The Ruined Library

Scenes from the past

Early in the history of the City, humans were accorded the same status as other lesser races, and one house, House Darakmon, was charged with managing them. Darakmon built a library to store human-related information. As the dangers of humans became more and more apparent, Darakmon became more secretive and guarded their library more jealously. Finally, 430 years ago, they caused a spell of forgetting to be cast on the library, so that people gradually forgot where it was located. When House Darakmon was wiped out seventy years later, the location of their secret library was lost.

Recently, an old manuscript has been discovered indicating that the library's location might be findable. This might one day be of minor use, so the family have decided to send some minor members out to see what they can find. The goals are:


Encounter 1: The Sewers

(600xp)
Skill Challenge: Complexity 3 (8/4)
Primary skills: Dungoneering, Endurance, History, Perception, Athletics, Streetwise

Following are the tyes of primary check needed to negotiate the sewers. failure means that it is harder to find a safe way through and the party is pushed into ever more dangerous routes. If not specified, each option can be taken only once.

  1. Dungoneering: (DC 15) You safely navigate tricky sections of sewer (2 sucesses maximum). If the cracked floor has been found, then (DC 17) you successfully create a safe path downward.
  2. Endurance: (DC 15) The best way to go lies across a strong current. You help the others pass it safely. (DC 13) A stream is contaminated by posions flowing from above. You shield the others from the effects (sucess: save vs. Blinding fever. Fail, and everyone must save)
  3. History: (DC 15) At a fork, you know which way cannot be the right way, so you pick a better direction to head (2 successes). (DC 12) When 5+ successes have been achieved, you find the crack in the floor!
  4. Perception: (DC 15) When 1-5 success have been achieved, you know the right way to go (once). (DC 12) When 6+ successes have been achieved, you see the crack on the floor.
  5. Athletics: (DC 15) You force open a blocked passage (3 times)
  6. Streetwise: (DC 17) From what you recall of the streets above you, you can work out which way you should go (2 times)
Interrupting this skill check, on 2 failures, will be an attack by: 2 dire rats and 4 giant rats. On 4 failures, they will be attacked by 3 dire rats and 8 giant rats


Encounter 2: The Door

(350xp)
Trap: Magic Crossbow Turret
Creatures: 2 Stirges

The area around the door is trapped. There are four trigger spaces to be found. If anyone lands on them, the turrets attack. The stirges don't know what causes the turrets, but if the turrets appear, they hid in cracks in the ceiling if possible.

The library has stone walls, coverd in wood paneling that is cracked and broken in places. Rivulets of water run down though it. It smells musty an old. Most books are bound in leather or in scroll cases, and are in good shape, but those not so proteted are ruined.


Encounter 3: Antechamber

(525xp)
Creatures: 3 or 4 Phantom Warriors

This area (passage and room) is slippery. A DC 10 Acrobatics check is needed each round. Failure by 1-4 means no pregression, 5+ and you fall prone. When you enter the main area, three phantom warriors shout "intruders" and charge through the walls of the guard room to attack.

What am I?
I am black with the blood of a squid.
A brain inside me is hid.

Children and old men love me.
Fire is my deadly enemy.

Like an animal, I have a spine
Like a tree, I have leaves.

Open me and drink knowledge.
Close me, and I keep yours safe.
What am I?

One round later, Kerrick -- another phantom warrior -- charges out from the study. It will take an insight check (DC 13) to realize he is not really interested in attacking. If not attacked (he will provoke an opportunity attack) he will ask the following riddle (in the middle of combat). If attacked, he will attack back, if left alone, he will do nothing. If the riddle is answered correctly, he will join with you (he recites the lines in pairs, one pair every round), although he cannot move outside these two rooms.

If Kerrick is made friendly, he can tell you the history of the place. He was the chief guard and the others were sub-guards. All were murdered in their sleep by another Tiefling house, House Aglomel, and they live only for vengence. Unlike his brethren, Kerrick has kept his mind somewhat intact and can distinguish betwen intruders. He can also warn them friends about the Gelatinous cube in the next room.

Searching the office finds mainly administrational items, including the head librarian's personal journal.


Encounter 4: The First Room

(400xp)
Creatures: Gelatinous Cube

The cube in this room has cleaned out everything in the bottom 8' of the room; all shelves have had their contents eaten off, the floor is clean, the wood panels on the walls are no more. It is an easy (DC 12) Dungeoneering check to figure out that some sort of ooze has been prowling here.

Once in the room, characters can stay out of its reach by jumping on the book shelves (which are stone) with a DC 15 Athletics check. They can jump between them to get better views of the ooze, which will not just sit and be peppered with arrows/magic, with a DC 15 Acrobatics check. The ooze will move around below, forcing characters to jump between shelves. It will hope one will fall, so it can attack!

Searching this area reveals several interesting books on human lore, including "Humans and Iron Magic", "The Secrets of Humanity's power", "19 Valuable uses for human organs", and "Human Anatomy, with practical combat applications". The doors at the far end are buckled and a weight of earth is behind them. Clearly some serious excavation is called for.


Encounter 5: Hiring some diggers

(400xp)
Skill Challenge: Complexity 4 (10/5)
Primary skills: Bluff, Healing, Streetwise, Insight, Intimidate

The House of Ekkaral is the source for all well-trained silver-torc servants. They have a sales hall complex in the market area of the city where individual trainers bring candidates. The servants there are highly moivated as being employed by a major house gives them protection and a chance to advance to become a gold-torc. They will therefore compete and do pretty much anything to present themselves as valuable candidates.

The sales room is near the surface, slightly cool for Tieflings, and uncomfortably warm for everyone else. There, gold-torc servants will seat the players, bring them sherbert, wine and other drinks, masseurs, dancers and a variety of other minor entertainment. In about half an hourglass, a set of seven dwarves are brought out. The players will need to hire three to make a team, and choose one to be the team leader. The dwarves are as follows:

The following are the primary uses of skills. Each skill can, at most, be used on each dwarf once. If a skill has no effect, give trival information, but do not count it as success or failure. All DCs are 15 except as noted.


Encounter 6: Ambush

(425xp)
Creatures: Gang of thugs
Humans: 2 Soldiers, 1 bandit

A rival House has decided to take some low-level action against the player's house. Rather than directly attack members of the House, which might start a serious war, they just want them to lose face. They have therefore decided to stage a public attack on them, killing all their servants and showing that their rivals cannot defend their property. When their spies at the servant's service spot the players there, they prepare a strike force they have previosuly hired (anonymously). The players get a DC 25 perception check to notice a signal being given as they cross a street, and then the fight is on.

Tactics: The soldiers will charge in and suck in the party. Then the skirmisher will attack the dwarves and try and kill them. As soon as anyone is bloodied, the soldiers will switch to non-lethal attacks on that person. If all three dwarves are killed, or if two are killed and the fight looks dangerous, they will all withdraw. To follow them in the town takes DC 15 streetwise checks. With a success, you can follow and attack one target. With a failure, you lose all of them. Once reduced to zero hits, a dwarf will die at -10, so the attackers will keep on attacking a downed dwarf.


Interlude 7: Excavation

Introductions to Kerrik

The dwarves will be generally unhappy to have a ghost wandering nearby them and will need Diplomacy (or possibly Bluff) checks to make them feel better about it. DC 15 will do the trick. With a DC 25 success not only will they be comfortable, but they will listen to Kerrick's advice about where to dig, giving them a +5. The dwarves can start digging. Take their total skill (add all three, with a +5 if they listen to Kerrick. The following results: On any success, the dwarves dig out the beginnings of three shelves. They tell you that the mass of the roof has begun shifting and will collapse very soon (within an hour). They will only be able to put up supports to save one shelf. Which should they save?

Information from the dwarves:

Information from Kerrik:

Information from reading head librarian's journal:

If the players choose correctly, then when excavating further they come across Lord Rufus's private collection. All the books have been torn to pieces, except for one, which has a complex lock on it and strange symbols that sort of look like clawed animals. If any players (whose characters are NOT picking the lock) declare themselves to be watching the symbols or otherwise wary of them, they will not be surprised if the symbols are released in the following encounter.


Encounter 8: Trapped Book

(700xp)
Skill Challenge: Complexity 2 (6/3)
Poison level 5: Stormclaw Scorpion poison
Creatures level 1: 12 Bookrippers (use Giant rats)

The book is trapped requiring Thievery and Perception checks. On 1 failure, the bookrippers are released -- the symbls flow off the book's cover. Four attack the first round, then another four the next round, then the final four. When released, the bookrippers first attack the opener (as a group), then they attack a person at random (again as a group). They are ratlike creatures with claws that tear at anything near them. On a third failure, the poison strikes.


Resolution: The Secrets of the Darakmon Research into Humanity

This (actually unnamed) book is a collection of reports by Lord Rufus on House Darakmon's investigation and experimantation into the magical affinity between humanity and iron-like metals. Possessing the book gives a +5 bonus on any attempt to use Arcane skills with respect to magical effects that are specific to humanity. It details how humans have a particular affinity (or pehaps resistance?) to Iron and ferrous metals, allowing them to wield more powerful iron magics than other races. It describes three main areas in which research into human/iron affinities should be pursued:

  1. Building iron constructs using Eladrin and fey magics, executed by dwarven master-smiths. These constructs would have fey minds bound into the iron to animate them, and use humans as interfaces to control and also to interface between the iron-bound fey and the construct's masters.
  2. Binding human souls into forged iron to create intelligent fey-killing weapons, that could be used to establish a foothold into the Feywild.
  3. Ritual magics that only humans could use that would use focii of amalgums of gold, silver, and iron. The resulting magics would allow mental control of others, especially fey races.
The first item reminds everyone of the Dragons of House Taragent. No-one knew how Taragent developed the technology, but they have seven iron dragons, built to fey design by dwarven masters, that are piloted by humans loyal to House Taragent. They are used on very important missions to the other worlds -- every decade or so on average. With a DC 15 History check, it is remembered that House Aglomel attempted to establish a base in the Feywild 300 years ago. They were unsuccessful, but you do recall they were very proud of their weapons, now stored in the Aglomel vaults. You have no knowlege of any ritual magics involving humans

Rough Guide to the City

The City is all that is known in this plane. It fills a sphere approximately twenty miles in radius. Outside that sphere nothing exists. People can walk into it, and appear to vanish in the dark, but no matter how far they walk or think they walk, the moment they step back, they are outside. In the dark, you can run into other people and it appears to be large and expansive, but the moment you turn around, you are back in the city. You can move laterally around the edge while in the dark, but it is very hard to do so accurately. There are tales of people -- and things -- that live out in the dark. Scary tales. It is rare for people to step in there willingly.

The top third of the city is air. At the very top a magical ball of fire burns fiercely, so that the land on the top of the city is at hgh temperatures. Anyone in sunlight takes 1d6-1 fire damage every minute. The sand and rock is divided into sections by walls averaging fifty feet in height; each compound housing a Tiefling House. They are the masters of this world, and their palaces, desert gardens and ranches with heat-loving ceatures cover the surface. Some compounds are ruined, some are too perilous to enter, but no-one but Tiefling and their most honored servants (gold-torced eladrin, mainly, but with some dwarf, elf and dragonborn) walk on this level.

The next levels (hundreds of them) house the majority of the rest of the city. Levels are not entirely fixed -- there is no 17th level, for example, but the rules for each section of th city are well known to all local people. All races (except Tiefling lords and the Human mobs) live in these sections, but there are controlled access points between several levels. In the top tier (10 levels or so) only gold and siler-torcs are allowed to walk freely. Iron-torcs must be escorted and un-torced people are executed on sight. Tieflings rarely descend below the fifth level. The next twenty levels allow all torcs, but untorced people must be escorted. This rule is pretty relaxed close to the boundary with the final seventy tiers, where everyone can travel freely. In this section, especially lower down, torced people are envied strongy and never travel except with heavy protection.

The lower third is rarely spoken of. It is where Humans were exiled to after their attempt to overthrow the city and summon evil gods millenia ago. Many Tieflings belive that it would have been better to have exterminated them, but some hope for redemption for them one day. Humanity is not allowed outside this region, with very few exceptions, and the border to their realm is guarded by Tiefling-led torced guards. It is also common for Tiefling doctors and specialists to spend time in this area, especially if they need to deal with the frequent plagues that can devestate the region.

Several houses are known to guard gates to other worlds. Some are commonly used and well-known. Some are less well known. The most commonly used gates are:


Aids

Manuscript Fragment

Initial Map


Page References

Diseases: DMG 45

Rats: MM 219

Magic Crossbow Turret Trap: DMG 88

Phantom Warriors: MM 116

Gelatinous Cube: MM 202

Humans: MM 162

Poison: DMG 51


Excavation Puzzle Solution

Left - Kerrick - Vulture
Middle - Librarian - Fox
Right - Rufus - Owl