Gods, Monsters, and Poor Life Choices // D&D
Session 2, The Lost Library Part 2
Session 2, The Lost Library Part 2
Date: 2026-02-20
Summary
The party stood before the ancient stone door marked with orcish runes, having just navigated through forty-five minutes of noxious sewer tunnels beneath Baldur's Gate. Eight and a half years after the absolute crisis, they had accepted a lucrative job from Saresha Imravel to recover the Nathlum, a book of arcane lore detailing rare poisons and their cures from this hidden library carved out by an orc arcanist named Lethchauntos. Their rival, Maelra Szandru, Saresha's former partner and implied romantic interest, had already discovered the library's location and intended to loot it with her own group of hired mercenaries.
Shane pressed his ear against the door at the end of a corridor, listening carefully for any signs of danger. He heard shuffling footsteps and quiet talking, along with an occasional slapping noise like heavy books being dropped on tile floors. Signaling the others to follow, he quietly cracked open the door to reveal a breathtaking sight: a circular library rotunda lined floor to ceiling with shelves so packed with books that the walls appeared to be made of their spines. A balcony circled the chamber at their level, and a wide staircase descended in a graceful arc to the floor below.
Down on the library floor, a group of people were tearing the place apart, yanking books from shelves and hurling them onto a growing pile in the center of the room. One figure stood apart from the others, better armed, cleaner, and more composed, holding a tinderbox loosely like a threat. "Faster," the figure snapped, their voice echoing up through the stone. "Take what we can, and we burn what we can't. Maelra doesn't pay for sentiment." Shane drew his bow and aimed at the person with the tinderbox, waving the others forward with his free hand.
As Velessa stepped forward, she tripped over a loose cobble, and behind her, the tied-up goblin they had captured earlier shrieked, "That bitch wizard is coming!" The mercenaries below looked up in alarm as chaos erupted. Velessa quickly fired her crossbow from the balcony, her bolt striking the figure with the tinderbox and drawing blood. Seris, not wanting to waste time, leaped from the twelve-foot balcony, but instead of falling, she spread celestial wings and fluttered gracefully to the floor below, landing among the startled cultists.
The cultists immediately attacked, one swinging a sickle at Seris and managing to slice between her ribs with a vicious strike. The figure with the tinderbox, now wounded, targeted Velessa on the balcony with a hand crossbow, though the arrow embedded itself harmlessly in the stack of books behind her. Vagnfríður, seeing her companions in danger, decided to make a dramatic entrance. She leaped from the balcony with her greataxe raised high, crashing down onto a cultist below and splitting them in half with a single devastating blow.
Shane fired an arrow at the figure with the tinderbox, hitting them solidly and causing them to recoil with a string of curses. The cultists continued their assault, swinging sickles wildly at the barbarian and paladin, though many of their strikes went wide. Séantal moved into the room and attempted to blast one of the cultists with eldritch energy, but the magical bolt went wide, missing its target entirely. Velessa activated her blade song, her movements becoming fluid and graceful as she vaulted over the railing and leaped toward the cultist leader, her shadow blade striking true.
The cultist leader, now bloodied and desperate, turned their attention to Velessa and swung a short sword at her, but she deftly disengaged and the figure fled up the stairs toward an exit. Vagnfríður, her rage fueling her strength, gave Seris a surge of vitality before smashing her greataxe into another cultist's face, then cleaving through to a second one, dropping them both. Shane shot the fleeing figure again, bloodying them further, before drawing his short sword. The remaining cultists fought desperately, but one by one they fell to the party's coordinated assault until Shane dashed forward and cut down the last one, ending the battle.
After the fight, the party searched the bodies and found a spell scroll for speaking with animals, along with thirty-five gold pieces split among them. Velessa returned to the goblin they had left tied up in the previous room, stuffing one of its socks into its mouth and tying it off to silence its protests. She warned the goblin that if it tried to betray them again, her new imp familiar would impale it with its venomous tail. The party then explored further, finding a comfortable chamber with beds and furniture before entering a curated room filled with trinkets, keepsakes, and a central table piled with knickknacks.
On the table floated a glass sphere glowing with faint orange light, and when Velessa grabbed it, she heard a telepathic voice in her head. "Hello? Yes, you, you with the hands. Set me free, and I'll be your most devoted, helpful, utterly indispensable associate," the voice pleaded. The creature introduced itself as Quillbit, a small imp who had been imprisoned by Lethchauntos for experimentation and left behind after the arcanist's death. After some negotiation and contract review by Séantal, who used her knowledge as a scribe to ensure the terms were fair, Velessa smashed the glass sphere, releasing the ten-inch tall imp with red leathery wings and a scorpion-like tail.
However, when the party touched other items on the table, a cloud of poisonous gas suddenly issued from an iron wolf statue in the corner, filling the room quickly. The party took damage from the noxious fumes and began to flee, but Séantal heroically dashed through the gas, taking more damage, and stuffed a pillow into the wolf statue's mouth. This activated a hidden mechanism that stopped the gas flow, though the poison lingered in the air as the party escaped to safety.
The party continued exploring and entered a wide natural cavern where city brickwork gave way to earth. A narrow stream broke through the western wall, and by its banks crouched a pale, fleshy creature with gray eyes, feasting on the remains of the goblin who had fled their first fight. The ghoul looked up at them and spoke softly, "I'm not greedy, just practical. Can smell the dead on you already. Adventurers always carry the promise of a meal. I'll tell you what: bring me one who won't be missed, and I'll pretend I never saw you." Velessa and Seris dragged several cultist corpses from the previous room to satisfy the ghoul's hunger, and it retreated to its cave, leaving them in peace.
As Seris stood near the stream, she noticed something pale beneath the waterline: bones wedged between stones, stripped clean. Tangled among them was a small metal charm with delicate gears and a tiny winding key, which she retrieved. Velessa sent Quillbit to scout a large hole in the cavern, and the imp discovered it led to the Underdark, specifically to a giant chasm known as the Shrieking Abyss. The party decided to continue exploring the library rather than venture into the dangerous depths below.
They returned to the rotunda and explored further, finding a chamber with a silver magic circle inscribed on the floor and decorated with magical runes. Velessa identified that the circle could be used to cast a summoning spell using a gilded acorn they had found earlier. Despite some hesitation, she activated the circle, and a column of light appeared, forming into the spectral shape of a wolf that looked around expectantly. Seris took control of the summoned spirit, and the party continued their exploration with their new companion.
Shane listened at another door and heard familiar sounds: voices laughing, the rattle of dice on a table, and mugs being slammed down. He quietly opened the door to find three men gambling around a table. When they noticed the party, one of them introduced himself as Zach, along with his companions Todd and Bradley. They revealed they were also mercenaries hired by Maelra and hadn't found the book yet. Shane closed the door, deciding not to disturb them further, and the party moved on.
Behind a curtain, they found a meditation chamber with a reed mat and a small cloth bag containing runestones etched with orc letters. Shane discovered a cleverly concealed door in the stonework, which led to a small, round chamber with a table crowded with bottles and jars. Inside, they found valuable jade, gold, and ruby dust, two potions of healing, and an assortment of coins. The party collected these treasures and prepared to continue their search for the Nathlum.
Finally, Shane opened a door to a wide gallery supported by six stone columns, with frescoes climbing the walls depicting an orc in black robes forging a double-bladed axe, stalking a grand library, and scribing a book. On the western wall, the fresco showed the orc writing the very book they sought, and the party spotted an actual book set face out on a shelf, perfectly aligned with the painted image. A tall, thin figure in a voluminous cloak stood near it, studying the shelf, with an armed woman beside her and several looters hovering nearby.
Shane took advantage of their distraction and fired an arrow at one of the cultists. The cloaked figure turned toward them with a wide-eyed, slow-blinking stare, as if committing their faces to memory. She drew a breath and lifted her hands to the clasp at her throat, letting the cloak slip free and fall back. Beneath it, she wore rich red robes, and her bald scalp was marked with elaborate branching tattoos that curled across her head and temples like living script. "There," she said, quite pleased. "Now you understand what you're dealing with." Séantal and Seris recognized the tattoos and robes immediately: they were facing Maelra Szandru, a Red Wizard of Thay, and the battle for the Nathlum had truly begun.
Short
Eight and a half years after the absolute crisis, the party ventured into the sewers beneath Baldur's Gate to recover the Nathlum, a book of arcane lore on rare poisons and their cures, from a hidden library created by the orc arcanist Lethchauntos. Hired by Saresha Imravel, they raced against her rival Maelra Szandru, who had already sent mercenaries to loot the library. Upon entering the circular rotunda, the party discovered looters destroying books under orders to take what they could and burn the rest. A fierce battle erupted as Velessa, Seris, Vagnfríður, Shane, and Séantal fought off the cultists, with Vagnfríður making a devastating entrance by leaping from the balcony and splitting a cultist in half with her greataxe. The party emerged victorious, driving off the cultist leader and eliminating the rest.
As they explored deeper into the library, the party freed Quillbit, a small imp who had been imprisoned in a glowing sphere and became Velessa's familiar after Séantal reviewed the contract terms. They narrowly survived a poison gas trap, negotiated with a ghoul by offering it cultist corpses, and discovered the library connected to the Underdark's Shrieking Abyss. After finding valuable treasures including healing potions and magical dust, and summoning a spectral wolf using a gilded acorn and magic circle, the party finally located the Nathlum on a shelf aligned with a fresco depicting Lethchauntos writing the very book. However, standing before it was a tall, cloaked figure who revealed herself to be Maelra Szandru, a Red Wizard of Thay, her bald head marked with elaborate branching tattoos. The true battle for the Nathlum had just begun.
Classic
Last we left off, our intrepid party had descended into the fetid depths beneath Baldur's Gate, navigating forty-five minutes of noxious sewer tunnels in pursuit of the Nathlum—a tome of arcane lore detailing rare poisons and their cures. Hired by Saresha Imravel to recover this precious book from the hidden library of the long-dead orc arcanist Lethchauntos, they found themselves in a race against time. Their rival, Maelra Szandru—Saresha's former partner and a name spoken with equal parts bitterness and longing—had already discovered the library's location and sent her own mercenaries to loot and burn what they couldn't carry.
After breaching the ancient stone door marked with orcish runes, the party discovered a breathtaking circular rotunda lined floor to ceiling with books, only to find Maelra's hired thugs tearing the place apart. What followed was a chaotic battle as Velessa's misstep alerted their enemies, sending the party into a desperate fight. Seris spread celestial wings and descended among the cultists, Vagnfríður leaped from the balcony to split a foe in half with her greataxe, and Shane's arrows found their marks as the party cut down the mercenaries one by one. In the aftermath, they freed Quillbit, a cunning imp imprisoned in a glowing sphere, negotiated with a ghoul feasting on corpses, and discovered a summoning circle that brought forth a spectral wolf companion. They avoided confrontation with three gambling mercenaries, uncovered hidden treasures of jade and gold dust, and finally located the Nathlum itself—perfectly aligned with a fresco depicting its creation.
But as Shane's arrow struck the first blow, the tall, cloaked figure studying the shelf turned to face them. Maelra Szandru let her cloak fall away, revealing the elaborate branching tattoos across her bald scalp and the rich red robes that marked her as a Red Wizard of Thay. "There," she said with chilling satisfaction. "Now you understand what you're dealing with." The true battle for the Nathlum had begun, and our heroes found themselves face to face with one of the most dangerous arcanists in all the realms...
Memorable Moments
"That bitch wizard is coming!"
— Goblin
The tied-up goblin shrieks a warning as Velessa trips over a loose cobble, alerting Maelra's forces to the party's presence
Velessa frees Quillbit, a sassy imp, from a glass sphere and signs a contract making the imp her familiar
After telepathic negotiation and contract review by Séantal, Velessa gains a new infernal companion
Séantal heroically dashes through poisonous gas and stuffs a pillow into the wolf statue's mouth, stopping the deadly trap
After the party triggers a poison gas trap, Séantal takes damage but saves the party by deactivating the mechanism
"Now you understand what you're dealing with."
— Maelra Szandru
Maelra dramatically reveals her identity as a Red Wizard of Thay, removing her cloak to show her tattoos and red robes
Scenes
Entering the Rotunda
The party reaches a large stone door and discovers a vast circular library where Maelra Szandru's mercenaries are ransacking books.
- Shane listens at the door, hearing shuffling and quiet talking inside.
- Shane quietly opens the door to reveal a breathtaking rotunda, a circular library with floor-to-ceiling shelves and a balcony.
- A group of people are tearing the library apart, throwing books into a pile in the center.
- A figure holding a tinderbox commands the group to take what they can and burn the rest, stating 'Maelra doesn't pay for sentiment'.
- Shane signals the party to move forward, drawing his bow and aiming at the person with the tinderbox.
Combat in the Library Rotunda
Combat erupts in the grand library as Velessa trips, alerting the mercenaries, leading to a chaotic engagement with party members leaping from the balcony.
- Velessa trips over a loose cobble, causing the tied-up goblin to shriek, 'That bitch wizard is coming!'
- Initiative is rolled, starting combat.
- Velessa fires her crossbow from the balcony, hitting and bloodying the figure with the tinderbox.
- Seris jumps off the 12-foot balcony, using Celestial Revelation to sprout wings and flutter safely to the floor below.
- A cultist attacks Seris with a sickle, dealing slashing and necrotic damage.
- The figure with the tinderbox targets Velessa on the balcony with a hand crossbow, but the arrow gets stuck in books behind her.
- Vagnfríður leaps from the balcony with her axe, taking falling damage but gaining advantage on her attack, splitting a cultist in half.
- Shane shoots the figure with the tinderbox with his bow, hitting and causing them to recoil.
- Cultists attack Seris and Vagnfríður, with mixed results.
- Séantal moves into the room and attempts to blast the figure with Eldritch Blast, but misses.
- Seris attempts to attack but misses.
- Velessa activates Blade Song, then gracefully vaults over the railing, leaping towards the figure and hitting them with a solid strike.
- A cultist critically hits Seris with a sickle.
- The figure turns their attention to Velessa, swings a short sword, but Velessa uses a cutting action to disengage and the figure runs towards an exit.
- Vagnfríður uses her rage to give Seris temporary hit points, then smashes a cultist with her greataxe, cleaving through to another cultist and taking them both down.
- Shane shoots the fleeing figure again, bloodying them further, then draws his short sword.
- Cultists continue to attack Vagnfríður and Seris with mixed results.
- Seris throws a dagger at a cultist, bloodying them.
- Velessa attacks a cultist with her shadow blade, taking them down.
- Shane uses his cutting action to dash, and the last cultist falls, ending the combat.
Looting and Goblin Interrogation
After the battle, the party loots the defeated cultists and Velessa returns to interrogate the tied-up goblin, silencing it with a sock.
- Shane discovers a spell scroll for Speak with Animals in a hidden box.
- The party loots 8 gold pieces from the cultist leader and 27 gold pieces from the minions, splitting it evenly.
- Velessa confronts the tied-up goblin, accusing it of betrayal.
- Velessa stuffs a sock into the goblin's mouth and ties it off, effectively silencing it and tossing it onto a bed.
Exploring the Library's Chambers
The party explores further into the library, finding a comfortable chamber and then a curated room filled with trinkets and a mysterious glowing sphere.
- The party decides to explore the current floor before descending further.
- Séantal casts Longstrider on themselves.
- Velessa finds and pockets 'The Adventures of Boo, Miniature Giant Space Hamster' book.
- The party enters a room with comfortable beds and furniture, noting its potential as a secure resting place.
- The party proceeds to a curated chamber with display shelves, knickknacks, and a central table with a glowing glass sphere.
- An iron wolf statue stands in the southeast corner of the room.
Quillbit's Release and Contract
Velessa interacts telepathically with a trapped imp named Quillbit inside a glass sphere, eventually releasing it and negotiating a contract for its service as a familiar.
- Velessa grabs the glowing glass sphere and hears a telepathic voice introducing itself as Quillbit, asking to be freed.
- Quillbit explains it was imprisoned by Lethchauntos for experimentation and left behind after his death.
- Velessa decides to free Quillbit, warning it against betrayal.
- Velessa smashes the glass sphere, which dissolves into sand, releasing a 10-inch tall imp with red leathery wings and a scorpion-like tail.
- Quillbit offers Velessa a contract to become her familiar, presenting a large scroll.
- Séantal, using their knowledge as a scribe, helps review the contract, ensuring it doesn't involve Velessa's soul and modifying a non-assignment clause.
- Velessa signs the contract, making Quillbit her familiar.
Poison Gas Trap and Resolution
The party triggers a poison gas trap from an iron wolf statue, leading to a chaotic escape and Séantal heroically stopping the gas flow.
- Upon touching items on a table, a cloud of poison gas issues from an iron wolf statue, filling the room.
- The party takes poison damage and struggles with the gas.
- Velessa uses elementalism to push the gas into a corner, but the statue continues to spew it.
- Party members begin to leave the room to escape the gas.
- Séantal, after dashing through the gas and taking damage, shoves a pillow into the wolf statue's mouth, activating a mechanism that stops the gas flow.
- The party quickly exits the room, escaping further poison damage.
Ghoul Encounter and Discovery
The party encounters a ghoul feasting on a goblin in a natural cavern, then trades it corpses for safe passage and discovers a mysterious amulet in a stream.
- The party enters a wide natural cavern where they find a ghoul feasting on the goblin that fled the earlier fight.
- The ghoul offers to let the party pass if they bring it a meal.
- Velessa and Seris drag cultist corpses from the previous room to the ghoul, satisfying its hunger.
- The ghoul drags the corpses into its cave, leaving the main chamber.
- Seris discovers a clockwork amulet with delicate gears and a tiny winding key wedged among bones in a stream.
Underdark Connection and Goblin's Fate
The party discovers a connection to the Underdark and decides the fate of the tied-up goblin, now under Quillbit's watchful eye.
- Velessa sends Quillbit to scout a large hole, discovering it leads to the Underdark, specifically the 'Shrieking Abyss'.
- The party realizes the ghoul's cave connects to the first room where they fought goblins.
- The tied-up goblin attempts to dislodge its gag.
- Quillbit reveals itself to the goblin, threatening it with its venomous tail if it disobeys, and mentions the ghoul.
- The party decides to release the goblin, as they see no point in keeping it.
Magic Circle and Summoning
The party finds a magic circle and uses a gilded acorn to summon a spectral wolf, preparing for potential threats.
- The party enters a chamber with a silver magic circle inscribed on the floor and a curtain depicting a map.
- Velessa identifies the circle as capable of casting a summon spell using the gilded acorn.
- Despite initial hesitation, Velessa uses the gilded acorn to activate the circle, summoning a spectral wolf.
- Seris takes control of the summoned wolf spirit.
Gamblers and Hidden Room
Shane quietly opens a door to find three human males gambling, who reveal they are also looking for the book, and the party then discovers a hidden room with valuable dusts and healing potions.
- Shane listens at a door and hears voices, laughter, and dice, indicating gamblers.
- Shane quietly opens the door to find three men (Todd, Bradley, Zach) gambling.
- The gamblers reveal they are mercenaries hired by Maelra and haven't found the book.
- Shane closes the door, deciding not to disturb them further.
- The party pulls aside a curtain to reveal a long, quiet chamber with a reed mat and a small cloth bag.
- Shane discovers a cleverly concealed door in the stonework.
- The party opens the hidden door to a small, round chamber with a table full of bottles and jars.
- The party finds 50 gold pieces worth of jade, gold, and ruby dust, two potions of healing, and an assortment of coins.
- The party finds a cloth bag containing smooth runestones etched with orc letters, which appear ritualistic but not magical.
Confrontation with Maelra Szandru
The party encounters Maelra Szandru, a Red Wizard of Thay, in a gallery adorned with frescoes, leading to a tense confrontation and the start of a new combat.
- The party enters a wide gallery with frescoes depicting an orc arcanist forging an axe, stalking a library, and scribing a book.
- They spot a tall, thin human in a voluminous cloak studying a shelf with a book, accompanied by an armed woman and several looters.
- Shane takes advantage of their unawareness to attack a cultist.
- The cloaked figure turns, revealing a bald scalp with elaborate branching tattoos and rich red robes beneath the cloak.
- The figure smiles, stating, 'Now you understand what you're dealing with.'
- Séantal and Seris recognize the figure as Maelra Szandru, a Red Wizard of Thay.
- Combat begins with Quillbit dropping caltrops and Velessa insulting Maelra.
- Shane fires an arrow at Maelra, hitting her.
- Séantal attacks cultists, quickly taking down two.
- Seris moves in to attack a cultist and uses Genius Loci to gain resistance and immunity to various conditions.
- A vapor spawn's sickening vapors incapacitate Shane.
- The spirit wolf attacks a cultist, eventually taking it down.
- Maelra casts Hold Person on Seris, but it fails due to Seris's immunity.
- A cultist attacks Velessa, landing a critical hit.
- Maelra casts Blur on herself, making her body vibrate.
- The session ends mid-combat due to technical difficulties with one player.
NPCs
Maelra Szandru
A Red Wizard of Thay, revealed by her elaborate branching tattoos on her bald scalp and rich red robes. She leads a group of mercenaries in ransacking the Hidden Library for the Nathlum. She is cunning and pragmatic, commanding her forces to burn what they can't take. She is a formidable magic-user, capable of casting spells like Hold Person and Blur, and is the primary target of the party's mission.
Goblin
A goblin captured by the party earlier and tied up. It shrieks a warning when Velessa trips, alerting the mercenaries to the party's presence. Later, Velessa silences it with a sock, and the party eventually decides to release it under Quillbit's threat.
Cultists
Mercenaries hired by Maelra Szandru, found tearing apart the library and engaging the party in combat, wielding sickles and crossbows.
Quillbit
A small, 10-inch tall imp with red leathery wings, a red body, and a scorpion-like tail. She was trapped in a glass sphere by Lethchauntos for experimentation and left behind after his death. Velessa freed her and entered into a contract for Quillbit to become her familiar, offering expertise on the Hells and minor assistance. Quillbit is opinionated, has thumbs, and is immune to poison. She can turn invisible and assists the party by scouting and deploying caltrops in combat.
Ghoul
A fleshy, nearly skeletal creature with pale gray eyes found crouching by a stream in a natural cavern, feasting on a goblin. It is practical and hungry, offering the party safe passage in exchange for more corpses, which the party provided.
Todd
One of three human males found gambling in a side room. He is a mercenary hired by Maelra Szandru, currently searching for the Nathlum.
Bradley
One of three human males found gambling in a side room. He is a mercenary hired by Maelra Szandru, currently searching for the Nathlum.
Zach
One of three human males found gambling in a side room. He is a mercenary hired by Maelra Szandru, currently searching for the Nathlum.
Vapor Spawn
A creature encountered during the combat in the gallery, capable of incapacitating foes with sickening vapors and attacking with its claws.
Armed Woman
A woman standing beside Maelra Szandru in the gallery, described as 'still as a drawn blade,' indicating her readiness for combat.
Looters
A handful of individuals near the columns in the gallery, accompanying Maelra Szandru, who appear bored but are part of her group.
Locations
Hidden Library of Lethchauntos
A secret library beneath the city, carved out by an orc arcanist named Lethchauntos. The party explores various chambers within it, including a rotunda, barracks, curated chamber, natural cavern, and gallery.
Rotunda
A breathtaking circular library lined floor to ceiling with shelves of books, featuring a balcony level and a wide staircase descending to the floor below. It was the site of a chaotic battle against cultists who were ransacking the library.
Barracks/Sleeping Quarters
A chamber containing comfortable beds and somewhat nice, if old, furniture, suggesting it could be easily secured for rest.
Curated Chamber
A broad chamber that feels almost curated, with display shelves lining the walls, crowded with keepsakes, trinkets, and personal relics. A central table is piled with knickknacks, and a glass sphere glows with faint orange light. An iron wolf statue stands in the southeast corner, which later spews poisonous gas when items on the table are disturbed.
Natural Cavern
A wide natural cavern where city brickwork gives way to earth, with a narrow stream, a low hole to the south, and a smaller side cave to the north. A ghoul was found here feasting on a goblin. The cavern connects to the Underdark through a large hole leading to the Shrieking Abyss.
Shrieking Abyss
A giant chasm in the Underdark, discovered by Quillbit scouting a hole in the natural cavern, confirming a connection to the deep subterranean realm.
Magic Circle Chamber
A square chamber with a silver circle inscribed on the floor, decorated with magical runes. Voices can be heard through a door on the west wall, and a thick curtain depicting a map hangs in the northeast corner. Velessa used this circle to summon a spectral wolf.
Gamblers' Room
A small, comfortable sitting room where three human males (Todd, Bradley, Zach) were gambling with coins. It has a door leading to sleeping quarters or a privy.
Meditation Chamber
A long, quiet chamber where the air feels still, with a reed mat neatly centered on the floor and a worn pillow. A small cloth bag rests near the mat. A cleverly concealed door is found in the southeast corner.
Hidden Room
A small, round chamber with stonework that feels tighter and more deliberate, containing a single table crowded with bottles and jars sealed with wax and careful labels. The party found jade, gold, and ruby dust, two potions of healing, and an assortment of coins here.
Gallery
A wide gallery supported by six stone columns, with frescoes depicting an orc in black robes forging a double-bladed axe, stalking a grand library, and scribing a book. An actual book is set face out on a shelf, perfectly aligned with a painted image. It is where Maelra Szandru and her forces are encountered.
Items
Tinderbox
Held by a figure in the rotunda, used as a threat to burn the books in the library if demands are not met.
Sickle
Used by the cultists in combat against the party.
Hand Crossbow
Used by a figure in the rotunda to attack Velessa from a distance.
Axe
Vagnfríður's weapon, used with rage-fueled strikes to defeat cultists.
Bow
Shane's weapon, used for precise archery to target enemies.
Crossbow
Velessa's weapon, used to attack enemies from the balcony.
Short Sword
A weapon used by a figure in the rotunda to attack Velessa after she disengages.
Greataxe
Vagnfríður's weapon, used to cleave through multiple cultists with powerful strikes.
Dagger
Seris's thrown weapon, used to bloody a cultist.
Shadow Blade
Velessa's weapon, used to inflict psychological torment and defeat a cultist. It does psychic damage and leaves no visible wounds.
Spell Scroll for Speak with Animals
A magical scroll found by Shane in a hidden box within the rotunda. It contains the Speak with Animals spell.
The Adventures of Boo, Miniature Giant Space Hamster
A book found by Velessa among piles of books in the library, which she pockets for later reading.
Glass Sphere (Quillbit's Prison)
A glass sphere glowing with a faint orange light, found on a central table in a curated chamber. It contained the imp Quillbit, who was released when Velessa smashed it, causing it to dissolve into sand.
Iron Wolf Statue
A heavy and intimidating iron statue of a wolf in the southeast corner of a chamber, with its mouth open. It spewed poisonous gas when items on a nearby table were disturbed, but Séantal stopped it by stuffing a pillow into its mouth, activating a mechanism.
Pillow
A soft item found on a bed in an adjacent room, used by Séantal to plug the mouth of the iron wolf statue and stop the poisonous gas.
Clockwork Amulet
A copper amulet with tiny interlocking gears and a tiny winding key, found by Seris wedged among bones in a stream. It allows the wearer to forego an attack roll once per day to get a 10 on the die.
Gilded Acorn
An item used by Velessa to activate a magic circle and ritual cast a summon spell, resulting in the appearance of a spectral wolf. It was consumed in the process.
Jade Dust
50 gold pieces worth of jade dust, found in bottles and jars in a hidden room.
Gold Dust
Gold dust found in bottles and jars in a hidden room.
Ruby Dust
Ruby dust found in bottles and jars in a hidden room.
Potion of Healing
Two potions of healing found in bottles and jars in a hidden room.
Runestones
Smooth runestones etched with orc letters, worn by handling, found in a small cloth bag in a meditation chamber. They appear ritualistic but not magical.
Wand of the War Mage
A magical wand that gives a +1 bonus to spell attack rolls, transferred to Séantal after being found earlier.
Contract (Quillbit's Familiar Pact)
A scroll that appeared when Quillbit offered to become Velessa's familiar. It detailed the terms of Quillbit signing herself over as a familiar, with a non-assignment clause that was modified to prevent transfer to any 'being' without Velessa's consent. Velessa signed it.
Caltrops
Small, spiked objects used by Quillbit to hinder enemy movement during combat.
The Nathlum
A book of arcane lore detailing rare poisons and their cures, which Maelra Szandru is also seeking. A painted image of it is seen in the Grand Gallery, with the actual book displayed on a shelf.
Spells
Celestial Revelation
Seris uses this ability to manifest wings, allowing her to flutter safely to the ground after jumping from a 12-foot balcony.
Blade Song
Velessa activates this magical ability, which enhances her speed and agility, allowing her to move gracefully and effectively in combat.
Eldritch Blast
Séantal attempts to cast this powerful cantrip at enemies, though it misses on the first attempt.
Longstrider
A spell cast by Séantal to increase their movement speed.
Elementalism (Wind Aspect)
Velessa used this to push the poisonous gas into a corner, lessening its concentration in the room.
Light
A cantrip cast by Velessa to illuminate dark areas for the party.
Summon Beast
A spell cast by Velessa using a magic circle and a gilded acorn, which summoned a spectral wolf to aid the party. The summoned beast is a spirit that lasts for an hour and is under the caster's control.
Shield of Faith
A protective spell cast by Seris on Shane, providing him with a magical defense during combat.
Genius Loci
A paladin ability used by Seris, granting her resistance to bludgeoning, piercing, and slashing damage, and immunity to grappled, prone, and restrained conditions.
Hold Person
A spell cast by Maelra Szandru on Seris, attempting to paralyze her, but it fails due to Seris's immunity to paralysis.
Blur
A spell cast by Maelra Szandru on herself, causing her body to vibrate and making her harder to hit in combat.