Archive for D&D Quest

Library of the Dead

Posted in Dungeons and Dragons with tags , , on September 5, 2011 by boccobsblog

The Library of the Dead is a non-combat encounter site for a party of any level. While not a quest, the library is a unique and interesting place to send your party. The library puts a creepy spin on the idea of how knowledge can be stored in the D&D multiverse. While written with D&D 3.5 edition in mind, the site can be adapted for Pathfinder, 4e, or any fantasy themed game. The library can be dropped anywhere and is suitable for parties of any level.

Background (for the DM)

The librarians of the Unsul Library pride themselves on knowing a little bit about everything.

The Library of Unsul started as the pet project of a worthy noble that placed scholarship above all else. As the youngest son of a large noble family, the scholar, whose name was Regulus Unsula, had little chance of inheriting his father’s title (or responsibility) so he was free to commit his time and money to his passion, books.

Regulus’ zeal for books bordered on obsession. He would buy any printed volume he could find. Merchants started coming to the Unsula estate from all parts of the country for a guaranteed sale from the young noble. Soon Regulus had more books than he could house and purchased an empty building in the nearby town to store his books, thus starting the first Unsul Library.

Mages and scholars from all parts of the land came to the library to study, but several years after the library opened it burned to the ground in a terrible fire. Whether the fire was an accident or an act of arson was never determined. Regulus was so broken-hearted and distraught that he dropped out of normal society and joined a monastery dedicated to a god of knowledge. During his studies in divine magic he learned the ability to speak with the dead. This new skill caused an epiphany, and Regulus left the monastery and began to rebuild his library, this time stocking it with life experiences in place of written words. He was said to have remarked to a fellow monk, “Imagine being able to question a book for clarification.”

Regulus is long since dead (though some rumor lichdom), but his Library of the Dead continues on by a loyal group of neutral cleric followers.


The Library of the Dead is a circular building made from white marble a set of large, iron doors are the only entrance. The library is without decoration and has no windows. The inside of the library is dark and cool. Dim magical torches cast only shadowy illumination and give off no heat. While touted as one of the greatest libraries in the land, the central chamber holds no shelves and no books can be seen anywhere; instead marble altars circle the room, each about three feet high and roughly seven feet long. Atop each altar lays a humanoid in purple robes that appears to be sleeping. White robed monks can be seen moving about the chamber wordlessly attending to their daily chores.

A DC 5 spot check reveals that none of the humanoids’ chests appear to be rising or falling with breath and that they are in fact dead.

A DC 15 Spot check reveals a white-robed monk touching the forehead of one of the dead humanoids with a slender wand shaped from a piece of willow.

A DC 5 Heal check reveals that the deceased humanoids appear to have died very recently as no signs of decomposition has started.

A DC 18 Spellcraft check reveals that these corpses are under the effects of a Gentle Repose spell. There is no telling how long they have been dead.

Moments after the pc’s enter the Library a human man with a shaved head and neatly trimmed grey beard approaches. He is Joran, the head librarian. Joran explains that the bodies on the slabs are all scholars that have volunteered their bodies after death to continue to provide knowledge to those that seek it. Joran says he will cast Speak with Dead and allow the pc’s to question the corpse.  He explains the costs as listed below:

2 Questions- 150 gold

3 Questions- 200 gold

4 Questions- 250 gold

If the party has a caster able to cast Speak with Dead, Joran allows them to do so, but charges a flat fee of 50 gold.

Once the party has decided how many questions they wish to ask and on which subject, Joran leads them to the appropriate scholar’s body (playfully referred to as “Books”), selects a wand from his robe and uses it to evoke the spell.

Some players may express a moral objection to this rather bizarre library, if so, Joran explains that all the “Books” volunteered for their strange interment, and that the spell only accesses memories trapped in the corpses mind and that the actual person’s soul has gone on to the afterlife.

A DC 10 Sense Motive or a DC 18 Spellcraft check will reveal that he is telling the truth.

The Books

The following is a sample of possible corpses usable by the DM, though DM’s should be encouraged to create their own that better fit with their campaign’s feel.

Durvis Brokenhammer- An elderly Dwarf with dark grey hair and beard, Durvis is an expert in  dungeoneering, appraise, architecture, mining and history.

Kelvin Cooper- A middle-aged human with short brown hair, Kelvin was/is an expert on all things arcane. Having been a mage for his entire adult life, Kelvin can answer all but the most obscure arcane questions.

Jellania Darkpast- A beautiful tiefling woman with long dark hair parted by small grey horns, Jellania is an expert on all matters of dealing with the planes.

Bruja Greenmoss- A dryad, Bruja resembles a small, lithe woman with moss-green hair and skin like tree bark. A druid in life, Bruja is an expert on all things related to nature.

Darkon Thrane- A gaunt elf with sunken cheeks and a pale hairless body, Darkon is an expert on dark magic, demons, cults, and religion. Darkon was a wizard and a cleric in life and understands the workings of both divine and arcane magic. He is knowledgeable on all matters dark and evil.

The actual number of “Books” in the library is up to the DM, the above-mentioned were just a small example of what could be found in the Library of the Dead.

The Library of the Dead

Road Shrine Adventure Site

Posted in D&D 3.5, Pathfinder with tags , , on July 25, 2011 by boccobsblog

This non-combat encounter can be placed along any road in your game world. It is suitable for a party of 1st to 7th level, though lower-level characters will receive the biggest boon. Also, if placed shortly after a combat encounter the players will benefit from the possible healing.

Background (for the DM)

Several years ago (since the first dirt paths were trod by humanoids) a small stone shrine appeared next to the road. No one is certain who carved it or created the stone though several wandering clerics have spent time next to it offering aid to weary travelers. The stone is imbued with powerful magic and will gift the PC’s with a blessing if they leave a donation, or will bestow a powerful curse on them if they dare to rob the shrine of any of its treasure.

Description (read aloud to players)

A foot or two from the road sits a large gray stone worn and weathered. The stone is roughly five feet tall, seven feet in diameter. The stone is covered in dozens of messages left by other travelers written in white chalk or black charcoal. A rough shelf has been cut out of the center of the stone (about three feet from the ground) that is three feet deep. The stone alcove is covered in numerous piles of small treasure left like offerings on an altar. Coins, gems, flowers, and incense litter the small stone shelf. Among the treasure sits a small brass bowl filled with pieces of white chalk and black charcoal.

A DC 10 Search check reveals that there is 568 gold pieces in assorted coins and gems.

A DC 10 Knowledge Religion check reveals this to be a roadside shrine to a nature or travel god (or any deity fitting for your setting).

A DC 15 Knowledge Religion check reveals that this shrine is imbued with divine energy and has several spells keyed to it. (It is impossible to determine the exact spells stored in the altar)

Beneficial Effects

Should a PC place an offering on the altar they will receive a blessing whose strength will be determined by the market value of the offering.

1 copper – 10 gold

Roll d6 (assume a level caster of 1)

  1. Cure Minor Wounds (ignore if PC is uninjured)
  2. Guidance
  3. Light (ignore if PC has lit source of light
  4. Resistance
  5. Guidance
  6. Guidance

11 – 25 gold

Roll d8 (Assume a caster level of 1)

  1. Bless
  2. Cure Light Wounds (9hp, reroll if PC is uninjured)
  3. Divine Favor
  4. Magic Stone (3 appear)
  5. Magic Weapon (reroll if PC has a magic weapon)
  6. Protection from Evil
  7. Sanctuary
  8. Shield of Faith

25 – 50 gold

Roll d8 (Assume a caster level of 3)

  1. Aid
  2. Aid
  3. Align Weapon
  4. Bear’s Endurance
  5. Bull’s Strength
  6. Cure Moderate Wounds (19hp, reroll if PC is uninjured)
  7. Delay Poison (reroll if PC is not poisoned)
  8. Eagle’s Splendor
  9. Owl’s Wisdom
  10. Lesser Restoration (ignore if PC has not sustained ability damage)

51- 100 gold

Roll d8 (assume a caster level of 5)

  1. Create Food and Water
  2. Cure Serious Wounds (ignore if PC is uninjured)
  3. Magic Circle Against Evil
  4. Magic Vestments
  5. Prayer
  6. Remove Blindness/Deafness (ignore if PC is not afflicted)
  7. Remove Curse (reroll if PC is not cursed)
  8. Remove Disease (reroll if PC is not Diseased)

Detrimental Effects

If a player should choose to steal from the shrine, roll on the table below. A kind DM may wish to add a warning, perhaps a DC 10 Spot or Search check reveals a skeleton laying in the tall grass near the shrine gripping a small gemstone in its hand. Summoned creatures attack the thief and fight until death.

Roll a d12 (Assume a caster level of 7.)

  1. Bane
  2. Inflict Light Wounds
  3. Doom
  4. Inflict Moderate Wounds
  5. Summon Monster II
  6. Bestow Curse
  7. Blindness
  8. Contagion
  9. Inflict Serious Wounds
  10. Summon Monster III
  11. Poison
  12. Summon Monster IV

Shrine PDF