Call to Adventure: “The Bookkeepers”

An Adventure Hook Written By: Dice Prophet

Type: Mystery, Investigation

System: D&D 5th Edition or Pathfinder

Ideal Party Size: 4-5

Recommended Levels: 1-2

Introduction

This adventure begins as a macabre paranormal investigation of a purportedly haunted library. Upon closer examination, the player characters learn that this phenomenon is merely the machinations of a mischievous pair of faerie dragons who have become trapped in the prime material plane. True to their nature, they have taken to terrorizing the locals with trickery as they attempt to find their way back home.

Read the following flavor text to the PCs at the beginning of the quest:

“Rumors have circulated that Arnost Library is under siege by angry spirits. A week ago, a sudden flash of green light from the East Wing heralded a series of ghastly sightings! Ever since then, the building has been plagued by the restless undead.

Locals reported seeing a chain-bound specter with empty black eyes roaming among the shelves. The Head Librarian claimed that the books are constantly rearranging themselves and floating in midair. A guttural incorporeal voice constantly demands tribute with an insatiable zeal. And just yesterday, a precision of trained and armed city watch members ran screaming from the building after just an hour of investigation; they have inconsolable ever since. For public safety, the library is now under quarantine.

We beseech the aid of brave adventurers to help cleanse this blight from our beloved town! We offer 400 gold pieces and access to the library’s restricted texts for anyone who succeeds in this task!”

Setup

The adventure revolves around a faerie dragon duo with the names Aya and Waska. For their 5th Edition stats, consult page 133 of the Monster’s Manual. If you’re running Pathfinder, the monster details are located at page 91 of Bestiary 3 or at this link. These creatures are the size of cats (tiny) and sprout translucent, butterfly-like wings in lieu of the bat-like structures of “true” dragons.

Aya’s body is covered with shimmering interlocked blue scales, indicating that she is 31-40 years of age, and can cast spells up to Major Image (D&D/Pathfinder) to assist in her façade. Her younger brother Waska is armored in glistening emerald plates and has lesser combat and spellcasting ability.

Development

Tactics

The dragon siblings to not wish to kill anybody, but they will harm anyone they deem to be a threat. They will only resort to direct attacks when cornered. Otherwise, they prefer to drop objects from the environment onto their enemies, ranging from small knick-knacks to entire bookshelves, depending on the situation.

Investigation

Aya and Waska are using combinations of their invisibility, illusions, spells, deceptions, and environmental assets to create the appearance of a haunting. Below are some examples of checks that the players can attempt to discern the true nature of their enemy.

Arcana (Intelligence) DC 10 or any spell/ability that detects undead – There are no signs of undead activity or traces of necrotic energy on the premises.

Arcana (Intelligence) or Knowledge: Planes DC 16 – You can sense the remnants of planar magic in the vicinity. The “green flash” reported by the townsfolk may have been an side-effect of a portal spell.

Perception (Wisdom) DC 20 – The dragons let out a stifled giggle whenever they successfully pull off an amusing prank. This snicker can be detected by a keen ear in the aftermath of such an event.

Investigation vs. Deception or Knowledge: Local vs. Bluff – Many of these ghostly sightings are oddly familiar. You realize that they are ripped straight from local books and tales from this specific building.

Nature or Knowledge: Nature DC 10 – There has been a disembodied voice demanding “tribute” from the townsfolk. It has rejected everything from trinkets to jewels, but finally accepted offerings of food. In particular, the presence favors baked goods and sweets more than anything else.

Survival (Wisdom) DC 14 – You locate tiny tracks running along the bookshelves. They are composed on three clawed fingers and an opposable thumb. DC 20 – You find some loose powder clinging to some of the books. Upon closer inspection it shimmers like a prism when scattered.

Conclusion

Once the true nature of the “haunting” is revealed, Aya and Waska will make their presence known. They mean no harm, but they have no reason to trust anyone due to their unfamiliarity with their surroundings. Aya has been fastidiously studying books on magic in order to conjure up a portal to take them both back home. They were banished from their homelands for being too mischievous, and clearly haven’t learned their lesson at all. From here, the players can decide their fate. Do they exterminate them? Take them in as familiars? Or join them in their quest to return to the Feywild?

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