Showing posts with label stygian library. Show all posts
Showing posts with label stygian library. Show all posts

Sunday, October 9, 2022

Knave Report 6, 7, 8

We're back, with three sessions combined into one post! 

Session 6

Dramatis Personae:

Alma Tumbler (level 5) Aspirant Ranger, purple feather mutation, Wielder of the Unknown Blade and the Lightning Bow, Chronicler and Sole Survivor of the first session

Olga Derippe (level 3) Body builder, Hammer Enthusiast, Haunted by a Revenant, Death Defier, Hoardmaster

Stratford Slee (level 3) Member of the Hunter's Pact, Arguably Australian, no longer stuck at 6 HP, ex-pirate

My notes for session 6 got considerably jumbled and lost, so this is all mostly from memory. 

After leaving the black iron door behind, the party wanders into rows of shelves that are occasionally interrupted by brains floating in jars. They wake some of them up but find most don't respond or speak in tongues they cannot understand. One jar does prove fruitful, however, and it turns out to be the brain of Torovax the Yellow. 

Torovax was a wizard of the Ranger's Guild, according to the records that the party had found on their last expedition, and the party eagerly asks after what Torovax knows of the curse on Honorwatch and what caused its fall. The news of the undead curse on the keep shocks Torovax, who entered the Stygian Library shortly before the fall to try and locate a spellbook lost in Starmoore. He has no ideas about who could have caused it, but he does offer to help the party in exchange for them removing him from the library. They agree and Torovax tells them of some hidden books that would help them deeper in the library. 

The next room is a simple tea room and contains the hidden books, a considerably large spellbook and a book that causes Olga to level up instantly. Time works strangely in the room and after fruitlessly trying to sleep the party slowly realizes time only moves forward when they move. Taking the knowledge they have in hand they realize the Greatest Joke in the world is nearby and decide to forego resting and press onwards. 

They find their quarry in another mess of pipes and clockwork, a computation engine greater than the last. A singular librarian is present when they enter and on seeing the party they scurry out of the room. Quickly, the party decides the librarian is going to call for help and finally they'll be attacked for all the damage they've done to the library so far. Fearing their souls being captured and catalogued by the white robed librarians, they quickly use the computation engine and print out the Greatest Joke. Stratford grabs it and carefully avoids reading the book, noting the way the letters swim on the cover and fearing it will sap his intelligence. 

Just then, the librarians enter the room in force and unleash a flurry of magic missiles at the party, who turn tail and run. They keep ahead of their pursuers and even manage to grab Torovax as they flee. Stratford downs his potion of Giant Size and tries to create some obstacles while the party crawls single-file through the tunnel out of the room with a black iron door- now also chased by a hungry and cackling neurovore they encounter in the tea room. 

Back upstairs, the chase continues until they reach the room with the cone that contains vials of what now are clearly recognized as souls. Alma starts grabbing the vials and smashing them, unleashing a vortex of agonized dead that swarm both the party and the librarians in pursuit, but causes enough of a distraction to allow the party to escape. The Scooby Doo chase continues all the way until the party escapes the library and returns to the sand dunes, where their running to the exit mirror attracts an enormous sand shark- which they barely avoid before closing the mirror portal and returning to the wizard's tower once more. 

Back in the wizard's tower, the party makes their way to the tavern at the base level and promptly fall asleep after checking to ensure their horse and donkey were well cared for by their man-at-arms. The next day they make the trek down the mountains and back to Yonwell, avoiding the attention of a drake that loitered in the skies. In Yonwell, they finally meet with the possessed Destrian once more and deliver him the Greatest Joke. Destrian Rumboldt reads the book, chuckles, and then promptly explodes with a wet pop as the entire dream-like apparatus around him collapses and the party finds themselves suddenly in the attic of the house across from the guild hall, Scrying Orb and cursed black sword in hand. This adventure ends as they confirm the town has returned to normal and people don't seem to recall anything amiss, but they ensure to safely lock up their questionably cursed objects and deliver the Scrying Orb into the hands of the Bell Priests (as well as pay a bribe to some town guards who were questioning why the guildhall was covered in bloody hand prints). 

Session 7

Dramatis Personae:

Alma Tumbler (level 5) Aspirant Ranger, purple feather mutation, Wielder of the Unknown Blade and the Lightning Bow, Chronicler and Sole Survivor of the first session

Olga Derippe (level 3) Body builder, Hammer Enthusiast, Haunted by a Revenant, Death Defier, Hoardmaster

Stratford Slee (level 3) Member of the Hunter's Pact, Arguably Australian, no longer stuck at 6 HP, ex-pirate

The events of the Destrian Arc now settled, the party takes stock of their priorities and status. Stratford and Alma want to visit Taubey in the Beastwarren- partly to meet with Cormac the Green and inquire about his story with the Ranger's Guild and Honorwatch and partly to allow Stratford to deliver his various trophies to the Hunter's Pact. Stratford, now, finds himself free of his curse of undeath but is still afflicted by a mysterious golden statue that he cannot seem to get rid of and that grows larger every day. Olga brings up the rumors of a dwarven smith set up in the hills near Honorwatch and Alma mentions that she'd like to visit them and get her two swords examined. 

Ultimately, the group decides to first go to find the dwarf, then return to Yonwell and make for Taubey, hoping to catch a ferry in Magda. Winter is encroaching and the party prepares accordingly in the market, taking the time to hire a new lantern boy and discover a new alchemy shop has opened up (run by a previous random encounter, a young witch named Parsley) and readily empties the party's coffers by selling healing potions as well as identifying their many mysterious potions. 

The journey north to the hills goes well enough for the first day, but on the second day the party stops to rest just south of the black-smeared walls of Honorwatch. Everyone recalls the many times they have been warned since their first adventuring days in these lands: "Do not sleep within sight of Honorwatch." Upon finishing their recollection the party notices a lone rider further along the road to the north, cloaked in black and unmoving. Weighing their options, everyone does what fortifying of their small camp that they can on these open plains and settle in for the night. 

Not long after darkness shrouds the lands, a red glare blooms out of the tallest tower of Honorwatch. Stratford Slee, on watch, wakes the others as he sees the gates of Honorwatch open, a stream of shadow pouring out and only dimly visible under the glare. Everyone wakes and prepares as the shadow streams down the road and meets the rider, still waiting. Once the shadow meets the rider, four other riders are revealed amongst the roiling mass and the cavalry charge sets forward to the party. 

Darkness shrouds the party and extinguishes their flames as the riders mercilessly charge again and again to devastating effect. Potions are chugged, "We should have listened"'s are said, but finally Stratford's wolfhead lantern is able to dispel a circle of the darkness and provides just enough room to allow the party to take out a handful of riders before the shadow dissipates. They rest for the night and quickly pack in the morning, heading off the road and into the misty plains to the northwest. 

The mist becomes thick quickly, the ground turns to a sludge of mud and unnaturally tall flax, the air carries a smell of rust and blood. Navigation becomes quickly impossible, but Stratford notices the wolfshead lantern's eyes moving. Deciding to follow the direction, the party discovers a low, muddy hill ringed by twelve stone pillars jutting from the mud. As they approach, a wretched howling begins and the party sees the muddied and bloodied wolf-men chained in agony to the center of the pillars. Their howls rise to a crescendo and an enormous hand wolf, seven feet tall and cruel, emerges from a divet in the muddy hill. 

Mud-zombies burst from the marsh and and trip the party up, trying to drag them into the marsh. Stratford beelines for the giant hand wolf and in short turn discovers himself alone and well over his head, nearly dying in two rounds. Olga and Alma are trapped below, slowly destroying the zombies and trying to keep the lantern boy alive, so Stratford spies the hole the wolf came from and jumps, sliding down a dark muddy hole and launching into the air atop an almost identical hill in a strange willowy swamp. Deciding to return, he slides back down into the mound and emerges from the other side, using the mud to slide down the hill and help Alma gut the giant hand wolf. Zombies and hand wolf slain, the party executes each of the chained monstrosities, causing the mound to rapidly inhale the surrounding mist and collapse into itself. Confused, beaten, muddy, the party makes their way north and manages to find the camp of Corin the Smith. 

Corin has hired a group of laborers and hunters, her goal to dig into the legendary forge beneath Honorwatch and set up shop. The party agrees to help clear out Honorwatch's surface in exchange for some smithing work. The smith examines the two blades Alma brought and relates what she knows of them. 

Eventide, the shortsword recovered from a cursed pond, said to have been wielded by Sir Dorcas, a knight of Honorwatch. 

Hierophant, the cruel longsword that formerly held a shade of Honorwatch and was wielded by Duke Konrad of Honorwatch's son. 

A legend goes of a sealed gate beneath Honorwatch, older than the hills and the rivers around it, and that three blades were tied to unlocking it- but as for the third blade Corin didn't know anything. 

Goal met, curiosities satisfied, and with many new questions the party returns to Yonwell uneventfully and prepares for their journey to Taubey.

Session 8

Dramatis Personae:

Alma Tumbler (level 5) Aspirant Ranger, purple feather mutation, Wielder of Eventide, Hierophant, and the Lightning Bow, Chronicler and Sole Survivor of the first session

Olga Derippe (level 4) Body builder, Hammer Enthusiast, Haunted by a Revenant, Death Defier, Hoardmaster, Aspiring Gym Owner

Stratford Slee (level 3) Member of the Hunter's Pact, Arguably Australian, no longer stuck at 6 HP, ex-pirate

Piety Portendorfer (level 3) Gourmand, Survivor of a Death Curse, Notoriously not Pious, Aspiring Author

An old adventurer returns and joins the group once more. Piety had spent the last few months in Gnarledshore, looking for any records the Circle of Fire kept that could identify the strange crystal shards recovered from the mysterious cathedral the party had lucked into when investigating a cairn near Yonwell which functioned as a teleporter of sorts. Each of the statues in the cathedral gave a vision of a location and a similar cairn awaiting activation- and hinted that all of them activated at the same time would open the Cathedral's gates to the magnificent yet empty city visible from its warded windows. 

Piety discovered records of a monk at an old monastery in the Karst, north of Magda, who had come across similar crystals and had made a device that could, allegedly, locate these cairns. Knowledge in hand, she returned to the guild and joined with the rest of the party for their trip to Taubey, this time purchasing a cart for the donkey, Dunketello, as well as hiring an archer and their usual lantern boy.  

Winter has begun and snow has recently fallen, but the day looks clear as the party sets out. They stop in and chat with Alia at her shrine before they proceed north, once more examining the bloody clay pond where the old blood altar had been. This time, they spot tracks in the bloody clay, as of several large, clawed creatures emerging from it. Not wishing to make the same mistakes as previous guild members, the party studiously avoids interacting with the pond whatsoever and continue on. 

The second day finds the party traveling further north and again underneath the gaze of Honorwatch as night falls. They lighten their packs and force march through much of the night until reaching a copse of oaks outside the glare of Honorwatch. Approaching the trees and looking to shelter for the night, the party finds a dozen corpses swinging from ropes, freshly dead and bearing no marks of resistance. They spot a pit nearby and consider toughing it out despite the decorations, but despair once more when they discover the pit is deeper and darker than they had hoped. Lightening their loads and taking more exhaustion, they proceed north one more hex to shelter in the ruins of some old buildings along the road to Magda. 

Late in the night, four shuffling corpses follow along the road and attack the party. They recognize the corpses as ones that had hung from the trees earlier, nooses dragging in the snow behind them. Alma and the archer plug the first with arrows and watch it fall as an ominous buzzing emits from the corpses, and Stratford, Piety, and Olga charge forward with Piety protecting the others as Olga and Stratford pour and light lantern oil over the first corpse. Meanwhile, the other three corpses stop shambling and the buzzing gets louder and they open their mouths wide- the heads of giant locusts visible as they burst out and attack the party. Having fought locusts like these long before, the party makes quick work and cuts them all down and finally get some rest- just after Piety roasts one of the locusts and notes its strange pork flavor. Before settling in for the night Olga digs through the pockets of the now empty and dead shamblers, finding a heavy gold coin with a symbol of a man's gaping mouth on it. To her dismay, she finds that it bears the same properties as Stratford's statue and not only eats her gold but also finds that she cannot part with it.

Exhausted from the previous night's flight along the north road, the group finally reaches Magda in the early morning and get an inn and a hot bath while restocking their supplies. The town of Magda is not terribly large and notably surrounds a large hill near a river delta. The top of the hill has a chalk surrounding wall, the only access to the summit being a winding staircase from the central temple downhill. Mermaid motifs are engraved all over the town, and the party is on high alert after their initial investigations into the mermaid cult many months ago resulted in them being run out of town. With a mostly new cast, however, they once more decide to meet with the temple and see if they can learn anything new. Piety spends her time not shopping but instead fishing, and fishes a strange bass with several sets of eyes and small nodule legs. A nearby farmer warns her not to eat it as a beast in a cave upriver has been poisoning the rivers here and causing the strange mutations. After some brief discussions, the farmer gives Piety a small hand mirror and suggests she gifts it to the temple's priestesses. Excited, Piety goes and joins the rest of the group as they head into the temple. 

The priestesses outside don't speak but do bow and usher the party through the doors. In the main hall, lush pillows and a lavish table of exotic foods draw attention, but immediately on entering a thick and sweet incense begins to dull some of the party's wits. The priestesses add more of the incense to the large braziers flanking an extravagant oak throne at the end of the hall- each handful causing a small puff of green flame. An older priestess in heavy robes sits on the throne and gestures to the party to approach. 

Introducing herself as Sanesta and the leader of the Mermaid Cult, she invites the adventurers to share any tales they have and offers her own in exchange, specifically expressing an interest in any live creatures or samples that she could offer to the mermaids that dwell atop the hill in the Holy Pond. Stratford bargains as the rest of the party watches on, deciding to trade the fang he wrested from a giant snake beneath the Ranger's Guild in exchange for knowledge on how to remove the cursed statue and the cursed coin. He and Olga ascend the stairs to the pond and observe its strange milky waters and the chalk dome in the center as Sanesta calls forth a mermaid. Mist rolls into the pond and the top of an almost albino woman's face emerges from the water, reaching an arm out and examining the coin and statue before returning them and disappearing under the waters.   

Returning to the hall, Sanesta tells Stratford that the coin and statue were created by an artificer in Starmoore, specifically to sell to others who wished to curse their enemies and then ransom his curse breaking skills in exchange. Unfortunately, the means to break the curses exist only in his shop in the ruins of Starmoore- which is inaccessible still due to the Castle Demon that lairs within. Trading yet more knowledge of the region, Sanesta tells the party that they can likely find a way to avoid the Castle Demon's ire by consulting with the dogmen that roam the dunes around Starmoore and finding their secret that allows them to walk freely within. 

Piety rouses from devouring a lavish cheese board and gets her wits back, asking Sanesta if she knew anything about the strange teleporter cairn. Sanesta offers that she knows of three of them and Piety determines to return here and trade something for the knowledge of their locations later. Sanesta offers a variety of healing and even resurrection services as well in exchange for wealth or knowledge, hinting that if the party brings her whatever is tainting the river she'll gladly offer up more knowledge. The party notes down the location of the cave where the taint is said to be originating and then rests for the night and clears their exhaustion. 

In the morning, a light snowfall greets the party as they decide to set out for Taubey. Originally they had planned to wait for a river boat, but with the river icing over there won't be one for some time. Instead, they decide to follow the river east on foot and use it to guide them through the Beastwarren until they reach Taubey. Their first day of travel sees them entering the Beastwarren for the first time- its enormous trees stirring as much dread as the strange sky-scraping peaks with a hazy light behind them just visible to the far northeast. As night falls on the first day, the party sets to cooking their meal and immediately draw the attention of a colossal 40 foot tall walking tree, two hippogriffs roosting on its head. The tree stomps into the clearing and ruins their cookware and extinguishes to fire as the party scrambles to hide. With a great settling, the tree unroots again and crashes out of the camp, hippogriffs eyeing the party as they exit. Chastised, the party settles in for the night with cold rations. 

Late in the night, a shattering crack like a gunshot is heard to the north, followed by a bone chilling rattle. The sentry wakes the rest of the party just as a similar crack and rattle is heard to the south, followed by a third in response to the west. In the dark of the woods as snow falls, the party whirls to try and ready for whatever may come. After a quick argument of who will light a torch, Stratford hides himself and Olga lights a torch while the cracks continue to get closer. The light reveals the source of the sound to the north as it crosses the river to reach the party. A seven foot tall fiendish creature in the shape of a man wrapped in bone white carapace studded with spurs and spikes with a mishapen head that cocks to the side with a crack and settles with a rattle. Combat begins and Alma and Olga are immediately brought to 1HP by two of the creatures as their first of two attacks appears to horribly impair when struck. The battle continues poorly but the party manages to avoid any fatalities. Stratford leaps from the shadows and casts Body Swap on one of the creatures, prompting Piety to restrain his body for the rest of the combat. The hirelings fail their morale checks and panic, hiding in the tent for most of the fight before the archer steels her nerves and manages a lucky shot on one of the needle men. Alma's sword Eventide glows brightly and she skewers two of the needle men, leaving Stratford- in the body of the third needle man- to climb a tree and jump from a height before swapping back as the needle man cracks open on a large rock. From a previous encounter with smaller versions of these beasts, the party knows the value of the needles contained in their heads. When properly prepared, they can be sold for a high price, or used and inserted into a creature to charm them. The ethics of permanently force-charming people are briefly discussed as they set about removing the beasts heads and adding them to their packs before everyone settles to sleep again. 

In the morning, snow continues to fall and the party opts to leave the cart behind as it is nearly unusable in the wild and rough terrain of the Beastwarren. They continue following the river east and come upon a large leaning stone tower near midday. A white flash at the top of the tower draws their interest and the party decides to investigate. They climb to the entrance and find the inside to be gutted and open to the elements, a frozen layer of water at the bottom and a singular trap door at the top. Olga spots something beneath the ice and sets to cracking it open while Stratford and Piety cast spider climb and pop open the trap door. Piety enters carefully and finds the room to be covered in branches and large white feathers, smelling of horse. An opening to the outside reveals a small landing at the top of the tower but its previous occupant is nowhere to be found. Piety finds a chest hidden beneath the branches and hauls it down the tower where Olga and Stratford are still breaking the ice. 

Inside the chest, Piety finds an ornate flute with pegasi symbols. Making the obvious choice, she plays the flute and a pegasus lands outside the tower. After some careful approach, she mounts the pegasus and quickly realizes she doesn't know how to ride a pegasus and it has no saddle. The pegasus rockets into the air and by grace of Piety's spider climb spell being still active she keeps on its back long enough to get it to land again before it sets off once more. 

Beneath the ice, Olga finds a pristine shimmering silk cloak, untouched by the environment, wrapped around a fine mace with striata of a pearlescent metal running through it. After some experimentation, the party finds the silk cloak can change its color if you concentrate and Olga dons it eagerly. The mace remains a mystery but is determined to at least be a +1 weapon. 

Setting forth again the party quickly reaches their goal: Taubey. Near the river is a stadium sized two-tiered marble structure, the top sporting an enormous tree and pristine marble homes with griffons and wooden masked elves (the party has previously encountered them in the Greenspine) while the bottom looks to have been open air but is now fortified with heavy palisades. Devon, the Hunter's Pact member who first recruited Stratford, comes out with a scouting party and greets the group, ushering them inside and showing them around town. 

Taubey's central feature is an enormous longhouse where a feast is actively underway. It also sports a robust leatherworking, tanning, and smithing industry- but as most of the town appears to be feasting the party opts to join them. Inside the longhouse, the walls are covered in trophies of exotic beasts, many of which the party fails to identify. Hanging from the rafters is a forty foot long winged giant snake skeleton, shining with gold. The many tables are laden with drink and food and the party sets to feasting and mingling. 

Stratford begins his proper initiation to the Hunter's Pact by offering his trophies and telling tales of his exploits. A giant hand he carved from the giant handwolf wins a spot on the wall as well as one of the large needle man heads. The tales of the party are well received and not long into the night a ship captain picks up on a tale the party had been telling of when they had used the cairn to teleport to a strange floating stone island above a great bayside city plagued with wyverns. The ship captain shares that his crew were well familiar with it, being the western continent of Wyv, said to be filled with riches but extremely difficult to enter thanks to the winged terrors. He offers his ship's services if the party wishes to sail there and the party sets to discussing what possible treasures may resided within the floating island, now known to be rumored as the throne room of the last king of Wyv. 

The feast continues late into the night until the door bursts open and Cormac the Green and several hunter companions enter dramatically, hauling inside a freshly slain drake. To the surprise of the party, Cormac looks to be the same as his statue in the ranger's guild- from the top up. He and his companions, however, have the equine lower halves of what was thought to be mythological centaurs. Cormac cheers and the longhouse echoes as the feast continues with a fervor and the session closes out.

Sunday, August 21, 2022

Knave Report 5: Pepper Dies (Again)

 In which, the party delves into Emmy Allen's Stygian Library in search for the Greatest Joke.

Dramatis Personae:

Alma Tumbler (level 5) Aspirant Ranger, purple feather mutation, Wielder of the Unknown Blade and the Lightning Bow, Chronicler and Sole Survivor of the first session

Olga Derippe (level 3) Body builder, Hammer Enthusiast, Haunted by a Revenant, Death Defier, Hoardmaster

Pepper Slorah (level 3) Expert Archer, Herbalist, Bell Priestess, Blindshot Expert, expedition leader and freshly returned from work with the Bell Priests (now retired to the status of Henchman as the player is no longer in town)

Stratford Slee (level 3) Member of the Hunter's Pact, Arguably Australian, no longer stuck at 6 HP, ex-pirate

Godwin Le Marque (level 2) Sword swinger with a Napoleon complex

Minerva Hardwick (level 2) Abandoned coward

Oswald Needle (level 2) Exotic mercenary, replaces Minerva after her untimely demise.

Into the Library

Pawel Kot

We were joined by two new players who took on Godwin and Minerva (and then Oswald), joining the party in media res at the shack in the violet soaked dunes. The party made their acquaintance and then carefully crossed the shifting grey dunes, hearing the sounds of slithering on sand and seeing vague shapes roaming the dunes. Luckily, they reached the citadel unscathed.

The citadel itself was worn grey stone, half flooded with grey sand and sinking into the dunes themselves. Climbing the entrance, they descended down a long, steep staircase until they reached an archway of black obsidian. Everything that passed through the archway slowed down, and they had to fight to cross its threshold, but ultimately they all passed and entered a small dark foyer. A sign on a desk read "ring for service" and pointed to a silver bell, the otherwise unremarkable room had only a single simple exit. Here, the grey stone floors gave way to dry wood boards with the occasional carpet while the walls were a simple cream colored plaster. 

Here, Pepper Slorah decided to quaff the potion of doom treading and forsee her potential deaths. She rolled and got three portents: 

Opening a book chained to a lectern and disappearing. 

Walking along an endless bookshelf strewn corridor when the floor opens up and she has only a glimpse of a terrible spider. 

Asleep in a tent in a grand library, a man with tentacles drooping from his face enters the tent- and all else she hears is the slurp of something being extracted and then nothing. 

Thoroughly perplexed by this, the party opens the door and gets their first glimpse at the library. Dark, with the occasional light in the far distance, maybe forty or fifty feet to the nearest ceiling. In all directions out and at haphazard placement and angles there were only bookshelves, crammed with books. The shelves all had a strange numbering system and the books contained mostly jumbled letters in endless variations. 

Godwin rings the bell at the urging of Olga, and the party takes up defensive positions as a diminutive figure in a black cloak appears from the dark shelves and sits at the desk in the foyer. After some prompting, the librarian explains the various orders of librarians and their purposes in the library, and then explains how the party should go about finding the Greatest Joke in this endless library. 

For those unfamiliar with the Stygian Library, it contains everything recorded, and endless variations on everything. I treated it as a Library of Babel-esque Escherian labyrinth. Depending on the rarity of the knowledge being looked for, the party sets a progress goal. In this case, their goal was 40- the highest recommended. To get progress, they need to get hints from creatures in the library, descend deeper, etc. Additionally, each time they descend there's a series of rolls made to randomly generate the next rooms and encounters- then link them all together. Each room descended into increases a depth score by one, and the party needs to reach their target progress and a depth of progress-20 to find their book. 

After this explanation the librarian leaves and the party decides to descend to the next room. En route, they realize that some of their weapons have gone missing- which causes a panic as several magical weapons have disappeared. Suddenly, even weapons they're carrying disappear, and Olga catches glimpse of a great, distended hand appearing from above and stealing her beloved warhammer.

Sandra Ristau

With this, the party sees a great, distended heron-headed beast with long human arms, one clutching a collection of stolen weapons and the other reaching for more. Minerva runs to the beast before it can steal more of their gear and casts Body Swap, temporarily becoming the Bandersnatch while the Bandersnatch takes control of her body. She releases the weapons and the party rearms, but her old body grabs a weapon and sprints into the dark. Minerva grabs the fleeing body swappee and then suddenly swaps back into her own body- now clutched by the beast. 

The party gets to work fighting the beast and do some damage, causing it to flee into the night- taking Olga's hammer with it. In the process, it also slowly, horribly, squeezes Minerva to death and drops the bloody pulp to the ground (causing the new player to begin rolling up the replacement character). Miraculously, the group manages to catch up to the bandersnatch and finish it off- and then are shortly later joined by Oswald Needle. They continue their journey and end up in a room filled with pipes, gears, and four grey librarians maintaining the machinery- which all supported a computer terminal. 

After some trial and error, the party finds out that the terminal is part of a great calculation machine, and they ask the machine questions about where to find the Greatest Joke- increasing their progress significantly. Speaking with the librarians proves equally helpful, and they show the party a shortcut to a lower depth. 

The party takes the shortcut and end up in a grand map room, descending through a hidden ladder in the ceiling. Checking out the room reveals a mysterious bronze globe whose clockwork machinations reveal their vague location in the library and gives some ideas on how to get to their goal. The maps on the walls are of strange and mythical lands, including central Europe in 1914 and the Ohio State Representative District number 9. 

As the searching of the room goes on, a cluster of desks stacked with paper turns violent, as the paper shapes and expands into two large Origami golems. Battle commences and the party finds their effects with nonmagical weapons to be largely ineffective, the most successful attacks being using torches to burn the golems or, in the case of Godwin, shoving one of the golems into the fireplace. Spreading fire is shortly a concern and the party scrambles into action and manages to get it under control. The desks themselves prove to contain a strange glass violin that, when played, causes a sphere of silence centered on it. There's a short discussion here about the rules of the library as they were read to them, notably don't steal from or damage the library, and the party decides that it doesn't count as stealing unless you remove it from the library and then carry on their merry journey. 

A great cone of metal and glass vials filled with varicolored mists dominates the next central room, and the party makes the connections that this must be a device for harvesting and cataloguing souls and used by the white librarians. While investigating the room, there is a scuffle where Oswald and Olga are nearly devoured by giant bookworms, but they prevail and the party acquires a spellbook from the worms' hovel which contains six spells in one item slot (but has the same casting restrictions). 

Into the next room, the party finds a hallway of statues with a staircase at the end. The statues are all lifelike and some are reclining or resting. Pepper plays the violin as the group moves through slowly, but when Alma discovers the plaques on all the statues are biographies that end with "Deceased in the hall of statues" she prompts the group to run and they make it to the staircase. 

Descending the stairs for some time, they eventually end up in front of a great stone door. Opening it reveals a room of bookshelves that contain no books, but instead large objects wrapped in white cloth that smelled of vinegar. Additionally, the room contains two chained books on lecterns which Pepper recalled for everyone as being something she foresaw killing her. They move hastily through the room and pause only long enough to see the titles on the chained books, A Way Out and Soulfire. 

In a clearing in the shelves, the group finds some old furniture and scattered floorboards. Examining the ceiling carefully for spiders, Stratford misses the opening of the trapdoor directly in front of him as a giant trapdoor spider pulls him into its hovel, paralyzing him. Luckily, he had the forethought to scream before being paralyzed and the party sets to searching for him immediately. Godwin finds the trapdoor and Pepper opens it, suddenly recalling her doom portent again just in time to be grabbed by the spider as well and pulled into its nest. 

Now, Godwin opens the trapdoor and provides room for everyone else to attack the spider crammed into the hole, but they make note of strange glass tubes filled with a pink mist that run through the nest. A terribly unlucky strike from the spider breaches one of these tubes and four horrid phantoms pour out from the tubes, causing a litany of distresses to the groups and, most tragically, one runs through Pepper, killing her on the spot. 

Two misfortunes hit at the same time. The first, Pepper falls backwards- shattering all her potions in the fall. But just as the light in her eyes fades away, her eyes turn inky black and she lets out a horrid death rattle, standing back up as flesh and muscle expands and her bones poke outwards, spiky and black. At the same time, the seven unidentified potions she was carrying mix and mingle- soaking into her wounds. Terrible octarine light pours out from her as Pepper's body warps and mutates, becoming enormous and horribly insectoid- and then disappears. But this is quickly revealed to only be an invisibility, as Not-Pepper begins attacking all around her indiscriminately. 

Alma kills the spider and the phantoms with a terrific shot from her lighting bow, but then the second misfortune hits. With a guttural and horrid laugh, a dark, hulking figure sprints at the group from beyond the light of the lanterns and grabs Olga, running into the darkness as it tries to strangle her. The revenant, returned once more, was the same one that had been slain by Olga's death ray way back in Gnarledshore and now chooses to strike again. The party flees Not-Pepper and run after the revenant whose strength proves too great for Olga to break free from. Just before the party arrives to rescue Olga, the revenant drains 600 experience from her and throws her to the ground before fleeing into the dark of the library once more, cackling the whole way. 

Lamenting the loss of Pepper, the party comes to the conclusion that they must return to the trapdoor area if they want to keep their progress, as they are very close to finding the Greatest Joke. Binding what wounds they could, the gang creeps back to the trapdoor and discover a stinking, rotting mass that was once Pepper. It does not appear to move anymore, and closer inspection reveals the mass to be dead- but also the skull is missing, a fact which is accompanied by a nefarious cackle in the distance. 

The trapdoor nest reveals a shortcut through a horrible small tunnel as well as a bounty of jeweled rings from some of the desiccated dead. Choosing to take the shortcut, the party crawls out into a large, warped wooden room with several normal exits but dominated by a horrid, gnarled black door with a lock on it and crowded with glowing red symbols. 

Something on the other side of the door knocks. 

It offers them the book they desire, or any wish, in exchange for one of their souls. 

The party refuses and heads off through one of the other exits to find the book on their own. Behind them, they hear the grinding of metal as of a door swinging open, and then closed again.

Some Notes

I should have run this using this generator, it would have been much easier. The random nature of the library was originally something I was concerned about running, but it was pretty smooth once I got generating the rooms. I'm also pretty liberally giving the party additional progress and letting them find shortcuts to cut deeper into the library than would be normally allowed.