He pauses just long enough to take a bite, and then launches into speech again. "I think you'll all enjoy the day. My library is one of the oldest in the city. It actually predates the city, in point of fact, because my great-great-grandfather claimed it in lieu of a share of his treasure back when this was just a pirate haven. I have the finest collection of historical and prophesorial tomes in Stormreach, almost certainly in all of Xen'drik, and probably in most of Eberron too. But... The years were not kind to my family, and I've only recently been able to afford a restoration. The books will have to be moved and catalogued to get them out of the way of the repair work. That's where you come in."
[2] The Library & The Lighthouse
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Fallowcrest
He pauses just long enough to take a bite, and then launches into speech again. "I think you'll all enjoy the day. My library is one of the oldest in the city. It actually predates the city, in point of fact, because my great-great-grandfather claimed it in lieu of a share of his treasure back when this was just a pirate haven. I have the finest collection of historical and prophesorial tomes in Stormreach, almost certainly in all of Xen'drik, and probably in most of Eberron too. But... The years were not kind to my family, and I've only recently been able to afford a restoration. The books will have to be moved and catalogued to get them out of the way of the repair work. That's where you come in."
"Ah, a fellow scholar! I presume you came to us since we are not only the few literates in this city, but have a genuine appreciation for the arts. I presume you wish for us to guard the books whilst the renovations are underway?"
She looks at her two fellow students.
One collects, reads out the title and general condition
One notes down in a ledger
One packs the book in its moving create
She is a bit disapointed that they are not as exited as she is.
Come one, its going to be greate
Fallowcrest
She settles down to business
How many books are we talking about? Is it just cataloguing or also moving?
And then she stuffs another bite in her mouth and watches the others as she chews happily.
Fallowcrest
He cants his head toward Verin and eyes her critically for a moment. "You know, there very well might be a need for that. I hadn't considered it, but some of the books are rather old... Yes, I daresay more than a few might need rescribing. I'd hardly want to put that work off on you, though, at least not in the middle of the clean. It would take forever. Let's finish the clean first, but please, mark down any book that you feel need restorative work or replacement."
"I see. Well now, we know the task you have sought us out for. That would leave the matter of how you imagine reimbursing us for our time?"
Fallowcrest
Any druthers?
Fallowcrest
Fallowcrest leads the way to the western end of the docks, where a small boat waits with a couple people already in it waiting. The boat is simple, but is another sign of just how wealthy Fallowcrest is. It's little bigger than a rowboat, but there's a water elemental binding rind on the back, and as he hops in after you, he nods to the attendant sitting in the rear. "We're all here. Let's get going."
The boat takes off from the shore and heads for the lighthouse, which is situated on a small island, not more than a couple hundred feet from the main shoreline. When you turn to look at it, you get a good look at the other occupant of the boat.
"Greetings, I am Turchuk, called Beaststalker by some. How shall I call you?"
She lounges in the boat, crimson skin contrasting with jet black hair, jet black eyes, and jet black curled ram-style horns. It's hard to tell for sure while seated, but she doesn't look as if she even breaks five feet when she stands. She seem perfectly comfortable in the form-fitting black leather corset, pants, and boots -- even if the attire looks like it would constrict her movement. And while the outfit itself may give off something of a lascivious aire, the rapier hanging at her side and the shield slung over her back work as direct counters.
"On the bright side, there's books involved with this. Damn sure beats the trogs. If I have to be on a school trip, I'd like to at least learn something."
She turns to the one she called S'sylin and wrinkles her nose, adding, "The smell doesn't count."
"I am always the perfect example of polite etiquette. I just don't waste it on boorish simians of limited cultural education."
The black-scaled dragonborn stood tall, regal almost, accenting his fine muscular stature. But there was also an air of darkness about him, something sharp and spiked, suggesting that somewhere along his bloodline there was a bit of a fiendish intrusion, although it was not as apparent as it was with Verin. S'sylin wore a fine chainmail, shield and longsword of excellent quality. The air of superiority around him was so thick it could possibly be cut with a knife. The episode where he became god-king of the local kobolds had certainly been a boost to his ego..
He eyed over the orc, making a small but pointless attempt at hiding his contempt at meeting yet another mammalian brute. They seemed to breed many around these parts. He briefly wondered if this 'beaststalker' hunted the beasts for food and material, or if he preferred to roll around in the dirt with them. Possibly both, he concluded..
"Ahem, yes. I am S'sylin, student of the esteemed Morgrave University, sadly marooned in this cesspit of a city."
"បើកទ្វារដោយពាក្យគន្លឹះនៃព្រលឹងអ្នក។"
A magical seal shines bright white above the door and begins to move, pieces sliding and twisting past one another, lifting out of place one at a time until there are only three left. Fallowcrest studies them for a moment, looks up at the sky with narrowed eyes, and then presses one of them. The magical puzzle pieces vanish and the doors open, revealing a staircase that leads down underground. It's about fifty feet long, placing the bottom end well below the waves, and you realize that at that point the island is probably much wider, giving room for a far bigger library.
"Many of the older scrolls predate even the original founding of Stormreach. My grandfather never would tell me how he got ahold of them. Or why he refused to part with them. Some would have made a pretty penny. I'd like to figure out which ones I should keep and which ones could be sent to other scholars who they would benefit more."
He strikes a flint against the wall next to a torch and it flares to life, revealing a large room filled with shelves that holding an innumerable - for now - number of books, tomes, parchments, scrolls and tapestries, all sort of stacked in what seems to be more or less the order of acquisition. There's certainly no discernable categorization happening here.
"Scrolls of what, exactly?"
Astrid arrives with the ferryman just as the door to the basement is opened. I'm sorry that I am late. I asked for a favour from my sponsor and they immediately had me do an errand.
She looks down the stairs. The packing boxes are downstairs right?
Realizing that there is an orc among their number she turns to him. Who is this? A fellow student from Morgrave?
Basically, there's 20 sets of shelves. You'll each be able to select one to organize and box up. There may be some additional events for specific shelves, but a DC 10 Perception check will tell you what kind of books a particular shelf has, and based on that, a DC 13 Arcana/History/Religion/Environment/Medicine check will successfully organize them into boxes. You don't need to organize the books just because you're the one that discovers what kind they are. If all goes well, no checks should be needed to move the boxes, but you know how it is with these old places...
otfbm is still more trouble than it's worth to use atm, so for distance reference, the bookshelves are 10 ft long each.
Does this mean that we are going to make a total of 20 perception and sorting rolls?
The elf gives to orc a smile.
Questions?
Otherwise lets get to it
Rolls
Perception DC10 - (1d20+5)
(9) + 5 = 14
History/Religion DC13 - (1d20+4)
(18) + 4 = 22
At some point, she may calm down and focus.
Rolls
Perception (WIS) - (1d20+5)
(4) + 5 = 9
One last note. I'm not trying to make this take forever, so even if you miss a check, things will advance. The check is for doing things safely.
One last last note. These aren't huge shelves with 100 books each. They're on display shelves sort of like these, only longer and several stacked vertically, so there's probably about 10 books or so on each shelf...
Verin's enthusiasm gets the better of her and she accidentally knocks an cylinder sealed with wax off the shelf. It hits the ground and the seal breaks. What happens next, she can't really say, although everyone else gets a good look at it. The ground shakes violently and all the other books fall off of that shelf.
@Khulod,@JoshuaMabry - You're up.
Rolls
Perception - (1d20+3)
(14) + 3 = 17
Also, unless you specify a shelf, I'm going to go straight up the middle and save the rooms for last.
Edit: oh boy oh boy!
Rolls
Perception - (1d20+0)
(1) = 1
Astrid looks up from her work.
What is going on? This is not difficult you guys!
Apparently, she was the only one getting work done. The others were tipping over bookshelves, spilling earthquakes and now summoning creatures from the shadow dimension.
The shadow seems to be the shape of a man, simply one who isn't there, or at least, one you can see through. There's really not time to make a full-fledged assessment of the situation if you don't want it to start murdering your fellow students.
First Round | After |
Shadow | Verin |
Astrid | Astrid |
Turchuk | Shadow |
Verin | S'Sylin |
S'sylin | Turchuk |
Rolls
Attack vs. S'sylin, necrotic damage if hit - (d20+3, d10+3)
d20+3 : (1) + 3 = 4
d10+3 : (3) + 3 = 6
Rolls
Quarterstaff to hit - (1d20+4)
(14) + 4 = 18
Quarterstaff damage - (1d8+2)
(6) + 2 = 8
She followups with: And even ghosts roll their eyes when they see you
Disappointedly the shadow either doesn't understand her or does not realise that her words is meant for him.
Rolls
Victious Mockery DC13 - (1d20, 1d4)
1d20 : (17) = 17
1d4 : (2) = 2
Victious Mockery DC13 - (1d20, 1d4)
1d20 : (17) = 17
1d4 : (2) = 2
She quickly squats and grabs the handle of her rapier. Maybe no one saw that.
Rolls
Attack (Rapier) - (1d20+5)
(1) + 5 = 6
"Help me you bumbling buffoons!"
Rolls
Attack 1 (superior longsword) - (1d20+6)
(9) + 6 = 15
Damage 1 - (1d10+6)
(8) + 6 = 14
Attack 2 (superior longsword) - (1d20+6)
(3) + 6 = 9
Damage 2 - (1d10+6)
(8) + 6 = 14
Turchuk is right behind him, and he too feels that strange pull when his quarterstaff swings through what would have been an impact on something with a real body.
The others aren't so lucky in their attacks.
The shadow, for its part, sways through the attacks and tries again to close it's claws around the neck of the dragonborn in front of it.
And the dice just hate EVERYONE right now. PCs are up.
Rolls
Shadowy Claws vs S'sylin's neck: attack, damage - (d20+3, 1d10+3)
d20+3 : (4) + 3 = 7
1d10+3 : (3) + 3 = 6
"Fuck OFF!"
Rolls
Attack (Rapier) - (1d20+5)
(18) + 5 = 23
Damage (Piercing ) + Smite (Necrotic) - (1d8+5+2d8)
(5) + (34) + 5 = 17
Undead or Fiend? - (1d8)
(3) = 3
"HALT, WRAITH!"
Rolls
Quarterstaff to hit - (1d20+4)
(13) + 4 = 17
Quarterstaff damage - (1d8+2)
(6) + 2 = 8
Casting Time: 1 action
Range: 60 feet
Components: A
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you are aware of within range. If the target can tell you’re speaking or signing (though it need not understand you), it must succeed on a Wisdom saving check or suffer 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Rolls
Victious Mockery DC13 - (1d20, 1d4)
1d20 : (6) = 6
1d4 : (2) = 2
It laughs.
"Halt yourself, lizard. I will stop when I wish." The voice is like an icy fingernail dragging down the chalkboard of your spine. "I will stop when you are mine." And with that, the entity releases a burst of dark energy at everyone around it, though it fades before it reaches Astrid. When it clears, the shadow is gone, but it must be here somewhere still.
Do you get back to packing books, or go in search of it? Not really technically your job to hunt monsters right now, but leaving it alone might be more dangerous than hunting it.
HP 53
Rolls
WIS save - (1d20+3)
(18) + 3 = 21
Secret Roll
"An intelligent undead? Here? Somehow our employer glossed over that bit of the job!" the dark one said irritably.
"And it's dragon, not lizard!" he shouted at the walls.
Rolls
Dex save - (1d20)
(17) = 17
Rolls
Dexterity save - (1d20+0)
(18) = 18
Rolls
DEX Save - (1d20+3)
(20) + 3 = 23
The young elven woman with very blond hair takes out a piece of chalk and draws a circle around her and a smaller one just touching the side of her own. Just like a disproportional figure 8. In the smaller circle, where she placed her glasses and started to call out names in Elvish. Her face looks very different without them
What continues is a 10-minute-long ritual that culminates in a series of hand gestures that direct energy into the smaller circle with the glasses.
She breaks the circles and reclaims her glasses. With them on again, she walks through the room pointing out enchantments and magical artifacts.
Casting Time: 1 action
Range: Self
Components: A, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to perceive a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
It's impossible to tell what, if anything, is behind the wall. Maybe you should just forget about it and finish moving the books. Or maybe you should make sure the library is absolutely 100% safe first.
I don't think we should do anything about it, other that be aware that it could be a source of surprises.
If everyone is okey we should get back to work
"Really? Do nothing? How about... we do something!"
With weapons at the ready, the Dark One walked over to the indicated spot to find and open the door..
To make a peace offering to S'sylin she offers an alternative or compromise.
We can put a trip wire across the door or something so we will get a warning if the door is opened while we work!
Now lets get back to work. Astrid turns on her heal to continue on her bookshelf
Also, I think everyone should be able to tell what kinds of books are on the shelf at a glance, so we'll skip that identification roll just to make sure this doesn't bog down. You'll just need one per shelf of the type that the shelf is to determine if you manage to complete that shelf successfully. The shelves are now labeled on the map so everyone knows what to roll. The secret door is also noted.
Rolls
History DC13 - (1d20+4)
(6) + 4 = 10
Rolls
History (INT) - (1d20+4)
(9) + 4 = 13
While the other three get back to work on the shelves, S'sylin slips through the illusory bookshelf...
Along with that, everyone can go again.
Son of a goat... A string of curses spew from her as she cradles her head.
Rolls
Dex (advantage) - Save DC15 - (1d20+2)
(7) + 2 = 9
books fall, everbody hurts - (1d6+2)
(5) + 2 = 7
Astrid gets about two feet away from the stairs and then stops. Something doesn't feel right.
Rolls
Astrid's Perception - (1d20+5)
(14) + 5 = 19
Did Fallowcrest lead them into a trap? Into a dungeon with no other obvious exits and a shadow ghost. Did the bump on her head make her paranoid?
The magehand grabs hold of each plank on the stairs and tries to move them up, down and about.
We are being trapped here!
Astrid graps a book about Elven history and one about witchcraft magic.
She calls out to Turchuk and Verin. Lets find S'sylin and see if he has found something. And grab any book you want to carry. This is a setup, a trap for some unkonwn reason. I don't want to be here anymore.
Verin packs the books she's able to find in her ruck and shoulders it, moving over to the hidden door. She looks back at all the books and sighs sadly as she draws her blade and prepares to follow the big guy.
When Turchuk, Astrid and Verin step through, they have just enough time to see dank and musty stone walls with moss growing in the cracks and water seeping in gradually through the stone ceiling. Every ten feet or so, a bookshelf sits, full of tomes that are not only chained to the shelf, but also locked in the same way the front door was. One book that seems grander than the rest, sits open in the middle of the room on a pedestal. Gold fillagree and illumination cover the pages, but the finery is faked.
Then the air is filled with a mind-ripping cacophony.
Rolls
indeed - (1d8+1)
(4) + 1 = 5
Rolls
Constitution check - (1d20+1)
(1) + 1 = 2
Rolls
Con - Save - (1d20+0)
(20) = 20
"A marching band makes less noise falling down a flight of a thousand steps than you do in this library!"
We. Have. Been. Set. Up!
Hopefully S'sylin gets that this is no longer a university favor, but an attempt to kill them.
It's impossible, however, to take a step - unless you walk in S'sylin's already prepared footsteps - without disturbing the dust on the floor. Whatever is down here, it was clearly set up far in advance of your arrival.
"I am sorry to disappoint your ego, but this is merely to protect something down this hallway behind me. I was quite close to solving the whole matter when you set off these traps. Now, if you can manage, observe my footsteps and follow them, yes? That shall avoid more bother to my eardrums..."
So if you step into more sonic traps, don't come crying to me about it!
She waves him on.
Don't worry. I'll stay back to see what traps you trigger.
The only way to go is the hallway that S'sylin had been going down when the rest arrived - a long narrow hallway that ends in a 'T' after a couple hundred feet or so. From one end of the T comes mechanical clunking; from the other, the sizzle of electricity. You'll have to go one way or the other.
Which way to go...
You can see into the room ahead of you now. The room is shaped like a hexagon, with your entrance on one side (let's call this side Side 1). On the opposite side of the hexagon, there's a small inset (let's call this side 4). There, in the inset, is a huge lever. Above it is a huge iron "X" in a fine serif font.
On each other wall of the square (sides A, B, C, and D), there's an enclosure. Inside each enclosure there is also a pile of dessicated corpses. In front of each enclosure is a smaller lever with an engraved iron plaque: I, II, III, and V, in the same font as the X. Whoever designed this place is clearly testing your intelligence. If only they'd been nice enough to tell you what the test was.
You can see easily into each enclosure, and nothing is rushing your exploration of the room, so you can take your time to look around. Here's the obvious things you see:
-- The enclosure on Side A has four corpses in it. A golden cross hangs from the ceiling on a heavy iron chain. The lever has an engraved plaque with a "V".
-- The enclosure on Side B has twelve corpses in it. An ancient halberd wit a darkwood handle hangs horizontally on the back wall on golden hooks. The lever has an engraved plaque with a "III".
-- The enclosure on Side C has five corpses in it. A silver cross hangs at an angle on the back wall after one of the bolts holding it broke long ago. The lever has an engraved plaque with a "II".
-- The enclosure on Side D has five corpses in it. A wooden cross eaten through with termites hangs on the back wall. The lever has an engraved plaque with a "IV".
How do we solve the puzzle?
"Well. This seems a bit grim. Which thankfully is my specialty.."
Then I think it would be safe to moved the X lever. X is 10, V = 5, III = 3 and II = 2 by the way
Then I think it would be safe to moved the X lever. X is 10, V = 5, III = 3 and II = 2 by the way
Buuuuut... It's late Thursday, so someone do something or make an INT check.
Rolls
Int - Check - (1d20+2)
(13) + 2 = 15
"Wait, I can resurre...." ressurect a zombie to pull the lever, you insufferable simian. Though truth be told, nothing of worth is about to be lost..
Every closed enclosure opens. The door behind you rattles shut with a bang.
Every zombie shuffles to their feet.
They're slow, so I'm giving initiative to you guys first.
Bonus actin: Shit pants
Action: Cast invisibility
Move: to k8
Casting Time: 1 action
Range: Touch
Components: A, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s body. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
"OH NO! YOU FIX THIS OR I SWEAR I WILL HUNT YOU DOWN AND USE YOUR FLIMSY THIN SKIN FOR VELLUM!"
S'sylin draws his longsword and shield. He moves to I-16
Astrids disembodied voice
In mock imitation of S'sylin voice: Oh no! A thinking challenge.
If I get it wrong everyone will see how stupid I am.
It's best if I don't do anything, then I don't make mistakes.
When I was trying to solve this, did you do anything? ANYTHING?! No, you played it safe, and waited for me take the decisions while hoping for the best.
Now you better stop complaining about the decision you did not make and deal with those zombies!
Or are you afraid that you cant swing a sword either?
@MaJunior,@JoshuaMabry - You guys still have turns to take.
Rolls
Attack (Rapier) - (1d20+5)
(5) + 5 = 10
Damage (Piercing) - (1d8+5)
(6) + 5 = 11
@JoshuaMabry seems to be unavailable, so we'll go ahead and throw Turchuk at group 2, with the understanding that I will not kill him accidentally while he's gone. He manages to likewise block them into their room.
Zombie come slowly streaming out of the other rooms. They're not fast at all, so you have time to deal with them. Only one reaches someone, and the unlucky one is Verin, but the one that swings at her from behind falls apart as soon as it does. The other group is heading for Turchuk, the other two being unseen.
Rolls
zombie4 vs Verin, 1 damage on hit - (d20-1)
(13) - 1 = 12
zombie1 vs Verin, 1 damage on hit - (d20-1)
(1) - 1 = 0
zombie vs Turchuk, 1 damage on hit - (d20-1)
(20) - 1 = 19
Verin pouts a bit as her rapier doesn't seem to do much, before trying again.
Rolls
Attack (Rapier) - (1d20+5)
(18) + 5 = 23
Damage (Piercing) - (1d8+5)
(3) + 5 = 8
Invisible Astrids
Or, Verin can kill all the zombies singlehandedly!! Lol