Session XIV - Isle of Memories

Aboard the Blue Tiger, the party is deciding what to do with the Liber Hereticus Malfectorum.

* Brook attempts to destroy the book by stabbing at it's cover and attempting to eat it's pages, while shielding her eyes from the open book. This has no effect, the book appearing to be resistant to physical damage.
* Brook decides to see if they can just send the book into the void, so she borrows Loobie's *Bag of Holding* and attempts to shove the book into it. The bag vanishes in a flash of silvery light and is gone. All seems fine for a few moments, until the book reappears on a table next to her. It looks about the same, though maybe a little discolored. It whispers "*Hello, yet again. It's been awhile*."
* The party attempts to rest, while Brook insists on clutching the book, staying awake. However, the party appears to fall asleep via magic means.

The party "awakens" in the Blue Tiger, but something is clearly amiss.

* The book is gone.

* The boat is not moving at all. The crew are missing. In addition, there is a hole is the port side, created by some huge fang from the still waters.
* The boat appears to be on a generally featureless plane of still water, with several damaged rowboats tied together at the fang. To the "north" is a white fog where a pulsating glow can be seen from within.
* The party, accompanied by a disorientated Captain Havenworth try to navigate across the bound rafts towards an undamaged one at the end. In doing so, Draugr rise from the waters and attempt to attack the captain, screaming that he is a traitor who abandoned them. The party manages to get the captain back onto the relative safety of the ship, while fighting the Draugr. Once the captain is aboard the ship, the Draugr and Captain Havenworth vanish, leaving the party alone.
* A voice from nowhere and everywhere makes a comment about the encounter.

Aboard the undamaged rowboat, the party navigates through the fog to a small island on the other side.

* The island appears to be made of trash. Upon closer inspection, it's made out of common household items, such as cookware, tools, buckets, clothing, children's toys, and books. A stone staircase on the "west" side leads down and a globe of pulsating light shines above it.
* Norman finds several logbooks scattered about, which appear to be something used by an accountant.
* After a moment, several humanoid figures crawl out of the water and onto the shore, digging through the contents. The figures look like typical Solomani, but have exaggerated features and appear heavily musclebound. Upon seeing Norman, they start to mock him and threaten to cause him harm. Combat ensues and they are defeated.
* While combat is taking place, a statue is rising out of the water to the "east".
* The last remaining brute surrenders. The party attempts to interrogate him, but a beam of red light fires from the head of the grim statue that's risen from the water. It strikes the brute in the chest, setting him ablaze. He leaps into the water, but it's clear that the fire continues to burn as he sinks into the waters.
* Norman attempts to make contact with the statue, but with no effect.
* A voice from nowhere and everywhere makes a comment about the encounter.

After deciding that the pulsating light was not harmful, the party goes down the stairs into a cobweb filled stone chamber that appears vaguely familiar.

* The chamber resembles the entry chamber to the ruins that the party encountered in Session I.
* The passage to the "north" leads to an empty void, save a whale and a pot of petunias.
* To the "south" is the library containing the unreadable books. Navigating through a maze of books that gradually increase in size to ridiculous proportions, the party arrives at a chamber to discover Bessemer waiting for them.
* After blaming the party for his demise, the book next to him opens and the freakish abomination rises from inside, appearing the same, but larger than before. The book cover slams into Bessemer and pins him to the floor.
* Combat with the creature occurs, with the party victorious. Bessemer appears to have been killed. Again.
* A voice from nowhere and everywhere makes a comment about the encounter.

The party descends into a staircase made of magic force and arrives in an alcove of a familiar location. This time it's the chamber in the cemetery ruins that contained the Reaver of Amon-Amarth (found in Session II).

* Navigating through the halls, the party passes through the ruined quarters and into the so-called "airlock chamber".
* Rising from the floor of the chamber is a spectral figure, who tells the party that they left him to die. It's a ghostly apparition of Malicon, who perished in this chamber.
* A brief combat takes place and the ghost is destroyed.
* A voice from nowhere and everywhere makes a comment about the encounter.

The party takes a moment to gather their bearings.