. Jughead laments the apparent loss of this asset, but he states that she had recently delivered some valuable information. The jackalweres call themselves the “Blood Horde” and they are part of a much larger population of jackweres which has recently blossomed throughout the Balder’s Gate area. More importantly, Rio believed that she had learned the location of their lair. She reported that the jackalweres inhabit a system of tunnels, accessible via a hole in the crumbling seawall in the western river district.

Jughead would love to be rid of the jackalweres and he suggests that now might be the ideal time to strike. If the Blood Horde has just lost its leader, they might be in a vulnerable state until a viable “beta” jackalwere should be elevated to alpha. Jughead proposes that that party should go now, and take Mickey and Templeton with them. If they can clear out the jackalwere lair, Jughead will see to it that they receive passage on a boat to the wharfs in Baldur’s Gate… thus bypassing the arduous road through the outer boroughs.

Eight strong, the group walks uncontested through the quiet morning streets of Rivington. They can see fishing boats leaving their piers and heading downriver. Small knots of workers shuffle through the cold misty morning to their jobs at canneries and mills. Reaching the water’s edge they head west, downstream toward an even more desolate part of town, characterized by abandoned warehouses, empty lots, and rubble. There is a two-tiered system of stone seawalls built to protect the riverbank from erosion. The group staggers around the rocky, weedy terrain, seeking out the entry to the jackalwere den. The finally find an area where tracks seem to converge, and they discover a gap between two large blocks of stone. Just as they are ready to examine this gap, they are beset by a group of jackals. The snarling animals lunge and snap, but they do little damage. Most are quickly dispatched. One flees, and another is taken captive. Waldo speaks to the captive, and learns that it is an actual jackal – a wild animal, not a transformed beast like the jackalweres whom they fought the previous night. Still, these jackals are thralls of the Blood Horde. The creature fears for its life, but does not wish to betray its masters. Yet, under duress, it discloses that the lair is underground, and that there is another entrance in a nearby abandoned building.

To seal the back entrance, or perhaps to smoke out the jackalweres, Waldo sets fire to the abandoned warehouse. Then they gather at the seawall to wait… hoping that the jackalweres will attempt to evacuate via the seawall tunnel. They wait and wait and finally lose patience. They decide to enter the tunnel. It is a tight passage, wending its way crookedly between walls of stone. They soon discover their way blocked by a large rock, but with some muscle and effort, they find that it can be pivoted out of the way. It opens into a small stone-walled room. In the center of the room is a rusted metal desk, bolted to the floor. Waldo pulls open a rusty drawer, and finds some old paperwork, the ink long since run together into an unreadable mess. The rear and left walls of the room have shifted out of alignment, resulting in a gap in the corner. This opening leads to a dirt tunnel leading down into darkness. The recent tracks of many feet and/or paws indicate that this passageway sees frequent use. They gaze into the darkness while they consider their next move.

Session 9: The Crooked Bar

The travelers continue along the road, moving steadily northward while encountering no further aggressors. Over the course of several days of travel, they discuss their plans. They are interested in finding Matreous’ sister, to share the sad news of his demise, while perhaps finding some clue as to why he might have been killed. Quae had informed Lis that Matreous’ sister lived in the Seatower neighborhood of Baldur’s Gate. Lis, a one time resident of the city, knows Seatower to be an area in the western part of the city. He himself had grown up in the temple of Kelemvor in the “Temples” neighborhood in the Upper City. Lis explains that he was in fact, cast out from his order for his “heretical” views, and members of his order would like to do him harm.

As they proceed northward on the Coast Way, the wilderness slowly gives way to occasional farmsteads and cultivated fields, interspersed with stands of trees. Not far from the Outer City, they encounter a ragged looking man in a long coat, in the company of three children. He hails the strangers and introduces himself as Scorg. He explains that he is taking his children out of the city on a camping holiday. Noticing Scale, he reminds them that Baldur’s Gate forbids animals larger than a peacock within the Upper City. He recommends that they avoid the untrustworthy stables outside the gate, because there is no telling what might befall the animal. Instead, he offers a couple of solutions in the form of potions that he has for sale. One of them will reduce the size of the beast so that it can be legally brought through the city gates. The other would turn the animal invisible so they might surreptitiously bring it through. The prices for both of these potions are too high for their liking, so they decline to make the purchase. Waldo opts to dismiss Scale for the duration of the trip to the city, sending him home with the intent that they will reunite once this journey is complete. Waldo trims a bit off wool from Scale and puts it in his pocket. He gives Scorg and his children enough rations for six meals, and then bestows the gift of a throwing stone on each of the children.  Realizing that they also have a giant rat to deal with, they release it to make its own way in the wilderness.

They move on and as the road begins to descend to the river valley, they can see the city in the distance, along with the “Outer City” settlements clustered along the road and the river.  The first such settlement they come to is the town of Rivington. This is a fairly squalid town. Many of the buildings appear dilapidated, and the people in the streets looks a bit rough around the edges. However, they don’t seem to attract any undue attention. Wrenn, having spent some time in the area decides to seek out an acquaintance, a man named Louie who runs an establishment called “The Crooked Bar.” The building which houses this inn is, in fact, crooked. Its 3rd floor is shifted off-center from the floors below it. As a result the west-facing rooms on the 3rd floor overhang the sidewalk below.

Louie welcomes the six travelers  into his place and speaks warmly to his old friend, Wrenn. Apparently they haven’t seen each other for many years. Wrenn leaves a note to their mutual acquaintance, Silk. Louie informs Wrenn that Silk has not been welcome in the Crooked Bar for some time, but his “old lady” comes in from time to time. He says he will pass the note along to her.

Lis, still in the guise of Bella Wend, goes over to speak to a couple of thuggish looking blokes who are playing cards at a table. The go by the names of Ro and Dennis. They are members of the local street gang, the Rivington Rats. The gangsters find her mannerisms peculiar, so they are on their guard, particularly when they inquire whether she is related to Archduke Wend of the Kingdom of Tethyr. “She” concocts a story that implies a close relationship to the archduke, and his farming background. They scoff at the notion that such a well-to-do, powerful individual came from farming, and they dismiss the credibility of her story. However, as she inquires about the location of any book shops, they tell her about “Mimi’s Adult Books” just around the corner, where they stock some marvelous illustrated books that she or her companions might find interesting.

As evening deepens, they ask Louie for sleeping quarters. He sends them to two vacant rooms, one on the third floor and one on the second. DU.EE, Lis, and Grixori take the room on the second floor, while the others go up to the third. They examine the third floor room and find a loose floorboard where small items could be concealed, and also a loose wall panel. Moving the panel aside reveals a space between the walls of the adjoining rooms. There is a small peephole in the wallboard of the adjacent room. Peeking through, they see a an unoccupied room similar to their own. A grey, hooded cloak lies strewn over the bed, and a wide-brimmed hat hangs on a hook near the door.

During the night, their rest is disturbed by loud footsteps and angry voices in the corridor. It is clear that a small group of aggressive individuals is making their way up to the third floor. These individuals bang their way into the unoccupied third floor room. Grabnar bars the door, and Waldo assembles a molotov cocktail while Wrenn peers the through the peephole. He observes four hairy humanoids clad in leather and spikes, tossing the contents of the room. They have doglike snouts, pointed ears, and tails, and more menacingly, each is armed with a scimitar. They slice open the mattress, yank the drawers from the dresser, and generally make a mess of the place. Shortly, the largest of the four gestures toward the room next door, and barks a command in a language that Wrenn cannot understand. The intruders abruptly head for the door, and it become obvious that they mean to continue their search in the next room.

Grabnar braces the door, and shortly he feels an sharp impact. He holds firm, only to receive a second and a third even stronger impact against the door. This has given Wrenn time to take a tactical position behind a bureau, and for the downstairs team to head out into the corridor to investigate. Eventually the door is forced open and the four bestial humanoids burst into the room. They demand to know where Rio is. Of course, none of the three adventurers have any idea who Rio is. The aggressive intruders won’t take no for an answer and the confrontation erupts into violence. Two of the assailants run for backup, only to encounter “Bella Wend” on the landing. She tries to sweet talk them, but her charms fall flat. Frustrated, she lashes out, scorching one of them with arcane fire. The attackers turn the tables and bring Lis to the ground with a sleep charm. They try to hack at his prone body, but his companions are there to defend him. They kill one of the two and drive off the other, who flees down the stairs and out toward the street.

Upstairs, Waldo tries to attract attention by dropping his molotov cocktail out the window. It smashes on cobbled sidewalk with a gout of liquid flame. Two curious gnomes come out the front door of a hostel across the street, they see the fire, and then scurry away to retrieve water. Meanwhile the invaders attempt to shove Grabnar out of the window. He is too strong for them and he holds his ground. In fact he turns their tactic against them and sends the leader out the window. He lands in the flames with a shriek and a heavy thud. Burnt and wounded, he staggers to his feet and is promptly doused by a bucket of water flung by a gnome. He limps away, but is felled by an arrow in the back, and falls dead in the street.

When the hostilities end, one of the intruders has escaped, one lies dead in the street, and two lie dead in the Crooked Bar. Wrenn rousts Louie to explain what happened. Louie, no stranger to lethal fights in this rough town, helps to dispose of the bodies. He warns that if one of them escaped, he is sure to bring back allies. These are members a gang of jackalweres who he believes to be responsible for all kinds of trouble in the area. The Rivington Rats are their sworn enemies. Louie views the Rats as protectors of the town. Yes, they are dangerous thugs, but they are Rivington’s own, and they help keep other criminal forces at bay. He suggests that making friends with the Rivington Rats might be a good idea, especially if they have run afoul of the jackalweres. For now, they decide that they should lie low and recover from injuries sustained in the fight. Louie leads them down to the cellar, where there make themselves as comfortable as possible among sacks of potatoes, beans, and flour. Louie promises not to give them up when jackalwere enforcers inevitably come seeking vengeance.

Session 8: Ging… whatzit?

The episode begins with DU.EE at the Candlekeep gates, awaiting instruction from Gatekeeper Fentrixil Greymist. Greymist is discussing the merits of a book that has been presented to him by a Seeker – a young woman named Bella Wend. He beckons to DU.EE and kindly asks him to take the book to the Great Readers for further evaluation. DU.EE takes the book and proceeds across the Court of Air. His innate curiosity prompts him to examine it on the way to the Emerald Door. He finds that the book, entitled Mazfroth’s Mighty Digressions is an odd mess of a book. The brown leather cover is worn from time and use. The name of the book and its author, Mazfroth Gethur, are elegantly written in cursive with black ink on the first page. The care put into the front page, however, does not apply to the rest of the book’s contents. Mazfroth’s handwriting is messy and hasty, as if he couldn’t write down their thoughts fast enough. Furthermore, the book’s pages don’t all match, indicating that the author kept adding more pages. It contains a collection of eclectic essays on such subjects as divinity, the denizens of the multiverse, and the nature of magic. The book’s stitching is haphazard, and looks like it could come undone at any moment. DU.EE helpful casts Mending on the book, and several frayed threads re-knit, securing the binding more firmly.

DU.EE passes through the Emerald Door into the Inner Ward. He traverses the familiar corridors and staircases and arrives at the desk of Daral Yashenti (this name is new to you, because I could not remember the actual name of this NPC during the game). Yashenti is a master sage, and one of the Great Readers. He welcomes DU.EE and reaches for the presented book. The book abruptly bursts into a luminous sphere of ectoplasm, taking both DU.EE and the master sage by surprise. It reaches out toward DU.EE with a lashing tendril of energy. Yashenti shouts, “Egad! It’s a Gingwatzim!” He speaks an incantation and gestures toward the glowing orb, which busts with a flash and disappears into nothingness. “Confound it!” Yashenti roars, “That’s the second time that has happened this month! We need to find out why this happening! Come with me!” With that, Yashenti storms out the door and across the Court of Air with DU.EE in tow. While they walk, Yashenti explains that a Gingwatzim s a peculiar form of life created by a spell or a ritual. A Gingwatzim natural form, which they just encountered, is an amorphous sphere of ectoplasm. But it can be assigned a specific form by its creator, replicating a small nonmagical object held or worn by the creator. Whoever made this Gingwatzim must possess the original book. But why did they send this dangerous creature to the library?

Meanwhile, back in the Hearth, the rest of the group has returned to see if Lis has concluded his business with the bartender. Upon entering, they see that Little One still sits reading beside the fire in the company of Sprig. Ferdinand naps in a comfy chair nearby. At the bar, Winslow Wolcott is “in his cups,” swaying over a nearly empty “Bloody Scale.” He nods at them blearily in a vague, inebriated welcome. Momentarily, the door to the back office opens, and out steps the bartender. “Where’s Lis?” they ask, but it quickly becomes clear that this is in fact Lis himself, bearing the bartender’s likeness. Lis assures them that the bartender “Quae” is safe, and has gone “on vacation.” He suggests that masquerading as Quae, a well-known individual around the library campus, he should be able to move around freely and gain some information without arousing suspicions. He informs them that Quae has a maritime background, and a pronounced love/hate interest in sharks. The real Quae had informed Lis that Matreous was a kind, studious, individual who was studying methods to diagnose and treat curses. He had a sister in Baldur’s Gate, and Quae had suggested that Lis and his friends should find a way to notify her of her brother’s passing.

The group discusses the concerning presence of an interloper within the library grounds with an unsettling interest in DU.EE. They decide that they had better find their friend. They leave the Hearth and arrive at the gate in time to see DU.EE and a tall, grey-haired sage in conversation with Fentrixil. They approach the group, and Lis, in full Quae mode, makes himself part of the discussion. Daral Yashenti is angry about the Gingwatzims and wants to know why Fentrixil didn’t give the book a closer look. He also interrogates the seeker, Bella Wend, who stands baffled, clearly not understanding the trouble her offering has caused. The sages conclude that the girl most likely had no idea what she carried, but they want to know where she got it. She states that she purchased it from a stand in Baldur’s Gate, but she can’t remember the name… something with the word “dune” in the name? She is upset that she spent a good deal of money on the book, only to find that it is a fraud. The sages sympathize, and decide to grant her admission anyway, as they did for another seeker who found herself in a similar circumstance just a few weeks ago. A mercenary by the name of “Valor” brought in a book that turned out to be a Gingwatzim. She is still within the Candlekeep grounds, working off her admission by performing some repair work on the roof of the House of Rest.

Luvalin suggests to them that this might be the very ploy to get DU.EE out of the keep, and away from the mysterious stranger who seeks him. He encourages them to go to Baldur’s Gate and find the source of these frauds, or even better, retrieve the original books that had served as the models for these Gingwatzims. Should they prove successful, they will be rewarded for their efforts. In the meantime, he will investigate the mysterious intruder, while running interference with Zor. He feels that her interest in the death of Matreous is outside her jurisdiction and exhibits poor judgment.

They decide to leave immediately, before Zor can return. Lis drops his disguise as Quae, and instead takes on the form of Bella Wend. He makes do with what he can piece together from the spare articles of clothing he carries, trying his best to emulate the garb of a young woman from a rural, farming background. They dress DU.EE in a cloak and head east on the Lion’s Way.

DU.EE is fascinated by the outside world, especially the sights and sounds of the woods where they hunker down during the night. After a few days of travel, they come to the Coast Way. There, they turn south, and duck into the woods. This course of action is designed to put any pursuers off their track. They travel through the woods back to the north, and eventually get back on the road, headed toward Baldur’s Gate.

Along the way, they are accosted by an aggressive ratlike humanoid, and his giant rat minions. Blades are drawn and battle ensues. Grabnar is badly bitten in the thigh by a rat, but the rest of the party fares better. They dispatch one rat (it’s head becomes a gruesome hat for DU.EE.) and disarm their leader. The ratman, one Mushika, surrenders, agreesing to leave and trouble them no more. He claims to have once been a member of the Thieves’ Guild in Baldur’s Gate, but they ultimately shunned him, perhaps due to his “condition.” They take what little coin he has (Mushika is apparently a very poor bandit) and they send him on his way. He takes off running north up the road with one of his rat companions. The group subdues the remaining injured rat, healing it and trying to turn it into a steed capable of carrying a gnome.

Session 7: Bars and Bargaining

After their tense encounter at The Hearth, the party regrouped with Little One to get more insight into the events surrounding the attack on Sprig. Little One confirmed that Sprig was back on her feet by morning, but Little One had not seen the Imp that attacked her. The conversation turned to the possible reasons why Matreous had been targeted. Ferdinan revealed that Matreous had been studying dark magic, particularly methods to diagnose and treat curses. This revelation left the group with more questions than answers.

Wrenn inquired about the whereabouts of Matreous’s belongings, but neither Little One nor Sprig knew. However, Sprig mentioned that Zor had taken Matreous’s book after his death. While the group discussed their next steps, Lis remained in the back room with the bartender, leaving the others unaware of what was happening.

The group wanted to explore the grounds further, but they learned that the morgue, where Matreous’s body was kept, was in a restricted area of the library. Wrenn left a note for Lis at the bar to inform him of their whereabouts, while Waldo humorously left some apricots as payment. With Ferdinan and Sprig staying behind to rest, the group set out again.

As they exited The Hearth, they ran into Winslow Wolcott in the courtyard. Wolcott warned the group about a man who had been asking for DU.EE, describing him as tall, bald, with dark black eyes and an unsettling presence. Wolcott admitted the stranger gave him chills. Waldo asked Wolcott to inform them if he saw the man again, assuring him that DU.EE was merely resting. When Wolcott said he was headed to The Hearth for a drink, Waldo and Wrenn decided to tail him discreetly.

Meanwhile, Grixori and Grabnar headed to a merchant named Petal to offload some goods they’d acquired in the other realm. Grixori engaged in a lively negotiation with Petal over items such as beakers, Newt Dust, Toad Bark, and Dandelion Pills. After some haggling, Grixori offered a gold-plated letter opener adorned with gems, asking for five health potions and eight gold pieces. Petal, taking a liking to this group, let them in on a little side-hustle she has been running. Since she knows many travelers to Candlekeep are denied entry for having books that don’t pass muster with the gatekeepers, she uses her contacts in the trade to procure rare books. She then sets agents on the Lion’s Way to offer her wares to those with the wherewithal to invest in a substitute book that will gain them entry. She maked a business proposition to the group, that if they travel to Baldur’s Gate, she knows a resource there where she can acquire some new stock. Grixori and Grabnar expressed their willingness to take on this errand. Petal, intrigued by their promise to bring her rare books from Baldur’s Gate, offered six healing kits, one healing potion, and seven gold pieces in return. A deal was struck when Petal brought out a Greater Potion of Healing from her cellar.

Back at The Hearth, Waldo and Wrenn followed Wolcott inside. While tailing him, Waldo came up with a clever ruse, requesting Sprig to “fetch a book” to keep an eye on Wolcott without raising suspicion. While she was gone, Waldo mixed a drink for Wolcott, a successful concoction now dubbed the “Bloody Scale.” Sprig returned with a random book, ready to take notes on Wolcott’s behavior. Waldo, clueless about her intention, was nudged by Wrenn to suggest she write her observations in Gnomish, in case the notes were intercepted.

The party reunited in the courtyard, where they shared their respective updates. Wrenn suggested they locate DU.EE to warn him about the person seeking him. However, when they arrived at the front gate, DU.EE was nowhere to be found. Fentrixel and Luvalin, the gatekeepers, informed the group that DU.EE had been sent back to the keep with a book for review.

Luvalin pulled the group aside, explaining that they were not the first to inquire about DU.EE. He warned them to be cautious, revealing that a Shadar-kai—a dark elf from the shadow realm, thought to be mere folklore—was likely the one hunting DU.EE. Luvalin advised the group to take DU.EE away from the library until the threat was neutralized. He mentioned that if DU.EE fell into the wrong hands, his soul could be corrupted. Luvalin tasked them with traveling north to Baldur’s Gate to inform Matreous’s family of his death and to seek the House of Learning. He promised to contact them when it was safe to return and assured them he would handle Zor’s inevitable objections.

Before departing, Waldo and Wrenn hatched a plan to mislead Wolcott by falsely telling him they were headed to the Two Towers. Meanwhile, Grixori and Grabnar waited at the front gate for DU.EE’s return.

Session 6: The Mysterious Swords and the Return to the Study

Our adventure resumed right where we left off—Waldo pulling Wrenn and the Mordenkainen book from the room after a chaotic fight with magical swords. Waldo managed to stabilize Wrenn’s wounds, and DU.EE stepped in with a potion to heal him up. Grabnar, in a clumsy fashion, let go of the swords and tripped over the ropes. One sword went flying, narrowly missing Lis, while the second lodged itself in the ceiling near Grixori.

Waldo and Wrenn quickly grabbed the ropes, wrestling the swords back under control. After several strikes, Lis managed to take out one sword, and after a team effort from Lis, Waldo, and DU.EE, DU.EE finally took down the second sword—his first real victory with his book flail! To top it off, he tried to hang the mangled swords back on the wall so that Coriander and Cumin wouldn’t notice the damage. With the battle behind them, the group took a much-needed short rest.

The Discovery of Liberty

Feeling rested, the group decided to investigate the adjacent room. Waldo immediately found another Mordenkainen book—this one marked with an “E.” That’s when we realized the books spelled out “L-I-B-E-R-T-Y.” (At this point, Grabnar, Lis, and Grixori were asked to step out of the room during the session.) DU.EE, Waldo, Wrenn, and Ferdinan rushed back to the castle entrance. With a shout of “Liberty,” Waldo reopened the portal, revealing the study we had come from. Only 10 to 12 hours had passed in the real world, and the room was oddly clean, with a strange smell of something freshly scrubbed.

As we investigated, a guard burst in, calling for Zor. Things escalated quickly when Zor began interrogating us, asking about a crime that had occurred while we were gone. Matreous had been killed by the venomous sting an Imp, who also stole a page from the very book we used to enter the other realm. The Imp also attacked Sprig after killing Mataris, making the situation even more suspicious. She perhaps survived by the Imp’s venom being all but spent on the lethal dose that had killed Matreous.

We tried to explain where we had been, with Ferdinand and Sprig vouching for us. Despite this, Zor remained skeptical and ordered DuU.EE back to his work at the gate, despite our efforts to keep him with the group. (At this point, Du.ee, Wrenn, and Waldo were asked to leave the room during the session, while the other group returned)

Grabnar, Lis, and Grixori decided to have a look at the Arboretum. Lis had an interest in capturing a Faerie Dragon. He even brought a large specimen jar with him. The three entered the lush garden with a bit of caution. It wasn’t long before they heard rustling ans snickering by unseen creatures in the foliage above. Lis moved forward, when suddenly a dazzling array of flashing, colored light burst forth out of nowhere. Lis and Grabnar were temporarily blinded, and the three immediately staggered back out into the corridor, with the sound of giggling ringing out from the treetops.

The Return of Grabnar, Lis, and Grixori

As the rest of the group returned, Lis, Grixori, and Grabnar came through the portal behind us, weapons drawn and ready to fight. Wrenn quickly called them off, reassuring them there was no danger. Their arrival through the portal backed up our story in front of Zor, who finally seemed to accept our version of events. Still, she left with a warning—we were being watched.

Lis, ever curious, wanted to see how others would react to him disguised as Matreous. The group made its way to the courtyard to figure out our next steps and how to solve the mystery of Mataris’ murder.

The Hearth and the Impersonation

Waldo decided it was time to reunite with Scale, his goat, and the group headed to The Hearth to track down Little One. Waldo made a grand entrance, trotting in on Scale as if it were completely normal. We found Little One, who was relieved to see us. He didn’t have any new information about the murder, though he mentioned the body had been taken to the morgue, located in the big tower.

While at The Hearth, the bartender spotted Lis in his Matreous disguise and called him out. Matreous, after all, was dead—and Lis’ behavior, like blowing up bottles behind the bar, wasn’t helping his case. The bartender requested Lis to come to the back room behind the bar, while the rest of the party watched from the fireplace and bar. Waldo, indignant at their treatment by Zor (particularly her attitude toward DU.EE) and by the confrontational stance of the bartender toward Lis, helps himself to a bottle of ale, and sits astride Scale in a position where he hopes to overhear Lis’ interaction with the bartender.

And that’s where we ended our session. What will happen next? Will the group figure out who the real culprit is, or will Lis’ charade get them into deeper trouble?

Session 5: Tome Raider

Hey guys,

It’s been a busy week, so I’m a little slow to post session notes. JP, you might need to correct my “from memory” notes with the notes you jotted down last Monday. But here’s my summary:

Wrenn, Grabnar, and Grixori ponder the book case filled with chained, iron-bound books. After their experiences with aggressive books, chairs, and dustpans, they are leery about messing with this collection of volumes. While discussing what to do about it, they realize that there is a single un-bound book lying upon the reading stand. It is another Mordenkainen book with a fancy capital “L” emblazoned on it’s spine.

Meanwhile, Lis, DU.EE and Waldo continue contemplating the strange, illusory planetarium. Lis had pointed one of the 5 telescopes at one of the 5 bright stars glowing in the virtual firmament and found that it shone a beam of light directly at the glass orb in the center of the room, causing it to glow with refracted starlight. DU.EE examines the walls, which, when approached, appear as simple, unadorned grey slate. He finds no secret doors or anything noteworthy. However, he does hear thumping and yelling from beyond the west wall.

(I don’t remember the exact sequence or who initiated contact with the bookcase – so I’ll summarize very generally)

The group in the hidden room with the “chained library” decide to examine some of the books, and sure enough… the whole bookcase springs to life and attacks them. It lashes out viciously with heavy iron books at the ends of sturdy chains. Wrenn and Grabnar both take a thumping!

Realizing that their friends are in some kind of trouble, and suspecting that the telescopes and the glass orb might mean something, Lis and DU.EE start aligning more of the telescopes. Waldo takes off at a sprint to get up into the attic to help.

Wrenn, Grixori, and Grabnar, realizing that they are about to get pounded into jelly, wisely (and dexterously) scamper back up the rope into the attic. Meanwhile, the planetarium experiment bears fruit. The combined light beams from all five telescopes sends a beam of light that seems to not just illuminate, but to conjure a door in the west wall. They swing it open, and find themselves face to face with a furious piece of furniture. Looking up, DU.EE notices a pair of feet clambering up into a ragged hole in the ceiling.

A battle ensues. Between flaming arrows, eldritch blasts, and other attacks, the belligerent bookcase is finally smashed to bits. Scorched wood, chains and books tumble to the floor.

Investigating the wreckage, the group discovers many books written in an unrecognizable language, but using draconic characters. A couple of books written in common stand out:

A Treatise on the Ethics of Constructs, and Magic of the Rune

“Magic of the Rune” discusses how truth innately resides in written language. The most pure of words are those expressed in runes… shapes that have deeper meaning than simply codifying spoken phonetic sounds. A rune can carry power beyond words. But those truths can also be turned to acts of falsehood. There are runes of power than can be used to conduct great works of magic, when drawn with precision, care, and proper materials. A ribbon holds the place on a chapter discussing the “Magic Nullifying Rune.” It can be used to overcome some of the most powerful charms, curses, and other magical effects. The rune must be drawn on the item upon which the magic has been cast – using rare materials that must be prepared with great care. This rune in particular must be drawn using mummy brown – a rich brown pigment made from the remains of ancient mummies – mixed with an extract of Black Nocturnumbra – a very rare variety of nightshade. It must be applied with a brush made from the hair of a hellhound’s tail.
 
This book is annotated by Fystandia – describing how this rune can be placed on a book to circumvent the magic protecting it from theft in Candlekeep. Including items held within the Chamber of Lost Lore.

The explorers are all very curious about these arcane components needed for this rune, and wonder what might lie within the destroyed remnants of smashed specimens in other rooms they had encountered. Waldo casts “Detect Magic” and proceeds to lead the group through a quick review of the spaces they had previously visited. He realizes right away that this entire mansion is innately magical. There is a constant ambience of magic throughout. Perusing the specimens left behind in the alchemical lab, Grixori finds some nightshade, but not the rare species noted in “Magic of the Rune.”

Passing through the main corridor of the “ground level” they observe Cumin and Coriander dragging bits of deceased mimic out to the patio and chucking it out into the purple mist. Ferdinand is sitting in the Study engrossed in one of Fystandia’s memoirs.

Before the “detect magic” spell runs out, they decide to investigate an unopened door alongside the damaged decorative armor at the top of the stairs. The find a short corridor and two more doors. Opening the first, they are faced with a Trophy Room. The walls are decorated with the mounted heads of a peryton, a black dragon wyrmling, a stag, a wolf, and a demonic looking dog that they are certain must be a hellhound. Two crossed longswords hang above a fireplace. Waldo detects strong magic present in the swords. Lis approaches them with a pair of lariats and carefully loops them around the pommels. He runs to the door, pulls the ropes, and predictably, the swords spring to life and dart toward him. He pulls in the slack rope and slams the door, pinning the swords tight against the door jamb. Alas, Wrenn had secreted himself behind a reading chair, and although presently undetected by the angry swords, he is trapped in his hiding place.

The group outside the door discuss a great many schemes on how they can keep the swords restrained while extricating Wrenn from his predicament. Grixori takes action and climbs back up into the attic. He pries open the floor, and peers down into the trophy room. The swords strain mightily at their tethers, trying to get at him. Wrenn takes the opportunity to grab a nearby tome bearing a letter “Y” on its spine.

With the swords preoccupied with Grixori, Grabnar throws open the door and grabs each of the two sword handles before they can fly off and do any damage. Unfortunately, one of the wildly struggling swords manages a swipe at Wrenn just as he scrambles for the door. The blade connects, resulting in a grievous wound that leaves the hapless gnome prone and bleeding on the floor.

Session 4 – D&D Game Night Recap – July 29th, 2024

Our latest game night was packed with action and surprises as Wrenn rejoined the crew after being MIA for a few hours. His timing couldn’t have been more interesting as he walked in just as we were preparing for an unexpected battle.

The Battle Begins

Grabnar, Waldo, Lis, DU.EE, and Grixori had placed a mysterious creature in the middle of the table and were ready to light torches around it. Wrenn, bewildered by the scene, questioned the wisdom of the plan. Despite his concerns, the torches were lit, and the jar exploded, unleashing a Tasmanian devil-like creature that immediately attacked Lis and Grabnar.

After several intense rounds of combat and the creature growing in size, we managed to defeat it. To our dismay, there was no apparent reward or benefit from the battle.

Exploring New Rooms

We headed back upstairs to the study for a full rest. Refreshed, we decided to explore the adjacent room, discovering it to be a training room filled with weapons and training dummies. A broom and dustpan were innocently cleaning up, and Wrenn wisely cautioned us not to touch them. Ignoring the advice, Lis took all the weapons, and we proceeded to the 2nd floor.

The Trap Door Incident

As we approached the top of the stairs, we noticed a trap door. During our investigation, Waldo decided to return to the armory to test if the broom could fly. This curiosity led to his downfall, as the dustpan and broom attacked and incapacitated him. Ferdinan alerted us to Waldo’s plight, and we rushed back to help.

After rescuing Waldo, we resumed our trap door investigation. Grixori and Grabnar attempted to throw Wrenn through the trap door, but he failed to grab the ledge and crashed onto the armor below, revealing it to be a cheap decoration. Cumin and Coriander flew up to the attic and secured a rope for us to climb.

Discoveries in the Attic

Grabnar, Grixori, and Wrenn ascended to inspect the attic. They noticed light at the end and discovered a study with iron-bound, chained books after tearing up some floorboards. Meanwhile, Du.ee, Lis, and Waldo explored parallel rooms, finding an astrological study. Within the study, they discover another Mordenkainen-authored tome featuring the letter “T” emblazoned on its spine. The book deals with the presence of other worlds among the stars. It has complex descriptions of the movement of stars and other bodies through the heavens, and how the focusing  of starlight during certain arrangement of stars can open an array of portals into worlds. Most of this room is taken up by long wooden tables that are covered with glass vessels and books. Cabinets with glass doors line the walls, and they contain all manner of specimens. Just below the ceiling in the middle of the room, colorful globes circle each other in an intricate dance. The far wall is almost completely covered by a map of the night sky, with a golden sunburst in the center above a closed door. Most of the stars are represented by mere dots or small circles, but the five most prominent stars are rendered as blazing silver suns.

The Mysterious Orb

In the next room, they encountered an illusion or holograph of the night sky, five telescopes, and an orb. DU..EE’s curiosity led him to touch the orb, but nothing happened. Upon looking through the telescopes and focusing one on a bright star, the light projected onto the orb, causing it to glow.

And that’s where our session ended, leaving us with glowing orbs and more mysteries to unravel.

Stay tuned for the next adventure!

Session 3: Smash and Grab

The adventurers stand amid the slimy, sticky wreckage of the dining room. Bewildered but ever-gracious, Cumin and Coriander persuade the hungry “guests” to partake in some lovely leek soup. Neither of the pint-sized pair seem to understand what happened, but they insist that they will clean up the mess.

Exploring the pantry, the adenturers find it well stocked with flour, salted meats, dried fruits, canned vegetables, and more. “Enough to last for many months,” declares Coriander. Waldo helps himself to some apricots.

Wrenn steps out to the foyer to check on their frightened companion, Ferdinand, Matreous’ adjutant from Candlekeep. The others follow, but are curious about what else they may find in this strange, dangerous place. They find the door immediately across the hall from the foyer to be ajar. They push it open and find a nicely appointed study. Canvas oil paints adorn three of the walls, while the entire far wall is a floor-to-ceiling bookshelf. Even more books are resting on several large scarlet armchairs and small wooden tables. A calico cat hops down from a chair cushion. Waldo speaks to the cat, learning that its name is Rags, and that she is rather friendly. He asks whether there is anything to fear around here. Rags asserts that she’s not afraid of anything around the place, but she finds the faerie dragons to be annoying. When asked about Fluffy, she doesn’t know what happened to him, but she doesn’t miss him. Rags wends her way around Waldo’s legs, until she loses interest and leaves.

Exploring the room, they suspiciously pull down the paintings. The paintings depict a landscape scene with a large green dragon emerging from a grove of pine trees, a study of a pegasus in flight, and a portrait of a unicorn in a wooded glade. They do not find anything untoward about these paintings.

Many of the books stacked on the corner reading tables appear to be volumes of Fystandia’s memoirs: her life story told from her prespective. Interesting though they may be, their attention is drawn by another large book featuring the familiar countenance of Mordenkainen. The spine of this book bears a large, ornate capital letter I. This book is another one authored by Mordenkainen discussing something known as the Blood War: an ages-long battle raging between demons and devils. In it, he pontificates on the importance of maintaining balance between the warring parties, and all the planes of existence for that matter.

An inspection of the bookcase reveals that when the bottom leftmost book is pulled, the bookcase slides forward to reveal a passage behind. Stairs lead down to a corridor with a couple of closed doors. Listening at one door, they hear a faint grunting, croak. Bravely pushing the door open, they are met with a warty toad sitting on a stone floor that is painted with a ten-foot-diameter circle of intricate runes. There’s an empty wooden bookstand opposite the door and bronze braziers at the other three cardinal points of the circle. Whatever material they contained has long ago burned to cinders, but the room still smells of charcoal and sulfur. When they step into the room, the toad immediately transforms into a small fiendish creature with wings, horns, and a tail. It attacks with sharp teeth and claws! The adventurers are ready for anything and this point and they slay it before it can do any appreciable damage. Curious about the runes, DU.EE recognizes them as draconic, but they don’t form anything intelligible to him. They place one of the Mordenkainen books on the bookstand, but nothing happens.

The abandon this room and try another door. Pushing it open, they are struck by the smell of astringent chemicals. Long wooden tables stretch across the room, laden with vials, beakers, and flasks holding various liquids and powders. Books are stacked between the glassware and chemicals. Yellowed paper charts and blackboards full of complex formulas cover the walls. One particular book immediately catches their attention: a large book with the by-now familiar portrait of Mordenkainen. This book bears a fancy letter B on its spine and features a study of Alchemical Science. Four clay figures rest on a table in the middle of the room. They range from a rudimentary, barely humanoid shape to a small, winged body so lifelike that it almost appears to be a real creature that is merely asleep. It wears a tiny apron. Among the items on the worktables, they gather an assortment of alchemical materials that maybe valued at up to 50gp. They also find two vials containing healing potions.

After some discussion, they decide to investigate the one remaining door in this basement area. They detect a sticky slime trail that leads for beneath that door, and down the hallway, diminshing to a mere tacky residue as it heads up the stairs. They are suspicious but they don’t hear anything, so they open the door. Smells of alcohol and brine permeate this room. Glass vessels large and small stand in rows on the floor and tables, ranging from one foot to six feet tall. Inside each vessel is the body of a creature floating in clear liquid. Among the pickled menagerie, they notice a mushroom with a humanoid appearance, a giant fire beetle, a horrid lizard-rooster creature, and other unidentifiable monstrosities. One four-foot-tall container is missing its lid and has no occupant. Noteworthy among the vessels is one in which a nasty purple tadpole-like creatures seems to stir. Shaking the jar, they find that this specimen is indeed alive. It swirls around and leers at them with an evil eye. A couple of the group take this jarred specimen into the “summoning” room and set it in the center of the circle. Before they can observe any kind of result, they hear a cry for help. Returning to the specimen room they see that several disembodied hands have unscrewed the lid of their jar from within and have leapt upon the unsuspecting investigators. They fight off these grabby, clawed menaces, tering them digit from digit, but not before Lis is choked nearly to death by one of them.

Fed up with seemingly harmless items attacking them, they decide that they are not taking any chances with the remaining creepy specimens. They smash all the jars and hack the bodies, leaving a disgusting mess of chemicals, slime, shattered glass, and aberrant body parts heaped in the corner.

Session 2: Book Club and a Quick Bite

The group find themselves in the foyer of a luxurious home. A corridor extends out to either side of the foyer. The floor is hardwood and the walls are made of stone blocks. The ceiling arches fifteen feet overhead. A number of doors are visible along the length and at opposite ends of the corridor. A few of the doors appear to be ajar. A nearby stairway ascends to a landing upon which a suit of armor stands. Behind the armor a purple swirling miasma is visible through a window.

Wrenn notices an aroma of cooking and the clatter of pots and pans coming from one door. Investigating, he is warmly greeted by two small, winged, and enthusiastic humanoids. They introduce themselves as Cumin and Coriander. The two are in the midst of preparing soup, they and invite these new guests to sit and dine. They offer bread and cheese in addition to the soup.

Cumin speaks in a high squeaky voice and tells them that she was created by her “boss” Fistandia, whereas the deep-voiced Coriander was created by Fistandia’s companion, Freyot. Neither Fistandia or Freyot have been seen for several months.

Meanwhile, in the corridor, Waldo encounters a friendly cat. He speaks to it and learns that its name is Blackie. When asked if there is anything to fear here, the cat expresses no concern but mentions that “Fuzzy” is missing.

Waldo proceeds to another door, farther down the hallway. He pushes it open and find what appears to be a private library. Tall shelves filled with books line the walls of this room. Two free-standing bookcases run through the middle of the room with a ten-foot-wide aisle between them. Several stacks of books are piled high throughout the room. There are small reading desks with cozy scarlet chairs in the corners.

Waldo hears a rustling sound from a stack of books. Reaching for one, he is suddenly engulfed in a swarm of books come to life. Their furious attack upsets one of the freestanding bookcases, which falls on Waldo, pinning him to the ground. Hearing the ruckus, his companions rush down the corridor to assist.

A melee ensues in which a second swarm of books comes to life. The embattled group hack and slash at the flying books as if swatting flies. A couple of the adventurers are battered within inches of their lives before the maddened books can be subdued. DU.EE makes use of his healing skills and brings his wounded companions back from the brink.

Looking through the wreckage, they find a couple noteworthy books. One is a slim bestiary of the undead. It appears to be intended for the mainstream reader, rather than a deep scholarly tome. It is published by Bobin Broadsheet Printer & Bindery in Rennet’s Cove, County Moldavia, Tethyr W.O.R.P.

The book includes entries for skeletons, zombies, ghouls, ghasts, ghosts, vampires, and more. The written information in this books seems fairly rudimentary, but the engraved illustrations are magnificent: very artistically done and wildly embellished. One entry is titled with an unpronounceable rune.  The creature depicted is a wretched, hunched humanoid with empty eyes like gaping holes and a distorted maw fixed in an expression of moaning torment. The text describes an undead horror that can kill you just by looking at you. It is believed that these horrid creatures are the unholy issue of Orcus, the demon lord of the undead. These creatures are also associated with the Shadowfell, the realm of the “Raven Queen” – thought to be a dark reflection of the Feywild, and a realm coveted by Orcus. This brief passage is footnoted, referencing the “Book of the Raven” – the sacred scriptures of the Shadar-Kai.

The illustration accompanying this entry sends chills up Grixori’s spine. His companions notice that he has gone pale and they inquire as to whether he knows what this creature is. He tells them that, unfortunately, yes he does. It is a Bodak, and he has a tragic history with them. In fact, he came to Candlekeep to research them. DU.EE has heard of these creatures. He has heard that they are strictly creatures of the night, and they are never seen in the daylight.

They also find a hefty tome with a leather cover featuring the portrait of a stern wizard… clearly Mordenkainen. In fact this book seems to be one of a series, as it bears a close similarity to the annotated volume they had found in Matreous’ study room. This one does not appear to have any marginal notations. This book bears an elaborately embellished letter “R” on the spine. It appears to be a compendium of research on the topic of “pocket dimensions.”

Throughout the room can be found various books dealing with assorted subjects like astronomy, planar travel, religion, horticulture, history, mythology, and more.

Waldo takes the “Undead Guidebook” while one of his companions takes the Mordenkainen tome.

Returning to the kitchen, they ask Cumin and Coriander if the books in the library always behave that way, and they respond that they never go in there. The party asks them where they get the food supplies from, and they mention that they have a large supply of dry and canned food, plus they grow fresh vegetables in the arboretum. The plants are illuminated by driftglobes, which the two tiny household assistants reactivate from time to time. They warn that if the party chooses to visit the arboretum, that they might get harassed by the pesky but otherwise harmless faerie dragons who live there.

Cumin and Coriander continue to enthusiastically offer their hospitality. They haven’t had a chance to cook for anyone other than themselves and the cats for so long! They ladle soup into bowls and direct the guests into the adjacent dining room. Before they can get fully settled in, one of the chairs springs to life. The seat flips up, becoming the upper mandible of a toothy maw. A fleshy tongue darts out at Grabnar, in an attempt to grasp him. This well-trained soldier reflexively steps aside. It misses him and the alarmed would-be diners jump to his aid. They lay into it with blades, but not before it delivers a nasty, acidic bite to Grabnar. He falls to the floor, his companions continue to hack at the monster. Soon, it no longer even resembles a chair, but instead a slashed, seeping rubbery mass, that continues to lash out with sticky appendages and teeth. It finally succumbs to its wounds, and lies rent to pieces on the floor. Amid its ruins are visible a few small bones and tufts of grey fur.

Cumin and Coriander pop their tiny heads into the room, and say, “You’re not hungry?”

DU.EE once again helps to heal Grabnar, while the party considers their next move.

Session 1 – Part 2: Through the Door

The seekers are admitted into “The Court of the Air” – a wide, open courtyard in which small knots of seekers and Avowed stroll and converse. Each of the five new seekers are assigned an adjutant. However, it is early evening after a long day of journeying, and they are ready to relax with a beer. Sprig, on Waldo’s behalf, goes to the Pillars of Pedagogy to seek Matreous, who is surely ensconced in a study room, intent on his research. The group, including DU.EE. (who is not only happy to spend time with this new group of seekers, but also deeply intrigued by the bearer of the book featuring his name), accompany Waldo on his other errands. He delivers his shipment of bark to the grateful scribes at the bindery. He then leaves his trusty mount at the stable. The folks there are well acquainted with the placid ram and are happy to have him in their care once again.

Those errands complete, they visit “The Hearth” while they await word back from Sprig. The Hearth is a pub unlike any other they have seen: its interior dimensions exceed the apparent exterior dimensions. They learn that this feat is accomplished by way of a strange clockwork device suspended in a two-foot diameter crystal orb embedded in the ceiling above the bar.

They order beers, except for Grixori who orders tea. The bartender seems a bit baffled by this request, but he dusts off an old tin of tea leaves and after some searching finds a battered kettle to put on the fire. The pub is occupied by just a few patrons, some conducting small group discussions, some sitting deeply in thought. But one occupant captures their immediate attention. A huge ogre sits alone in a oversized armchair in a corner beneath a lamp. He reads a book that appears tiny in his huge mitts. He wears a gold headband, and smiles warmly as he turns the pages. A couple of the brave seekers decide to approach and introduce themselves. They learn that this oversized reader is known as “Little One,” a moniker he took in remembrance of a hapless halfling whom he callously killed just prior to his “enlightenment.” His regrettable act of violence was driven by shameful covetousness. He wanted the shiny gold headband the tiny halfling wore, and he took it by force. The gold circlet was scarcely more than a bracelet for an ogre, but it magically expanded to fit his ogre-sized noggin. Once he donned the headband, the brutal ogre experienced an epiphany, and he was immediately overcome by shame and regret. Since then, he has dedicated himself to intellectual pursuits, and has put aside all aggression and hostility.

As Little One concludes his story, Sprig hurries into the pub and declares that Matreous is missing. They swig their beers (and Grixori swigs his recently-arrived scalding tea) and they all, along with Little One, accompany Sprig across the Court of the Air to the Pillars of Pedagogy. She brings them to a small, iron-bound oak door in the side of one of the stone towers. Little One is too large to fit through the door, so he agrees to wait outside. Sprig leads them up a winding staircase, to a cozy room outfitted with a comfortable leather armchair, a couple of lamps, and a desk carrying several books, an inkpot, a quill, and a cup of cold tea. A cloak hangs on a hook. Here they meet Ferdinand, Mateous’ adjutant. He tells them that he left to bring a cup of tea and a couple additional books, only to return to an empty study room. He waited, spent time looking, and asking around, but but nobody has seen Matreous. When Sprig came seeking Matreous on Waldo’s behalf, Ferdinand felt hopeful that perhaps these visitors might know something, so he asked Spring to bring them.

The new visitors have no idea where Matreous might have gone, but as they ponder the question, they take note of a large leather-bound tome sitting open on the desk. The ornately decorated cover is laced with gold filigree and bears the portrait of an imposing spellcaster. The man depicted has a bald head, a pointy goatee, and a piercing gaze. This is a figure of no small renown and is quickly recognized as Mordenkainen, a powerful wizard, scholar, and philosopher. The title of the volume is “The Joy of Extradimensional Spaces.”

When asked why Matreous, an expert in curses, might have been reading about extradimensional spaces, Ferdinand replies, “Well, he wasn’t originally. He had been perusing several books related to curses and countercurses. But some time into his visit here, he became very excited, and asked me to bring him books that had been donated by Fystandia, including this one.” He goes on to explain that Fystandia had once been a regular visitor to Candlekeep as well, one with a special interest in the study of interdimensional travel, much as Mordenkainen had been. Upon her untimely disappearance a couple years ago, her personal collection of literature was donated to Candlekeep. This book, authored by Mordenkainen, came from her collection. They ask Sprig to run downstairs and inquire with Little One whether he knows anything about Mordenkainen or Fystandia. Meanwhile, they continue to examine the book.

Upon investigation, the group finds that the margins of the book contain prodigious notes, jotted in arcane shorthand. The page to which the book had been left open is marked with a ribbon. This page bears a particularly emphatic bit of marginal notation. Those with a modicum of familiarity with arcane writing recognize that these notes identify a “Command Word” and that word is “SCEPTER.” This word “SCEPTER” is boldly spoken and immediately an ethereal set of double doors materializes, glowing with an eerie green light. Beyond the doors, they see the shimmering figure of a slightly built, bespectacled man, with dark skin and a short beard. He looks up from examining a small winged, horned statuette. So startled is he, that he almost drops the statuette, but he smiles and opens his mouth to speak. The surprised seekers scarcely have time to register this strange sight, when they feel themselves abruptly pitched forward. As if being knocked into a hole, they tumble through a blaze of green light. Staggered and disoriented, they look up to still see a man on the opposite side of the glowing doors, but now he stands alongside a desk upon which sit a large book and a cup of tea. They all, including Ferdinand, find their surroundings changed. They now stand in the foyer of what appears to be a luxurious residence. The ceiling arches to fifteen feet overhead, and long hallways stretch out on either side of the foyer.

The shimmering green doors are weakening in luminescence and the man holding the statuette is becoming less distinct. He speaks, “I had been trying to find a way back out! Thank you for opening the door!” The doors are fading rapidly, and they presently hear his diminishing voice speak again, “Scept-aaaaaghh!!!” His voice trails off into a scream, followed by a solid “thump!” The doors cease glowing and their appearance seems to settle into that of an elegant set of solid, wooden doors with frosted glass windows. They push open the doors and are met by an unsettling misty, dark purple miasma.