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.

Session 1 – Part 1: The Way of the Lion

The paths of five unique travelers become intertwined along the Way of the Lion. They have come, each with deep sense of purpose, seeking knowledge at the great citadel of Candlekeep. These five individuals come from quite different backgrounds, yet they quickly coalesce into a congenial group of traveling companions as they approach the great gates. Four of these come bearing a gift, a unique book deserving of a place within, as is the requirement for entry into this bastion of knowledge. One, Waldo, a gnome druid from the Cloakwood, comes bearing a shipment of hiexel bark – a valuable resource for the library’s bookbinders. He also bears a responsibility… a promise to find the mage, Matreous, a regional expert on the study of arcane curses.

There at the great gates, the quintet are met by the three Gate Wardens on duty, each one clad in the purples robes of the Avowed and each presiding over a stone table bearing a quill, a bottle of ink, and a large record book. The are also met by a peculiar creature, the likes of which most of these travelers have never seen: a metal humanoid of some kind. It is not clear if this creature is a clockwork automaton, a conjured aberration, or a mere pet, but Waldo addresses it as DU.EE, and speaks to it in a kindly manner, clearly affording this strange specimen the respect which any sentient being deserves.

The three Gate Wardens are known to Waldo as well. After a brief exchange of greeting with a young seeker by the name of Winslow Wolcott (also known as Dubble-Dub or Dee-Dee by his mates at school), Waldo presents himself to Zor, the most stern of the three Wardens. He recommends to his travelling companions that they instead present their gifts to the much more amiable Fentrixil Greymist.

Waldo had been here many times before in his role as a supplier, and Zor for that reason is not inclined to outright bar him from entry. She does, however, find it a bit unorthodox to provide him an adjutant and allow him access to library resources without having donated a book. He argues that he has come to research a way to help the afflicted town of Mosscrick. After some debate, she relents. She offers him the services of Sprig Summerfoot, a halfling adjutant and scribe who will act as his research assistant.

Waldo lingers near the great gates, conversing with DU.EE while the others present their offerings  to the Gate Wardens. They cluster near Fentrixil Greymist, hoping to get through his queue before Zor is freed up. But Grixori, the tiefling ranger, finds himself unlucky in this hope. Zor points to him and says, “You! Tiefling! Come here! State your business and let’s have a look at your offering!” He presents a book comprised of childish scrawling purported to be the memoirs of none other than the Xanathar. Zor scoffs, decalring the piece to be a fraud, although she asserts with some irony that the notorious gang-leader and beholder could conceivably be the author of such inanity. Grixori laments that he has clearly been the victim of a scam, but he has another volume at the ready. He presents a volume containing his family’s collected knowledge on the properties of nightshade. Zor rolls her eyes at the alliterative title, but cannot deny the value of this herb lore. She takes her time, perusing page after page of the voluminous work, while the patient tiefling seeker stands awaiting the verdict. At some length, she finally tires of the game, and she allows Grixori to pass.

Renn, a gnome rogue from the foothills of the Cloud Peaks, steps up to the table of Fentrixil Greymist, and offers him a children’s book that was written and illustrated by a local member of his clan. Fentrixil gushes over the adorable illustrations and admires the wit, humor, and sheer whimsy of this charming little book. He pauses in thought for a moment and ruefully explains how, despite the library maintaining a collection of children’s books, they are typically pieces of some historic import, or works of renowned artists, or culturally significant in some way. He seems nearly prepared to turn away the gnome and his darling little book, but he just can’t bring himself to be so hard-hearted. He accepts the book as a unique work of art and allows Renn to pass.

Lis, the changeling steps up next. Lis is a very serious, intense individual. He presents a hefty tome, the work of his own mind and his own pen… his life’s work, a treatise on Kelemvor, the god of the dead, and the concept of the Veil of Falsehood. Fentrixil’s glee over the childen’s book wilts in the face of such heavy subject matter, but he is no fool. He is still a very learned scholar, and understands the import of such a work. He calls his two colleagues over and they soon fall into a deep discussion about the nature of truth and deception. It is finally decided that this man’s viewpoint, even if it should be refuted, is worthy of consideration and debate. They accept the book , and Lis is allowed to pass through the great gates.

Travelling with Renn is Grabnar Stonebrow a dwarf from the Cloud Peaks. He finds himself in Zor’s line while Luvalin Eastwind and Fentrixil rustle up some adjutants for the group of seekers loitering around the great gates. Grabnar, for a tough and rugged soldier, is a bit of a babe in the woods. He has never encountered such a magnificent place, or such exotic people! Nor is he entirely familiar with the lore surrounding Candlekeep. He carries with him a book that he would like to return to the library… not realizing that Candlekeep is simply not that kind of a library. Materials do not circulate. They are not to be removed.  In fact they are placed under an enchantment which prohibits their theft. So when he presents a book entitled “DU.EE Model One: Instructions and Designs for the Candlekeep Servant,” he is taken aback by her furrowed brow and barely concealed expression of concern. When she open the cover to read the inscription “Property of Candlekeep, under NO circumstances should this book be removed” she pales and her expression grows even more grave. Yet, she maintains her composure. She states in no uncertain terms that this book will remain here at the library and will not be relinquished. She tells Grabnar, “You too have doubtlessly been the victim of fraud. Nonetheless, since you did provide a book that will be of interest to the Avowed Archmages, you will be granted entry. However, be aware that the Great Readers may very well like a word with you, to discuss the source of this book.” DU.EE, standing nearby, overhears his name and, being a curious sort, approaches Zor, peering around her shoulder. She firmly shoves him away, but not before he catches a glimpse of the book… it is filled with numbers, and diagrams, and there it is again… his name.

Session 1 Prep

Hello players!

We are one week away from Session 1 – the start of our adventure!

I’ve been really excited to witness the development of your backstories. I love the creativity I’ve been seeing and I’ll do my best to facilitate the development of these nascent stories.

In Session Zero I spoke a bit about the “linear” nature of the adventures within the Candlekeep anthology. That’s true to a certain extent – each adventure can be a standalone outing that takes players from a clear “point A” to a clear “point B.” But there is so much we can do to re-skin these adventures to make them relevant to the themes inherent in your characters. Plus, they all exist within the vast sandbox of Candlekeep. I have a strong feeling that this campaign will not feel like a railroad, once we’ve fleshed out the connective tissue between the adventures.

That being said, I’d like to leave you with this creative prompt:

Entry to Candlekeep requires the donation of a book not currently in the library’s collection. There are exceptions, at the Gatekeepers’ discretion, such as annotated versions, special editions, historically significant printings, journals of exceptional interest, etc. The gatekeepers will kindly, but firmly, turn away any seeker whose proffered book does not meet these standards. Many seekers wisely bring a selection of works, lest they find themselves denied admission due to their offering falling short of the criteria. A couple of our characters already have entry to the library secured (for instance DU.EE who, in fact, calls Candlekeep home). To everyone else, I pose this question: What book will you bring to the gatekeepers to seek admission?

Session Zero Notes

Hello players! I hope you all enjoyed Session Zero. It was great seeing all the creativity being poured into the character generation process. I’m looking forward to hearing your ideas as they start to gel, and we figure out how these individuals will come together as a group.

I have a few ideas I was batting around. These are by no means intended to apply pressure or direct your backstories, but rather some ideas and questions that might spark more ideas.

DU.EE
I love the idea of DU.EE having been created within the library, and used as a servant of sorts. Candlekeep is administered by an order of sages and scholars known as the Avowed. The front gates are overseen by five Avowed. Admittance to the library is granted only to those who contribute a book not currently in Candlekeep’s collection. Thus, the gatemasters employ runners to convey a presented book to sages within the library for review, while the hopeful visitors await news of either acceptance or rejection. DU.EE’s function could be to serve as a runner.

Perhaps DU.EE’s maker was an Avowed sage with a keen interest in the lore of constructs, golems, and such. The knowledge that his maker gathered, has again been lost within the myriad books of the library: a passage in one book, a concept explained in another, a ritual detrailed in yet another, and so forth. Those dots are no longer connected, thus the art of assembling another such construct is lost. Who was it that built him anyway?

Another thought to consider for DU.EE: who is his deity? The Avowed are adherents of Deneir – the lord of glyphs and writing. Perhaps DU.EE carries on in that tradition. Or does he refute the faith he was “born” into and instead revere a different god?

I imagine that DU.EE is seen as a mere automated tool by some, a pet by others, and as a fully sentient individual by a few enlightened others. Maybe even as an abomination by some. There might be some interesting ideas to explore here. I also imagine that DU.EE’s metal components are engraved with arcane glyphs and runes.

Lis
As a changeling, how does Lis present himself physically? What is his “default” appearance? Do his companions know what he is? How does Lis’ religious background and alignment interact with a racial trait that can easily be used to deceive?

I like the “bond” that Lis is committed to the preservation of a sacred text which some would like to destroy. The pairs well with a campaign that features literature so prominently. Is it this bond that draws him to Candlekeep? We could explore ideas around the suppression of ideas, and the power of the written word.

Grixori
I love the backstory you presented, Paul. I won’t say much about it here, as I think it’s something your character may choose to share or not share as he sees fit. But, here’s one other facet of this world that I was thinking about, which applies to not only to Grixori, but to all the characters. How common are Tieflings? The way I like to imagine it, is that in some more cosmopolitan areas, Tieflings (and other less common races) are not unheard of. But in more provincial areas, a Tiefling, with an innately fiendish heritage, might be met with distrust or fear. Are you comfortable with that being a factor?

Grixori has a specific area of knowledge to research, so he has his own reason to visit Candlekeep. Does he meet the other characters on the way to the library, or is he already there when others arrive?

Grabnar Stonebrow
I love the military background that Grabnar brings to this group. His sense of duty, discipline, and adherence to the law along with his down-to-earth commoner background can help keep this group of characters grounded. I wonder what brings him to Candlekeep? Does he have a connection to the town that is suffering from the curse-induced drought? Is he hired by the town to seek answers? Or does he have a connection to one of the other characters?

Waldo Achelous Lavau Tobler
I think the idea of Waldo having an innate concern for the well being of the natural world, is a perfect rationale for him intervening on behalf of the cursed town. As you suggested during Session Zero, perhaps his woodland home is in the vicinity of the town. His beloved woods are suffering the blight and drought that is causing such hardship for the neighboring town. Is this is what motivates Waldo to seek the mage Matreous at Candlekeep? Has he done this on his own, or has he first consulting with leaders in the town? How might he be connected to other characters? Perhaps Wrenn, the Rock Gnome, is related in some way?

Wrenn
Wrenn’s criminal background fascinates me in the different ways it can be manifested. Your personality trait uses the phrase “Never tell me the odds” which puts me in mind of Han Solo – a criminal, yet not an “evil” character. Wrenn’s ideals are based on loyalty to his friends. Is it his loyalty to another character that brings him along on a trip to Candlekeep? I menrtioned the posibility of Wrenn and Waldo being related. But Wrenn could just as well be a loyal friend to another character, an NPC, or none of the above. I’m also curious as to who Wrenn’s “criminal contact” might be.

Those are just some thoughts I’m kicking around and some ideas to consider. I’m interested in the ideas you all have!