[Lore 20 or Abyssal language required]: The preface is written in Undercommon, but the remainder of the book is written in what appears to be Abyssal script. The book, likely written by an arcanist, holds several pages detailing magical beasts, places of power, influential people, and hand gestures often used for sorcery. Reader's note: Please refrain from reading the information stored in this journal and spellbook; apart from holding private information, some of the paragraphs also contain arcane rituals and incantations, and could prove dangerous in the wrong hands.
Please consider returning this book to S'shamath, in the Gloura's Wings tavern. The proprietors are instructed to compensate you for your efforts out of my daily rent. Thank you kindly for your help, and may the Dark Mother protect you always.
//PS: Malira has a book linking to this topic in-game. I will update this post as I play, adding replies with journal entries below.
Locations
Danger Areas- Mushroom Grove: Beetles, goblins and myconid spawn. A veritable forest of large mushrooms in the Underdark, north of Varalla's Passage. Infectious or hypnotic spores are commonplace, so bringing antidotes and mind-blocking wards is advised.
- Sshamath: Slimes and bats in sewers below ground, skeletons and zombies in the tombs. Merchant city south-east of the Northdark, kept safe by Drow patrols. Landmarks include several taverns, mages' schools, the Dark Weavings Bazaar, the Stonestave conclave of mages, and temples primarily to Vhaeraun and Lolth.
- Varalla's Passage: All manner of creatures lurk the tunnels. Connected to Sshamath via Z'orr'bauth Pillar and permits Rothe caravan travel to Ched Nasad and other nearby Drow or Duergar cities, as well as Darkhold on the surface. Kept safe by sporadic Drow patrols.
Individuals
House Dev'lin- Vornerin Zau'afin: House mage, spends most of his time reading through books and experimenting.
- Vendos Zau'afin: Scout or mercenary, seems to aid in training fresh recruits.
Bestiary
Humanoids- Goblin: Varalla's Passage, south. Short humanoid used for slave labor, dangerous in groups or if well-armed. Mostly armed with melee weapons that may land a critical hit, so attacking from range is advised.
- Bugbear: Varalla's Passage, south. Strong larger goblinoid covered in fur, following goblins into battle with heavy melee weaponry. Best taken out one at a time with traps or ranged weapons, as their reflexes are limited but stamina is not.
- Kobold: Varalla's Passage, south. Short reptile with little stamina but good aim and reflexes. Prefers a ranged group ambush, so approach from hiding to take out the first slinger. Its allies might flee in turn.
- Green/Gray Ooze: Sshamath sewers. Slow moving but difficult to see among the street refuse and sludge flooding the sewer floor. May be part of a larger hunting group. Gray Oozes attack twice as fast, avoid melee if possible.
- Vargouille: Sshamath tombs. A humanoid head with wings. Screams to paralyze victim before biting to drain blood or spread its disease. May occasionally paralyze itself, but should be attacked from range outside screaming distance.
- Myconid: Mushroom grove. Walking fungus, releasing spores to slow or immobilize enemies before attacking. Immune to mind-altering poisons or spells, and no weak points. Use fire or heavy brute force to defeat them quickly.
- Skeleton: Sshamath Tombs. Dangerous depending on their equipment. Use slings or blunt weapons to break their bones, or holy water or traps to wear them down before engaging in melee. Will continue to attack until completely destroyed.
- Zombie: Sshamath Tombs. Slow moving but heavy hitters, some even tear off their own limbs for improvised ranged weapons. Keeps moving despite blunt or piercing trauma, use cleaving weapons or throwing axes if possible.
Recipes
Grenades- Acid Flask: Venom Gland, Quicksilver.
- Alchemist's Fire: Fairy Dust, Distilled Alcohol.
- Choking Powder: Garlic, Belladonna.
- Holy Water: Amethyst, Powdered Silver.
- Tanglefoot Bag: Quicksilver, Belladonna.
- Thunderstone: Diamond Dust, Amethyst.
- Mild Giant Bee Venom: Giant Bee Venom Gland.
- Mild Giant Centipede Venom: Giant Centipede Venom Gland.
- Mild Giant Scorpion Venom: Giant Scorpion Venom Gland.
- Nitharit:
- Blue Whinnis:
- Acid Blob Trap: Acid Flask, Tanglefoot Bag.
- Acid Splash Trap: Acid Flask.
- Electrical Trap: Quartz Crystal.
- Fire Trap: Alchemist's Fire.
- Frost Trap: Coldstone.
- Gas Trap: Choking Powder.
- Holy Trap: Holy Water.
- Negative Energy Trap: Obsidian.
- Sonic Trap: Thunderstone.
- Spike Trap: Dagger.
- Tangle Trap: Tanglefoot Bag.
Spellcraft
Cantrips- Ray of Frost: Minor freezing damage aimed at a single short range target with poor reflexes.
- Acid Splash: Minor corrosive damage aimed at a single medium range target with poor reflexes.
- Touch of Fatigue:
- Mage Armor: Redirects some melee and ranged attacks away from target, lasting a few hours.
- Summon Creature I: Brings forth a nearby wolf from the surface under caster control, lasting a few minutes.
- Lesser Orb of Cold: Light freezing damage toward a single close range target.
- Lesser Orb of Acid: Light corrosive damage toward a single short range target.
- Blades of Fire:
- Lesser Orb of Fire:
- Lesser Orb of Electricity:
- False Life: Grants caster limited additional stamina to stay alive longer, lasting a few hours.
- Summon Creature II: Brings forth a dire badger from the surface under caster control, lasting a few minutes.
- Melf's Acid Arrow: Light corrosive damage over time aimed at a single long range target with poor reflexes.
- Web: Webs slow targets with poor reflexes in a large area at medium range for a few seconds.
- Curse of Impending Blades:
- Death Armor:
- Ghoul Touch:
Appendix
Objectives- Assist house mage in collecting reagents and spell components.
- Learn cantrips, first and second circle spells from house mage.
- Uncover rumors and observe local house politics to learn more.