Showing posts with label The Stygian Library. Show all posts
Showing posts with label The Stygian Library. Show all posts

Sunday, June 2, 2019

1d10 weird books

  1. When this book is open, everybody in a 20' radius is compelled to close their eyes. Save against Magic to resist.
  2. This book can only be comprehended if put under the pillow and slept on. It takes 1d6 nights of sleep to "read" it from cover-to-cover.
  3. Nasty papercuts! Save against Poison to avoid book mold infection. The infection leads to rapid decline of eyesight over 1d4 weeks.
  4. The middle of the book is cut out to make place for a hip flask. The flask contains a random liquid, roll 1d6: 1-3 - high quality liquor; 4-5 - green tea with black pepper, ginger, vanilla and cloves; 6 - cinnamon-flavored reading potion (effect as Comprehend Languages, but only for written texts, duration: 3 Turns).
  5. The book's contents are of no interest. The actual information is the wisdom of the unborn lamb whose skin was used to make the parchment. Speak with Dead and other necromantic methods establish contact.
  6. A real page-turner! After looking at any page, the reader must save against Paralyze or be unable to stop reading for 1d6 hours. Repeat save every hour to snap out of it.
  7. This book comes alive when nobody's looking and devours other books in its vicinity.
  8. A family of albino mice with glowing eyes made this heavy tome their home. Their youngest can be trained to attack Magic-Users' spellbooks.
  9. The pages regenerate if torn. Damaged text regenerates in a garbled form. There is a cumulative 5% chance for every regenerated tear that the new text now spells out a weird but valuable insight.
  10. A tome of anti-knowledge! When read, the content of this book is erased from the reader's mind. If the reader knew something about the topic of the book, they forget it. If they didn't know, from now on they are unable to learn about it. A save against Magic is permitted.




Reading is dangerous! Watch TV instead.


Monday, April 22, 2019

[Actual Play] Third Time's the Stygian Charm! [LotFP]

A third (and for now - final) venture into the Stygian Library!
You can also read part one, part two.
Once more, I kept some of the basic room layout, but re-rolled Details, and randomized any new locations.


After the unsuccessful trip to the Library, the adventurers recuperated for a week, and decided to go back. And this time, they brought in a new team member as reinforcements (i.e. I had three players):
Krulo the Goblinboy, Elf 1 (former side-show attraction, former thief's apprentice, current free elf)
& Hurley the Laborer (retainer)
Machteld Mercki X, Magic-User 3 (Sorceress Supreme)
Ishimura Kobayashi, Fighter 1 (Machteld's bodyguard)
Prajna, Specialist 3 (Expert in medicine and ancient languages)

Downtime activities: A cousin or uncle of their previous laborer came to visit, demanding compensation for his beloved relative's death. Krulo, Machteld and Ishimura successfully avoided him - at least for now. No carousing or spell copying - the group was out of money. Krulo hired (and named!) a new laborer: luckily, word hasn't spread yet that "these adventurers kill retainers".

Back to the Stygian Library they went! Their goal was as previously: to find a valuable book on alchemy to sell to a rich patron.

0: Mausoleum + Vault
The Librarians took notice of the robbers' frequent comings and goings! The two regular doors leading out from the Mausoleum were replaced by a reinforced vault door (no more stealing oriental rugs from the tea room!) and a strong portcullis. After some hesitation, the group decided to take a road yet untraveled, and climbed up to reach the ventilation system of the Library.

1: Boiler Room + Too Small
The narrow duct took them to a hot and misty boiler room, where they could barely move. Wisely, they decided to NOT wait for the Ogre Spiders that usually reside in this area, and pressed forward.

2: Calculation Engine + Glass Tubes
The adventurers have seen some weird machinery in the Library before, but this one was new, a room full of turning cogs and gears, manned by two White Librarians. They approached cautiously (because the previous White Librarian they met tried to blind them), but these librarians turned out to be friendly and helpful! Their machine was a great Calculation Engine, that will one day hopefully replace the clumsy paper-based catalog of the Library.
By inputting a couple of questions, they adventurers learned some information about the alchemy book they were looking for. Krulo also tried to input a question about the identity of her mother, but the cold-cold machine had no answer for that...
While working with the engine, Machteld noticed something tugging at her backpack - and turned around just in time to see a looooooooooong and trying to snatch her spellbook!
The appendage (about 15' long) was quickly pulled back behind one of the towering machines.
The Librarians explained that this was the Snatcher, a mischievous creature of the Library, that steals things. The adventurers checked their bags, and found they were missing several items, including the trusty fire poker Krulo got from Johnny before Johnny died.
So they asked for permission to fight the Snatcher, which was granted - as long as they don't hurt the calculation engines!
An ambush was set: they returned to the machine, but left out some of their belongings as a lure. And soon the arm reached out again from the shadows - and here they all attacked!
The creature (a Bandersnatch) screeched, tried to retreat, but was cornered behind the engine stacks. Prajna shot at it with her sling, but missed, and the slingshot got stuck between two cogs, threatening to short the engine. Krulo almost got his fingers chopped off when he fished out the snag from between the gears... But at least they avoided the anger of the librarians.
The fight went on in the meantime, with Ishimura, Machteld and soon Prajna now going up in close combat against the shadowy creature. The Snatcher used its long arms to choke and slap them around, then when it felt overpowered, it grabbed one of the tubes on the ceiling, and jumped op high.
Ishimura, brandishing his magical spear, however, could reach it, and delivered a final blow.
The glass tube the creature was holding on to shattered, and black ink rained down on everybody!
But at least they retreived their belonging - and more! - a lacquered box containing ancient Chinese coins worth a LOT of money.
Before anything worse could happen, the adventurers proceeded to the next room.



3: Statuary + Glass Lamps
...which was a statue gallery, with very detailed marble sculptures. One statue depicted Rudolf II, the previous owner of the book they were looking for. A brass plate informed them that the alchemist Emperor donated his personal collection of books to the Stygian Library. Prajna touched the statue and asked a question about finding these books, and she was hit by a vision (her forehead ached like when eating ice cream!): she saw a set of book with special red leather bindings.

4: Spider Trapdoor + Lamp post
The next room finally had actual BOOKS! Lots of them, with labyrinthine stacks. They band split up, and started checking shelves to see if they have any books with the red bindings. Suddenly Machteld cried out - and disappeared. She just vanished. The others started searching for her, and noticed that the cobwebs and dust on the floor were disturbed in one place, and found that under the wooden floorboards there was an empty space...
They carefully pried it open --- only to be attacked by a spider the size of a small elephant!!!!
The spider already had paralyzed Machteld with its poison, and now was striking at the others with its mandibles. It attacked - then retreated back into its hiding hole in quick succession, then repeated the same move again and again.
Prajna hooked her whip (yes, she has a whip - she is a bit of an Indiana Jones character) around Machteld leg, and started pulling her out from under the spider ---- breaking the poor unconscious sorceress' ankle in the process...
The others attacked the beast with all they had, but it proved to be quite an opponent. Krulo helped Prajna hoist up Machteld from the space under the floorboard.
Ishimura decided that fighting the creature was of no use, and instead wanted to trap it. He convinced the scared laborer to help him: when the spider retreated once more into its hiding place, Ishimura and the laborer toppled a heavy shelf, blocking the spider's trapdoor. Good thinking, fellas! Then they toppled more shelves, just to be sure the spider stays down, and quickly moved to the next room.

5: Printing Machine + Gas Lamps
A printing machine, automated, currently copying a book written in Lengian hieroglyphs (which Prajna could actually read!). The original book was placed into a special slot on top of the machine. They adventurers screwed around a bit. First they replaced the book with a silver coin - the machine started printing the coin's image on paper (so many portraits of the Queen!). Then Krulo copied his hand, of course. Prajna joked about copying someone's butt, however she wasn't ready for it just yet.
While they were fooling around with the xerox arcane machinery, something strange happened. The air started to vibrate around them, and the spellcasters (Mactheld and Krulo) felt as if something was trying to intrude their minds... Then a couple of objects disappeared around them... Machteld felt that one of her prepared spells was now different, but decided not to try it...
Ultimately, they decided to move on.

6: Phantom Databanks + Turning Gears
More machines!!!!! What happened to good old fashioned books?!
These machined had glass jars slotted into them, each holding a moving, swirling, glowing white mist.
The contents of one of the jars became noticeably "agitated" when the characters entered, and Krulo, Machteld and Ishimura felt strangely drawn to this jar. They decided that it must be containing the soul of their fallen comrade, Johnny Tealeaves, who died in the Library...
Before touching the jars, they searched the room more thoroughly, and found a mysterious rare book, written in the language of Leng, which, if read, would be equal to being initiated into a mystery cult!
After this, they went ahead and unscrewed the glass jar that maybe contained Johnny's soul, and took it with them....

7: Auditorium + Vault
They entered a classroom, where three skeletons in coveralls were cleaning up after an alchemy lesson! Alchemy, finally!
One of the skeletons was quite the conversationalist, and confirmed that indeed the glass jar held a soul of somebody who died in the library. He also told that the Grey Librarians were capable necromancers. He explained that in this auditorium a lecture was held by a long-dead famous alchemist, whose soul was captured by the Librarians and now somehow made to give lectures to students.
Among the books that were scattered on the table, the adventurers finally found the exact one that they were looking for! Turned out, this book was the opus magnum of the alchemist who delivered the lecture.

The adventurers quickly snatched the book, backtracked, and exited the library - this time, they managed to not get killed (even their retainer survived!!), and also found plenty of treasure!

PS: Also, when they got home, and Machteld checked her spellbook, she found that a completely new spell appeared in it - it must be the result of that strange sensation she experienced back in the Printing Press room! Krulo entered his memory palace (Elves in this game don't have spellbooks, but meditate in a special mental place), and also found the strange spell inscribed in it - so now two characters hold the arcane power of Vanish!


Sunday, March 10, 2019

[Actual Play] Back to the Stacks! The Stygian Library, Revisited [LotFP]

Picking up where we left off: a second run at the Stygian Library (see the first report here).

I broke the number 1 rule... You are supposed the generate the Library from scratch every time the players enter or re-enter. However, I decided to use last session's general layout, and only modify and "re-stock" it, as one would do with a regular dungeon. Overall, I think this was a good decision for the game, because the players were eager to explore the paths not yet taken.

So I kept all the Locations, re-rolled certain Details that made no sense anymore, and of course kept encounters, events, and new rooms completely random.

The session was shorter then the previous, because we had less time on our hands --- but also because we got close to a TPK and the group (wisely) cut their losses and retreated! But let's see how it went.



Krulo the Goblinboy, Elf 1 (former side-show attraction, former thief's apprentice, current free elf)
 & Unnamed laborer retainer...
Machteld Mercki X, Magic-User 3 (witchy type)
Ishimura Kobayashi, Fighter 1 (Machteld's bodyguard)

Downtime activities: After their last adventure, the group spent about 30-40 days in town, recuperating, copying spells, researching the weird items they acquired, mourning their fallen comrade. Krulo went carousing, and ended up with a cool tattoo (an upside-down cross on his temple). Having spent all their money on these activities and shopping, the group looked for new employment. They were approached by a professor, who wanted to procure a rare book on alchemy (which used to be in Rudolf II's occult collection).
So back to the Library they went!

0: Mausoleum
The library section / mausoleum was of course now void of treasure. But there were some new books on the shelves, mostly genealogical surveys and social almanacs. Krulo the Goblinboy wanted to look himself up (he is an orphan and knows nothing about his origins), and he found information about Courlandian nobility, to which he think he might be related (because Courland -> Krulo, that's his logic). There was a heartbreaking story about a young noblewoman disappearing for two weeks, then giving birth to a malformed son 9 months later.

But soon, a fight spilled over into the room!

Four huge spiders were terrorizing four obsidian monkeys. 

The group decided not to take sides in this melee, and retreated to a neighboring room, which they knew to be the cafe / tearoom.

1: Tearoom + Oriental Rugs
Like last time, the room had food and drinks laid out, however the expensive cutlery and porcelain dishes were replaced by simple ceramics and wooden trays... (looting adventurers! that's why we can't have nice things!). The group wanted to check under the floorboards again, because last time they'd found a potion hidden there, but this time only buzzing could be heard from under the floorboards, so they decided against opening up the hidden compartment again --- the memory of their encounter with the Paper Bees proved to be quite traumatic! So they rolled up a couple of rugs to take home later, and went into a new direction instead.

2: Skeleton Collection + Oriental Rugs
This part of the library is made for comfort! ...And for displaying bones... Glass cupboards with posed bird skeletons lined the walls. Machteld's meticulous search turned up an extraordinary book, which she felt was vibrating with inner power: a misplaced collection of spells! The group didn't linger here longer, and went to check what's deeper.

3: Ossuary + Gas Lamps
More bones and teeth in display cabinets! Sorted by type, size, origin... Lots of rare stuff, too, including dinosaur fossils. Krulo found a secret door, that lead onto a dark staircase. Machteld thought the rare fossils from the cabinets would make a good addition to her laboratory, and, using the Rust Moth antenna they salvaged last time, the group opened up the lock...

...and out came of the Bone Beast!

The whirling tornado of teeth and bone fragments caught the group off guard. The poor nameless laborer was torn to pieces almost straight away, and Machteld received a serious injury. Ishimura tried to fight them off, but his spear (despite being magical!) was of little use against the swarm. Machteld managed to cast Hold Monster, slowing down the tornado of death. This gave Krulo the opportunity to open the secret door, jump inside, and pull it closed. On the next round, Machteld nearly died as the bones and teeth slashed her neck arteries open. Gushing with blood, she stumbled towards the secret door, and Krulo managed to let her and Ishimura into cover. The Bone Beast started scratching at the door... So the group quickly applied some first aid to Machteld (there was one very lucky Medicine roll), and fled. 

The small, narrow corridor led to another secret door, which they carefully opened, only to arrive into...

0: Mausoleum
Yes, the secret passage led back to the entrance. The door opened behind the vertically propped up sarcophagus. From this vantage point the group saw the spiders finish off the obsidian monkeys, wrap them in webs. Only two spiders were left alive after the combat. The monsters wrapped their prey in webs, and carried two marmosets out of the room.

The group used this short time window to leave the secret passage, pick up the two remaining dead marmosets and two spider corpses, drag out three oriental rugs from the Tearoom, and leave this wretched place, licking their wounds...


Future plans include going back into the Library (they still have a month to fulfill the alchemist's request, and they are in a dire need for money!)...

Thursday, March 7, 2019

[Actual Play] The Stygian Library [LotFP]

Finally! A test run of The Stygian Library!
Here's a recap, with Referee-side commentary in italics.

The game was ran using LotFP with some houserules (including the deadly wounds system from Wolf-Packs & Winter Snow) and VAM!-style magic. Setting - late 19th century historical Europe.


Source

Characters:

Two players, with a Level 3 main character and a Level 1 Henchman each:
Johnny Tealeaves, Specialist 3 (all-around bad boy)
Krulo the Goblinboy, Elf 1 (former side-show attraction, current thief's apprentice)
Machteld Mercki X, Magic-User 3 (witchy type)
Ishimura Kobayashi, Fighter 1 (Machteld's bodyguard)

The group entered the library through an old, forgotten wing of the British Library. The goal of the quest was the theft of a book with supposedly true information on lycanthropy.
(I set the difficulty of this task as 25. The players started at 17 due to the highly intelligent Magic-User.)
0: Mausoleum + Treasure Pile
The first room had shelves and shelves full of religious literature. In the middle, one shelf section was instead covered with a yellow curtain. The group carefully pulled the curtain, to reveal a vertical open sarcophagus with a skeleton inside. A small altar before the sarcophagus held artifacts and various offerings (a spearhead inscribed with runes, candles with magic sigils, a bunch of spell scrolls, unknown potion in smoky glass vial).
The characters started looting, but were interrupted as a fight spilled over from the next room. It was a whirling tornado of dust and a strange huge flying thing, a Rust Moth.
The Rust Moth avoided some attacks, then went straight for the biggest metal objects in the room, and ended up ruining Johnny's sword. Finally Ishimura killed it. The Dust Elemental didn't care about the group and swirled out of the room.
Johnny salvaged the Moth's antenna, after seeing that it had the ability to instantly turn metal into rust.
(A lucky start for the group, with a combination of two treasure-heavy elements. And a lucky reaction roll - after the death of the Rust Moth, the Dust Elemental wasn't interested in them.)

1: Auditorium + Candles
The group entered the horseshoe shaped stepped lecture hall from below. They instantly noticed a big rusty looking nest attached to the wall, which they carefully avoided. A quick search turned up a book, perhaps left behind by the lecturer? The books was locked, but Johnny used the Rust Moth antenna to "pick" the lock.
Their investigation was cut short by the emergence of another aggressive Rust Moth from the nest! Johnny tried to squash it with the heavy book, but missed. The moth ruined Ishimura's halberd blade, but the bodyguard managed to kill the creature with the blunt end.
(I added a Rust Moth nest on the wall, to explain the fight in the previous room. Then when the encounter roll gave an aggressive monster... I rolled Rust Moth again! Nice coincidence.)

1: Tearoom + Oriental Rugs
From the auditorium the group retreated back to the entrance area, and decided to explore an alternative path. They found a cozy little chamber with soft rugs, comfy armchairs, and food and drinks set up on tables. Kurlo the Goblinboy went straight for the food, rather incautiously... but turned out everything was perfectly edible and drinkable. The group stole some cutlery, and found a second potion in smoky glass vial under the floorboards.
They continued their journey deeper into the library.

2: Chapel + Fireplace
The next space was quite unusual: the interior of a sizable church without any windows. The chapel also had a fireplace, with a roaring fire. Johnny, the experienced burglar, assumed that although there are no windows, the fireplace's chimney MUST lead somewhere - but it's for a future expedition to find out where. Johnny also replaced his rust-eaten sword with a poker from next to the fireplace.
On the altar lay an extraordinary book written in Arabic or Persian - something the characters couldn't read just yet, but decided to take.
At this point, a figure entered, clad in black clothes: the first Librarian! The Black Librarian was neutral, didn't notice that the book was gone from the altar.

3: Reading Lounge + Phosphorescent Lamps
The room adjacent to the chapel was a reading lounge, illuminated by weird glass spheres. The players climbed up and cut down one lamp to use as lantern. They browsed through some of the books, but found nothing of interest.

4: Display Case + Stacked Papers
Display cases with minerals.
The players wanted to loot the cases, but 6 Black Librarians entered the room. One of them was injured. When asked, they told about being attacked by a dangerous Ogre Spider deeper in the stacks of the library. They came here to make medicine out of the minerals.
Johnny stepped forth and offered one of the unknown potions to the Librarians. The Librarians accepted it, and the injured one was healed!
As a token of gratitude, a Librarian agreed to lead the party to the Catalogue of Contents.
(For the event, I rolled an encounter with a creature at disadvantage. This became the 6 Black Librarians, one of them injured. I rolled a random creature to see what caused the injuries ( = Ogre Spider), and thought it would make sense that the Librarians came to the display cases to use the minerals as ingredients for an antidote.

Johnny's player did a very clever thing: offered the unknown potion to the Librarians, who are locals, and might know what it's for. Not only did the Librarians identify the potion as a healing serum, but accepted and used it. I thought this was clever enough, and as a reward the Librarian took the players safely 1d6 layers deeper, to the Catalogue of Contents.

In the adventure as written, the Catalogue is actually a rare occurrence - it's #2 on the Locations list, which means it's only accessible on Depth 0 or 1, with a very lucky roll.)

So the players ended up on Depth 7. While traversing the corridors, the Black Librarian also told the group about the various librarian orders.

7: Catalogue of Contents + Chained Books
A majestic, enormous hall, with chained books on the shelves, and the man-sized tome of the Stygian Catalogue in the center. The group engaged in research and learned that the book they are looking for is somewhere two layers deeper.
Then combat erupted: a Hungry Book broke its chains, and attacked a group of unlucky Black Librarians! The players joined the fray, and managed to subdue the book. However, the hungry tome did suck out the brains of one of the Librarians...
(This was the third time I rolled Black Librarians on the random chart!!)

8: Paper Bee Hive + Gas Lamps
The next room was a simple book storage, but with a huge papier-mâché beehive in the corner.
Disaster. The group went in with a lit torch, the bees got agitated and attacked the torchbearer (Krulo), stung him, Krulo went into allergic seizure, dropped the torch on stack of books and woosh! everything went up in flames. Johnny gave the second healing potion to Krulo... Then more bees emerged from the hive, and swarmed Johnny, causing massive poison damage and killing him. Johnny used his last "dead man walking" round for a kamikaze act, grabbed some burning books and threw himself on the hive, setting it on fire, killing the Queen inside. The others fled into the next room. The gas in the lamps exploded behind them...
(Before this encounter, I decided that the paper bees are obviously very much afraid of fire. I telegraphed the dangers of this room quite meticulously, asked the players what they think what might get the bees angry. When they entered with the burning torch, I rolled a reaction for the bees, and the bee soldiers attacked... Krulo's player said Krulo's first reaction was to drop the torch... the rest is history...)

9: Phantom Pump + Negligible Gravity
Not fled - the remaining explorers almost flew into the next room, propelled by the explosion and swimming in zero grav. The room was full of complicated, huge machinery manned by a White Librarian. The Librarian was very busy and very angry: it was trying to counter the consequences of the explosion via complex mechanical means. It gave the players 10 seconds to get out of the room...

10: Printing Press + Smoking
A room with a huge printing press. The room was also filled acrid smoke was from the still burning beehive room. Krulo almost died of smoke poisoning again, so he sneaked back to the machine room and hid behind a giant hydraulic arm.
The printing press was manned by two Yellow Librarians. They were busy creating replacement pages for a book... the very book about werewolves the party was looking for. Machteld risked choking in the smoke, and stayed behind for enough time for the Librarians to finish the work, and managed to sneakily snatch the tome when the Librarians went back to the printing press.
(There are so many coincidences when running the Library or the Gardens of Ynn! When the detail "Smoking" came up, I had no problem weaving it into the story, because it just meant the this was a consequence of the fire and explosion the players caused earlier.

At this point, the players were deep enough in the Library, and their progress meter also reached 25, so I gave them the book that was the object of their search.)

On the way back, they were attacked by the White Librarian, who cast a spell and almost blinded Ishimura (lucky magic save!). There was some more quick backtracking, and finally the three remaining adventures exited the deadly Stygian Library, with their desired book and a nice heap of treasure!





Sunday, March 3, 2019

Monday, October 29, 2018

[Review/Overview] The Stygian Library by Emmy Allen


Emmy Allen released a new book, The Stygian Library. Emmy's stuff is always great (I'm really looking forward to trying the ice age weird fantasy, Wolf-Packs & Winter Snow), and, of course, she is the author of The Gardens of Ynn, which I'm a big fan of.

The Stygian Library follows the same structure: it is a procedurally generated environment, with plenty randomness, but also with a strong thematic coherency at the same time.

The Library is made up of randomly generated locations (mostly rooms). The player group begins on Depth level 0, then move deeper and deeper. For each step, the DM rolls a Location and a Detail, combines them. The Depth rating is always factored into the generation of the next room, so the Stygian Library gradually opens up, and the players are able to reach the more obscure and weird places.

There are also randomized Events and Encounters with the inhabitants of the Library. The Bestiary is quite extensive, full of library-themed creatures: animated books, origami golems, dust elementals, and, of course, the Librarians: they are divided into five color-coded orders, each with its own set of duties, spells, abilities.

I really dig the atmosphere and the tone of this setting. This is how Emmy describes it in the introduction:
Whilst some of the contents in this book can be portrayed in a rather dark light (it is, fundamentally, about necromancy), it’s not intended as a particularly grim setting. One thing that often strikes me about the fiction I enjoyed in my youth is how the dark and the whimsical so often go hand in hand. Not as a subversive contrast, but rather how the imagination (when allowed to wander) will flit between ideas that fill us with wonder and with dread. Like exploring an empty house, all it takes is a slight change in context (nightfall, say) to make the experience creepy.
So, The Gardens and the Library are built using the same principles, There is one major difference between the Gardens and the Library. Ynn is all about exploration, wonder and adventure. The Stygian Library offers the same "sense of discovery", but it is also vast (potentially infinite) repository of knowledge, so it is very likely the player characters visit it with a specific goal in mind.

Emmy presents a simple, but elegant subsystem for tracking the players' progress towards their goal. There is a Progress score, its initial rating is tied to the highest Intelligence rating in the group. The score increases if the group talks with somebody knowledgeable, or finds a book about the topic they are researching, etc., and decreases if the party is lost or misinformed. The DM sets the difficulty of finding the information (e.g. 20 for basic knowledge, 35 for dangerous obscurities). If the Progress reaches this value AND the group is deep enough into the Library, the precious information is found.

Furthermore, the presence of the Librarians, their active and engaged factions, also gives the Stygian Library a different, more "narrative" style, than the slightly more passive, dreamy, utterly lost inhabitants of the landscapes of Ynn.

So, overall, I think The Stygian Library is not only a great follow-up to The Gardens of Ynn, but also presents its own developments.

The only minus is that the .pdf is still just a simple text, without any hyperlinks or bookmarks... This book would benefit ENORMOUSLY from a well-marked structure. For example, it'd be great to be able to click a header on the Location Table, and be taken to the description. Maybe something for a future edition?

Get the Library here, it's $4. And check out this hilarious mind-bending play report!