TEXT: The Library of Biblius                                  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  1 
   
  
  The Library of Biblius                                  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  2 
   
   
   
   
   
   
   
   
   
  Biblius, the Scholar-King, ruled the sword coast with an open hand full of knowledge and love, but even the purest of 
  men can fall prey to an unhealthy obsession. Explore Biblius’ forgotten library and discover if his history of the multiverse 
  is more than just a tragic myth, but beware... You won’t be the only group in search of antediluvian riches. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Library of Biblius                                  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  3 
  Introduction 
  4 
   
   
  Running the Adventure 
  4 
   
   
  Overview 
  4 
   
   
  Background 
  5 
   
   
  Adventure Hook 
  7 
   
   
  Area 1: The Hopeless Drider 
  8 
   
   
  Area 2: Observing the Realms 
  10 
   
   
  Area 3: Northern Reading Rooms 
  13 
   
   
  Area 4: Southern Reading Rooms 
  17 
   
   
  Area 5: Hearth of Memories 
  19 
   
   
  Area 6: The Lower Level 
  21 
   
   
  Appendix 1: Monsters 
  25 
   
   
  Appendix 2: NPCs 
  33 
   
   
  Appendix 3: Items 
  41 
   
   
  Appendix 4: Spells 
  47 
   
   
  Appendix 5: Maps 
  50 
   
   
   
   
   
   
   
   
   
   
  Matthew Butler 
   
  Madison Fontenot-Rice 
   
  Created by Matthew Butler with help from the Dundjinni 
  forums 
   
  Madison Fontenot-Rice 
  Robert Landrum 
  Will Bourgeois 
  Charlie Christian 
  Casey Miller 
   
  Thank you to my beautiful fiancée, Madison, for keeping me 
  sane during the development process. You are the reason this 
  turned out as well as it did.  
  Curse of the Gumdrop Ooze: 
  https://www.dmsguild.com/product/234324 
  Hag’s Hexes:                                                                               
  https://www.dmsguild.com/product/242869 
  Lady Sepa and the Soul Weeper: 
  https://www.dmsguild.com/product/224744 
  Seasonal Surprises:                     
  https://www.dmsguild.com/product/255131 
  Storm King’s Barrows:                                                            
  https://www.dmsguild.com/product/247362 
   
  Twitter: @mattsconfused 
   
   
  
  The Library of Biblius                                  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  4 
  This book is written for the Dungeon Master. Contained within 
  is a complete Dungeons & Dragons adventure with descrip-
  tions for every magical item and monster contained within. 
  For all other descriptions and rules information consult the 
  core rulebooks from Dungeons and Dragons (The Player’s 
  Handbook, The Dungeon Master’s Guide, and The Monster 
  Manual).  
  This adventure can be dropped into any existing campaign but 
  is written for the Forgotten Realms setting. 
   
  The Library of Biblius is an adventure for three to six charac-
  ters of 8th level. The library is a treacherous place, so it is 
  highly recommended that the party contain at least one tank 
  and one healer. Though treacherous, it is also a place with a 
  long history. A bard would delight in the new stories con-
  tained within the weathered tomes and could prove an asset 
  in deciphering some of the riddles. A wizard or sorcerer is 
  also highly recommended as they will have an easier time 
  navigating the magical puzzles and traps than most. 
  The “Overview” section goes over how the adventure is ex-
  pected to play out and gives you a sense of the plot.  
  The “Background” section details everything you need to 
  know about the library from its humble beginnings to its in-
  evitable destruction.  
  The “Adventure Hook” section contains a small encounter 
  that can be used to get the players to the library. This section 
  doesn’t have to be utilized if you are using this adventure as 
  part of a larger campaign. 
  The six “Area” sections contain maps and story descriptions 
  you’ll need to run the players through the adventure.  
  The five “Appendix” sections at the end of this book provide 
  detailed descriptions and rules information for the new ele-
  ments encountered in this adventure.  
   
  Throughout the adventure you will encounter small boxes of text 
  like this one. These are meant to be read to the players and contain 
  descriptions or excerpts pertinent to the situation. Look to the sur-
  rounding text for instructions on when to recite these. 
   
  An Adventurer’s Heart 
  1 gal. Awesomesauce 
  “You will also encounter tables like these 
  throughout the adventure. They describe 
  the contents of a chest, bag, etc. The text in 
  quotes is meant to be read to the players 
  upon discovery. Consult Appendix 3: Items 
  for a more detailed description.” 
   
  This adventure is divided into six areas, each with their own 
  encounters.   
  Play begins in Area 1, a dank cavern under an obscure lake a 
  day’s march north of Waterdeep. A group of drow warriors, 
  headed by Istralan, the drider, have discovered the entrance 
  of the library. They were hot on the trail of a dwarf named 
  Garth, but he managed to get to the library first and lock 
  them out with a magical riddle. After they get inside, the 
  party will encounter the enigmatic Throne of Book and trav-
  erse the spiral staircases that lead to the second area. 
  The second area is by far the largest in size and the most glo-
  rious to behold. The once magnificent two-story stacks that 
  line the walls have rotted considerably and, though magnifi-
  cent, it is a shadow of its former self. When the players ar-
  rive, they can explore the encounters in whatever order they 
  choose. They’ll discover the sad fate of Garth and the broken 
  Realm Observatory. Once they defeat the shield guardian and 
  obtain his key, they’ll have a choice to make. One door leads 
  to Area 3 while the other leads to Area 4. 
  The third area is a collection of reading rooms at the north-
  ern end of the library. This area is largely skippable in re-
  gards to the story, but contains several interesting encoun-
  ters filled to the brim with new monsters and items. Every 
  room tells a different story. 
  The fourth area is a mirror of the third on the southern side 
  of the library, but contains one very important book. Biblius’ 
  Journal details the founding of the library and is ended with a 
  riddle. This riddle clues the party into the contents of the 
  Realm Observatory and how to enter the lower levels of the 
  library.  
  The fifth area is part library and part lounge. An insane ar-
  cane naga by the name of Byren has taken up residence in 
  this section after the collapse of the library. He led the initial 
  assault on the library, but was transformed and driven insane 
  by the magical explosion that created the History. Now he 
  spends his time shining the gear he stole from the Realm Ob-
  servatory. Once the players have the gear and replace it, they 
  can read the Darshi journal and open the way into the lower 
  level. 
  The sixth area contains the vault, Biblius’ inner chambers, 
  and the History chamber. This whole area is a puzzle in two 
  parts. The first part leads to the vault, while the second leads 
  to the inner sanctum and the entrance to the final encounter. 
  The vault contains several interesting gifts Biblius has re-
  ceived over the years. The inner sanctum used to be Biblius’ 
  bedroom and contains the second journal of Biblius. This 
  book details his fall into madness, ending with a crazy entry 
  written in all caps. Once the players find the entrance under 
  his owlbear skin rug, they can proceed to the final encounter.  
  This is where Biblius succumbed to his obsession and sank 
  the library, killing the people who loved and worshipped him. 
  Prowling along the ceiling is his dead body reanimated by the 
  power of the engine. It will stop at nothing to rip the party to 
  shreds. Once they have defeated him they will have a final de-
  cision to make. Should they try to take the history, destroy it, 
  or set up shop in the ruin of the library? Each option is de-
  tailed at the end of this section. 
  
  The Library of Biblius                                  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  5 
  Bards and wizards know the basics of this story, but not the 
  aftermath. 
    
  Long, long ago there was a small city lost in the wilds of Fae-
  run called Book. Book was a small and insular place filled 
  with a people who called themselves the Bibs. They were a 
  scrawny race, closely resembling elves in stature and build, 
  but with exceedingly long limbs. Their large oval heads con-
  tained huge and luminous eyes, allowing them to read and 
  write in the dark. In the beginning, they were perfectly con-
  tent to use their natural magical abilities to create a paradise 
  of luxury and debauchery for themselves.  
  Then Biblius was born. 
  His instructors knew he was special from the beginning. He 
  excelled at everything he tried. History, industry, art, but es-
  pecially magic. Magic was the key to everything. It somehow 
  had the power to hold the dimensions together even when 
  they tried to rip themselves apart. This fascinated Biblius. He 
  had to understand. Soon he left behind the palaces of glut-
  tony in favor of dusty archives and hidden dungeons. 
  He travelled for years. When he finally returned to Book, he 
  had fully explored his magical talents and learned more 
  about the world than he ever thought possible, but he 
  wanted more. He strode into the mayor’s pleasure dome and 
  demanded change. He told him that the greatest wizard in 
  Faerun was here to guide his people to a brighter future, one 
  filled with arcane understanding the likes of which the world 
  has never seen before. The mayor was moved by his display 
  and intrigued by the possibilities. The townspeople of Book 
  gathered the next day and, after a quick vote, the city decided 
  to create a new attraction. The world’s first library. 
  The Library of Biblius took almost ten years to build, but 
  when it was finally completed it was a sight to behold. A 
  gilded stone staircase summited the three-story height to the 
  entrance and reminded people of the power of magic. The 
  doors operated on a strict timer. From dawn until dusk the li-
  brary remained open and free to use, provided the books 
  didn’t leave when the patrons did. Biblius used his shining 
  achievement as a school and instructed his people in the ar-
  cane mysteries he had discovered.  
  Soon the might of the bibs was undeniable. In a few genera-
  tions they had left their pleasure palaces behind in favor of 
  reading rooms and laboratories. Book was quickly gaining a 
  reputation in the wider world and, though his people had 
  grown strong, Biblius had seen what lurked in the dark cor-
  ners of that world. 
  Fearing for the safety of his people, Biblius created a great 
  moat of magical water to surround the city. The water always 
  appeared murky and chilled anyone trying to cross it enough 
  to freeze them solid. The mayor was humbled by his 
  teacher’s might and named him the Scholar-King of Book 
  with the full support of his people.  
  Biblius took his responsibilities seriously and began to 
  search in earnest for a way to protect his people from any-
  thing that may befall them. He chose seven of his greatest 
  students and tasked them with seeking out all the knowledge 
  the world had to offer. He spent the next two centuries learn-
  ing, growing ever stronger and god-like in the eyes of his 
  people. 
  Centuries passed and Biblius became aware of the other 
  realms of the multiverse. He constructed a dazzling wheel of 
  the cosmos he called the Realm Observatory. It displayed the 
  known planes of reality and was always being expanded with 
  new material. The library was truly wonderous. It had al-
  lowed Biblius to not only strengthen his people, but himself 
  as well. He had grown powerful and basically immortal 
  through his studies. His library was the largest in the world 
  and would continue to grow for as long as he was alive. 
  But Biblius wanted more. 
  He began to dream of a single repository of knowledge. A 
  magical relic that could access any memory across time and 
  space and act as a living history of the multiverse. The dream 
  consumed him, and he started to spend more and more time 
  in his private laboratory deep beneath the library.  Soon his 
  people began to worry their king had become afflicted by 
  some unknown disease and began to search far and wide for 
  a cure to his madness. 
   
  It was at this time that Byren, the king of the spirit naga, be-
  came aware of the library and its powerful king. He pos-
  sessed a special elixir that was said to cure any illness. When 
  an unsuspecting bib showed up to obtain it, Byren tortured 
  the poor soul until he revealed the location of the library. 
  Byren vowed to take the library for himself and remove any 
  puny bibs that got in his way. 
  Back in Book, Biblius continued his attempts to create the 
  magic relic that haunted his dreams. His people were beside 
  themselves with worry, terrified of the strange noises and ef-
  fects that began to surround the library. Soon the bibs began 
  to avoid their cherished center of learning and slip back into 
  their hedonistic ways. The guards surrounding the moat be-
  gan to grow lazy and stopped showing up for duty, leaving 
  Book unprotected. 
  When Byren finally arrived, he found it all too easy to bypass 
  their defenses. The library sat in the center of Book like a tar-
  nished diamond, easily visible from all parts of the city. As 
  soon as Byren passed through the doors, the library reacted 
  and alarms rang out through the stacks. Though mostly unoc-
  cupied, the few patrons that were there cried out in terror.  
  Biblius lurched up out of sleep and realized his work was in 
  danger. The madness had fully consumed him at this point 
  and his mind was a shadow of its former self. Gone were the 
  days when he put his people first and, without thinking of the 
  consequences, he used his might to sink his library beneath 
  the earth. As the library ripped its way through the soil, it 
  
  The Library of Biblius                                  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  6 
  pulled the whole of Book with it. The bibs cried out for their 
  king to save them, but their voices were silenced forever by 
  the waters that once protected them. Soon the only thing that 
  remained of the once prosperous city was a chilly lake of lost 
  souls. 
  Biblius didn’t mourn the loss of his people and instead 
  looked to his work. Finally, the solution hit him like a crack of 
  thunder. The relic wasn’t something he could create, it was 
  something he would have to become. He descended the stairs 
  to his laboratory for the final time and started the ritual 
  without a second thought. 
  The patrons who survived their journey to the center of Fae-
  run looked fearfully at the unconscious form of Byren before 
  them and wondered what to do. Why had Biblius done this? 
  What was going to happen to them now? As Biblius com-
  pleted his ritual from far underneath them, the questions 
  soon became meaningless.  
  Biblius left his mortal form to die and became a being of true 
  knowledge. He was filled with every memory from the begin-
  ning of time and quickly lost himself in the cacophony of 
  voices. If he had been smarter or a bit wiser, he may have 
  transformed into a god. Instead, he became a glowing crystal 
  of pure arcane energy. Above him his patrons writhed in ag-
  ony as the magical forces ripped them apart and reshaped 
  them into horrific abominations.  
  In the end, Biblius and his people were destroyed by his ob-
  session for knowledge and power. 
   
  However, this isn’t the end of the story.  
  In the weeks that followed, the library became a magically ra-
  dioactive place. The ritual that created the History involved a 
  number of unique substances found nowhere else in the 
  world. The largest of which, an ore known to the duergar as 
  blightore, was needed for a catalyst, but had an unexpected 
  effect. The ore absorbed so much magic that it became a self-
  sustaining engine of magical radiation. 
  Every few minutes after the ritual was completed, the 
  blightore would absorb enough magic from the History to 
  overload its structure. When this occurred, the ore would 
  spark violently with arcane energy and send out a pulse of 
  magical radiation that permeated the library. This radiation 
  filled the corpses that littered the library’s upper levels and 
  reformed them into horrible arcane monstrosities. Vampiric 
  skulls, giant intestines, the list goes on. 
  Even Biblius’ corpse eventually rose due to the fallout. His 
  bones were warped and reattached until he resembled a spi-
  der with four legs. Trapped in the confines of his former la-
  boratory, he had nothing to do except crawl the walls and 
  wait. 
  Thousands of years passed and the library became little 
  more than a tragic myth. Cities grew and fell while the library 
  slumbered. Eventually, a young dwarf named Garth found the 
  entrance quite by accident. He was a bit of a magical inventor 
  himself and was being pursued by the drow because of one 
  of his newest inventions. Garth carried with him a crystal he 
  had aligned to glow purple in the presence of arcane energy. 
  This crystal led him right to the front door of the library. Un-
  fortunately, it also led the drow following him there as well. 
  Garth arrived there only a day before the drow, but was able 
  to seal the library’s doors with a riddle just in time. Istralan, 
  the drider who pursued him, was unable to decipher it and 
  collapsed part of the cavern in her fury. Luckily, the cavern 
  held a pocket of air under the former moat which created a 
  small breach.  
  Istralan tasked her three fastest warriors with swimming 
  through the frigid waters above and braving the surface in 
  search of another entrance to the underdark. She gave each 
  of them a note for her matriarch, the Lady Shadow, explain-
  ing what she had found and asking for reinforcements. One 
  died in the frigid waters, but two made it to the surface alive.  
  This is where the party enters the picture. 
   
  
  The Library of Biblius                                  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  7 
   
   
  Map A: Ground Level (1 square = 5’x5’) N^ 
  If you are playing this adventure as part of a larger campaign, 
  or using another adventure hook, skip this part and jump 
  straight to Area 1.  
  Play begins on the road out of Waterdeep. After a day’s travel 
  north, the party has come upon a small, deep lake on the 
  edge of the road. Read the text below when you are ready to 
  get started. 
  After leaving the familiar sights and sounds of Waterdeep in search 
  of new adventure in the countryside, you have seen a whole lot of 
  nothing. It’s been about a day since you set out. Those of you that 
  have travelled this wide and well-worn road note the conspicuous 
  absence of traffic. You have yet to see another soul besides those in 
  your party and you are beginning to get a bit worried. As you crest 
  a small hill, you catch sight of a small glistening pool of murky water 
  on your right. When you draw closer, you notice a trail of blood 
  leading off from your left and ending in a fallen form. The form ap-
  pears to be the mangled remains of a drow warrior. You’re not sure 
  what a drow warrior would be doing above ground, but he seems to 
  have a small scroll tube clutched in his mostly intact left hand. 
  The drow warrior was one of the three scouts sent by Istra-
  lan (See Background for details) and met his end at the 
  hands of the book golem, a new monster described in Ap-
  pendix 2. The book golem escaped from the library when 
  Garth opened the doors. It swam up through the lake and has 
  been hiding in the surrounding countryside for the past day 
  or so.  
  When the party arrives, the book golem is hiding just below 
  the surface of the water. Book golems are notoriously indo-
  lent and don’t attack until they feel there is no other option. 
  When they do attack, they are ruthless and try to end the at-
  tack as soon as possible so they can return to doing nothing. 
  The drow warrior is carrying a small scroll tube containing 
  Istralan’s letter to the Lady Shadow. When the player’s at-
  tempt to read it have them roll a DC 8 Intelligence check. 
  The parchment the letter is written on, called shimmer pa-
  per, luminesces in direct sunlight, obscuring the writing from 
  the prying eyes of surface dwellers. If the character succeeds 
  on her check, she is able to identify it and find a nice shad-
  owy place to read it. The letter is written in undercommon 
  though, so she will still need to speak it to understand the 
  letter. If she does, read the following text. 
  My lady of Shadow, 
  That fool dwarf, Garth, has eluded me once again. I ask not for your 
  forgiveness, I don’t deserve it, but for your aid in a much grander en-
  deavor. I have made a discovery in the tunnels north of Waterdeep 
  that will make you the strongest power in Faerun. 
  I have found the lost library of Biblius. 
  It is no longer a mere fairytale, but a massive construction of stone 
  and magic that lies beneath a small lake just north of Waterdeep. 
  Somewhere inside this dark crypt lies the living history of the multi-
  verse. I’m sure I don’t need to tell you of the possibilities. Power, 
  wealth, knowledge, all lies before your servant if she can but open the 
  doors. Garth may be many things, cowardly, deceitful, but he is also 
  clever. He found a way to decipher the magical riddle which bars the 
  doors and entered the library a day ago. Time is of the essence now if 
  we are to prove victorious. I believe I can force the doors, but I need 
  more drow. Send me a troop of your strongest warriors and we will 
  crack these doors like a monstrous spider egg. I await your response, 
  my lady. 
  Your servant, 
  Istralan 
  Read the players the first two parts of the Background sec-
  tion when they begin to ask about the library. This story is a 
  widely known folk tale in the north of Faerun and any bard 
  or wizard will know it well. 
  The drow’s body is still damp from his trip through the lake 
  so it will be fairly easy to deduce where he came from. Any 
  player attempting to enter the water will upset the book go-
  lem and provoke an attack of opportunity. After the book go-
  lem is dealt with, the party can proceed through the lake to 
  the cave below. Award the party 5,000 experience points to 
  be divided equally among them for surviving the book golem. 
  The swim down is going to take 2 standard actions as the 
  lake is 60 ft. deep. Have the characters make two DC 12 
  Strength (Athletics) checks, one when they dive in and one 
  when they reach the halfway point. The lake is very cold, 
  dealing 1d6+2 cold damage per round spent inside, and 
  makes it difficult to hold one’s breath. Should a character fail 
  his second swim check, have them roll a DC 12 Constitution 
  saving throw. On a failure, the character takes an additional 
  1d6 cold damage and begins to drown. 
  
  The Library of Biblius                                  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  8 
  Once the characters make it to the bottom, they see a 5’ wide 
  tunnel that curves down and then up into a cave. When they 
  pull themselves out of the water and onto the stone floor, 
  proceed to Area 1.   
   
  Map B: 60’ Underground (1 square = 5’x5’) S^ 
  This area contains the entrance to the library as well as the 
  campsite of Istralan and her drow scouts. They have been 
  trying for the last 24 hours to break into the library, but they 
  don’t possess the sheer strength and power of, say, an adven-
  turing party of 8th level.  
   
  Read the boxed text below once the whole party has made it 
  out of the water. Should they make a spectacle of their en-
  trance, the drow become aware of their presence and gain a 
  surprise attack round. 
  You crawl out of the frigid pool and onto the cool stone floor of a 
  cave. It is dark, but there appears to be a dim light source up ahead 
  and to the left. The smell of smoke and roasted meat reaches your 
  nose moments later and you hear your stomach grumble audibly. 
  The cavern is filled with the sound of hammering and exasperated 
  grunts coming from the same place as the dim light. Someone up 
  ahead is definitely doing something, but you’re not sure what. 
  Let the party explore the cave at their own pace, but make a 
  roll every few minutes to see if the drow become aware of 
  their presence. Though occupied, drow ears are keen enough 
  to pick up any excessive noise. The caved in tunnel to the 
  south shows signs of being carved by dwarven tools, some-
  thing instantly apparent to anyone with dwarven ancestry, 
  but is covered with thick webbing. 
  The drow camp lies down the left tunnel to the north. The 
  two smaller tents have nothing more than roasted fish and 
  four angry drow elite warriors between them. The large 
  tent offers a better prize, hidden inside a tangle of webbing is 
  a steel chest containing the following items. 
  Istralan’s Steel Chest / Locked DC 12 
  Amethyst 
  “You see a small, thumb sized, amethyst. It 
  is carved to resemble an unblinking eye. It 
  is polished well enough to see that it once 
  fit into a setting of some kind, most likely a 
  ring or necklace.” 
  Bottle of Spiderwine 
  “This hearty brew smells awful and tastes 
  worse, but is a favorite among the drow.” 
  Leather Pouch 
  “This dark leather pouch contains 54 gold 
  pieces and 13 silver pieces. When opened 
  it smells faintly of blood.” 
  Glass Vial 
  “Filled to the brim with a deep blue liquid, 
  this clear glass vial smells like blueberries 
  when uncorked.” 
  Istralan herself is a drider. If she doesn’t hear the party first, 
  she can be found hurling stones at the huge double doors to 
  the south. She has been trying a myriad of methods, the fall-
  out of which you can see littering the floor around her, but 
  nothing seems to have worked so far. 
  After Istralan and her band of drow have been dealt with, the 
  party can attempt to tackle the riddle. Award the party 9,500 
  experience points to be divided equally among them. 
   
  When the party approaches the entrance to the library, read 
  the text below. 
  You see an impressive set of stone double doors, easily 15’ wide and 
  12’ tall. The stone is exquisitely carved, showing fine detail even af-
  ter all this time. Each door is shaped like a closed eye with a large 
  stone nose protruding 2’ from the wall between them. There ap-
  pears to be no handle, but while inspecting the door you notice a 
  small metal disc set into the stone floor. You stand on it and hear a 
  groan come from the door, almost as if it was trying to open, but 
  the door remains closed.  
  Half a second later a 2” glowing dwarf appears floating a foot in 
  front of your face. He is made of translucent blue light, but you can 
  make out a long-braided beard that touches his feet in the silhou-
  ette. He scowls at you and shakes a finger in front of your face then 
  says the following. 
  Ah ah ah, thou must answer my riddle first! 
  My shell can be hard or soft, but thee should never judge me by it. 
  What am I? 
  The answer to the riddle is a book or scroll. If the party has a 
  hard time solving it, you can let them know about the banded 
  tree trunk lying next to the doors. Istralan wasn’t capable of 
  hefting it herself, but the party should have no problem. Have 
  
  The Library of Biblius                                  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  9 
  them make a DC 30 (combined) Strength check. If success-
  ful, this shatters the stone of the door and allows them entry. 
  The lobby is incredible to behold. Now that the library is oc-
  cupied again, the enchantments that power the lights and ef-
  fects begin to activate. Note that the door stays open until 
  someone closes it. Read the text below when the players have 
  made it inside. 
   
  Map C: 60’ Underground (1 square = 5’x5’) N^ 
  The walls of this stone entry hall begin to glow with shades of blue 
  and green as you enter. Looking around, you realize the walls have 
  several two’ thick veins of emerald and quartz running through 
  them that are slowly building in brightness. The floors are a flawless 
  marble, except where they’ve been shattered by the cave in to the 
  right. Luckily the magnificent throne in the center of the hall was 
  unharmed. It is sculpted to resemble an open book in every detail. It 
  is so meticulously crafted that if the pages weren’t clearly made of 
  stone you’re sure you could flip them. The pages the book is open 
  to are largely blank, but as the veins reach maximum brightness and 
  level off, 8 symbols rise from the stone of the pages and begin to 
  glow a soft purple. Three spiral staircases line the left wall and lead 
  down into the library below. A small inscription is written in com-
  mon over the middle staircase that reads, “Don’t use this one!”. The 
  longer you stand in this hall the more jittery you feel, almost as if 
  you ate way too much sugar.
  The Throne of Book is a very important part of the puzzle, 
  but one that can’t be solved until much later in the adventure. 
  If a character attempts to touch it without the Darshi Journal 
  in their possession, they take 2d10+4 electricity damage. 
  This damage doubles with every subsequent attempt made 
  without the journal.  
  The three staircases lead down 50’ to Area 2. Garth almost 
  met his end at the hand of the middle staircase, but managed 
  to jump off at the last second. The next person to try will not 
  be so lucky. Any character that attempts to use that staircase 
  gets about 5’ down before the rusted iron railing gives way 
  and they fall the other 45’ to the ground. Have them take 2d6 
  damage from the fall. 
   
  
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  10 
   
   
  Map D: 90’ Underground (1 square = 5’x5’) N^ 
  This area contains four encounters and two optional book 
  encounters. After descending the staircases, or falling in the 
  case of the center one, the party finds themselves in a mas-
  sive library filled with stacks upon stacks of books. Most of 
  the books are written in an archaic form of draconic, but a 
  few are written in a very old version of common. This part of 
  the library is divided into three general sections, one of 
  which is guarded by an arcane guardian. Read the text be-
  low when the characters reach the bottom of the staircases. 
  This section of the library is incredibly large, easily 100’ across or 
  more and that’s just what you can see. Your eyes are immediately 
  drawn to the large sparking wheel in the center of the room. It ro-
  tates on an angle and lets out a shuddering groan every few sec-
  onds or so. Taking in the rest of the room, you get the sense that 
  this must have been a wonderous place at one time. The remnants 
  of colorful banners and glossy oak tables litter the floor amid rotted 
  pages of vellum and parchment. Two large shelves, whose top 
  shelves connect to the ceiling, separate a section to the north and a 
  section to the south. Two ancient and rusted suits of armor seem to 
  stand watch over the sections though they are covered in thick lay-
  ers of dust. The majority of the books seem to have rotted away, but 
  a few remain here and there, especially on the top shelves. Above 
  each section is a hanging sign in draconic. The wall behind you is 
  covered in small shrouded lanterns that hide small glowing crystals. 
  On either side of the staircases is an ornate steel door carved to re-
  semble the cover of a book. The doors are identical except for the 
  apparent title of each cover which is also written in the draconic. 
  The characters can go where they please from here, but they 
  will probably head toward the sparking wheel first. The 
  hanging signs from north to south read; Laws of Nature, His-
  tory of the Multiverse, and History of Faerun. The titles on 
  the steel doors tell the players what lies behind them. The 
  first is titled Northern Reading Rooms, while the second is ti-
  tled Southern Reading Rooms. The one surviving arcane 
  guardian appears as a suit of armor until a character comes 
  within 5’ of it. He is situated in the square leading into the 
  Laws of Nature section of Map D and has the key to the steel 
  doors in his possession. 
  There are two books of note in this portion of the library; 
  The Grim Dark and The Hungry Tome. They create encoun-
  ters when discovered and have fun implications on the end-
  ing, but aren’t necessary to the plot at all. If you’re crunched 
  for time, feel free to leave these encounters out entirely. If 
  you feel like adding them, the books are listed after encoun-
  ter 5 on page 10.  
   
  The spinning wheel in the center of the room was once the li-
  brary’s prized possession, now it is a dangerous shadow of 
  its former self. Read the text below when the party ap-
  proaches the sparking relic. 
  You see a platinum wheel roughly 5’ in diameter turning at an awk-
  ward angle. It seems to be connected to a motor of some sort with 
  a series of gears, but one seems to be conspicuously missing. Set at 
  regular intervals along the outside edge of the wheel are small 6” 
  glyphs sculpted from onyx. You notice eight of the symbols as the 
  same ones you saw on the throne above you, but there are eight 
  more you don’t recognize as well. Four 8” symbols circle a 2’ wide 
  central dome. Each of the four symbols is carved from a different 
  gem and represents one of the four elements. Fire is ruby, water is 
  sapphire, earth is jade, and air is quartz. The dome is opaque, but 
  seems to be made of some type of steel. On the base is a small in-
  scription in common that reads “This wheel represents the height of 
  our understanding. Inside is the book that guided my life like a 
  faulty arrow, let it remain forever as an example that even a scholar 
  king always has more to learn.”  
  Right next to that inscription is a small message clawed into the 
  base that reads, “THE SHINY IS MINE!!!” 
  The wheel itself laid dormant until the library was activated 
  again by Garth in his initial entry. Since then it has sparked 
  with wayward enchantment. Any character attempting to get 
  within 5’ of it gets struck by an orange bolt of arcane energy 
  and must roll 1d6. Use the roll table below to choose which 
  enchantment they are subjected to or just pick one you like 
  the most. 
  Magical effects of the Realm Observatory 
  1: Lightning 
  8d6 electricity damage 
  
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  11 
  2: Shrink 
  Character shrinks down to small size (3’ tall), 
  +4 Dex, -4 Str, and -4 Con, lasts for 5 minutes.  
  3: Double gravity 
  Character doubles in mass, disadvantage to all 
  actions involving strength or dex (including at-
  tacks), lasts 5 minutes. 
  4: Enlarge 
  Character swells up to large size (14’ tall), +4 
  Str, +4 Con, -4 Dex, lasts for 10 minutes. 
  5: Levitation 
  Character rises 20’ off the ground, floats there, 
  and can only move by pushing or pulling on a 
  fixed object, lasts 5 minutes. 
  6: Mind Blank 
  Character is immune to psychic damage, any 
  effect that would sense emotions or read 
  thoughts, divination spells, and the charmed 
  condition. This spell even foils wish spells or 
  monster attacks of similar power that affect 
  the target’s mind or try to gain information 
  from it. Lasts 1 hour. 
  The wheel can be righted and the center dome opened, but it 
  requires the missing gear. The gear was stolen several years 
  ago by Byren, who is by now quite insane, and it still resides 
  with him in the eastern stacks of the library. The characters 
  will have to come back later to recover the Darshi Journal. 
   
  The southern section is mostly intact, but the surviving 
  books are simply blank pages bound in rotted leather. Lurk-
  ing down one of the aisles is a fearsome monster ripped 
  apart and reshaped into something worse. The ego ingestor 
  used to be a somewhat tame mindflayer who would regularly 
  assume the disguise of a Bib and gorge himself on the 
  knowledge in the library. When the History was created, he 
  was infused with the errant arcane radiation and became an 
  even worse horror. 
  The ego ingestor, a new monster detailed in Appendix 1, can 
  absorb information with a single touch, leaving a blank can-
  vas behind. Book, painting, dwarf, it makes no difference. 
  Nothing remains. If this wasn’t bad enough, the creature’s 
  body can assume any shape, color, or texture like a mimic. 
  When the players arrive in this area they will see a truly ter-
  rifying sight, read the text below when they turn down the 
  last aisle. 
  As you turn down the last aisle, you see a very unexpected sight. A 
  blue haired dwarf sits alone in an ornate oak chair next to a pack of 
  spelunking equipment and stares blankly ahead. You take in his 
  floor length braided beard and realize that this must be Garth, the 
  dwarf the drow were after. You wave your hand in front of his face 
  and try to speak to him, but he just stares ahead and drools slightly. 
  You get the feeling something is very wrong here. 
  When Garth reached this section, the ego ingestor appeared 
  to be a book and Garth couldn’t resist the urge to read it. 
  Once his fingers brushed the spine, his mind was lost. The 
  ego ingestor absorbed his diary and then decided to wait. It 
  realized that either the drow or Garth’s friends would show 
  up looking for him and both would prove a delicious meal. 
  Any character that attempts to touch Garth or remove him 
  from the chair provokes an attack of opportunity from the 
  ego ingestor. Those characters that were lucky enough to 
  have Mind Blank cast on them by the wheel are immune to 
  the ego ingestor’s powers for the duration of the spell.  
  When the party proves victorious, award them 3,900 experi-
  ence points to be divided among them equally. Should Garth 
  survive this encounter, his memories become restored when 
  the ego ingestor dies. If he didn’t make it, his journal can pro-
  vide the players with all his notes and discoveries about the 
  library. Check out Appendix 2 for info on Garth and his jour-
  nal. 
   
  When a character walks within 5’ of the arcane guardian, it 
  activates. Read the following text to begin the encounter. 
  As you lean closer to get a better look at the old suit of steel armor, 
  it blazes to life with an orange burst of light. The armor floats, 
  weightless for a moment, before settling into a humanoid form. 
  With another burst of orange light, a being of pure arcane energy 
  appears inside the steel armor and grasps the broadsword lying 
  nearby. It focuses its blazing red eyes on you and surges forward. 
  The arcane guardian is a new monster detailed in Appendix 
  1. It will try to fight the strongest character it can see one on 
  one, but if more than three characters attack it in one round 
  it will send out a wave of bright orange arcane energy to re-
  pel them. When the party proves victorious, award them 
  5,000 experience points to be divided equally among the 
  party. 
  The rest of this section is by far the most decayed in the 
  whole library. It is little more than moldy planks above a 30’ 
  hole at this point and any weight in excess of 150’ lbs on a 
  single beam collapses the whole section. Any characters 
  caught unaware must succeed on a DC 15 Dexterity saving 
  throw or take 2d6 falling damage as they are pulled into the 
  splintery mess. Any character who was caught in the collapse 
  must succeed on a DC 15 Strength (Athletics) check to 
  climb out, if they fail they will take the 2d6 falling damage 
  again until successful. 
   
  This book is a prison in disguise. Long ago, a creature arose 
  from the depths of Hades to terrify the outer realms. Known 
  as the Grim Dark, it flowed through the planes like a plague, 
  destroying good and uniting evil under one horrific banner. 
  The gods raised their angel armies and eventually defeated 
  the Grim Dark, but even they were unable to destroy it com-
  pletely. Together, the gods created a vessel to contain the 
  Grim Dark forever. This book is that vessel. Read the text be-
  low when the characters encounter this unholy tome. 
  Your fingers find a cool, leather cover covered in archaic runes and 
  bound in thin silver chains. When you get a good look at it, you see 
  it is made of pure black leather that seems to absorb the light 
  around it. At first it has no title, but slowly a white script appears in 
  
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  12 
  your native language that reads “The Grim Dark”. The book than 
  shakes in your hand and a blood red eye appears in the center of 
  the cover. You hear a voice in your head whisper, “Let me out and all 
  the riches of the world will be yours…” 
  Once the eye appears, the Grim Dark will stop at nothing to 
  get one of the players to open the book. None of the charac-
  ters possess the necessary power to open the book, but if a 
  character attempts it, it summons three of his followers. 
  Known as a Daruni, it is a new monster detailed in Appendix 
  1. They will attempt to kill the party and obtain the book by 
  using their waste ability first, then their unholy spells.  
  Any character holding the book notices the eye on the cover 
  dimming and recovering with every attack made by the Da-
  runi. This is because the Daruni are warlocks and use the 
  Grim Dusk’s power as their own. Any spellcasters that hold 
  the book can feel his infernal power. If his Daruni fail to kill 
  the characters, he promises to teach any spellcasters how to 
  use his horrible powers for their own. Any character that 
  chooses to do this can do so by multiclassing into warlock 
  with their next level, but must immediately change their 
  alignment to NE. The Grim Dark and his powers are detailed 
  in Appendix 2.   
   
   
  Map I: ??? (1 square = 5’x5’) N<^>? 
  This book is the home of an incredibly old book wyrm. Book 
  wryms are cousins of dragons, but split off from them several 
  millennia ago. Their hunger for treasure and wealth has 
  transformed into a quest for knowledge and novelty. They 
  live for eons and the one inside this thick volume is easily 
  2,500 years old. 
  This century he goes by Rignorg and spends most of his time 
  in his demi-plane outside of reality. This book and books like 
  it are doors to this realm and pull any creatures in a 30’ cone 
  into it unless they succeed on a DC 15 Dexterity check. Read 
  the text below when a character finds the book on one of the 
  top shelves. 
  The cover of this 2” thick leather tome is glossy and depicts a small 
  dragon happily eating a book on the cover. The covers are clasped 
  with a thick leather strap and a tarnished brass buckle. When you 
  carefully unbuckle it and ease open the cover, you see pages drawn 
  to resemble teeth that begin swirling around before your eyes. You 
  try to close the book, but find you can’t force it closed. You feel the 
  gravity shift beneath you and you start to fall into the book. The 
  pages grow as you get smaller and smaller, until you wake up on a 
  small grass island floating in a sea of golden fog. 
  The only thing on the small island is a large stone building with a 
  humongous 15’ wide door. The door eases open and you feel a 
  warm gust of air creep out as you rise to your feet. 
  Rignorg hasn’t seen another creature in almost 400 years 
  and was thoroughly enjoying himself. When the characters 
  enter, he is reading a paperback sprawled out on the floor. He 
  is a little perturbed at being disturbed, but quickly warms up 
  to the party if they can offer him a book. If they tell them 
  they’re from the library he will offer to pay for any unique 
  books they find, especially the magical texts. If they happen 
  upon the History, he will give them his hoard of priceless 
  magical items. Rignorg is described in more detail in Appen-
  dix 2. When the characters are ready to depart, they simply 
  have to jump into the golden fog surrounding the island and 
  they will wake up on the floor of the library. 
   
  
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  13 
   
  Map E: 90’ Underground (1 square = 5’x5’) N> 
  This area is home to six steadily decaying rooms. Each room 
  holds either a monster, a trap, or swag behind it’s locked 
  door in addition to a valuable book. This area is entirely su-
  perfluous and can be bypassed without encountering any 
  story problems, but has something fun and exciting behind 
  every door. If you want to exclude it for the sake of time 
  (playing through every section in this book would result in a 
  10+ hour adventure) then simply say that the six rooms in 
  this section were collapsed in a cave in and it is now a simple 
  hallway. If you want to include this section, read the text be-
  low when the characters enter. 
  You see a dark corridor that comes alive with the soft glow from a 
  vein of emerald that runs through the right wall. The brightness is a 
  little jarring at first, but once your eyes adjust, you see a door di-
  rectly ahead. It is similar to the door you entered through, but it has 
  a different inscription for its title. To your left is a short hallway with 
  three doors on either side. They look like the other two doors, but 
  are numbered 1 to 6 in amethyst. The floor is littered with a mixture 
  of broken bones, rotted cloth, and dust that crunches underneath 
  your feet as you make your way through. 
  The door at the end of the hall reads “The Great Hearth” and 
  leads to Area 5. The doors in this section are locked, but the 
  shield guardian’s key is a perfect fit. Each of the rooms has a 
  small aqualine crystal, a new item detailed in Appendix 3, for 
  illumination. 
  When the players open the door, three levitating skulls fly 
  out at them and attempt to bite the nearest character. Have 
  that character roll a DC 16 Dexterity saving throw to avoid 
  the skulls while you read the text below. 
  You ease the door open and peer inside, but are knocked back by a 
  trio of cackling skulls. They fly through the hallway, laughing hyster-
  ically and dripping some sort of emerald acid from their 6” long 
  fangs. they move amazingly fast, darting back and forth before at-
  tempting to bury their fangs in your neck. 
  The flying skulls are called hungry skulls, one of the new 
  monsters listed in Appendix 1. They used to be very devious 
  vampires that were perusing the library when the devasta-
  tion occurred. The arcane energies warped and shaped the 
  vampires into ravenous hovering horrors. They will attempt 
  to destroy everything in their path, but they focus on one 
  character at a time. 
  Once the skulls have been destroyed, award the characters 
  5,400 experience points to be divided among them equally. 
  The characters are now free to loot the room, read them the 
  text below when they begin their search. 
  A small blue crystal imbedded in the ceiling illuminates with a dim 
  glow as you step foot into the room. The spacious stone room has a 
  wide oak desk that takes up the entire left wall, a small stack of 
  mostly decayed books, and a pile of fine silk clothes covered in 
  dust. One of the books appears to be intact and glitters with a soft 
  white light as you approach. 
  The glittering book is titled ‘History I’, for more information 
  see Appendix 3. 
   
  This room is a trap with unusually valuable bait. When the li-
  brary fell, a bib was reading ‘On Celestial Wings’ and hap-
  pened to be deep in prayer. The gods heard his pleas for help 
  and pulled him into the heavens, but the book was left be-
  hind in the rubble and landed squarely on a newly formed ar-
  cane fissure. Check Appendix 3 for more information on this 
  holy work. Read the text below when the characters enter the 
  room. 
  The walls of this room are covered in soot and the ceiling looks like 
  it’s a slight breeze away from collapsing, but you barely notice. Hov-
  ering in the center of the room is a small golden paperback. As you 
  gaze upon its holy magnificence, you feel an irresistible urge to hold 
  it in your hands. Before you can stop yourself, your feet carry you 
  into the burned-out room. As you approach, you notice the shadow 
  of a humanoid figure blasted into the floor. 
  Have the characters make a DC 15 Wisdom saving throw 
  when their eyes fall on the holy book, if they fail they feel 
  compelled to retrieve the book. The first character that 
  touches the book breaks the holy aura surrounding it and 
  collapses the room. Every creature inside takes 4d6 crushing 
  
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  14 
  damage and must make a DC 12 Strength (Athletics) check 
  to pull themselves out of the heap of stones and dirt. 
   
   
  The door to this room is ice cold and the lock is frozen over, 
  any character who wants to enter must either melt it some-
  how or make a DC 16 Strength check to shatter the ice. 
  Read the text below when the characters manage to enter the 
  frozen chamber. 
  This room feels unnaturally cold and seems to suck the heat right 
  off your body. In the center of the dilapidated room lies a slightly 
  decayed corpse covered in frost and clutching a faintly glowing pur-
  ple stone the size of a half dollar in one bony hand. Every square 
  inch of the spacious room is covered in a thick layer of frost, includ-
  ing the floor making it very, very slick. As you carefully make your 
  way to the glowing stone in the corpse’s hands you realize that the 
  source of the cold must be the corpse itself. 
  The corpse used to be a wizard specialized in the dread art of 
  necromancy. When she sensed that her end was near, she 
  transformed herself into an undead horror known as a 
  shadow fellow, a new monster described in Appendix 1. She 
  remembers very little of her past life, but still recalls being 
  betrayed by Biblius. She sees any wizard as Biblius and ig-
  nores all others until they are dead. 
  When the party defeats the shadow fellow, the ice around the 
  room begins to sublimate. Award the party 5,000 experience 
  points as they try to warm themselves back up. Read the text 
  below when the room has been freed from ice. 
  The room begins to warm as soon as the creature is defeated. The 
  ice sublimates at an alarming rate, revealing a room that looks 
  largely like it would have during the height of the library. Thick 
  brightly colored silken draperies hang on each wall and begin to 
  collapse when exposed to air. The oak desk and chair in the corner 
  are exquisite and still seem to retain their former strength. You no-
  tice a small red leather book lying on the desk next to a modest 
  cloth bag. As your eyes pass over the rest of the room and land on 
  the remains of the creature, you realize it still has the glowing stone 
  clutched in its bony fingers. 
  Two objects emerge from under the ice; a red leather book 
  and a very old cloth bag. The book is called ‘Vecna’s Will’, for 
  more information check Appendix 3. The table below lists 
  the contents of the cloth bag. 
  Trist’s belongings 
  2x Emeralds 
  “Two thumb sized emeralds covered in a thin 
  layer of dust.” 
  3x opals 
  “Three thumb sized opals carved to look like 
  skulls.”  
  Collapsible 10’ 
  Pole 
  “A solid steel pole that collapses into itself un-
  til it is 1’ tall. It has seen better days and is 
  covered in layers of rust, but it still seems to 
  be operational and solid.” 
  45x Electrum 
  pieces 
  “Several small pieces of an unknown and very 
  smooth metal. They seem regular in shape and 
  may have been used for currency by a forgot-
  ten empire long ago.” 
  The only other thing of value in the room is the small stone 
  clutched in the creature’s hands. It is known as a speaking 
  stone, a new item described in Appendix 3, and contains 
  Trist’s last words. It activates upon contact with living flesh 
  and displays the following text in 3d living color.  
  The stone grows hot in your hand and begins to smoke. Within sec-
  onds, it dissolves into light and floods the room. It seems to congeal 
  in the air like a mist, forming three dimensional shapes with life-like 
  detail. You see an elf female sitting at a desk in deep meditation. 
  Around her is the same chamber you currently stand in, but in pris-
  tine condition. The crystal in the ceiling casts a steady white light 
  onto a small black tome that sits on the desk in a pool of thick 
  smoke. Suddenly, the scene surges to life and you feel the room 
  begin to rumble around you. The woman jumps up from her seat 
  and pulls this stone from her pocket, leaving the dark tome to smol-
  der on the table. She quickly mutters something to it and tosses it 
  on the table next to the tome, passing her arm right through you as 
  she does. 
  Trist is the wizard in the chair and the text in quotes below 
  is being spoken by her in draconic. If the characters don’t 
  speak draconic then make up some gibberish to fill in the 
  spoken parts. 
  “We are betrayed. If I manage to get this message to you, it will 
  mean that someone in the underworld still likes me. It turns out 
  you were right about the mad king, Biblius, and his infernal li-
  brary.” 
  She gestures around wildly with her arms. 
  “Clearly, the trap has been sprung. The fool has plunged us 
  deep beneath the earth, but…”  
  Her voice deepens and begins to hurt your ears. 
  I WILL NOT BE DEFEATED! I AM TRIST DUSKFALL, HEIR TO THE 
  THRONE OF BONES AND I WILL RISE AGAIN!”  
  She screams and throws her arms into the air as the wind begins to 
  surge around you. She grabs the smoldering tome and flips it open 
  to a page near the end. She begins to float off the ground as she 
  concentrates on the page. She opens her mouth and a strange rum-
  bling sound begins to resonate throughout the room. 
  “M#$%YKL” 
  The word she utters is incomprehensible and fades from your 
  memory almost as fast as you heard it. She blazes with blue light as 
  the tome in her hand glows a deep red. Suddenly, both converge 
  and surge into her chest, illuminating her heart with a bright purple 
  light that quickly fades to black. She drops from the air and you see 
  frost begin to cover the outer edges of the chamber. 
  “No… Something is wrong…” 
  She crawls over to the stone on the desk and clutches it in her 
  quickly thinning hand. She has just enough energy to crawl back to 
  the center of the room, before she collapses and the room freezes 
  over completely. The light fades out and surges back into your 
  hand, becoming the small stone once again. 
   
  The ranger who died in this room was carrying a very special 
  seed in his pack. He was stopping in the library to try and 
  identify it when Biblius worked his magic. Though he died, 
  
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  15 
  the seedling in his pack grew to become a neptunian fly-
  trap, a new monster detailed in Appendix 1. Read the follow-
  ing text when the characters enter the room. 
  As you ease open the door, the scent of fresh flowers and pollen fills 
  your nose. The room is covered over completely with thick green 
  vines that sprout small orange flowers. The vines cover every sur-
  face except a small patch near the center where a giant 3’ flower is 
  growing. The flower is alive with vivid hues of purple and silver, its 
  petals are wide and bowl shaped, with a clear pool of orange liquid 
  in the center. It smells delicious, like apples dipped in honey, and 
  part of you longs to know what it tastes like.  
  As soon as the characters have entered the room, the vines 
  slam the door shut and the flowers begin to pump out a pow-
  erful neurotoxin. Have the characters make a DC 18 Wisdom 
  saving throw, on a failure they are paralyzed until they can 
  overcome the effects. Once this occurs, the neptunian flytrap 
  begins its attack against the players. It will try to paralyze the 
  party first and if successful, it will switch from its neurotoxic 
  pollen to its acidic pollen in an attempt to dissolve them into 
  a nourishing goo. 
  When the characters emerge victorious, award the survivors 
  5,900 experience points to be divided evenly between them. 
  Any character that rolls 14 or higher on a Wisdom (Percep-
  tion) check finds the two items of value in the room. Though 
  the ranger’s body was eaten long ago, his consecrated iron-
  wood staff was filled with magic might and resisted the rav-
  ages of the acidic pollen. That might was only enhanced by 
  Biblius’ spell and now the staff positively hums with power. 
  Known as the giant’s toothpick, it has a long and storied his-
  tory detailed in Appendix 3.  
  The other object of value is located inside the ranger’s 
  hempen sack, the contents of the sack are listed below. For 
  more information on the giant multifaceted gem, check Ap-
  pendix 3. 
  Hempen Sack 
  Hunting Knife 
  “A large, wide steel knife with a partially ser-
  rated blade.” 
  Multifaceted Gem 
  “This gem is the size of an emu egg and four 
  times as heavy. It seems to have a million fac-
  ets and each one is a different color. When 
  held, it fills the holder with the sensation of 
  being at home next to a warm fire.”  
  5x Electrum 
  pieces 
  “Several small pieces of an unknown and very 
  smooth metal. They seem regular in shape and 
  may have been used for currency by a forgot-
  ten empire long ago.” 
   
  The door to this room bulges slightly outward and requires a 
  DC 16 Strength check to turn the key and unlock it. When a 
  character opens the door, have the party make a DC 14 
  Strength (Athletics) saving throw and read them the fol-
  lowing text. 
  You struggle to turn the knob and finally manage to succeed. For a 
  moment you feel pride at your accomplishment, but then you im-
  mediately regret your decision. A torrent of water throws the door 
  wide and slams you against the opposite wall. You raise your hands 
  to shield your eyes from the river of murky, bone filled ocean water 
  surging into your face. In seconds, you, the room, and the hallway 
  are submerged in inky blackness. 
  The characters who made their dexterity saving throws man-
  aged to hold onto the doorjamb and hold their breath, while 
  those who failed are tossed around the hallway and take 14 
  (3d6) bludgeoning damage. After the hallway is filled, they 
  can swim as they please, but the water is dark and it requires 
  a DC 12 Wisdom (Perception) check to see anything in the 
  room. In addition, the water is very toxic and deals 19 (3d8) 
  necrotic damage for every round spent inside it. Read the 
  text below when a character succeeds his perception check.  
  You can’t really see anything, but you do feel a slight current stem-
  ming from somewhere in the room. As you swim closer, you feel it 
  becoming stronger until you have to grab the walls to keep from 
  being swept away. As you reach out your hand to touch the mecha-
  nism behind this flood, you feel the scaly spine of an oversized 
  book.  
  The dragon scale bound book is called ‘The Celestial Sea’. Af-
  ter Biblius worked his magic, it transformed into a portal that 
  leads to the river styx in hades. When opened, it fills the 
  available space with the river styx and acts as a 3’ x 5’ portal 
  onto the plane of hades. Any character swimming in the foul-
  ness can make a DC 12 Intelligence check to figure out 
  where its coming from. Should a character wish to travel 
  through this portal, she immediately forgets her former life 
  when her feet cross the threshold and she floats away absent 
  of purpose.  
  A character wishing to close it must grasp it in both hands 
  and succeed on a DC 16 Strength check, this causes the foul 
  water to surge into the book instantaneously. This leaves the 
  party floating in midair, causing them to fall and take 6 (2d4) 
  falling damage as they impact the marble floor. Award the 
  party 2,300 experience points to be divided equally between 
  them for surviving this ordeal. 
   
  This room is home to several objects of value, but only to 
  those smart enough to find them. When the library fell, a 
  young bib was preparing to steal the items found in this 
  room using a onetime use portal key to sigil. Unfortunately 
  for her, the key was slightly damaged and she was forced to 
  leave her belongings behind. Knowing anyone could happen 
  upon her stash, she hid it behind a magical puzzle. Read the 
  text below when the characters enter the room. 
  You open the door slowly and peer inside. The room illuminates like 
  normal, but this room looks very different from the rooms you’ve 
  seen so far. It looks like a cave with 2’ long stalactites hanging from 
  the ceiling and a huge 3’ wide stalagmite reaching up from the cen-
  ter of the worn stone floor. On its surface is a small riddle written in 
  draconic “I dine on the largest of the redwoods and the smallest 
  blade of grass, I never sleep and I move faster than you can blink, 
  summon me and I will clear the wax from your eyes.” 
  
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  16 
  The answer is fire, but the characters must conjure or pro-
  duce fire somehow and set the stalagmite ablaze. If they suc-
  ceed in doing this, the cave scene dissolves like smoke, re-
  vealing an empty chamber with a large steel chest. The table 
  below lists the contents of the chest, for more information on 
  the items contained within check Appendix 3. 
  Chest 
  Manual of the 
  Senses 
  “A small oak codex carved all over with differ-
  ent types of eyes. The silken pages seem to be 
  blank, but when you hold the book in your 
  hand you feel a strange disorientation over-
  whelm you.” 
  Little Snar’s 
  Guide to Magic 
  Vol. 1 
  “This hefty tome is bound in a strange blue 
  leather and heavy enough to require both 
  hands to lift. Inside are several thousand pages 
  in draconic that detail every part of becoming 
  a wizard, from choosing a school to casting 
  your first spell.”  
  IMPORTANT! 
  “This thin red leather book is little more than 
  a pamphlet, but the cover says ‘Important!’ in 
  draconic.” 
   
  
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  17 
   
   
  Map E: 90’ Underground (1 square = 5’x5’) N> 
  This area is home to six steadily decaying rooms. Each room 
  holds either a monster, a trap, or swag behind it’s locked 
  door in addition to a valuable book. The doors are openable 
  with the key from the arcane guardian in Area 2. The hallway 
  and every room has an aqualine crystal, a new item detailed 
  in Appendix 3, for illumination unless otherwise stated. Read 
  the text below when the characters open the door and get an 
  eyeful of horror. 
  You open the door onto a scene from a nightmare. The overhead 
  crystals slowly illuminate a pile of large eel-like creatures crawling 
  all over themselves at the far end of the hallway. You see a door di-
  rectly behind them, similar to the door you entered through, but it 
  with a different inscription for its title. To your right is a short hall-
  way with three doors on either side. They look like the other two 
  doors, but are numbered 1 to 6 in amethyst. The smell is putrid, like 
  a rotting body mixed with stale air and causes you to audibly gag. 
  Unfortunately for you, this catches the attention of the creatures 
  and they begin rushing towards you down the wide hallway. As they 
  rush towards you, you realize the awful truth. They are giant intes-
  tines, filled to the brim with decay and oozing a horrible acid that 
  leaves a wide scorch mark across the floor behind them. 
  The creatures are corrupted intestines, a new monster de-
  tailed in Appendix 1. They will try to devour the party as 
  quickly as possible, preferring to divide and conquer. If the 
  party survives this encounter, award them 6,900 experience 
  points to be divided among them equally. 
  This room used to be a class room where scholars would tu-
  tor classes of children in the ways of magic. When the library 
  fell, a cleric of Pelor was giving a lecture. He knew he would 
  need one hell of a prayer to get him and his students out safe 
  and sound. He hid his teaching materials behind a veil, fear-
  ing the worst, and set up a simple puzzle to guard it. He also 
  possessed a relic he was carrying as a teaching aid called the 
  righteous hammer, for more information on its stats check 
  Appendix 2. Read the text below when the players enter. 
  The crystal in the ceiling illuminates instantaneously, ruining your vi-
  sion for a few moments. When it clears, you see a modest chamber 
  with a series of small rotted desks in rows facing a broken black-
  board. The desks are very small and could not fit a full-grown adult, 
  leading you to believe this used to be some sort of classroom. The 
  last 5’ strip of the room has three copper circles set into the stone 
  floor in a line. The ceiling and walls have old scorch marks above 
  the circle to the right. The back wall has an inscription written in an 
  old form of common, it reads “The library has fallen, but my faith in 
  Pelor has not. I have saved my students through his grace, but I 
  leave behind a gift for the souls still trapped. Only Pelor’s light 
  shines in the dark." 
  In order to see through the illusion, the party needs to douse 
  the lights somehow. They can either destroy the crystal 
  (20HP), cast dispel magic on it, or cover it enough to plunge 
  the room into darkness. When they achieve this, they see that 
  one of the desks is actually a glow-in-the-dark chest. The 
  chest is unlocked, but any creature of non-good alignment 
  takes 12 (3d6) radiant damage on contact. The contents of 
  the chest are listed below. 
  Blessed Chest 
  Little Snar’s 
  Guide to Magic 
  Vol. 2 
  “This hefty tome is bound in a strange yellow 
  leather and heavy enough to require both 
  hands to lift. Inside are several thousand pages 
  in celestial and an old version of common that 
  detail every part of becoming a cleric from 
  choosing a deity to casting your first spell.” 
  Righteous Ham-
  mer 
  “This large steel hammer is clearly meant to 
  be wielded two-handed and has a sun en-
  graved on its face.” 
  11x Holy Symbol 
  “This small silver disk is carved to resemble 
  the sun. You see several of them laying in a 
  heap attached to thick strings of cord.”  
  1gal Holy Water 
  “A wide bottomed glass decanter filled with 
  crystal clear water.” 
  Sun Ring 
  “A small silver ring carved to look like the sun. 
  When held, it glows a dim yellow.” 
   
  The bibs that gathered secret knowledge for the library were 
  less than ethical in their mission and the dwarves who died 
  
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  18 
  in this room were tired of it. They came to the library in 
  search of a sacred text that was stolen from the temple of 
  Moradin, the chief god of the dwarves. ‘Tales of Moradin’ con-
  tains all of the dwarves early folk tales about their origin and 
  the founding of their civilization. Its value to the dwarven 
  people cannot be overestimated as most of these tales have 
  been lost to time. Check Appendix 3 for more information on 
  the ‘Tales of Moradin’.  
  Sadly, the three brothers never made it out, read the text be-
  low when the characters enter the room. 
  This chamber is fairly sparse, but that only makes what is present 
  more disturbing. Sitting on what’s left of the oak table against the 
  far wall is a massive book seemingly bound in marble. To the left are 
  three gleaming dwarf skeletons piled on a bed of decayed cloth in 
  the corner and to the right is a massive pile of slightly decayed skin. 
  When you enter, the skin seems to undulate toward you like an eel 
  or a snake.  
  The pile of skin is a new monster called Gooseflesh, for more 
  information check Appendix 1. This is considered a large pile 
  of gooseflesh and formed from the corpses of the three dwarf 
  brothers. Once they defeat the gooseflesh, award the party 
  5000 experience points to be divided among them equally.  
  Besides the holy text, there is one other thing of value in the 
  room. Hidden beneath the skeletons and requiring a DC 14 
  Intelligence (Investigation) check is a small gilded scroll 
  tube containing a 1” piece of scroll written in dwarven. Read 
  the text below when the party wants to read it. 
  Fjord, Garnal, Crag, find Moradin’s book. Don’t come back without 
  it. 
  - High King Thurosh Undermount III  
   
  This room is home to a bizarre case of split personality. The 
  woman who died in this room, lives on in two very different 
  forms. The first is a rotating sphere of flesh and hate that ex-
  plodes in the presence of living creatures, while the second is 
  a small leather back tome with tiny arms and legs entitled 
  ‘Ethel’. When the library fell and Biblius worked his spell, 
  Ethel was ripped from her body and absorbed by the pages 
  of the book. She sprouted 2” legs and arms from her sides 
  and opened the large eyes on her cover two days later.  
  She remembered her former life, but was trapped inside her 
  tiny form. For more information on Ethel and her tiny book 
  body, check Appendix 2. Her former body compressed and 
  reformed into a small sphere made of decayed flesh and or-
  gans. The only thing her former body remembers is hate. 
  Read the text below when the characters enter the room. 
  This chamber only has two things in it, and both are terrifying. As 
  the overhead light slowly illuminates the room, you see a spinning 
  sphere of decayed flesh the size of a basketball hovering 5’ off the 
  ground. Just beneath it is a small leather journal with a weirdly real-
  istic face for a cover. As you enter, the small book’s eyes open and it 
  stares up at you in disbelief. It quickly jumps to its feet and begins 
  running over to you with a wide smile on its tiny face. When it gets 
  about 10’ away from you, it slips on some dust and breaks one of its 
  tiny legs. It tries to get up, but can’t put any weight on its broken 
  leg. It looks to you with a pleading stare. 
  The flesh sphere is a new monster detailed in Appendix 1 
  and explodes whenever it notices the party. If any character 
  makes any sort of loud noise, the flesh sphere awakens im-
  mediately. Have the characters roll DC 16 Dexterity 
  (Stealth) checks, one to enter the room and one to scoop up 
  Ethel on the way back. Whether they have to fight the flesh 
  sphere or not, award the party 2,900 experience points to be 
  divided equally among them. 
    
  This room has an insidious trap disguised as an old book. 
  When the library fell, the wizard inside was working on a 
  new puzzle book for her students. Just as she was about to 
  close the spell, Biblius closed his and she was vaporized from 
  the feedback. Her puzzle book fell to the floor completed, but 
  cursed by the influence of Biblius. Read the text below when 
  the characters enter the room. 
  As you ease open the door and peek in, you see a room filled with 
  old and broken tools scattered across a large scorch mark on the 
  floor. There is one large oak table against the far wall with a few 
  rusted tools on it. Next to the tools is a thick leather-bound book 
  with a riddle on the cover written in draconic. The riddle says “Two 
  lovers. Forever chasing each other in an endless race that neither 
  can win. But once every 1,000 years, when they wish hard enough, 
  they are able to embrace in front of the whole world. Who are they? 
  On top of the book is a small piece of parchment written in com-
  mon, it reads “Schwey, will you give this to the kids, please? My par-
  ents keep freaking out about King Biblius, they think he’s gone in-
  sane. They told me to get home an hour ago, but I wanted to make 
  sure the kids got this. It’s a two-part puzzle book, but it’s really easy 
  to solve. Tell them I said…” The rest of the scroll is ripped off and 
  missing.  
  The answer is the Sun and the Moon. Once the characters 
  solve this, the door slams shut, the book’s face reforms into a 
  number pad with the numbers 1-9, and the ceiling begins to 
  shrink at a rate of 2 feet per round. Put the party into initia-
  tive order with the ceiling moving at the end of every round.  
  The ceiling is 15’ high and if a character wants to attempt to 
  slow its progress they can make a DC 18 Strength check. If 
  successful, the character slows the ceiling by 1’ per round. 
  Should the ceiling drop to 3’, it begins dealing 47 (6d10) 
  crushing damage every round. Somewhere underneath all of 
  the old and rusted equipment is the other part of the parch-
  ment and this has the code to stop the ceiling from collaps-
  ing. Have the characters roll DC 18 Intelligence (Investiga-
  tion) checks, each character can roll once per round. Read 
  the text below when the characters find the other part of the 
  parchment. 
  The small piece of parchment matches up to the one you found on 
  top of the book. It reads, “that they can do this if they stick to-
  gether. I’m sure you’ll figure it out, but the two lovers are the sun 
  and the moon and the code to defeat the trap is 86 75 309. 86 rings 
  
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  19 
  around our moon, 75 sun wizards, and 309 days in a year. Tell them I 
  can’t wait to see them when I get back. Thanks again!” As you 
  quickly type in the code, the ceiling rises back to its 15’ height and 
  the book flips open. Inside, you see two small silver rings with 
  brains carved all over their surfaces. 
  The rings are a godsend to any wizard with too much on his 
  plate. Known as the Tears of Ioun, they are a new item de-
  tailed in Appendix 3. 
   
   
   
  This room is the home of a truly terrifying group of monsters, 
  but also contains the one thing of story value in this section. 
  The bards who died in here were ones of immense talent. 
  When the quintet arrived in Book, the townspeople were 
  dancing in the streets for everyone knew of the great gnome 
  band Kor Mar Dur. Their violins had brought whole countries 
  down and started new ones. It was said that they could even 
  make the gods weep at the sound of their soulful playing. Kor 
  Mar Dur had heard of Book, as many had by this point, and 
  was intrigued by the rumors of a bardic college.  
  Though not completely devoted to bards as they had hoped, 
  the group was still mystified by the splendors found in Bib-
  lius’ library. Hoping to learn more about the man who cre-
  ated this wonderous place, they picked up Biblius’ journal 
  and took it to a reading room. When the library fell, The five 
  bards had no choice but to see if their violins really lived up 
  to the hype. They played a mournful tune, sadder than any 
  they had played before, and entreated the gods for help. Un-
  fortunately, the spell they were attempting to cast was sub-
  sumed by Biblius’ creation of the history and they were 
  transformed into a choir of creeping lurks. The creeping 
  lurks, new monsters detailed in Appendix 1, still reside in 
  this room and feel a deep hatred for the living. Read the text 
  below when the characters open the door. 
  As the room illuminates, you see a few odd things. A small busted 
  violin lies next to a pile of loose parchment and velvet robes in the 
  middle of the floor, and the desk against the far wall has a small 
  journal written in draconic. The journal was written by none other 
  than Biblius himself. It seems mostly intact, though sections have 
  fallen out and rotted away. A small piece of parchment is being 
  used to book mark a passage near the end. The parchment seems 
  to be a public notice of some kind written in common and draconic, 
  it reads “This week only! Kor Mar Dur comes to the Dregg amphi-
  theater in lower Book! Her violin has felled kingdoms and made the 
  gods weep, now she’s here to bring you to your knees with wonder! 
  Admission is only 5 platinum pieces at the door! Bring a gurgleberry 
  pie and hear the magic for only 4 platinum pieces!”  
  The journal passage is far stranger and written in a mixture of com-
  mon, draconic, and celestial. It reads, “WHERE DOES THE MONKEY 
  KING GO? TO DEFEAT HIS FOE? NO! TO ROAM, TO VOYAGE, TO 
  QUEST, TO KNOW. HIS PATH IS LIKE AN ARROW SHOT FROM THREE 
  FAULTY BOWS. YO, HO! YO, HO! FOLLOW IT FELLOW! YOU’LL FIND 
  MORE KNOWLEDGE THAN YOU CAN SWALLOW! YO, HO! YOU GO.”  
  Next to the journal is a thick tome bound in a strange orange 
  leather. Inside are several thousand pages in an old version of com-
  mon that detail every part of becoming a bard, from choosing an 
  instrument to playing your first song. Though you can’t see any 
  danger, you feel more and more uneasy the longer you spend in 
  this small chamber. 
  The thick tome is called Little Snar’s Guide to Magic, Vol. 3. 
  For more information on it and the journal, check Appendix 
  3. The creeping lurks prefer to ensnare their foes with their 
  mournful song ability and won’t attack until they see an op-
  portunity. That opportunity could come in the form of a 
  sleeping party, a distracted party, or a party already in com-
  bat against another undead. The creeping lurks will follow 
  the party throughout the rest of library if they have to, re-
  maining little more than faint shadows on the wall. Any char-
  acter hoping to see them must make a DC 20 Wisdom (Per-
  ception) check.  
  Byren, the arcane naga in the next section, can see the creep-
  ing lurk just fine and will attack it along with the party. Byren 
  is also insane though, so his violent swinging at nothing isn’t 
  very convincing to the party. When the party does eventually 
  defeat the creeping lurk, award them 5,000 experience 
  points to be divided among them equally. 
  The velvet robes hide a few intact songs from Kor Mar Dur’s 
  personal collection that are worth quite a bit, see Songs of 
  the Kor Mar Dur in Appendix 3 for more details. 
  This room is a giant trap. The rogue who died here wanted to 
  make sure no one would ever find his treasure. When the li-
  brary fell, he knew he wouldn’t make it out alive so, rather 
  than preserve that knowledge like the other patrons, he de-
  cided to spend his last few moments designing the perfect 
  trap. Needless to say, he wasn’t the kindest of people. Read 
  the text below when the first character opens the door and 
  enters. 
  You ease open the door and find an almost completely empty 
  chamber. In the center of the room is a small mound of rocks, on 
  which sits a large canvas bag filled with jewels of every color of the 
  rainbow. As you step into the room you feel a thin wire snap on 
  your face. The pieces spark slightly, before falling on your cheek and 
  blasting you back into the hallway.  
  The character takes 4d8 electricity damage from contact 
  with the wire. The whole room is rigged like this and re-
  quires a DC 18 Dexterity check to avoid the thin wires on 
  the way to the gems, any character who fails incurs 4d8 elec-
  tricity damage and is thrown back into the hallway. Read the 
  text below when a character reaches the gems.  
  You arrive at the rocks and find the source of the electrifying wires. 
  Inside the bag of gems is a small citrine necklace carved into the 
  shape of a lightning bolt. As you carefully pull it out, you see a small 
  opening in the back where the wires seem to be connected. They 
  look detachable or possibly retractable, but would require someone 
  skilled in tinkering or lockpicking to attempt to find out. 
  
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  20 
  The wires are detachable, but require a DC 18 slight of hand 
  (dexterity) check to trigger. If a character succeeds, award 
  the party 2,900 experience points to be divided among them 
  equally and read the following text. 
  You hear a soft click and the wires detach from the back causing the 
  necklace to fracture and crumble in your hands. You inspect your 
  impressive haul and come to the horrifying realization that it is all 
  glass, the whole bag is filled with fake gems designed to look ex-
  pensive. As you slam your fist on the rocks in anger, you realize that 
  they’re nothing more than a very convincing tapestry. You pull up 
  the strange blanket and find a dead halfling underneath. He is 
  mostly decayed, but still retains a few scraps of black cloth marking 
  him as some sort of rogue. 
  The cloth is called a blanket of blending, for more infor-
  mation check Appendix 3. 
   
   
  Map F: 90’ Underground (1 square = 5’x5’) S^ 
  As the party enters, they activate the massive fireplace 
  against the south wall regardless of what door they entered 
  from. When this happens read the text below. 
  You open the door onto another massive area filled with dozens of 
  bookshelves. Books are strewn across the marble floor and a few 
  stacks have been flipped over or smashed against the wall. Accord-
  ing to the hanging oak signs above the remaining stacks, you can 
  guess that this area is divided into four general sections. As your 
  looking the place over, you feel a surge of heat from your right. You 
  turn and realize that half of the southern wall is taken up by an 
  enormous blue marble fireplace. It sputters every few seconds with 
  a bright white flame that can’t seem to catch or stabilize.  
  This area is controlled by what’s left of Byren, the insane ar-
  cane naga. Luckily for the party, he nested in the fiction sec-
  tion fifty years ago and has been asleep ever since. As long as 
  the party doesn’t make excessive noise he should remain that 
  way until they enter the fiction section.  
  Unfortunately, Byren has formed an unhealthy attachment to 
  the small, lustrous gear the party needs for the great wheel 
  in Area 2. He sleeps with it clutched in his fangs like a paci-
  fier and will protect it at all costs. He’s trapped the rest of 
  this area with a series of unavoidable magical runes to pro-
  tect his treasure. Byren sleeps pretty heavy these days, but if 
  the party sets off too many of these traps in a row he will 
  roar to life and attack the party. For more information on 
  Byren, see Appendix 2. 
  This area has five couches covered with torn out pages and 
  loose parchment covering up the runes etched into the fabric. 
  Any character that attempts to sit on the couch must make a 
  DC 17 Dexterity saving throw or take 18 (4d8) electricity 
  damage and be frozen in place for 1 minute. When the char-
  acters approach the couches and fireplace read the text be-
  low.  
  You walk towards the sputtering fireplace and realize it is covered 
  with fine lines of graffiti. The blue marble is covered in small red let-
  tering in a thousand different hands. Some seem to have signed 
  their name, while others left comments or drew pictures. One espe-
  cially adorable drawing of an elephant reading a book is signed by a 
  Noria Snuzzletum. You suddenly come to the startling realization 
  that what started as a record of beautiful memories has turned into 
  the grim epitaph of a fallen society. As you run your hand over the 
  smooth surface of the marble, you realize that the memories im-
  mortalized here weren’t carved or etched, they are simply part of it. 
  You wonder how such a thing could be possible as the fireplace 
  suddenly sputters startling you. As you stumble back, your toe 
  bumps a small thin stick the same color as the graffiti. You scoop it 
  up and press it gently against a blank space in the marble and feel it 
  shiver. You pull the stick away quickly and see a small red dot where 
  the stick touched. Somehow the stick has tattooed the marble as if 
  it were flesh. Turning around you see five very plush couches cov-
  ered in layers of torn pages and loose parchment. You’ve seen sev-
  eral decayed tomes whose spines have spilled their contents on the 
  marble floor, but this seems different somehow. It’s almost as if 
  something tore these books apart in a rage and left the pages 
  where they fell. 
  If three or more characters fall victim to the couches at one 
  time, Byren awakens and tries to tear the party limb from 
  limb in a wild fury. 
  If the characters want to record something on the fireplace, 
  they can do so using the red stick they found. The stick will 
  
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  21 
  tattoo whatever they sketch or write on the marble as long as 
  it doesn’t cover anyone else’s memory. Most of the fireplace 
  is taken up, but there are still several large areas near the top 
  that are absent anything. The fire that is trying to burn inside 
  the fireplace is a heatless healing flame. Any character that is 
  inside the hearth when it sputters heals for 5 (1d6) damage.  
   
  When it came time for Byren to set up a trap in the How To 
  section, he was at a loss. He still retained enough of his mind 
  to use the tomes on the shelves to his advantage, and 
  grabbed the first book he could find. Unfortunately for the 
  players, the book he found was ‘Polymorphing for Dummies’. 
  Using this guide, he carved three runes into the marble floor 
  and covered them up with piles of loose parchment. Read the 
  text below to the first character to walk into the section. 
  You walk over to the spacious section in the center. The floor is cov-
  ered in a thin layer of torn pages and the shelves are all but bare. As 
  you take a step onto the parchment, you feeling a sickening feeling 
  overtake you. You fall to your knees in pain, but when you look back 
  up the room is several degrees bigger. You turn your head way far-
  ther than you thought possible and look directly behind yourself at 
  the rest of your party. They are giants and wear shocked looks on 
  their faces. Looking down you come to the horrifying realization 
  that you’re covered in dark brown feathers. You try to scream, but 
  all that comes out is a loud HOOT HOOT. 
  The first person to walk into this section is transformed into 
  an owl instantly. The effect is temporary, lasting only 5 
  minutes, and can be removed with a simple dispel magic, but 
  requires a spell attack roll of DC 17 or higher to succeed 
  against Byren’s spell save DC. Any subsequent character that 
  falls or touches the parchment on the floor becomes a squir-
  rel for 5 minutes. If the first character is still an owl than she 
  feels a deep hunger for the squirrel and tries to attack it. 
  Both animals have 22 hit points and a 12 AC, but only the owl 
  possesses a talon attack that does 6 (2d4) damage. If a char-
  acter is reduced to 0 hit points, she transforms back into her 
  normal form. Unconscious, but safe, she doesn’t need to 
  make death saving throws. If the owl or squirrel are too loud, 
  then Byren wakes up and tries to pummel everything in 
  sight. As the caster of the runes, he is immune to their effects. 
  Note that if the creeping lurks have not found an opportunity 
  to attack yet, this would be a perfect time.  
   
  This area is another trap designed by Byren, but unlike the 
  other two this trap is designed to kill. Read the text below 
  when the first character enters this section.  
  This section seems mostly intact and you see that several dozen fat 
  volumes crowd the narrow shelves. The shelves themselves are free 
  from the dust that coats every other section you’ve seen, and the 
  floor is clean of debris and parchment. It seems in pristine condi-
  tion, but something feels off. The closest volume to you has symbols 
  along the spine that don’t seem to meet up in the center. It’s almost 
  like the books have been stitched back together somehow. You take 
  one step into the section and try to grab the book, but it flies off 
  the shelf and out of your hand. It climbs some five feet above you, 
  just out of reach, and begins raining folded stars of parchment 
  down upon you. They slice like knives as they begin to swarm 
  around your body in a maelstrom. 
  The storm of parchment targets the first character to enter 
  exclusively. That character takes 12 (3d6) slashing damage 
  every round until the effect is ended by a dispel magic spell 
  or the character is dead. The pages will follow the character 
  wherever he tries to go, but the pages are susceptible to all 
  the same vulnerabilities as normal parchment. If Byren 
  hasn’t woken up, he does now. With the party so close, he’ll 
  hide in his nest until they draw near enough to surprise in 
  the next section.  
   
  This is Byren’s nesting area and he will protect it with his life. 
  He knows the party is coming now and is waiting to strike. 
  Read the text below when the characters enter this section.   
  You round the corner and see a giant mound of parchment, leather, 
  cloth, and wood. It smells awful, like mold and rot mixed with musk. 
  You cover your nose against the onslaught and push farther into the 
  section. So far, you haven’t found the gear you need, and you shud-
  der at the thought of pulling that horrible haystack apart to find it. 
  As you stand there for a moment considering your next move, 
  something surges out at you from the garbage nest and knocks you 
  back into a bookcase. It rises to its full height and you see a massive 
  snake with a humanoid face. Its scales are a lustrous purple except 
  for a thin strip of orange running down its back. It fans out before 
  you and rears back, ready to strike again. “YOU WILL NEVER TAKE 
  MY SHINY!” it yells as it flings itself at you. 
  The character who was knocked into the bookcase takes 17 
  (3d8) damage from Byren’s slam attack. Byren will try to tear 
  apart the party as fast as he can, moving like a storm with 
  fangs. Byren’s stats can be found in Appendix 2. If the party 
  survives this frenzy of fangs and scales, award them 5,900 
  experience points to be divided among them equally. The 
  contents of Byren’s nest are listed below. 
  Byren’s Nest 
  241 platinum 
  pieces 
  “A sizable pile of shiny platinum coins 
  smooshed down in the center as if something 
  had been sleeping on it.” 
  Jade Cobra 
  “This small cobra is coiled and ready to strike. 
  It doesn’t seem to be magical in any way, but it 
  is made of pure jade.”  
  Wheel Gear 
  “This platinum gear has been lovingly pol-
  ished, but shows small signs of wear from cen-
  turies of being gnawed on. It practically radi-
  ates magic and seems warm to the touch. 
  Based on its size and composition, you would 
  guess that this gear is the missing one from 
  the great wheel you encountered in the first 
  section of the library.” 
  
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  22 
  The gear is the one they’ve been searching for this whole 
  time and fits into the great wheel from Area 2. With this, they 
  now have a way to gain access to the Darshi Journal. The next 
  area starts when the party gets back to the great wheel from 
  Area 2. 
   
   
  Map D: 90’ Underground (1 square = 5’x5’) N^ 
  This is the final area and encompasses the whole lower level 
  of the library. Though two of the messengers Istralan the 
  drider sent died, one managed to get back to the Shade and 
  deliver her message. With the door unguarded, she had no 
  problem setting up a trap in the main part of the library. En-
  counter 10 begins as soon as the characters enter. 
   
  Read the following when the characters make it back to the 
  great wheel. 
  You open the door back into the huge chamber you entered in the 
  beginning of your journey and find an unwelcome surprise. Arrayed 
  around the great wheel are three dead drow warriors burned to a 
  crisp. The bodies still smoke slightly from the impact making the 
  bodies only a few minutes old at most. You hear movement some-
  where in the stacks and steel yourself for battle. 
  There are 5 drow elite warriors hiding in the stacks along 
  with 2 drow mages, you can find their stats in the Monster 
  Manual under Elves: Drow. Their leader, a fierce shadow 
  monk simply called Shade, has instructed them in guerrilla 
  warfare and looks to put that to good use. She clings to the 
  ceiling with her enchanted leg wraps, hiding in the shadows 
  and waiting for the perfect opportunity to strike. For the 
  Shade’s stats, check Appendix 2. If there are no dwarves in 
  the party and Garth is dead, Shade will try to bargain when 
  her forces drop to three including herself. She commends the 
  party on their victory and offers to team up with them. The 
  party can refuse, but if they agree she will help them just 
  long enough to gain their trust and work out a way to betray 
  them. 
  Remember that the great wheel sparks with arcane energy 
  every round, any character within 5’ of it gets struck by an 
  orange bolt of arcane energy and must roll 1d6. Use the table 
  below to choose which enchantment they are subjected to or 
  just pick one you like the most. 
  Magical effects of the Realm Observatory 
  1: Lightning 
  8d6 electricity damage 
  2: Shrink 
  Character shrinks down to small size (3’ tall), 
  +4 to Dex, -4 Str, and -4 Con, lasts for 5 
  minutes.  
  3: Double gravity 
  Character doubles in mass, disadvantage to all 
  actions involving strength or dex (including at-
  tacks), lasts 5 minutes. 
  4: Enlarge 
  Character swells up to large size (14’ tall), +4 
  to Str, +4 Con, -4 Dex, lasts for 10 minutes. 
  5: Levitation 
  Character rises 20’ off the ground, floats there, 
  and can only move by pushing or pulling on a 
  fixed object, lasts 5 minutes. 
  6: Mind Blank 
  Character is immune to psychic damage, any 
  effect that would sense emotions or read 
  thoughts, divination spells, and the charmed 
  condition. This spell even foils wish spells or 
  monster attacks of similar power that affect 
  the target’s mind or try to gain information 
  from it. Lasts 1 hour. 
  If the party survives the drow’s sneak attack, award them 
  18,000 experience points to be divided among them equally. 
  Once the drow have been dealt with, the characters can ap-
  proach the wheel and attempt to replace the gear. Any char-
  acter that does this gets shocked when placing the gear into 
  its slot and experiences one of the effects from the table 
  above. Once the gear has been replaced, the wheel instantly 
  rights itself and begins to surge to life. Read the text below 
  when this happens. 
  The gear slides into its slot like it was magnetized and the whole 
  wheel begins to shudder. Just when you think you’ve made a horri-
  ble mistake, the wheel rights itself and begins to hum softly. The 
  sparks of orange energy die to nothing as the gems on its face 
  begin to emit beams of light. The light builds and solidifies in the air 
  becoming three dimensional planets floating in a lazy circle. The de-
  tail is magnificent, and every world is alive with movement. The ele-
  mental plane of water is a constantly shifting ocean world and you 
  can hear soft growls and squawks coming from the beastlands. It is 
  so beautiful that you almost miss the center dome opening, only 
  the change in movement catches your eye. Lying in the center of 
  the opened dome is a weathered paperback with twin cutlasses on 
  
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  23 
  the cover. The thick block letters above them spell out “Darshi Jour-
  nal.” Flipping through it, you realize that there are eight chapters 
  and each one begins with a symbol from the throne of Book. You 
  wonder if maybe the throne was just another puzzle like everything 
  else in this crazy library and the key to the solution is in your hands. 
  The Darshi Journal is detailed in Appendix 3. The journal de-
  tails the journey of Darsh, the pirate god. This book ex-
  panded Biblius’ mind and showed him a path to godhood. Us-
  ing the chapter headings as a guide, the party will now be 
  able to open the entrance to the lower level of the library. 
   
   
  Map F: 180’ Underground (1 square = 5’x5’) N^ 
  Once the party climbs back up the spiral staircases and en-
  ters the throne room, read them the following text. 
  You climb up the stairs and out into the throne room. The throne is 
  sculpted to resemble an open book in every detail. If the pages 
  weren’t clearly made of stone you’re sure you could flip them. The 
  pages the book is open to are largely blank, but 8 symbols rise from 
  the stone of the pages and glow a soft purple. 
  Refer to the Darshi Journal in Appendix 3 for the correct se-
  quence. Once they have been pressed, read the following text. 
  As you press the last button, the throne begins to shake violently. 
  You see the marble surrounding the throne begin to slide back leav-
  ing a 2’ gap around the throne on three sides. It shakes one more 
  time, then begins to descend into the darkness beneath it. You and 
  your party jump on before it drops out of sight. The ride down is 
  smooth and uneventful, but longer than you would have guessed. 
  After about five minutes, the throne lands you in a huge open 
  chamber with seven gleaming doors against the northern wall. The 
  doors look the same as the doors to the reading rooms above you, 
  except each has a symbol engraved where the title would normally 
  go. Going from left to right you see; a large sun disk, an open book, 
  a frozen glacier, a crescent moon, a fluffy cloud, a bib seated in the 
  lotus position, and a raging river. The south wall behind you is one 
  giant mirror with light scroll work around the edges, but beyond 
  that the large stone chamber is empty. 
  Each of the doors leads to a 10’ hallway, but only one of the 
  doors leads to the vault. The table below lists the doors and 
  where they lead to. 
  Entrance           Exit 
  Sun 
  Moon 
  Book 
  Explodes, dealing 24 (4d8) force damage 
  Glacier 
  River 
  Moon 
  Sun 
  Cloud 
  Glacier 
  Person 
  Vault 
  River 
  Cloud 
  These hallways don’t exist in this dimension and instead link 
  together through the shadowfell. Most of them are fine to 
  use, but the one that leads to the vault is the home of a 
  shadow prowler. The shadow prowler, a new monster de-
  tailed in Appendix 1, emerges behind the last member to 
  walk through the door and attempts to pull him into the 
  shadowfell. Once it has been defeated, award the party 5,000 
  experience points to be divided among them equally. 
   
  Read the text below when the party enters through the un-
  locked door. 
  The door opens into a glittering hall lined with veins of platinum 
  and amethyst. The overhead crystals reveal seven golden display 
  cases, two 18’ cases surrounding five 6’ cases. In the center of the 
  room you see a huge bag filled with a mountain of ancient silver 
  coins. Along the wall opposite the door is a large quote from Biblius 
  written in gold script. It reads, “To find your direction, consult your 
  reflection.”  
  Each case is locked and requires either a DC 15 Dexterity 
  (Sleight of hand) check or a DC 15 Strength check to un-
  lock. The table below lists the contents of the cases, for more 
  information check Appendix 3. 
  Case     Description                                                   Item 
  1 
  “A glossy ebony staff carved with intricate 
  and complex nature symbols.” 
  Voice of the Forest 
  2 
  “A giant thighbone that takes up most of the 
  case. It is bleached white and the thinner 
  part is wrapped with leather.” 
  Smasher 
  3 
  “A single eyeglass on a velvet pillow. As you 
  inspect it closer you see tiny alchemical 
  symbols etched into the surface.” 
  Eye of Biblius 
  4 
  “A purple crystal wand with hairline cracks 
  running down the side. It sparks slightly 
  when held.” 
  Waldo’s Wand 
  
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  24 
  5 
  “A large leather-bound tome with a strange 
  symbol on the cover. The pages inside are 
  completely blank. The title reads ‘First Try’ 
  in draconic.” 
  First Try 
  6 
  “A long silk headband dyed red with blue 
  splotches in the shape of eyes.” 
  Veil of Seeing 
  7 
  “A small silver necklace made up of different 
  silver tongues welded together on a silver 
  chain.” 
  Syti Necklace 
  The old silver coins used to belong to Kragsneth, an ancient 
  red dragon who has since become a dracolich. The radiation 
  of the library has kept them hidden from his abilities, but 
  should the party try to leave with them, he will become 
  aware of their location. He will send one of his brood, Rum-
  rick, to recover the stolen coins. Rumrick is an adult red 
  dragon and will find them 2d4 days after leaving the library. 
  When the players notice the absence of the History, they’ll 
  want to keep exploring the area. There is nothing else of 
  value in the room, but the quote on the wall offers them a 
  clue. When they exit the vault, they’ll notice that the bib on 
  the door in the reflection is sleeping instead of sitting. The 
  door in the mirror is unlocked and leads to Biblius’ inner 
  sanctum.  
   
  This area is completely intact and looks just as opulent as it 
  did in its heyday. Read the text below when the party enters 
  the room. 
  The room is spacious and gleaming, each marble wall is covered in 
  thick golden scrollwork. At first glance, it appears to be nonsense, 
  but upon closer examination you see that they are spells woven into 
  the very stones of the foundation. The large four poster bed is piled 
  high with plush blankets and pillows, but absent any sleepers. A 
  small notebook lies alone on the large oak writing desk, open to the 
  last page. The rest of the room is covered in a large owlbear rug 
  whose thick fur hides several old blood spots. Out of the corner of 
  your eye, you see a large ball of dust float toward you. At first you 
  think it is being carried by the breeze, but it seems to notice you 
  and stop in midair. It almost appears alive…” 
  Floating around, like dust on the wind, is a new monster de-
  tailed in Appendix 1 called an arcane mote. The arcane mote 
  is essentially mindless and will attack at random. After the 
  party defeats it, award them 5,900 experience points to be 
  divided among them equally. 
  The journal on the desk is the only thing of note and details 
  Biblius’ slow descent into madness. Most of the passages are 
  inconsequential and the handwriting becomes almost illegi-
  ble towards the end. The final passage is detailed below and 
  is by far the craziest entry. 
  I’VE SOLVED IT! IT WAS INCREDIBLY SIMPLE AND YET SO COM-
  PLEX… IT NEEDS A LIVING VESSEL, A SOUL. WELL, IT CAN HAVE 
  MINE, I’VE GROWN TIRED OF ITS WEIGHT ANYWAY. HAHAHAHA! I 
  GUESS THAT MEANS I’M WRITING THIS TO NO ONE! WELL NO 
  ONE, FOLLOW ME BELOW THE OWL’S HEAD AND BEHOLD MY 
  TRUE POWER! TODAY I AM A MAN… BUT TONIGHT I BECOME THE 
  GOD OF KNOWLEDGE! 
  This should lead the players to the trapdoor under the owl-
  bear rug. The trapdoor is covered in the same runes as the 
  walls and unleashes a torrent of arcane force. Have everyone 
  roll a DC 15 Dexterity saving throw or take 23 (4d8) points 
  of arcane damage. Once the seal is broken, the energy re-
  leased creates an odd type of buoyancy to the room and eve-
  rything instantly loses half its weight, almost as if you were 
  swimming in a fog of arcane energy. There is a small stone 
  staircase that leads down into the final chamber. 
   
   
  Map G: 195’ Underground (1 square = 5’x5’) N^ 
  This is the final encounter of this adventure and the location 
  of the History. It is awash with mystical energy surging forth 
  from the massive spinning engine at the center of the cham-
  ber. Now that the door has been opened, several things have 
  been set into motion. Read the text below to begin the end. 
  The room crackles with undiluted arcane might that is truly a sight 
  to behold. In the center of the 80’ high cavern is a colossal abomi-
  nation of metal, crystal, and arcane force that arcs wildly like an out 
  of control tesla coil. It hovers 10’ off the ground like a spherical hur-
  ricane whose eye is directly underneath its center. In this calm space 
  is a strange looking metal console with a 3’ hunk of crystal sticking 
  out the top. You hear a soft shuffling at the opposite end of the cav-
  
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  25 
  ern as you approach, but you can’t pin down its location. You imme-
  diately get the eerie sensation of being watched and, quickly glanc-
  ing above you, you see what looks like a humanoid zombie covered 
  in pustules that ooze arcane goo. Its tattered form looks at you with 
  wide, entirely purple eyes and smiles a toothless grin.  
  The battle should begin immediately with the arcanus, one 
  of the new monsters detailed in Appendix 1, leaping off the 
  ceiling at the most powerful magic user in the party. Be 
  aware that the arcs of arcane force from the engine are simi-
  lar to the arcs that came from the great wheel in Area 2. The 
  table below lists the effects the arcs can cause. 
   
  Roll       Effect 
  1 
  Levitation 
  2 
  Spiderclimb 
  3 
  Magic Missile 
  4 
  Lightning 
  5 
  Time Stop 
  6 
  Hold Monster/Hold Person 
  7 
  Reverse Gravity 
  8 
  Power Word Stun 
  Once battle begins, choose one character or the arcanus and 
  roll 1d8. The creature receives one of the effects above from 
  an arc of arcane force from the engine. This occurs at the top 
  of every combat round until the arcanus is defeated. Should 
  the party survive the final encounter, award them 7,200 ex-
  perience points to be divided among the party equally. From 
  here the party has a few options. 
  The History has not been Biblius for a long time and is now 
  merely an answer machine in the form of a large crystal. 
  Should the players want to activate it and start asking ques-
  tions, they are free to, but remember that the History only 
  knows things that have happened, not things that will hap-
  pen or might happen. The players will most likely grasp how 
  valuable the History could be and might attempt to remove it, 
  however it is just as likely that they will decide it is far too 
  dangerous and no one should have that kind of knowledge. 
  Read the following text if the characters decide to do either 
  of these. 
  You try to pull the crystal from its housing and all hell breaks loose. 
  The spinning mass of energy above you begins to destabilize and 
  flood the room with waves of arcane energy. As each successive 
  wave hits you, you feel your consciousness begin to fade as the li-
  brary is ripped apart around you. Suddenly, the engine explodes 
  and you black out to the sounds of collapsing stone and rushing 
  water. You wake up some time later, on the shores of the lake you 
  entered through to begin this insane adventure. You look yourself 
  and your party over and realize you are perfectly fine, in fact you’re 
  fully healed and feel well rested. Bits of stone and marble float in 
  the lake which is considerably lower than you remember it. You’re 
  not sure how you survived the ordeal intact, but you count your 
  blessings and begin the trek back to Waterdeep with an armful of 
  swag and an incredible story.. 
  The only other option is for the players to set up shop and 
  claim the ruined library as their own. As far as secret 
  hideouts go, it’s not a bad choice. Sunken entrance, massive 
  magical potential, tons of floor space, the list goes on. 
  Whatever the players decide to do, it is outside the purview 
  of this adventure. The following sections provide the maps 
  and detail the new magical items and monsters used, all 
  other items and monsters exist within the Player’s Handbook 
  and the Monster Manual respectively.  
  
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  26 
   
   
  Below are the new monsters presented in this adventure in 
  alphabetical order. For the stats on any other monsters 
  mentioned, check the Monster Manual. 
   
   “As you lean closer to get a better look at the old suit of steel 
  armor, it blazes to life with an orange burst of light. The armor 
  floats, weightless for a moment, before settling into a 
  humanoid form. With another burst of orange light, a being of 
  pure arcane energy appears inside the steel armor and grasps 
  the broadsword lying nearby. It focuses its blazing red eyes on 
  you and surges forward.” 
  The arcane guardian is the surviving member of the dual 
  shield guardians that used to patrol the library. When the 
  library fell, the resulting arcane blast overloaded the shield 
  guardians and only one was able to withstand the raw power. 
  When he awoke the next night, he was freed from his 
  servitude, but found he only had one purpose in this life. 
  The arcane guardian takes his job very seriously and wastes 
  no time in attacking. He lies dormant to conserve his power, 
  but wakes so fast no creature can sneak up on him. He tries 
  to fight characters one on one with a combination of his 
  spells and swings from his spellblade. If he’s feeling pinned 
  down, he’ll emit a blast of force that sends his enemies flying. 
  Large construct, unaligned 
   
  Armor Class 19 (natural armor) 
  Hit Points 162 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  11 (+0) 
  19 (+4) 
  6 (-2) 
  10 (+0) 
  8 (-1) 
   
  Senses blindsight 10’, darkvision 60’, passive perception 10 
  Damage Resistances poison 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Languages understands draconic, but can’t speak 
  Challenge 9 (5,000 XP) 
   
  Unbound. The arcane guardian is freed from the amulet that 
  controlled it. Though it can now do as it pleases, it was 
  created for one purpose and will continue to do that until it 
  finds a new one. 
  Regeneration. The arcane guardian regains 10 hit points at 
  the start of its turn if it has at least 1 hit point. 
  Spellcasting. Infused with arcane magic, the arcane guardian 
  can mold and shape that energy into wizard spells. See 
  chapters 10 and 11 of the Player’s Handbook 5th Edition for 
  the general rules of spellcasting and a full list of spells 
  available. 
  - 
  Cantrips known: Acid Splash, Fire Bolt, Ray of Frost 
  - 
  3rd level spell slots: 3 
  - 
  3rd level spells known: Fireball, Lightning Bolt 
  - 
  Spell save DC: 9 = 8 + 3 proficiency bonus - 2 
  intelligence bonus 
  - 
  Spell attack modifier: 1 = 3 - 2 
  Multiattack. The arcane guardian makes one melee attack 
  and casts one spell per turn. The force wave ability is 
  considered a spell for the purposes of this metric. 
  Spellblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 15 (2d8 + 4) + 8 (2d6) electricity, fire, or ice 
  damage, the arcane guardian chooses and can change the 
  type each turn. 
  Force Wave, 2/day. The arcane guardian can emit a 30’ blast 
  of force. This force deals 10 (2d6) force damage and pushes 
  all creatures of medium or smaller size back 30’. 
   
   “Out of the corner of your eye, you see a large ball of dust float 
  toward you. At first you think it is being carried by the breeze, 
  but it seems to notice you and stop in midair. It almost appears 
  alive…” 
  Akin to a magical elemental, the arcane mote is a creature of 
  pure arcane force. It was created when a piece of cloth got 
  caught in an arcane rift. It acted like a sponge, absorbing 
  more and more radiation until it gained a semblance of sen-
  tience. Its spends most of its time basking in the arcane radi-
  ation that permeates the air. 
  It appears to be a speck of dust on the breeze until it gets its 
  first taste of magical power. It will attack at random until a 
  creature injures it. When this occurs, the arcane mote will 
  target that creature exclusively until it is dead. The arcane 
  mote doubles in size with every spell. Once the arcane mote 
  absorbs three spells, it begins to shine a bright white. 
  Tiny arcane abomination, unaligned 
   
  Armor Class 19 (natural armor) 
  Hit Points 147 
  Speed 30 ft. 
  
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  27 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  2 (-4) 
  21 (+5) 
  10 (+4) 
  16 (+3) 
  6 (-2) 
  12 (+1) 
   
  Senses passive perception 14 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, prone, poisoned 
  Languages none 
  Challenge 10 (5,900 XP) 
   
  Magical Absorption. The arcane mote takes half damage 
  from all spells and absorbs the rest. For every spell cast upon 
  it, it doubles in size. Once it absorbs three spells, it begins to 
  shine a bright white light which puts all attackers at 
  disadvantage. 
  Spellcasting. Infused with arcane magic, the arcane mote can 
  mold and shape that energy into wizard spells. See chapters 
  10 and 11 of the Player’s Handbook 5th Edition for the 
  general rules of spellcasting and a full list of spells available. 
  - 
  Cantrips known: Acid Splash, Fire Bolt, Ray of Frost 
  - 
  3rd level spell slots: 5 
  - 
  3rd level spells known: Fireball, Lightning Bolt 
  - 
  4th level spells slots: 3 
  - 
  4th level spells known: Evard’s Black Tentacles, Ice 
  Storm 
  - 
  Spell save DC: 14 = 8 + 3 proficiency bonus + 3 
  intelligence bonus 
  - 
  Spell attack modifier: 1 = 3 - 2 
  This creature has no physical attacks. 
   
   “You hear a soft shuffling at the opposite end of the cavern as 
  you approach, but you can’t pin down its location. You 
  immediately get the eerie sensation of being watched and, 
  quickly glancing above you, you see what looks like a 
  humanoid zombie covered in pustules that ooze arcane goo. Its 
  tattered form looks at you with wide, entirely purple eyes and 
  smiles a toothless grin.” 
  The arcanus is a zombie of sorts. Powered by the errant 
  arcane energies of the library and Biblius’ inborn abilities, it 
  is a mindless corpse subject to the most basic and powerful 
  emotions. It prowls the engine chamber looking for a way 
  out. Tragically, it is forever trapped, until the players arrive 
  that is. It moves like some sort of spider, preferring to crawl 
  along the ceiling rather than drop down and face the players. 
  It will exhaust its spells before dropping down and engaging 
  the party physically. 
  Medium arcane undead, chaotic evil 
   
  Armor Class 18 (natural armor) 
  Hit Points 179 
  Speed 60 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  20 (+5) 
  13 (+1) 
  8 (-1) 
  7 (-2) 
  8 (-1) 
   
  Condition Immunities charmed, exhaustion, frightened,  
  Senses passive Perception 11 
  Languages none 
  Challenge 11 (7,200 XP) 
   
  Arcane Rage. The arcanus is filled with arcane radiation 
  making him resistant to magical effects. Damage dealt by 
  spells is halved and he is immune to any effects that would 
  change his shape or otherwise transform him.  
  Mindless. The arcanus is incapable of communication and 
  acts based on primal emotion. 
  Spellcasting. Infused with arcane magic, the arcanus can 
  mold and shape that energy into wizard spells. See chapter 
  10 of the Player’s Handbook 5th Edition for the general rules 
  on spellcasting. 
  - 
  Cantrips known: Acid Splash, Fire Bolt, Ray of Frost, 
  - 
  3rd level spell slots: 5 
  - 
  3rd level spells known: Fireball, Lightning Bolt 
  - 
  4th level spell slots: 5 
  - 
  4th level spells known: Evard’s Black Tentacles, Ice 
  Storm, Phantasmal Killer 
  - 
  5th level spells slots: 3 
  - 
  5th level spells known: Dominate Person, Cloudkill,  
  - 
  Spell save DC: 14 = 8 + 3 proficiency bonus - 1 
  intelligence bonus 
  - 
  Spell attack modifier: 1 = 3 - 2 
  Smash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 21 (3d8 + 4) 
   
   “As you reach your hand into the murky depths, you feel a 
  glossy mass of some kind. You pull your hand back almost 
  instantly, but your slight touch was enough to awaken it. The 
  
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  28 
  murky water parts before you as you scramble backwards. In 
  moments an 8’ humanoid looms before you. It has no 
  discernable features at first, just a mass of leather covered in 
  archaic draconic symbols that glow a dull orange, but then its 
  face lifts up on a hinge revealing a swirling mass of parchment. 
  It takes one massive shuddering breath and exhales a 30’ cone 
  of swirling parchment stars that cut like knives.” 
  The book golem was never supposed to exist. Most golems 
  are created by a wizard or sorcerer for a purpose, but the 
  book golem was not. It came into existence a few weeks after 
  the initial blast of arcane energy had turned into a lingering 
  radioactivity. A mass of parchment, vellum, and leather 
  congealed into a vaguely humanoid form and was infused 
  with arcane energy resulting in the horrific book golem. 
  Book golems are notoriously indolent and don’t attack until 
  they feel there is no other option. When they do attack, they 
  are ruthless and try to end the attack as soon as possible so 
  they can return to doing nothing. 
  Large construct, unaligned 
   
  Armor Class 17 (natural armor) 
  Hit Points 65 
  Speed 45 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  10 (+0) 
  18 (+4) 
  8 (-1) 
  9 (-1) 
  8 (-1) 
   
  Damage Resistances lightning, poison, and bludgeoning 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses Blindsight 30’, passive Perception 11 
  Languages understands draconic, but can’t speak 
  Challenge 9 (5,000 XP) 
   
  Immutable Form. The book golem is immune to any spell or 
  effect that would alter its form. 
  Natural Armor. The book golem is covered in a thick hide of 
  leather. 
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 15 (2d8 + 4) 
  Cone of Parchment, 3/day. The book golem exhales a mael-
  strom of paper stars in a 30-foot cone. Each creature in that 
  area must succeed on a DC 15 reflex save or take 21 (4d8) 
  slashing damage. Creatures who succeed on their save take 
  half damage instead. 
   “You see a pile of large eel-like creatures crawling all over 
  themselves. The smell is putrid, like a rotting body mixed with 
  stale air and causes you to audibly gag. Unfortunately for you, 
  this catches the attention of the creatures and they begin 
  rushing towards you down the wide hallway. As they rush 
  towards you, you realize the awful truth. They are giant 
  intestines, filled to the brim with decay and oozing a horrible 
  acid that leaves a wide scorch mark across the floor behind 
  them.” 
  Powered by malice and an intense hunger for living flesh, this 
  undead intestine has been warped and widened into the size 
  of a large dog. The intestines used to belong to a bib who was 
  trapped inside the hallway when the library fell. He tried to 
  enlarge himself, so he could break out, at the same time 
  Biblius cast his magic resulting in his upper half being 
  disintegrated by magic. His intestines rose the next day, 
  partially decayed, but still retaining enough flesh to appear 
  greyish and sickly.  
  Corrupted intestines tend to travel in groups of three or 
  more. They slither towards their foes spewing bile and 
  coagulated blood like monstrous rotted vipers, they prefer to 
  use their vomit attack to weaken their prey before moving in 
  to constrict them. 
  Medium undead, chaotic evil 
   
  Armor Class 16 (natural armor) 
  Hit Points 53 
  Speed 45 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  16 (+3) 
  10 (+0) 
  6 (-2) 
  8 (-1) 
  6 (-2) 
   
  Condition Immunities charmed, exhaustion, frightened 
  Senses Blindsight 30’, passive Perception 11 
  Languages understands draconic, but can’t speak 
  Challenge 6 (2,300 XP) 
   
  Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 4) damage and the creature is now 
  considered grappled.  
  Unholy Vomit, (Recharge 5-6). The corrupted intestine vom-
  its in a 15’ line that is 5’ wide. Each creature caught in that 
  line must make a DC 14 dexterity saving throw, taking 18 
  (4d8) acid damage on a failed save, or half as much on a suc-
  cessful one. 
   
  
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  29 
   “You feel a tingle on the back of your neck and your hairs 
  begin to stand on end. A low mournful violin begins to play 
  somewhere close by, but when you look you can’t place it 
  anywhere. Tears stream down your face as you search for the 
  source, falling deeper and deeper into the emotions of the 
  darkly beautiful sonata. Before you a hazy feminine shape 
  slowly emerges into the light, as you fall to your knees in awe.” 
  Creeping Lurks are the tragic combination of necromantic 
  energy and a forlorn heart. They appear as ghostly floating 
  elves with empty eyes and no mouths. Each creeping lurk is 
  different based on the type of instrument it played in life, 
  sometimes they appear to have cricket legs that sound like a 
  violin or seem to possess hollow horns that sound like a 
  flute. Regardless of the type of instrument, they all emit a 
  mournful melody that causes all but the most stalwart to 
  drop to their knees in awe. 
  Creeping Lurks hate the universe for suppressing their 
  musical talents with something as petty as death. They vow 
  to rid the earth of all living creatures to increase their ghostly 
  audience. Usually, a creeping lurk will follow a creature or 
  group of creatures for a while using its invisibility ability to 
  remain undetected. Then, when the time is right, the 
  creeping lurk will use its draining melody ability to 
  mesmerize its prey and suck the life force from them. 
  Sometimes whole choirs can be transformed into creeping 
  lurks, combining their infernal instruments into a truly 
  terrifying force. During the ages of dread, roving 
  necromancers would bring whole villages to their knees with 
  only a single choir of creeping lurks.   
  Medium undead, chaotic evil 
   
  Armor Class 11 (natural armor) 
  Hit Points 22 
  Speed 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  8 (-1) 
  16 (+3) 
   
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned, prone, unconcious 
  Senses darkvision 30’, passive Perception 11 
  Languages understands common and elvish, but can’t speak 
  Challenge 2 (450 XP) 
   
  Incorporeal Movement. The creeping lurk can move through 
  other creatures and objects as if they were difficult terrain. It 
  takes 5 (1d10) force damage if it ends its turn inside an ob-
  ject.  
  Mournful Song. A creeping lurk targets a creature it can see 
  within 30 ft. and begins playing. The targeted creature must 
  make a DC 13 Wisdom saving throw, becoming paralyzed 
  upon failure, and taking 2 (1d4) psychic damage with a 
  success. The creature can repeat its saving throw at the 
  beginning of every subsequent turn, freeing itself and taking 
  2 (1d4) psychic damage on a success. 
  Consume Life. As a bonus action, the creeping lurk can target 
  a creature it can see within 5 feet of it that has succumbed to 
  its draining melody ability. The target must succeed on a DC 
  13 Constitution saving throw or take 16 (3d8) psychic 
  damage. Any damage dealt this way heals the creeping lurk 
  resulting in it regaining half the damage back in hit points. 
  Withering Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 17 (3d8) necrotic damage. 
  Invisibility. The creeping lurk magically becomes invisible 
  until its attacks or uses any of its abilities. 
   “As you struggle to open this infernal book, a cloud of shadow 
  begins to coalesce if front of you. Suddenly the temperature 
  plummets by twenty degrees and the darkness opens its one 
  hideously large red eye. Three purple tentacles reach down 
  from the swirling darkness and begin grabbing desperately at 
  the ground. You hear a deep, resonating voice call out as if 
  from miles away. It says, ‘I am here, my master. I will free thee 
  from thy bondage.’ as two more shadows coalesce around you.” 
  The daruni are an ancient race of warlocks that use the Grim 
  Dusk’s power as their own. Originally, they were patrons of 
  Hades, the source of ultimate evil. When the Grim Dark arose, 
  they flocked to him like moths to a black flame. It’s been 
  thousands of years since they’ve heard from their patron, but 
  they feel his presence in their infernal abilities. 
  The daruni always travel in threes and prefer to torture their 
  victims before killing them. They pull their victims into their 
  shadowy form where their insides are filled with oozing ten-
  tacles and gnashing fangs. If they are ever outnumbered, they 
  will emit a wasting gas that saps their attacker’s strength. 
  This gives them a better chance of defeating their foes and 
  prolongs the torture they can inflict. 
  Medium outsider, neutral evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 94 
  Speed 45 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  17 (+3) 
  13 (+1) 
  15 (+2) 
  14 (+2) 
  10 (+0) 
  
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  30 
   
  Damage Resistances cold and acid 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses Truesight 30’, passive Perception 11 
  Languages understands and speaks abyssal and infernal 
  Challenge 7 (2,900 XP) 
   
  Horrifying Vision. The daruni is terrifying to behold, any 
  creature who gazes upon it must succeed on a DC 13 wisdom 
  saving throw or become paralyzed with fear for 3 (1d4) 
  rounds. The creature can repeat the save at the start of its 
  turn, immunizing itself from the effects for one day on a 
  success. 
  Wasting Gas 2/day. The daruni is a native of the plane of 
  Hades and can emit a plume of wasting gas. Every creature 
  within 30’ must make a constitution saving throw or take 1 
  point of temporary strength damage and lose their will to 
  attack for 1 round. The strength damage is recovered when 
  the gas dissipates.  
  Spellcasting. Endowed with the infernal magic of the Grim 
  Dark, the daruni can mold and shape that energy into 
  warlock spells. See chapters 10 and 11 of the Player’s 
  Handbook 5th Edition for the general rules of spellcasting and 
  a full list of spells available. 
  - 
  Cantrips known: Chill Touch, Eldritch Blast 
  - 
  3rd level spell slots: 3 
  - 
  3rd level spells known: Hunger of Hadar, Hypnotic 
  Pattern, Vampiric Touch 
  - 
  Spell save DC: 13 = 8 + 3 proficiency bonus + 2 
  intelligence bonus 
  - 
  Spell attack modifier: 5 = 3 + 2 
  Tentacle Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 2) 
   
   “The oak chair looks ornate, but you don’t sense anything off 
  about it. When you reach out and brush your fingers over the 
  side, you feel spines emerge from the chair. Everything and 
  everyone you knew, including your own identity, flows out of 
  your mind and into the spines. You fall back and gaze up in 
  mounting horror. You don’t know what the weird mass of grey 
  tentacles in front of you wants, but it can’t be good.” 
  The ego ingestor used to be a somewhat tame mindflayer 
  who would regularly assume the disguise of a Bib and gorge 
  himself on the knowledge in the library. When the History 
  was created, he was infused with the errant arcane radiation 
  and became an even worse horror. 
  The ego ingestor can absorb information with a single touch, 
  leaving a blank canvas behind. Book, painting, dwarf, it 
  makes no difference. Nothing remains. If this wasn’t bad 
  enough, the creature’s body can assume any shape, color, or 
  texture like a mimic. Should the creature ever be destroyed, 
  the knowledge and personalities it has absorbed revert back 
  to their rightful owners. 
  Medium abberation, neutral evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 105 
  Speed 45 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  18 (+4) 
  12 (+1) 
  20 (+5) 
  16 (+3) 
  14 (+2) 
   
  Damage Resistances magic 
  Senses Darkvision 30’, passive Perception 11 
  Languages speaks and understands all languages  
  Challenge 9 (5,000 XP) 
   
  Immutable Form. The ego ingestor is immune to any spell or 
  effect that would alter its form. 
  Magic Resistance. The ego ingestor has advantage on saving 
  throws against spells and other magical effects. 
  Disruptive Camouflage. The ego ingestor can take the shape, 
  color, texture, and even taste of anything between the sizes of 
  small and large. It can change its form in the blink of an eye, 
  even while in combat, but only on its combat turn. While very 
  effective, this camouflage is not perfect. Any character who 
  succeeds on a DC 18 perception check can see the flaws in its 
  form. 
  False Call. The ego ingestor can mimic the voice of any 
  creature it has heard speak in the last day. Those hearing its 
  false call must succeed on a DC 18 wisdom check to have any 
  hope of hearing an error.  
  Tentacle Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6) 
  Ego Sap. Any creature hit by the tentacle mace must make a 
  DC 14 intelligence saving throw or have their personality and 
  memories absorbed by the ego ingestor. While the creature is 
  in this state it is unable to attack or defend and lies prone. If 
  the creature succeeds, it becomes immune to the ego sap for 
  1 day. 
   
  
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  31 
   “You see a sphere of partially decomposed flesh the size of a 
  basketball floating 3’ off the ground. As you approach, it opens 
  a giant filmy eye that begins to glow with a dark green light. 
  Suddenly it explodes in a fiery blaze, throwing chunks of 
  viscera and an avalanche of blood all over you.” 
  This floating sphere of dead flesh is powered by a hatred for 
  all living things. Originally one of the few members of the li-
  brary’s staff that stayed loyal to Biblius, the cataclysm that 
  rocked the library destroyed her body and raised her as a 
  flesh sphere.  
  The flesh sphere has a one-track mind for destruction. It has 
  grown incredibly bitter throughout its long experience as an 
  undead. It still possesses a mind of sorts, but it has been 
  twisted by loneliness and jealousy. It knows the fields of 
  green and skies of blue are not for it anymore and if it can’t 
  have that, then no one should. When it encounters a group of 
  three living creatures or more within sight, it explodes in 
  hellish fury. 
  Small undead, chaotic evil 
   
  Armor Class 10 (natural armor) 
  Hit Points 78 
  Speed 60 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  13 (+2) 
  10 (+0) 
  12 (+1) 
  11 (+0) 
  6 (-2) 
   
  Senses passive Perception 11 
  Languages understands all languages spoken by its creator, 
  but can’t speak 
  Challenge 7 (2,900 XP) 
   
  Undead Buoyancy. The flesh sphere hovers three feet off the 
  ground with unholy malevolence. If it should happen to 
  touch the ground, it immediately explodes. 
  Epic Self Destruction. The flesh sphere explodes in a sphere 
  with a diameter of 15 feet. Each creature in that sphere must 
  make a DC 15 dexterity saving throw, taking 38 (6d8) 
  necrotic damage on a failed save, or half as much on a 
  successful one. This destroys the creature utterly, leaving 
  nothing but blood and chunks of flesh behind. 
   
   “You see a sheet of slightly decayed skin lying in a heap on the 
  floor. The smell is sickening and it takes all your fortitude not 
  to vomit up your lunch. As you approach, the pile of flesh 
  begins to lengthen into an eel like creature and slither toward 
  you.” 
  This crawling pile of wrinkled and weathered skin is sicken-
  ing to behold. When the library fell, three dwarf brothers 
  were knocked unconscious and landed on top of each other 
  in a heap. When Biblius worked his spell, it ripped the skin 
  from the dwarves and bound them together into a large fes-
  tering pile of gooseflesh. 
  Though undead, gooseflesh moves and behaves like an ooze. 
  Falling, rather than crawling, towards the closest living crea-
  ture, and trying to dissolve the creature in its noxious folds. It 
  oozes a kind of necrotic stomach acid that it is especially ef-
  fective on bone to dissolve and consume its victims. 
  Medium undead, unaligned 
   
  Armor Class 10 (natural armor) 
  Hit Points 102 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  15 (+2) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  4 (-3) 
   
  Damage Immunities acid, cold, lightning 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone 
  Senses blindsight 60’, passive Perception 8 
  Languages None 
  Challenge 6 (2,300 XP) 
   
  Amorphous. Gooseflesh can move through a space as narrow 
  as 1 inch wide without squeezing, it loses this ability if it is 
  currently ingesting something. 
  Spider Climb. Gooseflesh can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check. 
  Swell. Gooseflesh can, as a free action, swell to inhabit its 
  entire space. Other creatures can enter the space, but a 
  creature that does so is subjected to the gooseflesh’s ingest 
  ability and has disadvantage on the saving throw. 
  Flesh Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 1) piercing damage and 4 (1d6) necrotic 
  damage 
  
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  32 
  Ingest. The gooseflesh moves towards another creature one 
  size category smaller at the largest, entering its space and 
  causing the creature to make a DC 13 dexterity saving throw. 
  On a successful save, the creature can choose to be pushed 5 
  ft. back or to the side of the gooseflesh. On a failed save, the 
  gooseflesh moves into the creature’s space causing the 
  creature to take 4 (1d6) necrotic damage and 9 (2d6) 
  crushing damage. An ingested creature can’t breathe, is 
  restrained, and takes this damage at the beginning of each of 
  the gooseflesh’s turns. 
  Should the gooseflesh choose to move, it leaves any ingested 
  creatures in the square they were ingested in. The creature 
  lies prone and stunned for one round. An ingested creature 
  can attempt to free itself on its turn by succeeding on a DC 14 
  strength check and moving into an adjacent square. 
  Large undead, unaligned 
   
  Armor Class 10 (natural armor) 
  Hit Points 177 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  19 (+5) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  4 (-3) 
   
  Damage Immunities acid, cold, lightning 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone 
  Senses blindsight 60’, passive Perception 8 
  Languages None 
  Challenge 9 (5,000 XP) 
   
  Amorphous. Gooseflesh can move through a space as narrow 
  as 1 inch wide without squeezing, it loses this ability if it is 
  currently ingesting something. 
  Spider Climb. Gooseflesh can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check. 
  Swell. Gooseflesh can, as a free action, swell to inhabit its 
  entire space. Other creatures can enter the space, but a 
  creature that does so is subjected to the gooseflesh’s ingest 
  ability and has disadvantage on the saving throw. 
  Flesh Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 2) piercing damage and 9 (2d6) 
  necrotic damage 
  Ingest. The gooseflesh moves towards another creature one 
  size category smaller at the largest, entering its space and 
  causing the creature to make a DC 13 dexterity saving throw. 
  On a successful save, the creature can choose to be pushed 5 
  ft. back or to the side of the gooseflesh. On a failed save, the 
  gooseflesh moves into the creature’s space causing the 
  creature to take 9 (2d6) necrotic damage and 13 (3d6) 
  crushing damage. An ingested creature can’t breathe, is 
  restrained, and takes this damage at the beginning of each of 
  the gooseflesh’s turns. 
  Should the gooseflesh choose to move, it leaves any ingested 
  creatures in the square they were ingested in. The creature 
  lies prone and stunned for one round. An ingested creature 
  can attempt to free itself on its turn by succeeding on a DC 14 
  strength check and moving into an adjacent square. 
   
   “You see a floating skull with small bits of rotting flesh falling 
  off in drips and drabs. It flies through the air like an unholy 
  hummingbird, zipping around the room before burying its 6-
  inch fangs into one of your compatriots shoulders. As its hollow 
  fangs slurp up blood it begins to turn from a ghostly white to a 
  dark crimson.” 
  During the fall of the library three vampire spawn snuck in to 
  steal its secrets. Once the walls began to sink and the doors 
  slammed shut, they became trapped in the reading rooms. 
  When Biblius worked his spell, it transformed the sly vam-
  pire spawn into ravenous beasts. Over their years of captiv-
  ity, they slowly ate each other until only their gleaming skulls 
  remained. 
  The hungry skull is completely mindless and flies at the first 
  creature it sees, cackling madly and latching on wherever it 
  can. When it isn’t actively latching on, it mocks the players 
  mercilessly between fits of psychotic laughter. 
  Tiny undead, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 142 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  15 (+2) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  4 (-3) 
   
  Damage Immunities acid 
  Condition Immunities charmed, blinded, exhaustion, 
  frightened, prone 
  Senses blindsight 60’, passive Perception 8 
  Languages common 
  
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  33 
  Challenge 5 (1,800 XP) 
   
  Indominable Will. The hungry skull has survived for 
  millennia without blood and has hardened itself because of 
  it, this results in a resistance to most vampire weaknesses 
  with the notable exception of sunlight. 
  Sunlight Destruction. The hungry skull has become so 
  susceptible to sunlight after its millennia of darkness that if it 
  ends its turn in direct sunlight, it explodes dealing 12 (3d6) 
  necrotic damage to anyone within 15 feet of it. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 20 (4d6 + 4) piercing damage and 4 (1d6) necrotic 
  damage. The hungry skull regains half of the damage dealt by 
  this attack in hit points. 
  Grave Breath. The hungry skull exhales a thick plume of 
  smoky darkness in a 15-foot line that is 2 feet wide. Each 
  creature must make a DC 15 dexterity saving throw, taking 
  16 (4d6) necrotic damage on a failed save, and half as much 
  on a successful one. 
   
   “As you ease open the door, the scent of fresh flowers and 
  pollen fills your nose. The room is covered over completely with 
  thick green vines that sprout small orange flowers. The vines 
  cover every surface except a small patch near the center where 
  a giant 3’ flower is growing. The flower is alive with vivid hues 
  of purple and silver and its petals are wide and bowl shaped 
  with a clear pool of orange liquid in the center. It smells 
  delicious, like apples dipped in honey, and part of you longs to 
  know what it tastes like.” 
  The neptunian flytrap is the epitome of an ambush predator, 
  perpetually lying in wait for a creature to become intoxicated 
  from its delicious scent. They originated in the feywild, but 
  can be found in some of the less traveled tunnels of the un-
  derdark. They feed off the goo remnants of the creatures that 
  fall into their trap, similar to a pitcher plant except the size of 
  a shed. 
  It starts as a tiny red seedling, but within months its vines fill 
  the nearest enclosed space. Its vines are covered in flowers 
  that emit two types of pollen. The flower that grows in the 
  center of the vines is filled with a powerful nectar that be-
  guiles those who consume it, but smells delicious. When 
  creatures consume its contents, they fall under the spell of 
  the neptunian flytrap and welcome their demise with open 
  arms. 
  Large plant, unaligned 
   
  Armor Class 8 (inside), 20 (outside) 
  Hit Points 238 
  Speed Immobile 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  None 
  20 (+5) 
  13 (+1) 
  10 (+0) 
  19 (+4) 
   
  Damage Vulnerabilities fire 
  Damage Immunities lightning 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone 
  Senses scent 60’, mindreading 60’ 
  Languages None 
  Challenge 10 (5,900 XP) 
   
  Stationary. The neptunian flytrap is incapable of movement 
  due to its massive root structure. 
  Neurotoxic Pollen. The neptunian flytrap emits a thick 
  orange pollen that coats everything within 30’ of the plant 
  and can be carried on the wind as far as a mile. Any creature 
  who inhales it must make a DC 18 wisdom saving throw or 
  become paralyzed by the powerful neurotoxins in the pollen. 
  The creature can repeat the saving throw at the beginning of 
  each of its turns and gains immunity from the pollen for 1 
  day if successful. The pollen can be cleared out with a strong 
  gust of wind, but will return on the start of the plant’s next 
  turn. The flowers can only emit one type of pollen at a time. 
  Digestive Pollen. The neptunian flytrap uses a very acidic 
  pollen to dissolve its paralyzed prey and feed on the resulting 
  juices. Every creature within 10’ of the neptunian flytrap 
  takes 22 (4d8) acid damage every round the thick black 
  pollen hangs in the air. The pollen can be cleared out with a 
  strong gust of wind, but will return on the start of the plant’s 
  next turn. The flowers can only emit one type of pollen at a 
  time. 
  Mind-numbing Nectar. The neptunian flytrap produces a 
  clear orange nectar in the bowl of its central flower that 
  smells like apples dipped in honey. Any creature who drinks 
  the delicious smelling nectar must make a DC 16 wisdom 
  saving throw or become a puppet of the neptunian flytrap. 
  Any creature who fails the save falls deeply in love with the 
  plant and will do anything in their power to protect it. The 
  creature stays this way for 2 (1d4) rounds, but can attempt 
  the save at the beginning of every turn after that. If 
  successful, the creature gains immunity from the nectar for 3 
  (1d4) days.  
  Multiattack. The neptunian flytrap attacks twice with its 
  vines every round. 
  Vine Smack. Melee Weapon Attack: +6 to hit, reach 20 ft., one 
  target. Hit: 13 (2d6 + 4) bludgeoning damage 
  
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  34 
   “You see a frozen corpse wearing a purple lined cloak of black 
  silk. Based on the height and slightly decayed ear of the corpse, 
  you’re guessing it used to be a female elf. She couldn’t have 
  been here when the library fell, or she’d be a pile of bones and 
  dust by now. As you approach you see it begin to shiver and 
  whisper softly. ‘Cold…’ it says softly in draconic ‘So coooold.’ 
  Slowly the corpse rises to her feet and turns her icy gaze on 
  you. ‘I need your warmth’ she says in a chilling tone.” 
  A former member of the Alliance of Elven Mages, Trist Dusk-
  fall refused to go quietly into that good night. When the li-
  brary sank and Biblius’ treachery was revealed, Trist swore 
  revenge on her former teacher. Knowing her own death was 
  imminent, she took her knowledge of necromancy and raised 
  herself as an undead. The spell didn’t go as planned. She 
  hopped to rise as a lich, but she didn’t have enough raw 
  power to make the transformation possible. Instead the spell 
  robbed her of her magic and energy, causing her to rise as a 
  shadow fellow.   
  The shadow fellow is a corpse constantly searching for 
  warmth. Its heart is frozen solid and devours any shred of 
  heat it can find, leaving the surrounding area a frozen waste-
  land. The shadow fellow shivers and chatters its teeth con-
  stantly. It pleads to any creature it can find for warmth, but it 
  can never be satisfied with a blanket or a fire. It forever 
  craves the heat of the living. 
  Medium undead, chaotic evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 83 
  Speed 15 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  14 (+2) 
  12 (+1) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
   
  Damage Resistances magic 
  Senses Darkvision 30’, passive Perception 11 
  Languages Draconic 
  Challenge 9 (5,000 XP) 
   
  Cold Blooded. The shadow fellow is immune to fire and gains 
  hit points back equal to half of the spells damage. This effect 
  is similar to what plants experience when hit with lightning 
  damage. 
  Frozen Skin. The skin of the shadow fellow is incredibly cold 
  to the touch and deals 8 (2d6) cold damage to any creature 
  who touches it. 
  Chilling Aura. The shadow fellow gives off an unholy chill 
  from its frozen heart. Any creature within 30’ must succeed 
  on a DC 14 constitution saving throw or take 4 (1d6) cold 
  damage every round.  
  Chilling Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 16 (3d6 + 4) cold damage. 
  Icy Gaze, 3/day. The shadow fellow chooses one creature 
  within sight, that can also see it, and locks eyes with the crea-
  ture. The creature must succeed on a DC 14 wisdom saving 
  throw or be frozen in place, taking 24 (5d6) cold damage 
  every round it remains frozen. On the creature’s next turn, 
  and on every turn after, can attempt to free itself from the ice 
  by succeeding on a DC 16 strength check. 
   
  “You sense something behind you and whirl around, but you 
  see nothing but shadows. When you turn back around, you find 
  you are face to face with a giant wolf made of living shadow. 
  You freeze, hoping it’s just a trick of the light, but its shadowy 
  lips part into a snarl revealing a row of jagged shiny teeth that 
  are all too real.” 
  The shadow prowler is a terrifying creature that prowls the 
  line between this realm and the shadowfell. Drawn by the 
  undeath permeating the library, it has made a nice lair for it-
  self in the hallway between the vault and the larger chamber. 
  Normally, it prowls the area near the lake, several hundred 
  feet above. When it finds a victim, it pounces and pulls the 
  poor creature through the shadow realm and into the hall-
  way below to be devoured at its leisure. 
  When the characters arrive, it is happily napping in the shad-
  owfell. As they pass through the door and into its domain, the 
  shadow prowler will sense their presence and awaken. It will 
  try to separate the party first, appearing here and there to 
  confuse the players, before pulling them into the shadowfell 
  one by one using its draw of the shadow ability. Once in the 
  shadowfell, the shadow prowler will use its draining strike. 
  Medium monstrosity, chaotic evil 
   
  Armor Class 18 (natural armor) 
  Hit Points 150 
  Speed 45 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  21 (+5) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
  12 (+1) 
  10 (+0) 
   
  Senses Darkvision 30’, passive Perception 11 
  Languages Abyssal 
  Challenge 9 (5,000 XP) 
  
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  35 
   
  Made of Shadows. The shadow prowler is mostly 
  incorporeal and any character that wants to strike it with a 
  melee attack must roll 1d4. Evens the character hits, odds the 
  character misses. 
  Shadowmeld. The shadow prowler can use any shadow it 
  can see to travel into and out of the shadowfell as a free 
  action. 
  Multiattack. The shadow prowler attacks twice with its 
  draining strike or once with its draw of the shadow. 
  Draining Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 13 (2d6 + 4) slashing damage and 8 (2d6) 
  negative energy damage. 
  Draw of the Shadow. The shadow prowler chooses one vic-
  tim within sight. That victim must make a DC 14 dexterity 
  saving throw or be consumed by shadows, falling headfirst 
  into the shadowfell. The victim takes a level of exhaustion for 
  every round spent in the shadowfell and can only be released 
  upon the death of the shadow prowler. 
   
  
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  36 
   “It rises to its full height and you see a massive snake with a 
  humanoid face. Its scales are a lustrous purple except for a thin 
  strip of orange running down its back. It fans out before you 
  and rears back, ready to strike again. ‘YOU WILL NEVER TAKE 
  MY SHINY!’ it yells as it flings itself at you.” 
  Byren used to be king of the spirit naga when the library was 
  at its height. Long ago he headed a colony of over 5,000 naga. 
  He was set to rule over his whole species, but still faced re-
  sistance from some of the older regional leaders who main-
  tained a strong grasp on their people’s minds.  
  When a young bib came to his gates asking after a cure for 
  everything, he knew he had his chance. This bib came from 
  the fabled land of Book, renowned for its control over magic 
  and ultimate knowledge. After torturing the bib until he gave 
  up the location of the library, Byren swore to his people he 
  would return with all the riches of Biblius. 
  When he arrived at the library, the defenses were down, and 
  looting was rampant. No one had seen Biblius in almost 
  twenty years, most thought he was dead. Still as soon as 
  Byren slithered through the doors, alarms sounded through-
  out the library. Byren made it as far as the main chamber be-
  fore Biblius sunk the whole place.  
  He was thrown against the ceiling and knocked unconscious, 
  when he awoke he found he was filled with an intense and 
  uncontrollable arcane energy. Slowly this energy eroded his 
  mind and transformed him from a spirit naga into an arcane 
  naga. Nagas can’t die and every time Byren reformed he was 
  slightly changed from the radiation. Now he is completely in-
  sane and drones on about the gear incessantly in a high 
  pitched, whiny voice. Use the phrases below as inspiration. 
  - 
  MY SHINY! 
  - 
  YOU DARE DEFY BYGEN!? 
  - 
  SHINY, SHINY GEAR… 
  - 
  YOU’LL NEVER GET IT, IT’S MINE! 
  - 
  MIGHTY BYSEN PROTECTS THE SHINY! 
  - 
  KEEPSIES FOREVER! 
  - 
  I WILL RISE AGAIN, I AM BYBEN! 
   Arcane naga, large monstrosity, chaotic evil 
   
  Age 2795 
  Height 12’ 
  Armor Class 19 (natural armor) 
  Hit Points 109 
  Speed 60 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  21 (+5) 
  18 (+4) 
  16 (+3) 
  8 (-1) 
  9 (-1) 
  12 (+1) 
   
  Saving Throws Dex +8, Con +7 
  Damage Immunities poison 
  Condition Immunities charmed, poisoned 
  Senses darkvision 60ft., passive perception 14 
  Languages Common, Abyssal 
  Challenge 10 (5,900 XP) 
   
  Arcane Rage. Byren is filled with arcane radiation making 
  him resistant to magical effects. Damage dealt by spells is 
  halved and he is immune to any effects that would change his 
  shape or otherwise transform him.  
  Tainted Rejuvenation. If he dies, Byren returns to life in 1d6 
  days and regains all his hit points. Every time this happens, 
  Byren adds one point to either his strength or dexterity and 
  subtracts one point from his intelligence. Only a wish spell 
  can prevent this trait from functioning. 
  Multiattack. Byren can make two attacks: one slam and one 
  bite. 
  Slam. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. 
  Hit: 17 (3d8) bludgeoning damage 
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 9 (1d8+4) piercing damage, and the target must make a 
  DC 13 constitution saving throw, taking 35 (8d8) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
   
   “You see a small leather journal with a weirdly realistic face 
  for a cover. As you enter, the small book’s eyes open and it 
  stares up at you in disbelief. It quickly jumps to its feet and be-
  gins running over to you with a wide smile on its tiny feminine 
  face.” 
  Ethel used to be one of Biblius’ best pupils. She was staying 
  in the library to try and reason with Biblius when Byren 
  broke in. She hid in a reading room and tried to find a spell 
  that would allow her to escape. When she settled on one to 
  try, Biblius worked his spell and she was fused into the book 
  by the fallout. When she awoke 2 days later, she realized her 
  fate. 
  For the first few years Ethel tried desperately to escape, ter-
  rified of the floating flesh sphere above her, but eventually 
  she accepted her fate and settled in to wait out eternity. She 
  slept as much as she could and dreamed of better days from 
  
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  37 
  her childhood. Verdant fields of orange grass, tall purple 
  trees with delicious white fruit, her family, her friends. Every 
  few decades she would awaken and remember her captivity, 
  praying to Pelor for it to end. Sadly, he never answered her 
  prayers. 
  Once she was the nicest and kindest citizen in all of Book, but 
  the years spent in this horrible place have made her incredi-
  bly pessimistic. She spends her few waking hours seething 
  with rage. Rage at Biblius for trapping her here, rage at Pelor 
  for ignoring her prayers, but ultimately rage at herself for let-
  ting this happen. When the players find her, she thinks 
  they’ve been sent by Pelor to save her and end her eternal 
  damnation. When she finds out otherwise, she laughs at her 
  good fortune and the greed of the young. 
  She will help the party in any way she can, but there is little 
  she can do in her current form. Note that she does have 
  truesight and can see invisible creatures, but mostly Ethel is 
  a window into the past, a look at what the library used to be 
  at its height. Now that she has someone to talk to, she is very 
  hard to shut up. She loves to describe the old city and her 
  long-lost people. Feel free to make up any crazy story about 
  Book at its height, but try to stick to these few restrictions. 
  - 
  Book was a very advanced city 
  - 
  The people were nice, but hedonistic 
  - 
  There were many gods in Book 
  - 
  Food was exceptional 
  - 
  Entertainment was mind-blowing and what they 
  were known for 
  - 
  Library taught classes in everything 
  Ethel becomes attached to the party very quickly and comes 
  to rely on them for emotional support. Even if they don’t 
  want to take her with them, she will still follow them from 
  the shadows and try to help when she can. Her ultimate goal 
  is to retake human form, but failing that she simply wants to 
  die and be with her family. 
  Should any character be so uncaring as to attempt to sell her 
  to Rignorg, he will happily pay 100pp for the novelty, though 
  she will not go quietly. 
   Living book, chaotic good 
   
  Age 2382 
  Height 6” 
  Armor Class 10 (Leather armor) 
  Hit Points 45 
  Proficiency Bonus +3 
  Speed 15 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  9 (-1) 
  10 (+0) 
  16 (+3) 
  18 (+4) 
  15 (+1) 
   
  Senses Truesight 60ft. 
  Languages Common, Celestial, Draconic,  
  Challenge 1 (250 XP) 
   
   
  Slam. Melee Weapon Attack: +4 to hit, reach 3 ft., one target. 
  Hit: 4 (1d4 + 1) bludgeoning damage 
   “You see a stout, tan dwarf with bright blue hair. His blue 
  braided beard falls down his grey hide armor and rests on his 
  mud splattered hiking boots. Though he has a large scar across 
  his left eyebrow that goes down his cheek, both his slate grey 
  eyes appear intact. When he speaks, his squeaky voice gives 
  away his young age, but he is quite well spoken and very po-
  lite.” 
  Garth grew up in Mirabar and was always tinkering with 
  something. Most of his inventions went nowhere, gaining him 
  the ire of his fellow dwarves, but two weeks ago that all 
  changed. Garth managed to “liberate” a small piece of 
  blightore from his drow neighbors and, through some crea-
  tive uses of the divination spell, align it to detect any magical 
  effects in an area. 
  When the drow found out about his theft they pursued him 
  mercilessly. He ran for days straight, pausing only to eat and 
  rest at high noon. Eventually he made his way down the road 
  to the freezing lake. He paused for a moment, but noticed a 
  pulsing blue light coming from his bag. His device was pick-
  ing up on the radiation from the library deep beneath the 
  lake and, with the drow hot on his tail, he wasted no time in 
  investigating. 
  Garth is very intelligent, but very young for a dwarf. His so-
  cial skills leave something to be desired, but he tries to re-
  main as polite as possible. He’s spent most of his life in a wiz-
  ard tower, so he is very sheltered in the ways of the world. 
  He’s trusting, generous, and kind, but prone to fits of talking 
  to himself when something catches his interest. 
  Garth would love to accompany the party and provide what-
  ever magical assistance he can. In exchange, he asks for noth-
  ing more than the party’s protection from the drow that are 
  after him. After his run in with the ego ingestor, he is more 
  than willing to go back to his wizard tower and leave the ad-
  venture to the adventurers. 
  
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  38 
   8th level dwarf wizard, chaotic good 
   
  Age 82 
  Height 4’ 8” 
  Armor Class 12 (Hide armor) 
  Hit Points 45 
  Proficiency Bonus +3 
  Speed 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  14 (+2) 
  15 (+2) 
  18 (+4) 
  11 (+0) 
  12 (+1) 
   
  Saving Throws Con +2 
  Senses Darkvision 60 ft. 
  Languages Dwarven, Common, Draconic, Undercommon, 
  Celestial, Infernal 
  Challenge 8 (450 XP) 
   
  Spellcasting. As a student of arcane magic, Garth has a 
  spellbook containing spells that show the first glimmering of 
  his true power. See chapters 10 and 11 of the Player’s 
  Handbook 5th Edition for the general rules of spellcasting and 
  a full list of spells available. 
  - 
  Cantrips known: Fire Bolt, Friends, Mage Hand, 
  Prestidigitation 
  - 
  1st level spell slots: 4 
  - 
  1st level spells known: Comprehend Languages, 
  Detect Magic, Expeditious Retreat, Feather Fall, 
  Identify, Jump, Magic Missile 
  - 
  2nd level spell slots: 3 
  - 
  2nd level spells known: Alter Self, Arcane Lock, 
  Knock, Magic Weapon, Rope Trick 
  - 
  3rd level spell slots: 3 
  - 
  3rd level spells known: Blink, Tongues, Water 
  Breathing 
  - 
  4th level spell slots: 2 
  - 
  4th level spells known: Arcane Eye, Fabricate  
  - 
  Spell save DC: 15 = 8 + 3 proficiency bonus + 4 
  intelligence bonus 
  - 
  Spell attack modifier: 7 = 3 + 4 
  Arcane Recovery. Garth has learned how to regain some of 
  his magical energy by studying his spellbook. Once per day 
  when he finishes a short rest, he can choose expended spell 
  slots to recover. The spell slots can have a combined level 
  that is equal to or less than half Garth’s wizard level 
  (rounded up), and none of the slots can be 6th level or higher. 
  Garth is an 8th level wizard so he can recover up to four levels 
  worth of spell slots. He can recover a 4th level spell slot, two 
  2nd level spell slots, four 1st level spell slots, etc. 
  Transmutation Savant. The gold and time Garth must spend 
  to copy a transmutation spell into his spellbook is halved. 
  Minor Alchemy. Garth can temporarily alter the physical 
  properties of one nonmagical object, changing it from one 
  substance into another. Garth performs a special alchemical 
  procedure on one object composed entirely of wood, stone 
  (but not gemstone), iron, copper, or silver, transforming it 
  into a different one of those materials. For each 10 minutes 
  Garth spends performing the procedure, he can transform up 
  to 1 cubic foot of material. After 1 hour, or until you lose your 
  concentration (as if you were concentrating on a spell), the 
  material reverts to its original substance.  
  Transmuter’s Stone. Starting at 6th level, Garth can spend 8 
  hours creating a transmuter’s stone that stores 
  transmutation magic. Garth can benefit from the stone 
  himself or give it to another creature. A creature gains a 
  benefit of his choice as long as the stone is in the creature’s 
  possession. When Garth creates the stone, choose the benefit 
  from the following options: 
  • 
  Darkvision out to a range of 60 feet 
  • 
  An increase to speed of 10 feet while the creature is 
  unencumbered 
  • 
  Proficiency in Constitution saving throws 
  • 
  Resistance to acid, cold, fire, lightning, or thunder 
  damage (Garth’s choice whenever he chooses this 
  benefit) 
  Each time Garth casts a transmutation spell of 1st level or 
  higher, he can change the effect of his stone if the stone is on 
  his person. If he creates a new transmuter’s stone, the 
  previous one ceases to function. 
  Garth’s Journal. After the ego ingestor has been slain, the 
  pages of this red leather journal fill with text. Most of the 
  journal is of little importance, but the last three passages 
  detail his ideas about the library. 
  - 
  “I’ve made a grave mistake! Remember when I 
  mentioned the blightore I ‘liberated’ from a drow 
  encampment outside the city? Well apparently, they 
  want it back and are willing to burn down my house 
  to get it. I’ve thrown everything I have into my trusty 
  bag of holding and am now on the run in the 
  wilderness. My ARD has picked up a huge signature 
  somewhere north of Waterdeep. I have no idea what 
  it could be, but maybe it will help protect me from 
  the drow who want my head.” 
  - 
  “I think… I think I’ve found the library of Biblius… I 
  know, I know, it’s supposed to be a myth, but 
  everything fits, right down to the throne of Book! 
  The drow are hot on my tail, but I can’t pass up this 
  
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  39 
  opportunity. Can you blame me? The history of the 
  universe could be somewhere beneath my feet right 
  now! I’ve passed the first test, though it took far 
  longer than I would have liked. The drow are mere 
  hours away, but I’ve planned a nasty surprise for 
  them at the entrance. Hopefully, it will buy me 
  enough time to find the History and figure a way out 
  of this mess.” 
  - 
  “Ok, so this is definitely the library of Biblius. It’s 
  massive and humming with arcane energy. My best 
  guess is that the History is the source, but I can’t 
  figure out how to get down to it. It has to be 
  somewhere below me, but I can’t get past the doors 
  that lead to the reading rooms. Biblius was known 
  for his love of puzzles and I think I’ve picked up the 
  trail. I know the wheel holds the Darshi Journal, but 
  it seems to be trapped inside the center dome. My 
  research tells me that the journal was one of Biblius’ 
  most prized possessions and, according to Grefar the 
  wise, it can be used to enter the library’s secret 
  lower level. If I could find the gear missing from the 
  wheel and repair it somehow, I bet I could use the 
  journal to decipher the Throne of Book. Grefar notes 
  that a few patrons noticed Biblius’ enter his throne 
  room, but never come out. When they went in to 
  check on him, he was nowhere to be found. 
  Personally, I believe the Throne of Book has to be the 
  entrance to the lower level and the secret path to the 
  History. Hopefully, the key to the doors is 
  somewhere in this section and I can find the missing 
  gear in the reading rooms or maybe the great hearth. 
  Wish me luck.” 
   
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 1) piercing damage 
  Garth’s Belongings 
  Bag of Holding 
  “A small leather pouch worn over 
  the shoulder. When emptied out it 
  somehow contains a worn leather 
  spellbook covered in draconic 
  runes, an entire laboratory’s worth 
  of alchemical equipment, and 
  enough components for Garth to 
  cast all his spells for the foreseea-
  ble future.” 
  Rope, hempen (50 feet) 
  “A tangled mass of braided hemp 
  coiled in the bottom of the bag of 
  holding. Its fibers have turned grey 
  from the dust.” 
  Black Wool Blanket 
  “A 4-foot square of plush black 
  wool that is incredibly warm.” 
  Grappling Hook 
  “A three-pronged steel hook that is 
  pockmarked with rust. It has a 
  large ring at the base for attaching 
  a rope.” 
  Transmuter’s Stone 
  “A small blue stone covered in 
  white spots.” 
  Knife 
  “A small, thin steel blade wrapped 
  with a brown leather band.” 
  Roasted Chicken 
  “A whole roasted chicken coated in 
  a delicious glaze.” 
  Three loaves of Underbread 
  “Hearty and full of seeds, this thick 
  golden-brown bread is very nutri-
  tious, gluten free, and supports a 
  healthy ketogenic lifestyle.” 
  ARD (Arcane Radiation De-
  tector)  
  “A small piece of metal that is warm 
  to the touch. It is carved with three 
  concentric rings, each made up of 
  20 equidistant pieces of dark 
  glass.”  
   
   “Your fingers find a cool, dark leather cover covered in archaic 
  runes and bound in thin silver chains. When you get a good 
  look at it, you see it is made of pure black leather that seems to 
  absorb the light around it. At first it has no title, but slowly a 
  white script appears in your native language that reads ‘The 
  Grim Dark’. The book then shakes in your hand and a blood red 
  eye appears in the center of the cover. You hear a voice in your 
  head whisper, ‘Let me out and all the riches of the world will be 
  yours…’” 
  Long ago, a creature arose from the depths of Hades to ter-
  rify the outer realms. Known as the Grim Dark, it flowed 
  through the planes like a plague, destroying good and uniting 
  evil under one horrific banner. The gods raised their angel 
  armies and eventually defeated the Grim Dark, but even they 
  were unable to destroy it completely. Together, the gods cre-
  ated a vessel to contain the Grim Dark forever. This book is 
  that vessel. 
  The Grim Dark is pure evil, undiluted and strong. It is older 
  than time and has slept for longer than some gods have ex-
  isted. Beyond that, it has had millennia to learn how to ma-
  nipulate the minds of mortals. It will whisper to its owner 
  about how unfairly it was treated, how good and evil are just 
  mortal constructions. How its trying to prevent chaos by tak-
  ing over. It may promise everything you can imagine, but its 
  purpose is singular. It wants nothing less than the total sub-
  jugation of reality. 
  While trapped inside its book prison, it is mostly powerless, 
  but can still supply power to others. It is crafty, highly intelli-
  gent, and ultimately wants out of this library as much as the 
  characters do. Surprisingly, it has no interest in the History. If 
  the Grim Dark is ever released, the knowledge in the History 
  will pale in comparison to its own.  
  Once the eye appears, the Grim Dark will stop at nothing to 
  get one of the players to open the book. None of the charac-
  ters possess the necessary power to open the book, but if a 
  character attempts it, it summons three of his followers. 
  Known as a Daruni, it is a new monster detailed in Appendix 
  1. They will attempt to kill the party and obtain the book by 
  using their waste ability first, then their unholy spells.  
  Any character holding the book notices the eye on the cover 
  dimming and recovering with every attack made by the Da-
  runi. This is because the Daruni are warlocks and use the 
  Grim Dusk’s power as their own. Any spellcasters that hold 
  the book can feel his infernal power. If his Daruni fail to kill 
  the characters, he promises to teach any spellcasters how to 
  use his horrible powers for their own. Any character that 
  
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  40 
  chooses to do this can do so by multiclassing into warlock 
  with their next level, but must immediately change their 
  alignment to NE. When using the Grim Dark as a patron, his 
  considered a great old one and grants the feature, pact of the 
  tome. 
  Rignorg wants nothing to do with the infernal book and is se-
  cretly terrified of it. He won’t touch it, he won’t talk about it, 
  he’ll barely look at it. The book on the other hand, can sense 
  Rignorg’s power and desperately wants to use it. If the Grim 
  Dark attempts to talk to Rignorg, he immediately kicks the 
  party out of his dimension with a flick of his wrist and bars 
  them from reentering for 24 hours. 
   Ancient elder god trapped in a book, neutral evil 
   
  Age ∞ 
  Height 11” 
  Armor Class 30 
  Hit Points 2000 
  Proficiency Bonus +0 
  Speed 0 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  0 
  0 
  0 
  26 (+8) 
  23 (+6) 
  24 (+7) 
   
  Senses Blindsight 200’ 
  Languages All spoken by god and man, also a few that aren’t 
  Challenge 30 (155,000 XP) 
   
  Persistent Personality. The Grim Dark has the ability to 
  manipulate the minds of the mortals around him. Any 
  creature in possession of his book for longer than 1 day must 
  succeed on a DC 12 wisdom saving throw or begin to feel 
  sympathetic to his cause. The creature must repeat this save 
  every week, with the DC increasing by 2 every month.  
  Magical Font. The Grim Dark can be used as a spell focus for 
  any warlock who worships him. This adds 2d6 negative 
  energy damage to any spell cast by the warlock and causes 
  their eyes to glow grey. 
  Summon Daruni, 1/day. The Grim Dark can summon three 
  of its followers known as daruni, a new monster detailed in 
  Appendix 1, once per day and whenever someone attempts 
  to open it. 
  Eternal Bondage. The Grim Dark is forever trapped in a 
  prison crafted from its own skin. Any creature with powers 
  greater than a 20th level character may attempt to open the 
  book, but must succeed on a DC 30 strength check. If they do 
  so, then they are immediately consumed. The Grim Dark, 
  now freed, will gather its forces and attempt to retake the 
  universe. 
   
   
   “You see a magnificent dragon with scales the color of old 
  parchment. Each scale has a different title, like the cover of a 
  book, except for a line on its back that resembles the spine of 
  some antediluvian tome. It is enormous and clearly ancient, 
  taking a few moments to lift its heavy eyelids out of the pages 
  of a thick tome. It sizes you up from its reclined position on the 
  marble floor and snorts a plume of dust from its snout. ‘Well, 
  well.’ it rumbles, shaking the books on their shelves. ‘You had 
  better have a very good reason for disturbing me, mortals. Do 
  you have some morsel of knowledge for my consumption, or 
  will I have to settle for your flesh instead?’” 
  Rignorg is an ancient book wyrm. Book wryms are cousins of 
  dragons, but split off from them several millennia ago. Their 
  hunger for treasure and wealth has transformed into a quest 
  for knowledge and novelty. They live for eons and the one in-
  side this thick volume is easily 2,500 years old. This century 
  he goes by Rignorg and spends most of his time in his demi-
  plane outside of reality. This ‘Hungry Tome’, and books like it, 
  are doors to this realm and pull any creatures in a 30’ cone 
  into it unless they succeed on a DC 15 dexterity check. 
  Rignorg hasn’t seen another creature in almost 400 years 
  and was thoroughly enjoying himself. When the characters 
  enter, he is reading a paperback sprawled out on the floor. He 
  is a little perturbed at being disturbed, but quickly warms up 
  to the party if they can offer him a book. If they tell them 
  they’re from the library he will offer to pay for any unique 
  books they find, especially the magical texts. If they happen 
  upon the History, he will give them his hoard of priceless 
  magical items. 
  Rignorg is a likeable enough guy once the characters break 
  through his bluntness. The more they visit him with books to 
  sell, the more he warms up to them. After they’ve sold three 
  books to him, he will offer his place as a safe haven. As long 
  as they behave in a quiet and respectful manner, he will let 
  them take short rests on the ground outside. After 6 books, 
  he’ll let them take long rests and camp outside on the lawn.  
  With the book, they can visit Rignorg whenever they want af-
  ter the conclusion of this adventure. If the characters have 
  sold him at least 6 books, he is rather forgiving when they’re 
  not able to bring him the History and admits he doesn’t have 
  a hoard of magical items to give them anyway. He could be-
  come a very powerful ally in the future should they play their 
  cards right.  
   Ancient book wyrm, true neutral 
   
  Age over 2,500 years old 
  Height 20’ 
  Armor Class 24 
  
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  41 
  Hit Points 1264 
  Speed 15 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  19 (+4) 
  21 (+5) 
  22 (+6) 
  21 (+5) 
  18 (+4) 
   
  Languages All spoken by mortals 
  Challenge 20 (25,000 XP) 
   
  Legendary Resistance (3/Day). If the book wyrm fails a 
  saving throw, it can choose to succeed instead. 
  Unerring Appraisal. The book wyrm can properly appraise 
  any item or book it finds to within 1sp of its true value. 
  Dimensional Rejection. The book wyrm may, at any time, 
  eject those he chooses from his interdimensional space. All 
  creatures failing to make a DC 16 dexterity saving throw are 
  flung into the yellow haze surrounding the book wyrm’s 
  home and land back on the plane they came from. The 
  ‘Hungry Tome’ refuses to work for this creature for 24-72 
  hours depending on what the book wyrm decides. 
  Spellcasting. As a book wyrm, Rignorg has a spellbook 
  containing spells that show the first glimmering of his true 
  power. See chapters 10 and 11 of the Player’s Handbook 5th 
  Edition for the general rules of spellcasting and a full list of 
  spells available. 
  - 
  Cantrips known: Fire Bolt, Friends, Mage Hand, 
  Prestidigitation 
  - 
  3rd level spell slots: 6 
  - 
  3rd level spells known: fireball, lightning bolt, slow 
  - 
  4th level spell slots: 6 
  - 
  4th level spells known: dimension door, phantasmal 
  killer, polymorph  
  - 
  Spell save DC: 24 = 8 + 10 proficiency bonus + 6 
  intelligence bonus 
  - 
  Spell attack modifier: 16 = 10 + 6 
   
  Multiattack. The book wyrm can make three attacks: two 
  spells and one bite or claw attack. 
  Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. 
  Hit: 17 (2d10+4) piercing damage plus 1d4 intelligence 
  damage 
  Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one 
  target. Hit: 17 (2d10+4) slashing damage 
  Frightful Presence. Each creature of the book wyrm’s choice 
  that is within 120’ of the book wyrm and aware of it must 
  succeed on a DC 19 wisdom saving throw or become 
  frightened for 3 rounds. A creature can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success. If a creature’s saving throw is successful 
  or the effect ends for it, the creature is immune to the book 
  wyrm’s frightful presence for the next 24 hours. 
  Radiant Breath (Recharge 5-6). The book wyrm exhales a 
  pure white light in a 90’ line that is 10’ wide. Each creature in 
  that line must make a DC 18 dexterity saving throw, taking 
  54 (10d8) radiant damage and being blinded for 2 rounds on 
  a failed save, or half as much damage on a successful one. 
   
   “You hear something fall from the ceiling and land silently be-
  hind you. Before you can turn around something slams into 
  your back and you fall forward. You spin around and see a 
  drow in black robes with white hand and leg wraps. A black 
  face wrap obscures everything but her penetrating violet eyes. 
  She winks at you and fades into a nearby shadow. You fling 
  yourself at her, but land on nothing but marble.” 
  Shade is an assassin monk trained at the prestigious Acad-
  emy of Darkness. Her most recent job involved the sacking of 
  a duergar outpost and killing their commander. While on the 
  way back with a unique piece of ore she found in their hold, 
  her camp was robbed in broad daylight. A young dwarf, 
  Garth, had stolen the ore from her and her underlings knew 
  it. Above all Shade is a prideful and proud person, like most 
  drow. This slight could not go unpunished.  
  She tasked her drider and four warriors with hunting the 
  dwarf down and bringing back her ore while she returned 
  the duergar commander’s head to her matriarch, the Lady 
  Shadow. A few days passed and eventually one of her warri-
  ors returned with a letter from Istralan, the drider. Initially 
  Shade was furious that a head did not accompany the letter, 
  but after learning of Istralan’s discovery she left for the li-
  brary immediately. 
  Her mind swam with the possibilities. She could found her 
  own line and be her own matriarch. No more service to 
  lesser drow, no more moving from job to job, no more trail 
  rations. She could live in the lap of luxury, possibly even for-
  ever if the rumors were true. When she arrived, she found Is-
  tralan and her warriors dead, and the entrance to the library 
  open for any who happened upon it. 
  Her pride demands that Garth pay the ultimate price, but if 
  he’s already dead Shade isn’t above helping the party. Shade 
  is known for being devious, clever, and highly intelligent. If 
  she sees the tide of battle turn against her, she will bargain 
  her skills in exchange for some library swag. She knows that 
  the History can have only one true ruler, but she figures she 
  can always use more cannon fodder. When the players have 
  outlived their usefulness, she and her surviving band will 
  turn on the party and try to take the treasure for themselves. 
  Shade’s voice is very soothing and calm, like any movie 
  you’ve seen with a kung fu master. She doesn’t speak often 
  and keeps her sentences short and to the point, valuing effi-
  ciency and speed over all else. She is ruthless and emotion-
  less, seeing only her goal and nothing else. 
  
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  42 
   8th level drow monk, neutral evil 
   
  Age 142 
  Height 5’ 
  Armor Class 19 
  Hit Points 96 
  Speed 45 ft. 
  Proficiency Bonus +3  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  19 (+4) 
  19 (+4) 
  18 (+4) 
  20 (+5) 
  16 (+3) 
   
  Languages Undercommon, Common, Abyssal, Dwarven, 
  Elvish, Infernal 
  Challenge 8 (3,900 XP) 
   
  Unarmored Defense. Beginning at 1st level, while she is 
  wearing no armor and not wielding a shield, Shade’s AC 
  equals 10 + wisdom modifier + dexterity modifier. 
  Martial Arts. At 1st level, Shade’s practice of martial arts 
  gives her mastery of combat styles that use unarmed strikes 
  and monk weapons, which are shortswords and any simple 
  melee weapons that don’t have the two-handed or heavy 
  property. She gains the following benefits while she is 
  unarmored or wielding only monk weapons and she isn’t 
  wearing armor or wielding a shield. 
  - 
  She can use dexterity instead of strength for the 
  attack and damage rolls of her unarmed strikes and 
  monk weapons. 
  - 
  She can roll a d6 in place of her normal unarmed 
  strike or monk weapon. 
  - 
  When she uses the attack action with an unarmed 
  strike or a monk weapon on her turn, she can make 
  one unarmed strike as a bonus action. 
  Ki. Shade’s training allows her to harness the mystic energy 
  of ki. Her access to this energy is represented by a number of 
  ki points. Her monk level determines the number of points 
  she has. She can spend these points to fuel various ki features 
  listed below. 
  - 
  Ki Points 8 
  - 
  Ki save DC: 16 = 8 + 3 proficiency bonus + 5 wisdom 
  bonus 
  - 
  Flurry of Blows Immediately after Shade takes the 
  attack action on her turn, she can spend 1 ki point to 
  make two unarmed strikes as a bonus action. 
  - 
  Patient Defense Shade can spend 1 ki point to take 
  the dodge action as a bonus action on her turn. 
  - 
  Step of the Wind Shade can spend 1 ki point to take 
  the disengage or dash action as a bonus action on 
  her turn, and her jump distance is doubled for the 
  turn. 
  Unarmored Movement. Shade’s speed increases by 15 feet 
  while she is not wearing armor or wielding a shield.  
  Monastic Tradition. Shade is committed to the Way of 
  Shadow monastic tradition. 
  Deflect Missiles. Shade can use her reaction to deflect or 
  catch the missile when she is hit by a ranged weapon attack. 
  When she does this, the damage she takes from the attack is 
  reduced by 1d10 + 4 dexterity bonus + 8 monk level. 
  If she reduces the damage to 0, she can catch the missile if it 
  is small enough for her to hold in one hand and she has at 
  least one hand free. If she catches a missile this way, she can 
  spend 1 ki point to make a ranged attack with the weapon or 
  piece of ammunition she just caught, as part of the same 
  reaction. She makes the attack with proficiency, regardless of 
  her weapon proficiencies, and the missile counts as a monk 
  weapon for the attack. 
  Slow Fall. Shade can use her reaction when she falls to 
  reduce any falling damage she takes by 40 (5x her monk 
  level). 
  Extra Attack. Shade can attack twice, instead of once, 
  whenever she takes the attack action on her turn. 
  Stunning Strike. Shade can interfere with the flow of ki in an 
  opponent’s body. When she hits another creature with a 
  melee weapon attack, she can spend 1 ki point to attempt a 
  stunning strike. The target must succeed on a constitution 
  saving throw or be stunned until the end of her next turn. 
  Ki-Empowered Strikes. Shade’s unarmed strikes count as 
  magical for the purpose of overcoming resistance and 
  immunity to nonmagical attacks and damage. 
  Evasion. Shade’s instinctive agility lets her dodge out of the 
  way of certain area effects, such as a blue dragon’s lightning 
  breath or a fireball spell. When she is subjected to an effect 
  that allows her to make a dexterity saving throw to take only 
  half damage, she instead takes no damage if she succeeds on 
  the saving throw and only half damage if she fails. 
  Stillness of Mind. Shade can use her action to end one effect 
  on herself that is causing her to be charmed or frightened. 
  Shadow Arts. Shade can use her ki to duplicate the effects of 
  certain spells. As an action, Shade can spend 2 ki points to 
  cast darkness, pass without a trace, or silence without 
  material components 
  Shadow Step. Shade can use a bonus action to step into a 
  shadow and emerge from another shadow 60’ away. She 
  gains advantage on her next attack when she does this. 
  
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  43 
  Spider wraps. Shade wears leg and arm wraps that allow her 
  to walk along walls and vertical surfaces as if she were using 
  the spell spiderclimb. 
   
  Multiattack. Shade makes three attacks per round and can 
  spend 1 ki point to add two more. 
  Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 8 (1d6+4) bludgeoning damage 
  
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  44 
   
  This section provides stats for the new books and magical 
  items found within this adventure. The DC next to each item 
  signifies the intelligence check the players need to achieve to 
  uncover the information provided here.  For the stats on any 
  other objects referenced, refer to the Player’s Handbook. 
   
    
   
  Wonderous book, very rare  
  This dragon scale bound book was used as a portal to the ce-
  lestial seas of the upper realms. After Biblius worked his 
  magic, it warped into a portal that leads to the river styx in 
  hades. When opened, it fills the available space with the river 
  styx and acts as a 3’ x 5’ portal onto the plane of hades.  
  Hades and the river styx are locations in the outer realms of 
  the multiverse, a character who succeeds on a DC 12 intelli-
  gence check knows all about its city of lost souls and the 
  mind obliterating power of the river styx. Should a character 
  wish to travel through this portal, she immediately forgets 
  her former life when her feet cross the threshold and she 
  floats away absent of purpose.  
  A character wishing to close it must grasp it in both hands 
  and succeed on a DC 16 strength check, this causes the foul 
  water to surge into the book in an instant. If the party wishes 
  to sell the book to Rignorg, he will pay no more than 1pp as 
  he can travel the planes at will. 
   
   
  Wonderous book, legendary  
  This thick paperback is the original journal of Darsh, the god 
  of pirates. Long ago he was a mortal hadozee aboard a great 
  ship called the Dauntless. The hadozee are a race of flying 
  apes that live exclusively on-board seafaring vessels. Most 
  were oppressed by their captains and Darsh was no different. 
  That is, until the day he rallied his fellow slaves and took the 
  ship. 
  From there he took to the high seas as a pirate, forever in 
  search for treasure with his lovely aventi wife and stalwart 
  crew. They soon learned of the legend of Namazu, the great 
  rainbow fish, and spent the next few years pursuing him. 
  When they finally found the mighty fish, he transformed into 
  a dragon and tried to destroy them. They only managed to 
  survive thanks to Darsh’s determination and his twin cut-
  lasses of dao. 
  The crew fashioned the fallen dragon into a new dauntless to 
  replace the one they had lost in battle. It was at this time that 
  the absence of the gods occurred and clerics throughout the 
  land were incapable of using their divine abilities. Darsh, cu-
  rious as to find a creature capable of stealing the gods them-
  selves, took to his magic ship and traversed the planes in 
  search of answers. His new quest eventually led him to the 
  god eater in a realm outside of time and space.  
  The god eater had stolen the abilities of most of the gods and 
  was preparing to conquer the universe when the four genie 
  kings convened and gave their powers to Darsh and his crew. 
  Using their new abilities and Darsh’s clever mind, they de-
  stroyed the god eater and returned its powers back to the 
  gods. They were so thankful they proclaimed Darsh god of pi-
  rates and gave him a third Dauntless to traverse the seas of 
  the outer realms in. He is a true neutral deity represented by 
  twin cutlasses, one black and one white. 
  Each chapter of this book represents a chapter from his 
  quest to find the god eater and a different plane he travelled 
  to, they are listed below in order. 
  - 
  Hades 
  - 
  Abyss 
  - 
  Limbo 
  - 
  Arborea 
  - 
  Beastlands 
  - 
  Bytopia 
  - 
  Mount Celestia 
  - 
  Mechanus  
  If the party wishes to sell the book to Rignorg after they use 
  it to find the History, he will gladly pay them 100pp for it. 
  Rignorg was unaware there was a god of pirates and is very 
  intrigued by the concept. 
   
   
  Wonderous book, legendary 
  This book is alive and used to be a woman named Ethel, for 
  more information see Appendix 2. 
   
  Wonderous book, legendary 
  This book is home to a terror from before time, for more 
  information see Appendix 2. 
    
  Wonderous book, very rare 
  This glittering book is written in a proto-draconic language. 
  It describes a world before the settling of humans when 
  magic flowed freely and the deities were much more active. 
  The book is very, very valuable and bound in the glittering 
  scales of a gold dragon. Should the players wish to sell it, 
  
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  45 
  Rignorg will give them 10 pp and a jade statuette that turns 
  into a bomb dealing 6d8 electricity damage in a 30’ sphere. 
    
  Wonderous book, very rare 
  This book is a portal to the realm of Rignorg, the book wyrm. 
  For more information see Appendix 2. 
    
   
  Wonderous book, uncommon 
  This book is really a trap in disguise. Any creature that opens 
  the book takes 24 (6d6) fire damage as it violently explodes 
  them backward 5’. 
    
  Wonderous book, legendary 
  This book is written in draconic and details Biblius’ early 
  progress in building the library. It is very dull and written 
  like a text book, but the last passage is very unique and 
  written in three different languages; draconic, common, and 
  celestial. It reads “WHERE DOES THE MONKEY KING GO? TO 
  DEFEAT HIS FOE? NO! TO ROAM, TO VOYAGE, TO QUEST, TO 
  KNOW. HIS PATH IS LIKE AN ARROW SHOT FROM THREE 
  FAULTY BOWS. YO, HO! YO, HO! FOLLOW IT FELLOW! YOU’LL 
  FIND MORE KNOWLEDGE THAN YOU CAN SWALLOW! YO, 
  HO! YOU GO.” If asked, Rignorg has no idea what this could be 
  a reference to. He will pay 50pp for the journal though, citing 
  its historical significance as the cause.   
    
  Wonderous book, rare 
  Inside this massive tome are several thousand pages in 
  draconic that detail every part of becoming a wizard, from 
  choosing a school to casting your first spell. It was used by 
  bib teachers when the library was still a thriving place. Little 
  Snar appears every few pages to provide infographics to aid 
  in comprehension. She appears to be some sort of squirrel or 
  woodchuck with a thick mane of curly orange fur and giant 
  purple eyes.  
  Any character that wishes to multiclass into wizard can do so 
  using this book alone. It contains all of the familiar 0-5th level 
  wizard spells and three new ones found in Appendix 4; 
  intensify gravity, conjure cloud conveyance, and dispersion 
  aura. For more information regarding the spells, see 
  Appendix 4. Rignorg likes the historical value of the tome, 
  but will pay no more than 10pp for it.  
    
  Wonderous book, rare 
  Inside are several thousand pages in celestial and an old 
  version of common that detail every part of becoming a cleric 
  from choosing a deity to casting your first spell. It was used 
  by bib teachers when the library was still a thriving place. 
  Little Snar appears every few pages to provide infographics 
  to aid in comprehension. She appears to be some sort of 
  squirrel or woodchuck with a thick mane of curly orange fur 
  and giant purple eyes.  
  Any character that wishes to multiclass into cleric can do so 
  using this book alone. It contains all of the familiar 0-5th level 
  cleric spells and three new ones found in Appendix 4; control 
  fire, create holy tonic, and holy shape. For more information 
  regarding the spells, see Appendix 4. Rignorg likes the 
  historical value of the tome, but will pay no more than 10pp 
  for it.  
    
   
  Wonderous book, rare 
  Inside are several thousand pages in an old version of 
  common that detail every part of becoming a bard, from 
  choosing an instrument to playing your first song. It was 
  used by bib teachers when the library was still a thriving 
  place. Little Snar appears every few pages to provide 
  infographics to aid in comprehension. She appears to be 
  some sort of squirrel or woodchuck with a thick mane of 
  curly orange fur and giant purple eyes.  
  Any character that wishes to multiclass into bard can do so 
  using this book alone. It contains all of the familiar 0-5th level 
  bard spells and three new ones found in Appendix 4; epic riff, 
  mosh, and shred. For more information regarding the spells, 
  see Appendix 4. Rignorg likes the historical value of the tome, 
  but will pay no more than 10pp for it. 
    
  Wonderous book, rare 
  This book is the ultimate example of walking a mile in 
  another’s shoes. When held, it removes your main sense 
  (usually sight) and grants one of the following effects listed 
  below. It takes 1 minute to regain the holder’s original sense 
  after setting down the book.  
  Effects 
  Chaotic Good 
  Blindsight 
  Chaotic Neutral 
  Darkvision 
  Chaotic Evil 
  Tremorsense 
  Neutral Good 
  Blindsight 
  True Neutral 
  Truesight 
  Neutral Evil 
  Tremorsense 
  Lawful Good 
  Blindsight 
  Lawful Neutral 
  Darkvision 
  Lawful Evil 
  Tremorsense 
  Rignorg loves this book and will pay no more than 100pp for 
  it. It doesn’t work on him, but it is his favorite thing to gift to 
  his enemies.  
  
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  46 
    
  Wonderous book, rare 
  This book describes one woman’s journey to redemption. It 
  tells the story of Gwenneth, a young thief, who found a starv-
  ing child on the side of the road and nursed it back to health. 
  Little did she know that her newly adopted babe was the 
  daughter of Erathis, goddess of civilization and invention. To-
  gether, they learned the importance of doing good and saved 
  their town from the rampages of a marauding band of orcs. 
  Rignorg will pay 10pp and a deva candle for it. The deva can-
  dle is a new item detailed below. 
   
  Wonderous book, very rare 
  These sheets of parchment are covered in musical notes and 
  separated into 4 songs. The songs are; The god’s lament, the 
  fall of Estire, the shrouded king, and the halls of Garl. These 
  songs are unique and were the soul creation of the gnome 
  bard Kor Mar Dur. Rignorg is ecstatic when he sees these and 
  is willing to go as high as 100pp for it. Kor Mar Dur was one 
  of the only people in his long life to get him out of his book 
  and into the real world. 
    
  Wonderous book, legendary 
  This incredibly old book is written in an old version of dwa-
  rven and weighs as much as a full-grown dwarf. It contains 
  all the stories from their folk history including several stories 
  that can be found nowhere else in the world. The creation of 
  the dwarves, how Moradin created the first hammer, and 
  tons of other gems from dwarf antiquity. This book is incredi-
  bly rare and is the only known copy to exist. Rignorg will pay 
  as much as 500pp for it and one of his own scales. 
    
  Wonderous book, rare 
  The book used to be Trist’s spellbook and contains her 
  experiments with infernal power. The book contains all the 
  familiar 0-5th level wizard spells, but also includes two new 
  necromancer spells for wizards and sorcerers found in 
  Appendix 4; animate flesh sphere and animate gooseflesh. If 
  the party wants to sell it to Rignorg, he won’t pay a dime over 
  2 pp and considers the knowledge contained within to be 
  provincial at best.  
   
   
    
  Wonderous item, rare 
  A small square crystal that illuminates in the presence of 
  living creatures. The lattices of this rare crystal pick up the 
  ambient psychic energy emitted by a living creature and 
  luminesce a soft white light unless otherwise manipulated. 
    
  Wonderous item, very rare 
  The ARD is a small device created by Garth to detect spikes in 
  arcane radiation, a little understood phenomenon. It uses 
  three rows of concentric glass pieces to measure intensity 
  and direction. The glass pieces illuminate a bright blue when 
  in the presence of low levels of arcane radiation and a bright 
  purple when in the presence of elevated levels of arcane 
  radiation. If the glass pieces ever turn red, the levels are toxic 
  to most races and they begin to be negatively affected. Most 
  of the library shows up bright blue, the lower level shows up 
  bright purple, and the chamber with the History shows up 
  bright red. 
    
  Wonderous item, very rare 
  This 8’ blanket is made out of a very unique magical fiber 
  that adapts to its surroundings. Made in secret by a now 
  defunct league of arcane tricksters, these blankets once 
  covered the young sword coast (sometimes literally). 
  Eventually, the league was disbanded by an overly righteous 
  cult of paladins and the secret to the creation of the blanket 
  was lost to the ages. 
  As a free action, any character in possession of this blanket 
  can cover themselves with it and blend into their 
  surroundings. When the command word is spoken, the 
  blanket stretches itself to mimic not only the color, but the 
  shape of its surroundings. Examples include; a boulder, a 
  bush, a small hill, etc. Any creature attempting to locate the 
  hidden creature must succeed on a DC 18 Wisdom 
  (Perception) check. 
    
  Wonderous gem, rare 
  A metaphysically radiant stone that is found in the deepest 
  parts of the underdark. It is mostly avoided by the intelligent 
  races due to the sickness it imparts on the people around it. 
  Anyone in the vicinity of a piece of blightore larger than a 
  quarter needs to make a DC 10 constitution save or take 2d4 
  arcane damage. The DC increases by 2 for every day spent 
  within 100’ of the blightore. 
  
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  Wonderous item, uncommon 
  This dark purple liquid tastes like blueberries, but is a deadly 
  poison. Once taken, it sits in the victim’s stomach for an hour 
  before slowly affecting their ability to process oxygen. Over 
  the next ten minutes, the victim turns blue and takes 4d8 
  damage per round until they suffocate to death.  
    
  Wonderous item, very rare 
  A green 1’ tall wax candle carved to resemble an angel 
  spreading its wings. When lit, it melts away immediately and 
  summons a deva to fight alongside the lighter. He will aid in 
  any way he can for one hour unless the lighter is engaged in 
  any evil activities, in which case he will attack the lighter and 
  attempt to bring her to justice. 
    
  Wonderous item, legendary 
  A quarter inch thick eyeglass layered with alchemical 
  symbols. Biblius created this to discover the history of any 
  tome he happened upon in his work. It allowed him to 
  catalog the entire library and separate the true histories from 
  the false. When looked through it reveals the author and 
  moment of completion for any written work in the cosmos. 
    
  Wonderous item, legendary 
  This thick leather tome is Biblius’ first attempt at creating 
  the History. He succeeded in creating a vessel capable of 
  absorbing knowledge, but failed in funneling the history of 
  the multiverse into it. He kept it for sentimental reasons and 
  stored it in the vault for safe keeping. It will record anything 
  said within a 10’ radius of it, whether you want it to or not, 
  and can only be destroyed by a 5th level spell or higher. 
    
  Wonderous staff, legendary 
  This staff was wielded by Jack the giant killer in a far 
  forgotten time, but was created by storm giants as a cruel 
  punishment for smaller creatures. In his many journeys, Jack 
  came across a particularly nasty group of storm giants who 
  enslaved the humans and dwarves who lived under them. 
  The giants fashioned several of these giant’s toothpicks and 
  gave them to the weak so they could better clean the giant’s 
  teeth. Jack was appalled by what he saw and vowed to use 
  their own weapon against them. The staff enhanced his 
  already incredible strength and, moving like a mouse with a 
  needle, he removed the giant’s eyes from their heads. The 
  staff was handed down to Jack’s descendants until it ended 
  up in Biblius’ library. 
  This ironwood staff is sharpened at one end and lighter than 
  it seems. When held by a barbarian, fighter, monk, paladin, or 
  ranger, it raises the holder’s strength and dexterity to 20 
  (unless the creature’s strength or dexterity is already 20, in 
  which case it raises it to 22). The giant’s toothpick has the 
  following stats and makes both of its attacks every turn. 
  - 
  Stabby Side. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 27 (3d8 + 10) piercing damage 
  - 
  Non-Stabby Side. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 14 (1d8 + 10) 
    
  Wonderous egg, rare 
  This large gemstone is actually the egg of the mythical couatl. 
  The egg can survive indefinitely, lying dormant until the 
  conditions are right for it to hatch. If a creature submerges it 
  in a pool of holy water no smaller than 3’ wide and 3’ deep 
  and leaves it there, the egg hatches in 11 (1d12 + 3) months. 
  If the water is consistently above 80 degrees Fahrenheit the 
  couatl will be born female, however if the water is 
  consistently below 80 degrees Fahrenheit the couatl will be 
  born male.  
  When the couatl is born, it imprints on the first creature it 
  locks eyes with that fails a DC 18 wisdom saving throw. 
  Within the blink of an eye, the couatl learns the entire life 
  history of the creature and forms and indestructible bond 
  with it. The couatl will reach maturity in 700 (1d6 + 3 
  hundred years), but until then it is known as an adolescent 
  couatl and is under the sway of the creature it imprinted on. 
  It has all of the stats of a full grown couatl except it has none 
  of its 3/day and 1/day spells, can only change shape into one 
  other form, and its attacks deal half damage. The stats for the 
  full grown couatl can be found in the Monster Manual. 
    
  Wonderous hammer, legendary 
  This two-handed hammer is filled with the holy might of 
  Pelor, the sun god. Long ago, a red dragon threatened the 
  first church of Pelor. The high priest was distraught and 
  knew their doom was imminent if Pelor did not intercede. 
  Luckily, Pelor smiled on his children and gifted them a 
  powerful hammer which they gave to their greatest paladin, 
  Righteous. Righteous lived up to his name and slew the 
  ancient dragon after a 3-day battle. The hammer has passed 
  down through the church for millennia, ending up in a young 
  clerics hands at the time of Biblius’ fall. The hammer has the 
  following stats: 
  - 
  Righteous Hammer. Melee Weapon Attack: +1 to hit, 
  reach 5 ft., one target. Hit: 16 (2d8 + 8) radiant 
  damage 
   
   
  
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  48 
  Wonderous item, uncommon 
  This glossy paper makes it very difficult to read in direct 
  sunlight. Any creature gazing upon it must succeed on a DC 
  12 intelligence saving throw or take 1d4 damage and become 
  blinded for 1 round. Shimmer paper has no effect when 
  viewed in the shade or with darkvision. 
   
  Wonderous club, legendary 
   
  This large thighbone comes from a young adult white dragon. 
  It is huge and a weapon this large is not normally usable by 
  smaller creatures, but smasher is enchanted for use by 
  barbarians regardless of their size. Originally, the weapon 
  was wielded by Harnd the Mighty, a dwarf barbarian. His 
  companion, a young wizard named Fahren, crafted it for him 
  when Harnd broke his first weapon and needed a 
  replacement. The weapon looked ridiculous being wielded 
  by someone so small, but Harnd wielded it like it was a part 
  of him.  
  When used by a barbarian, it fills the user with the primal 
  fury of the tundra giving them an immunity to cold damage. 
  Smasher has the following stats: 
  - 
  Smasher. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8) bludgeoning damage + 5 
  (2d4) cold damage. 
    
  Wonderous item, legendary 
  This small purple stone contains the three-dimensional 
  audio-visual record of one event lasting no longer than 2 
  minutes and taking up no more than 30 cubic feet of space. It 
  was originally created by the Mages of Kir to pass detailed 
  messages between commanders, but it fell into disuse when 
  the base stones became exceedingly rare. 
  When held by a living creature, the creature can speak the 
  command word in draconic and the speaking stone will start 
  absorbing information. The creature simply needs to touch 
  the stone when the event is over to stop the recording or it 
  will time out naturally after two minutes. The stone then 
  begins to pulse with a steady purple glow signifying that it is 
  currently storing an event. 
  Any living creature that touches a flashing speaking stone 
  activates the recording. The stone then dissolves into a mist 
  of light that takes on the shape and form of the recorded 
  scene. When the scene is set, the recording begins with 
  lifelike quality. At the conclusion of the recording, the stone 
  reforms in the creature’s hand, empty and ready to be 
  rerecorded on. 
    
   
  Wonderous item, uncommon 
  This mostly clear alcoholic beverage is a favorite among the 
  drow. It smells awful and tastes worse thanks to the spider 
  venom, but it is very strong. Any non-drow character that 
  attempts to drink it must make a DC 14 constitution save or 
  take 2d6 poison damage.  
    
  Wonderous ring, uncommon 
  This silver ring was used by clerics of Pelor to banish the 
  darkness and spread learning. It wasn’t uncommon to see 
  regular townsfolk with one of these during the height of the 
  early church. This one has seen better days, but still retains 3 
  charges of light and 1 charge of tongues. It will continue to 
  shine with a constant dim light until all charges have been 
  expended. 
    
  Wonderous necklace, rare 
  This necklace was one of the scholar king’s favorite 
  inventions as it allowed him to get right to the heart of any 
  problem. Whenever he presided over the court of Book, it 
  could be seen dangling from his dainty neck as a symbol to 
  those who would try to deceive the high court. 
  Whenever a false hood is spoken within 15’ of the wearer, the 
  necklace cools by 10 degrees. This is a passive ability and 
  works even when the wearer is asleep. While helpful, this 
  necklace can prove dangerous if the wearer is exposed to too 
  many lies at once. For every 10 degrees below 30 degrees, 
  the wearer takes 4 (1d6) cold damage every five minutes the 
  necklace is still worn. 
    
  Wonderous rings, very rare 
  These small silver rings are meant to be worn on the thumb 
  and work best when worn together. Any wizard who wears 
  the rings suddenly feels like their brain has doubled in 
  storage capacity. During combat, a wizard wearing the rings 
  can cast two spells per round. If two characters wish to split 
  up the rings, the two characters who wear the rings find they 
  can communicate with each other telepathically over a 
  maximum distance of 1 mile.  
    
  Wonderous item, rare 
  This pale red headband is one of Biblius’ earliest creations. It 
  allowed him to see into the minds of others once per day like 
  a detect thoughts spell, a quality it still possesses. This 
  
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  49 
  allowed him to separate the true believers from the false 
  during the early days of the library. 
    
  Wonderous staff, very rare 
  This 5’ long ebony quarterstaff contains every nature symbol 
  conceivable carved across its glossy surface. When held, this 
  staff allows the holder to understand any natural language 
  spoken within 100’. This includes, but is not limited to, 
  Druidic, Ignan, Auran, Aquan, etc. When used as a spell focus 
  by a druid, it adds 3d8 nature damage to any attack spell. 
    
  Wonderous wand, legendary 
  This wand was once the prized possession of an ancient rival 
  to Biblius, the scholar-king, from the south. Waldo, a gnome 
  wizard, created it for a building project, but the wand 
  cracked under the magical strain. The wand became highly 
  unstable, so he sent it to Biblius as a joke. Unfortunately for 
  Waldo, the magic woven within allowed Biblius to gain a 
  better understanding of creation magic. 
  When used as a spell focus, the wand casts one of the ten 
  spells listed below at random regardless of whatever the 
  attempted spell was. 
  Roll 
  1 
  Self-Polymorph into a rat 
  2 
  Ooze Armor (+2 to AC, attacks against you have disad-
  vantage for 1 minute) 
  3 
  Summon Barlgura (See the Monster Manual for stats) 
  4 
  Lightning Bolt on closest creature 
  5 
  Self-Levitate 
  6 
  Mirror Image 
  7 
  Self-Fear 
  8 
  Darkness 
  9 
  Gaseous Form on closest creature 
  10 
  Creation 
  Note that if the barlgura is summoned, he is not under the 
  control of the summoner and free to act as he wishes. All of 
  the effects above last 1 minute unless dispelled first. 
   
   
   
  
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  50 
   
   
  ANIMATE FLESH SPHERE  
  4th-level necromancy 
  Casting Time: 1 minute 
  Range: 10 feet 
  Components: V, S, M (a drop of the caster’s blood, a thumb 
  sized opal worth at least 50gp, and a freshly dead corpse of 
  small or medium size) 
  Duration: Instantaneous 
  This spell creates a flesh sphere under the control of the 
  caster. Choose a corpse within range that has been dead no 
  longer than 1 hour. Your spell imbues the target with a foul 
  mimicry of life, raising it as an undead creature. The target’s 
  form is crushed and reshaped into a flesh sphere (the stats 
  can be found in Appendix 1). 
  On each of your turns, you can use a bonus action to mentally 
  command any creature you made with this spell if the 
  creature is within 60 feet of you. You decide what action the 
  creature will take and where it will move during its next turn, 
  or you can issue a general command, such as to guard a 
  particular chamber or corridor. If you issue no commands, 
  the creature only defends itself against hostile creatures. 
  Once given an order, the creature continues to follow it until 
  its task is complete. 
  The creature is under your control for 24 hours, after which 
  it stops obeying any command you’ve given it. To maintain 
  control of the creature for another 24 hours, you must cast 
  this spell on the creature again before the current 24-hour 
  period ends. This use of the spell reasserts your control over 
  the creature, rather than animating a new one. 
  You can only animate one flesh sphere at a time. If you cast 
  this spell on another corpse while you have a flesh sphere 
  under your control, the current flesh sphere detonates and 
  the new one rises. 
   
  ANIMATE GOOSEFLESH 
  5th-level necromancy 
  Casting Time: 1 minute 
  Range: 10 feet 
  Components: V, S, M (a drop of the caster’s blood, a thumb 
  sized emerald worth at least 50gp, and a freshly dead corpse 
  of small or greater size with its skin intact) 
  Duration: Concentration, up to 1 minute 
  This spell creates a blob of gooseflesh under the control of 
  the caster. Choose a corpse within range that has been dead 
  no longer than 1 hour. Your spell imbues the target with a 
  foul mimicry of life, raising it as an undead creature. The 
  target’s skin slowly slides off and becomes a blob of 
  gooseflesh the same dimensions as the creature it came from 
  (this creature is the small version; the stats can be found in 
  Appendix 1). 
  On each of your turns, you can use a bonus action to mentally 
  command any creature you made with this spell if the 
  creature is within 60 feet of you. You decide what action the 
  creature will take and where it will move during its next turn, 
  or you can issue a general command, such as to guard a 
  particular chamber or corridor. If you issue no commands, 
  the creature only defends itself against hostile creatures. 
  Once given an order, the creature continues to follow it until 
  its task is complete. 
  The creature is under your control for 24 hours, after which 
  it stops obeying any command you’ve given it. To maintain 
  control of the creature for another 24 hours, you must cast 
  this spell on the creature again before the current 24-hour 
  period ends. This use of the spell reasserts your control over 
  the creature, rather than animating a new one. 
  You can only animate one blob of gooseflesh at a time. If you 
  cast this spell on another corpse while you have a blob of 
  gooseflesh under your control, the current blob of gooseflesh 
  dissolves and the new one rises. 
   
  CONJURE CLOUD CONVEYANCE 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a fluff of cotton or a dandelion tuft) 
  Duration: Concentration, up to 5 minutes (15 minutes at 
  higher levels) 
  You summon a densely packed glowing cloudbank tinted 
  bright yellow from the elemental plane of air in an area you 
  can see within range. The minutes spent concentrating 
  directly corelates to the size of the cloud conveyance. Note 
  that the max size at 4th level is 5’x5’ which takes 5 minutes to 
  conjure. The cloud conveyance has the following stats: 
   HP: 45 
   AC: 12 
   Speed: Fly 90’ 
      Size                      Weight Capacity 
    1-5 sqft.  
  500 lbs 
    5-10 sqft. 
  1,200 lbs 
    10-15 sqft. 
  1,800 lbs 
  It stays around for 8 (2d6) hours or until destroyed. You can 
  not have more than one cloud conveyance at the same time. 
  If you cast this spell while you already have a cloud 
  conveyance summoned, the old one dissipates as the new 
  one is formed. 
  
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  51 
   At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, the max concentration time 
  increases by 2 minutes for each slot above 6th. 
   
  CONTROL FIRE 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V, S, M (an active flame and a pinch of dust) 
  Duration: Concentration, up to 10 minutes 
  Until the spell ends, you control any flame you can see that is 
  a cube up to 10 feet on a side. You can choose from any of the 
  following effects when you cast this spell. As an action on 
  your turn, you can repeat the same effect or choose a 
  different one. 
   Enhance. You cause the flame you have chosen to swell in 
  size up to a cube that is 10 feet on a side. 
   Blaze. You cause the flame you have chosen to double in 
  heat and deal an extra 2d6 fire damage.  
   Illuminate. You cause the flame you have chosen to 
  quadruple in intensity and blind everyone in a 100 ft. radius. 
  This effect lasts for 1 round. 
   
  CREATE HOLY TONIC 
  4th-level evocation 
  Casting Time: 1 minute 
  Range: Touch 
  Components: V, S, M (1pt. of holy water) 
  Duration: Instantaneous 
  A pint of holy water you touch stores divine light, creating a 
  holy tonic for up to 3 days. When consumed, this divine light 
  heals the drinker for 2d8 + the caster’s spellcasting ability 
  modifier. After 3 days, the holy tonic loses its healing ability 
  at 1d8 per day. Holy tonic has no effect on undead or 
  constructs. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, the healing increases by 1d8 for 
  each slot above 5th. 
   
  DISSONANCE AURA  
  5th-level enchantment 
  Casting Time: 1 round 
  Range: 30 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  This spell creates a 60’ aura of psychic dissonance centered 
  in a spot you can see within range. Any creatures attempting 
  to cast a spell find it impossible to form the spell in their 
  mind due to a constant subsonic hum. This effect can be 
  overcome by making an intelligence saving throw with a DC 
  equal to the caster’s spell save DC. 
   
  EPIC RIFF  
  4th-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 3 rounds 
  You use your instrument, or voice, to create a riff so 
  magnificent and beautiful that it awes any who hear it to 
  tears. Any creature within range must succeed on a wisdom 
  saving throw against the caster’s spell save DC or become 
  incapacitated with joy. Any creature that can’t be charmed 
  succeeds on this saving throw automatically. 
   
  HOLY SHAPE 
  5th-level evocation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Lasts for 1 minute 
  You channel the raw power of your deity through you and 
  begin to glow a bright white. Your torso sprouts two new 
  arms and you grow a third eye from your forehead. For as 
  long as the spell lasts you can now cast two healing spells per 
  turn and your stats become the stats listed below. 
   HP: Half of current 
   AC: - 2 
   Speed: Half 
   At Higher Levels. When you cast this spell using a spell 
  slot of 6th level the speed and HP are only reduced by ¼ and 
  the AC is only reduced by 1. When you cast this spell using a 
  spell slot of 7th or higher, the spell comes with no penalties. 
   
  INTENSIFY GRAVITY 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 100 feet 
  
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  52 
  Components: V, S 
  Duration: Instantaneous 
  You choose one creature you can see within range and 
  double the creature’s mass. The creature has disadvantage 
  on all dexterity and strength checks as well as all melee 
  attack rolls. In addition, its movement speed is halved. 
  However, the creature becomes harder to inflict damage on 
  and gains a +2 density bonus to AC. The spell lasts 1d6 
  minutes or until the caster dismisses it.  
   At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, the subject becomes prone and 
  takes 1d6 crushing damage at the start of its turn for each 
  slot above 5th. 
   
  MOSH 
  4th-level transmutation 
  Casting Time: 1 round 
  Range: 30 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You let out a death metal growl and begin playing power 
  chords while head banging. One creature you target in range 
  begins to feel the power of your metal and enters a mosh-like 
  rage regardless of class. The creature gains the following 
  stats for as long as you continue to head bang. 
  - 
  Advantage on all strength checks and strength 
  saving throws. 
  - 
  + 15 ft to speed 
  - 
  Immunity to bludgeoning damage 
  - 
  Inability to cast spells 
  - 
  Slam attack that deals 4d6 bludgeoning damage 
   
  SHRED 
  4th-level evocation 
  Casting Time: 1 round 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  You begin playing your instrument, or singing, at an 
  incredible volume and with incredible speed. Any creatures 
  within range must make a constitution saving throw against 
  your spell save DC or take 4d8 sonic damage. Any deaf 
  creatures are immune to this effect. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, the damage increases by 1d8 for 
  each slot above 5th.  
   
   
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The_Library_of_Biblius.pdf