iserith
Magic Wordsmith
Originally posted by iserith:
QUIET PLEASE
This is a scene that could be part of a large dungeon or other location in your campaign. It's suitable for a party of four 2nd-level adventurers and is a good way to kick off the party wizard's journey into his or her subclass at 3rd level. By way of the design, I'm showing how to present a challenge with several countdowns that increase tension and how to telegraph potential escalation. This scenario was inspired by a discussion with several participants in the weekly #rpgchat discussion on Twitter (Thursday's, 3 pm Eastern).

THE SITCH
It's time for the wizard to begin down a path of magic specialization. In order to start off on the right foot, this ambitious spellcaster needs an obscure tome of magic reputed to be in the lost collection of Archmage Dewey, a legendary wizard that disappeared from the Prime Material centuries ago.
The adventurers have travelled to the ruins of the wizard's tower and have finally - after much tribulation - happened upon the library. But this is no time for leisurely browsing while sipping coffee! A fire is spreading through the area and smoke billows into the chamber so there is no time to lose.
Will the adventurers find the tome they seek before their quest goes up in smoke?
THE COMPLICATIONS
Book Burning
For reasons that the DM is free to establish, this area of the tower is on fire. Perhaps it was a fire trap spell gone awry, a freak lightning strike from a storm, or rampaging hobgoblins that are trying to burn the adventurers out of the dungeon. When the PCs arrive by way of the eastern archway, smoke is already billowing in. Every four rounds thereafter unless delayed somehow, an additional archway becomes choked in smoke. When all four archways are obscured in smoke, further efforts to search are completely stymied and if the adventurers don't seek escape, suffocation soon follows. (You can make this scene more challenging by decreasing the amount of rounds before successive archways are choked with smoke.)
Needle in a Haystack
The book the adventurers are looking for is sitting somewhere among the twelve bookshelves that line the walls. There are many books here that cover a wide range of subjects and they are organized according to an arcane method devised by Archmage Dewey himself. Roll 1d12 to determine the bookcase where the book is located. In order to have a chance of finding the required tome, a character must move books around, climb shelves, flip through and read books, and otherwise interact with them directly.
Unless some other circumstance causes the adventurers to automatically succeed or fail in their search of a bookcase, a single adventurer can sufficiently search a bookcase as an action with success or failure determined by a DC 15 Wisdom (Perception) check. On a success, the character either finds the book (if they are searching the right bookcase) or knows with certainty that it is elsewhere. On a failure, the character either knows the book is there but hasn't found it yet (if they are searching the right bookcase) or knows that it's not located in that bookcase and makes noise (see below).
A group of more than two characters (but no more than four) can make it easier to search a bookcase by working together. Call for a group check in this case with a DC 10 rather than 15.
Two Angry Spirits
Madame Fortuna, an aspiring diviner, and Guy Lyrical, a wandering bard, both met their end in this library many years ago at the hands of The Librarian, a dangerous ghost that haunts this place. Their spirits - poltergeists (see the variant sidebar on page 279 of the Monster Manual) - are confused and angry as they have no sense of how they died and vent their frustrations upon any living beings that enter the library.
The Librarian
Show
[sblock]THE LIBRARIAN
Medium undead, lawful evil
-----------------------------------------------------------------
Armor Class 12
Hit Points 58 (13d8)
Speed 0 ft., fly 40ft. (hover)
-----------------------------------------------------------------
STR 1 (-5) DEX 14 (+2) CON 10 (+0)
INT 12 (+1) WIS 11 (+0) CHA 17 (+3)
-----------------------------------------------------------------
Saving Throws Wis +2, Cha +4
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60ft., passive Perception 10
Languages Common, Elvish
Challenge 4 (1 ,100 XP)
-----------------------------------------------------------------
Incorporeal Movement. The Librarian can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
ACTIONS
Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage.
Horrifying Knowledge. The Librarian imparts terrible knowledge gleaned from many years of reading and studying esoteric lore. Each non-undead creature within 60 feet of The Librarian that can hear her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if The Librarian imparted information specifically related to the target, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to The Librarian's Horrifying Knowledge for the next 24 hours.
Hush (1/Day). The Librarian holds a finger up to her lips and says, "Shhh!" This affectation has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
[/sblock]While she lived, the librarian who cared for Archmage Dewey's treasured books - a thoroughly frumpy woman by the name of Ms. Readworthy - took her job very seriously. Every book was catalogued and organized according to the Archmage's unique numerical system. No breaking of the rules would be tolerated, especially that of making noise. When she died of old age at her desk, she continued her duties even in death. She is especially intolerant of noise and making too much of it draws her ire.
Any instance of significant noise such as an attack by a poltergeist, a failure to search, spells that have audible effects, or the like, increases the chance that The Librarian - now a dangerous ghost - will materialize. Mark down each instance of noise. When twelve instances of noise have occurred, The Librarian appears near her skeleton and attacks, beginning with her Hush ability. For every three instances of noise, a disembodied voice echoes through the halls: "Shhh!" (You can make this scene more challenging by decreasing the instances of noise required to summon The Librarian.)
FEATURES OF THE AREA
Card Catalog
A filing cabinet comprised of a dozen tiny drawers sits in the northeast corner of the librarian's office. Each of these cards represents a book in the library, marked by a series of numbers. If a PC spends an action searching through them and puzzling out the system, he or she has a chance (DC 15 Intelligence check) to estimate the likely location of the tome they seek. if successful, half of the bookcases yet to be searched can be eliminated as possibilities.
Skeleton of Guy Lyrical
Guy Lyrical stumbled upon this library years ago after hearing about it in a tale about Archmage Dewey. Figuring he might get some inspiration by standing amidst a vast repository of knowledge, he sat back in a comfortable chair and began to strum his lute. This did not sit well with The Librarian, who materialized and slew him with a frightful "Shhh!" He still holds onto his lute which is of very fine quality (worth some gold or perhaps even magical). If Guy's bones are blessed in according with Milil's funeral practices, his spirit will not trouble anyone again.
Skeleton of Madame Fortuna
Madame Fortuna died shortly after making a major discovery related to a fantastical quest she wanted to undertake with her adventuring party. After finding pivotal information concerning the location of this lost site, she exclaimed jubilantly at the revelation. This summoned the Librarian who killed her for making too much noise. Like Guy Lyrical, if her bones are properly blessed in accordance with her religious practices (she paid homage to Mystra), her spirit will pass on to the afterlife. A scroll detailing her findings (which ends with "Eureka!") leads to a future adventure.
Skeleton of the Librarian
Behind an ornate circular desk of wood and marble, the skeleton of the former librarian sits stock still, a single bony finger pressed against its crooked teeth as if to say "Shhh!" The desk is neatly organized and holds many records of incoming and outgoing books, both books lent to other mages and books on loan from great libraries of antiquity. This information might have clues to other adventure locations or the activities of villains in your campaign. There is also a locked strongbox here that contains fees collected for overdue returns. If you're feeling generous, include a scroll inscribed with the locate object spell.
-----------------------------------------------------------------------------------------
And... scene! I hope you find this to be useful enough to insert into your campaign, the design ideas if not the whole scenario. I welcome constructive feedback. What would you do to improve it? If you are a player, how would you set about resolving the challenge?
Originally posted by bawylie:
This is a great take on the Wail of the Banshee scenario (where PCs have to loot some mausoleum in the hills and run afoul of the banshee). The CR 4 vs the 2nd level party is an overmatch. But that's by design. The challenge here is to accomplish th task before the TPK I like these scenarios bc your approach to the task matters more than the system math.
Originally posted by THEMNGMNT:
Good stuff. Thanks!
Originally posted by Akeisha:
Just out of curiosity, if a party decides that putting out the fire is a priority, then what percentage chance for success would you suggest? Is it already too late to stop the fire or can they actually do it?
I could actually imagine a party considering this approach in order to salvage the entire contents of the library if possible... :fireball:
Originally posted by Rhenny:
I love it...especially The Librarian.
Well done, Iserith.
Originally posted by iserith:
Thanks. Yeah, there's two things working against you that need balancing. The fire is coming, so failure approaches with each passing round. But also if you're making noise, you risk drawing the Librarian.
I would frame it as being past the point of no return on that fire. It's a force of nature at this point, maybe because of something the PCs did or the villains did or something else (perhaps even ask the players to establish what it was). I could see delaying it an archway from filling up with smoke with magic or the like. But hey, who knows what they may come up with.
Thanks, guys and gals!
Originally posted by alienux:
Nice scenario, and interesting setting. I especially like the "shhh" power as it adds a little humor.
The poltergiests are interesting, but is there a specific trigger for them to attack and/or interact with the adventurers as written, or are they mostly set dressing? Or just DM choice?
Originally posted by Emanuele_Galletto:
Man, that librarian ghost is wicked. Nice scenario, and I like how you put there a CR 4 on purpose. Those are the memorable encounters.
Originally posted by intently:
I'm going to work this into my Observatory, thanks!
Oh, question: would you tell the players something like, "you think you have about 12 rounds to find the book before smoke fills the room"?
Originally posted by bawylie:
Kinda feel like I'd do it a little sexier, but yeah.
"The flames are spreading quickly and smoke is already thick in the air. If you can't find what you're after, and fast, then I hope you can hold your breath long enough to avoid suffocating."
Then you whip out the biggest d12 you've got and start a countdown. After they state actions, you can say "That'll take some time. You're tied up until 9." And move on and on. Don't ask for the roll until the countdown hits the turn you mentioned. That kinda thing.
Originally posted by iserith:
Thanks! I would have the poltergeists attack as soon as the PCs enter the library. They are there to challenge the adventurers' efforts and to push them closer to summoning The Librarian (since every attack by a poltergeist makes a lot of noise).
Thanks for the feedback. Yeah, the appearance of The Librarian is basically a failure condition. It's possible a 2nd-level party could take her down or get lucky and not be dropped to 0 hit points when she hushes them. But it's best to just be smart about your approach and try to avoid this eventuality!
If you do use it, please let me know how it goes. I'd do it basically like bawylie suggests. Fiction first, and I'd be clear that there's a countdown and that the library will be choked with smoke in just over a minute. At that point, it's obscured and probably imparts disadvantage to Perception checks (if checks are called for). The PCs are also holding their breaths which starts a whole other countdown...
@ All: What do you think is the most efficient approach for the party to take? Imagine whatever party composition you like.
Originally posted by Echamil:
I have to say, this is ingenious. It fits, which is what makes it work in my opinion.
A problem I have encountered, that upon everyone leveling to level 3, those who get an Archetype, decide what they want and that's it. No story, no roleplay, just pure mechanic. I like that you took the time to make a map, and a miniature adventure module to explain the Wizard's move into an Archetype, because regardless of school, the book is in that library.
My only question is this, (because I know a player will ask if I DM this); If the Bard and Mystic can be put to rest without encountering them, by blessing their bones, can the same be done about the librarian?
I do enjoy this though. Personally, I think you should write this into two page PDF format.
Are you doing an adventure module like this for other classes? I would be interested to see the many of options.
Originally posted by iserith:
Thanks for the kind words and feedback!
Since I generally get my adventure ideas from my players through a collaborative process, I'm sure to ask questions about their character progression at key points. Subclass is one of them as is each of the tiers. Then I can work it into the game somehow. This particular scenario, however, was inspired by a discussion I had on Twitter regarding libraries and gaming and some other stuff and didn't come out of my game. I did think it was a good fit for a subclass quest, however.
As to your question, yeah, sure maybe The Librarian can also be put to rest in a similar fashion. Perhaps it's harder or takes longer on account of her connection to this place she loves. Generally I prefer to set the situation and leave it for the players to come up with the solutions. In the case of communicating my ideas in a written format to others, I sometimes have to include "If the PCs do this or that..." so that my vision comes across. That's what I was doing for the bard and diviner.
I'll consider putting it into a PDF. I hadn't planned on doing something this for other classes, but I'll consider it for fighter, rogue, and cleric. It threw it together pretty quickly.
Originally posted by Devils-Advocate:
This is awesome! I was actually looking for a good challenge for a Warlock to earn her Tome when she hits third level. Do you have any advice for adjusting this encounter to suit a smaller party? As written I think it would be too challenging for my purposes, but narratively it would be a great fit for the campaign I'm working on.
Originally posted by iserith:
Thanks for the kind words!
There are a couple ways to make it more approachable for a smaller group. You can reduce the number of poltergeists by one and increase the countdown until fire consumes the library to compensate for the smaller pool of actions the party has.
Originally posted by Devils-Advocate:
Originally posted by iserith:
Cool! A poster on enworld read this scenario, ran it for his players, and then did a write-up for it! Thanks, evilbob!
QUIET PLEASE
This is a scene that could be part of a large dungeon or other location in your campaign. It's suitable for a party of four 2nd-level adventurers and is a good way to kick off the party wizard's journey into his or her subclass at 3rd level. By way of the design, I'm showing how to present a challenge with several countdowns that increase tension and how to telegraph potential escalation. This scenario was inspired by a discussion with several participants in the weekly #rpgchat discussion on Twitter (Thursday's, 3 pm Eastern).

THE SITCH
It's time for the wizard to begin down a path of magic specialization. In order to start off on the right foot, this ambitious spellcaster needs an obscure tome of magic reputed to be in the lost collection of Archmage Dewey, a legendary wizard that disappeared from the Prime Material centuries ago.
The adventurers have travelled to the ruins of the wizard's tower and have finally - after much tribulation - happened upon the library. But this is no time for leisurely browsing while sipping coffee! A fire is spreading through the area and smoke billows into the chamber so there is no time to lose.
Will the adventurers find the tome they seek before their quest goes up in smoke?
THE COMPLICATIONS
Book Burning
For reasons that the DM is free to establish, this area of the tower is on fire. Perhaps it was a fire trap spell gone awry, a freak lightning strike from a storm, or rampaging hobgoblins that are trying to burn the adventurers out of the dungeon. When the PCs arrive by way of the eastern archway, smoke is already billowing in. Every four rounds thereafter unless delayed somehow, an additional archway becomes choked in smoke. When all four archways are obscured in smoke, further efforts to search are completely stymied and if the adventurers don't seek escape, suffocation soon follows. (You can make this scene more challenging by decreasing the amount of rounds before successive archways are choked with smoke.)
Needle in a Haystack
The book the adventurers are looking for is sitting somewhere among the twelve bookshelves that line the walls. There are many books here that cover a wide range of subjects and they are organized according to an arcane method devised by Archmage Dewey himself. Roll 1d12 to determine the bookcase where the book is located. In order to have a chance of finding the required tome, a character must move books around, climb shelves, flip through and read books, and otherwise interact with them directly.
Unless some other circumstance causes the adventurers to automatically succeed or fail in their search of a bookcase, a single adventurer can sufficiently search a bookcase as an action with success or failure determined by a DC 15 Wisdom (Perception) check. On a success, the character either finds the book (if they are searching the right bookcase) or knows with certainty that it is elsewhere. On a failure, the character either knows the book is there but hasn't found it yet (if they are searching the right bookcase) or knows that it's not located in that bookcase and makes noise (see below).
A group of more than two characters (but no more than four) can make it easier to search a bookcase by working together. Call for a group check in this case with a DC 10 rather than 15.
Two Angry Spirits
Madame Fortuna, an aspiring diviner, and Guy Lyrical, a wandering bard, both met their end in this library many years ago at the hands of The Librarian, a dangerous ghost that haunts this place. Their spirits - poltergeists (see the variant sidebar on page 279 of the Monster Manual) - are confused and angry as they have no sense of how they died and vent their frustrations upon any living beings that enter the library.
The Librarian
Show
[sblock]THE LIBRARIAN
Medium undead, lawful evil
-----------------------------------------------------------------
Armor Class 12
Hit Points 58 (13d8)
Speed 0 ft., fly 40ft. (hover)
-----------------------------------------------------------------
STR 1 (-5) DEX 14 (+2) CON 10 (+0)
INT 12 (+1) WIS 11 (+0) CHA 17 (+3)
-----------------------------------------------------------------
Saving Throws Wis +2, Cha +4
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60ft., passive Perception 10
Languages Common, Elvish
Challenge 4 (1 ,100 XP)
-----------------------------------------------------------------
Incorporeal Movement. The Librarian can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
ACTIONS
Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage.
Horrifying Knowledge. The Librarian imparts terrible knowledge gleaned from many years of reading and studying esoteric lore. Each non-undead creature within 60 feet of The Librarian that can hear her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if The Librarian imparted information specifically related to the target, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to The Librarian's Horrifying Knowledge for the next 24 hours.
Hush (1/Day). The Librarian holds a finger up to her lips and says, "Shhh!" This affectation has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
[/sblock]While she lived, the librarian who cared for Archmage Dewey's treasured books - a thoroughly frumpy woman by the name of Ms. Readworthy - took her job very seriously. Every book was catalogued and organized according to the Archmage's unique numerical system. No breaking of the rules would be tolerated, especially that of making noise. When she died of old age at her desk, she continued her duties even in death. She is especially intolerant of noise and making too much of it draws her ire.
Any instance of significant noise such as an attack by a poltergeist, a failure to search, spells that have audible effects, or the like, increases the chance that The Librarian - now a dangerous ghost - will materialize. Mark down each instance of noise. When twelve instances of noise have occurred, The Librarian appears near her skeleton and attacks, beginning with her Hush ability. For every three instances of noise, a disembodied voice echoes through the halls: "Shhh!" (You can make this scene more challenging by decreasing the instances of noise required to summon The Librarian.)
FEATURES OF THE AREA
Card Catalog
A filing cabinet comprised of a dozen tiny drawers sits in the northeast corner of the librarian's office. Each of these cards represents a book in the library, marked by a series of numbers. If a PC spends an action searching through them and puzzling out the system, he or she has a chance (DC 15 Intelligence check) to estimate the likely location of the tome they seek. if successful, half of the bookcases yet to be searched can be eliminated as possibilities.
Skeleton of Guy Lyrical
Guy Lyrical stumbled upon this library years ago after hearing about it in a tale about Archmage Dewey. Figuring he might get some inspiration by standing amidst a vast repository of knowledge, he sat back in a comfortable chair and began to strum his lute. This did not sit well with The Librarian, who materialized and slew him with a frightful "Shhh!" He still holds onto his lute which is of very fine quality (worth some gold or perhaps even magical). If Guy's bones are blessed in according with Milil's funeral practices, his spirit will not trouble anyone again.
Skeleton of Madame Fortuna
Madame Fortuna died shortly after making a major discovery related to a fantastical quest she wanted to undertake with her adventuring party. After finding pivotal information concerning the location of this lost site, she exclaimed jubilantly at the revelation. This summoned the Librarian who killed her for making too much noise. Like Guy Lyrical, if her bones are properly blessed in accordance with her religious practices (she paid homage to Mystra), her spirit will pass on to the afterlife. A scroll detailing her findings (which ends with "Eureka!") leads to a future adventure.
Skeleton of the Librarian
Behind an ornate circular desk of wood and marble, the skeleton of the former librarian sits stock still, a single bony finger pressed against its crooked teeth as if to say "Shhh!" The desk is neatly organized and holds many records of incoming and outgoing books, both books lent to other mages and books on loan from great libraries of antiquity. This information might have clues to other adventure locations or the activities of villains in your campaign. There is also a locked strongbox here that contains fees collected for overdue returns. If you're feeling generous, include a scroll inscribed with the locate object spell.
-----------------------------------------------------------------------------------------
And... scene! I hope you find this to be useful enough to insert into your campaign, the design ideas if not the whole scenario. I welcome constructive feedback. What would you do to improve it? If you are a player, how would you set about resolving the challenge?
Originally posted by bawylie:
This is a great take on the Wail of the Banshee scenario (where PCs have to loot some mausoleum in the hills and run afoul of the banshee). The CR 4 vs the 2nd level party is an overmatch. But that's by design. The challenge here is to accomplish th task before the TPK I like these scenarios bc your approach to the task matters more than the system math.
Originally posted by THEMNGMNT:
Good stuff. Thanks!
Originally posted by Akeisha:
Just out of curiosity, if a party decides that putting out the fire is a priority, then what percentage chance for success would you suggest? Is it already too late to stop the fire or can they actually do it?
I could actually imagine a party considering this approach in order to salvage the entire contents of the library if possible... :fireball:
Originally posted by Rhenny:
I love it...especially The Librarian.
Well done, Iserith.
Originally posted by iserith:
bawylie wrote:This is a great take on the Wail of the Banshee scenario (where PCs have to loot some mausoleum in the hills and run afoul of the banshee). The CR 4 vs the 2nd level party is an overmatch. But that's by design. The challenge here is to accomplish the task before the TPK I like these scenarios bc your approach to the task matters more than the system math.
Thanks. Yeah, there's two things working against you that need balancing. The fire is coming, so failure approaches with each passing round. But also if you're making noise, you risk drawing the Librarian.
Akeisha wrote:Just out of curiosity, if a party decides that putting out the fire is a priority, then what percentage chance for success would you suggest? Is it already too late to stop the fire or can they actually do it?
I could actually imagine a party considering this approach in order to salvage the entire contents of the library if possible... :fireball:
I would frame it as being past the point of no return on that fire. It's a force of nature at this point, maybe because of something the PCs did or the villains did or something else (perhaps even ask the players to establish what it was). I could see delaying it an archway from filling up with smoke with magic or the like. But hey, who knows what they may come up with.
THEMNGMNT wrote:Good stuff. Thanks!
Rhenny wrote:I love it...especially The Librarian.
Well done, Iserith.
Thanks, guys and gals!
Originally posted by alienux:
Nice scenario, and interesting setting. I especially like the "shhh" power as it adds a little humor.
The poltergiests are interesting, but is there a specific trigger for them to attack and/or interact with the adventurers as written, or are they mostly set dressing? Or just DM choice?
Originally posted by Emanuele_Galletto:
Man, that librarian ghost is wicked. Nice scenario, and I like how you put there a CR 4 on purpose. Those are the memorable encounters.
Originally posted by intently:
I'm going to work this into my Observatory, thanks!
Oh, question: would you tell the players something like, "you think you have about 12 rounds to find the book before smoke fills the room"?
Originally posted by bawylie:
Kinda feel like I'd do it a little sexier, but yeah.
"The flames are spreading quickly and smoke is already thick in the air. If you can't find what you're after, and fast, then I hope you can hold your breath long enough to avoid suffocating."
Then you whip out the biggest d12 you've got and start a countdown. After they state actions, you can say "That'll take some time. You're tied up until 9." And move on and on. Don't ask for the roll until the countdown hits the turn you mentioned. That kinda thing.
Originally posted by iserith:
alienux wrote:Nice scenario, and interesting setting. I especially like the "shhh" power as it adds a little humor.
The poltergiests are interesting, but is there a specific trigger for them to attack and/or interact with the adventurers as written, or are they mostly set dressing? Or just DM choice?
Thanks! I would have the poltergeists attack as soon as the PCs enter the library. They are there to challenge the adventurers' efforts and to push them closer to summoning The Librarian (since every attack by a poltergeist makes a lot of noise).
Emanuele_Galletto wrote:Man, that librarian ghost is wicked. Nice scenario, and I like how you put there a CR 4 on purpose. Those are the memorable encounters.
Thanks for the feedback. Yeah, the appearance of The Librarian is basically a failure condition. It's possible a 2nd-level party could take her down or get lucky and not be dropped to 0 hit points when she hushes them. But it's best to just be smart about your approach and try to avoid this eventuality!
intently wrote:I'm going to work this into my Observatory, thanks!
Oh, question: would you tell the players something like, "you think you have about 12 rounds to find the book before smoke fills the room"?
bawylie wrote:Kinda feel like I'd do it a little sexier, but yeah.
"The flames are spreading quickly and smoke is already thick in the air. If you can't find what you're after, and fast, then I hope you can hold your breath long enough to avoid suffocating."
Then you whip out the biggest d12 you've got and start a countdown. After they state actions, you can say "That'll take some time. You're tied up until 9." And move on and on. Don't ask for the roll until the countdown hits the turn you mentioned. That kinda thing.
If you do use it, please let me know how it goes. I'd do it basically like bawylie suggests. Fiction first, and I'd be clear that there's a countdown and that the library will be choked with smoke in just over a minute. At that point, it's obscured and probably imparts disadvantage to Perception checks (if checks are called for). The PCs are also holding their breaths which starts a whole other countdown...
@ All: What do you think is the most efficient approach for the party to take? Imagine whatever party composition you like.
Originally posted by Echamil:
I have to say, this is ingenious. It fits, which is what makes it work in my opinion.
A problem I have encountered, that upon everyone leveling to level 3, those who get an Archetype, decide what they want and that's it. No story, no roleplay, just pure mechanic. I like that you took the time to make a map, and a miniature adventure module to explain the Wizard's move into an Archetype, because regardless of school, the book is in that library.
My only question is this, (because I know a player will ask if I DM this); If the Bard and Mystic can be put to rest without encountering them, by blessing their bones, can the same be done about the librarian?
I do enjoy this though. Personally, I think you should write this into two page PDF format.
Are you doing an adventure module like this for other classes? I would be interested to see the many of options.
Originally posted by iserith:
Echamil wrote:I have to say, this is ingenious. It fits, which is what makes it work in my opinion.
A problem I have encountered, that upon everyone leveling to level 3, those who get an Archetype, decide what they want and that's it. No story, no roleplay, just pure mechanic. I like that you took the time to make a map, and a miniature adventure module to explain the Wizard's move into an Archetype, because regardless of school, the book is in that library.
My only question is this, (because I know a player will ask if I DM this); If the Bard and Mystic can be put to rest without encountering them, by blessing their bones, can the same be done about the librarian?
I do enjoy this though. Personally, I think you should write this into two page PDF format.
Are you doing an adventure module like this for other classes? I would be interested to see the many of options.
Thanks for the kind words and feedback!
Since I generally get my adventure ideas from my players through a collaborative process, I'm sure to ask questions about their character progression at key points. Subclass is one of them as is each of the tiers. Then I can work it into the game somehow. This particular scenario, however, was inspired by a discussion I had on Twitter regarding libraries and gaming and some other stuff and didn't come out of my game. I did think it was a good fit for a subclass quest, however.
As to your question, yeah, sure maybe The Librarian can also be put to rest in a similar fashion. Perhaps it's harder or takes longer on account of her connection to this place she loves. Generally I prefer to set the situation and leave it for the players to come up with the solutions. In the case of communicating my ideas in a written format to others, I sometimes have to include "If the PCs do this or that..." so that my vision comes across. That's what I was doing for the bard and diviner.
I'll consider putting it into a PDF. I hadn't planned on doing something this for other classes, but I'll consider it for fighter, rogue, and cleric. It threw it together pretty quickly.
Originally posted by Devils-Advocate:
This is awesome! I was actually looking for a good challenge for a Warlock to earn her Tome when she hits third level. Do you have any advice for adjusting this encounter to suit a smaller party? As written I think it would be too challenging for my purposes, but narratively it would be a great fit for the campaign I'm working on.
Originally posted by iserith:
Thanks for the kind words!
There are a couple ways to make it more approachable for a smaller group. You can reduce the number of poltergeists by one and increase the countdown until fire consumes the library to compensate for the smaller pool of actions the party has.
Originally posted by Devils-Advocate:
That's about what I was thinking as well. Thanks for the advice, and for the encounter itself!iserith wrote:Thanks for the kind words!
There are a couple ways to make it more approachable for a smaller group. You can reduce the number of poltergeists by one and increase the countdown until fire consumes the library to compensate for the smaller pool of actions the party has.
Originally posted by iserith:
Cool! A poster on enworld read this scenario, ran it for his players, and then did a write-up for it! Thanks, evilbob!
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