You are on page 1of 6

R

are books are being stolen from a A mini-adventure for


 university library as the culprit 4 adventurers of 5th–6th level.
 behind the thefts—the wererat wiz-
ard Zamus—searches for a tome that contains a
writing Anthony Pryor
map of the city’s underground, his efforts grow- playtesting Travis, Beth, Eric, Larry,
ing all the more damaging as his frustration Erica, Greg, and Jess
mounts. Can the lycanthropic thieves be stopped
editing Mike Myler
color art Rafael Benjamin
without destroying the valuable knowledge the
maps Dyson Logos
library contains? layout Eric Life-Putnam

EN World EN5ider
Urgent Request map that contains the layout of a forgotten sewer
The adventurers are approached by the chief li- system, including secret entrances to several im-
brarian of the city’s university who explains that portant buildings as well as the homes of wealthy
several important books have vanished, and that citizens—with that in hand they intend to start a
theft is suspected. Rather than admit that they city-wide crime wave. After searching the rest of
have been lax in their duties, the librarians ask the library, Zamus believes that the map is con-
the party to investigate the losses. In addition to tained in one of the volumes from the rare books
the stolen books, some of the magical items from room.
EN5ider #380: Magic in the Stacks may have gone
missing as well. The Library
The university library is a two-story structure
“Can I count on your discretion?” the chief librarian with a skylight on the roof. All of its shelves are 8
whispers. “We have been losing books. Well, not exactly feet tall and full of books. Stepladders are located
losing … we think our books are being stolen. Naturally, at various locations to help reach books on higher
it would not do for the university elders to learn that we shelves.
librarians have allowed important volumes to go miss- The walls are wood and plaster on the inside
ing. I’m asking you as a favor to discreetly find out what’s with only a thin stone facing, allowing the rats to
happening. We can’t offer much, but you would certainly easily tunnel in. They have created two giant rat-
have our gratitude.” sized passages, one ending on the main level, the
other on the upper level in the reference section.
The library is closely monitored during the day Two others were abandoned and hidden by the rats.
and until now the librarians have simply locked
the doors at night, assuming that this was enough 1. Main Floor
to discourage thieves. The thefts were discovered The pillared section of the main floor is open to the
two days ago and so far eight volumes are miss- atrium and skylights above. Two flights ascend to
ing. The stolen books are from the rare reference the second floor’s balconies. A small external door
collection—spell books, histories, and limited edi- in the north wall is kept barred from the inside.
tions—and normally are never allowed to leave the The main floor houses the library’s mundane
library. So far none have turned up on the black collection—books of basic science, history, art,
market. The librarians are unsure how long they and literature. A heavy candelabra set with four
can keep the disappearances secret from univer- plaster false candles sits atop each shelf. The fake
sity authorities, so their request for the PCs to candles have been treated with continual flame
investigate is urgent. spells and provide dim light.

Culprits Silver Clubs. The candelabra on the two shelves


Wererat wizard Zamus and his wererat compan- flanking the rats’ tunnel entrance (X) are made of solid
ions are behind the thefts, and they have tunneled silver, and can act as clubs if used against the wer-
into the library walls with help from a horde of erats by adventurers who do not have silver or magic
sewer rats. The wererats are also searching for a weapons.

Open Game Content | The game rule information in this article is designated Open Game Content. All other
EN material in this article, including maps and illustrations (including illustrations in the public domain), in- and out-of-

Publishing ™ character narrative and descriptive text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,”
EN Publishing product and article titles, and EN World and EN Publishing logos, are designated Product Identity.

Night in the Library  |  EN World EN5ider


10

11
9

12
8

4
5

1 6

7
2

Cartography by Dyson Logos

EN World EN5ider |  Night in the Library


Zamus and the rats made an entrance here but 7. Office
have since chosen to focus their search on the rare This chamber contains the full catalog of the li-
book room. Located in a narrow space between brary’s collection, as well as recent volumes listing
two bookcases at the X, the tunnel opening is borrowed books, repairs, losses, and so on. The
covered by a section of plaster wall that the rats missing books have not yet been removed from
remove when entering the room and it can be dis- the catalog.
covered with a DC 20 Intelligence (Investigation)
check. 8. Upper Atrium
Stairs lead from the main floor to a balcony that
2. Cloakroom runs along the outside of this chamber, which is
Staff keep their coats, capes, wraps, street shoes, open to the ground floor. The library skylights are
and minor accoutrements here. above. Inspection of the skylights does not reveal
any evidence of entry by that route.
3. Staff Room
Librarians use this room for their own study or for 9. Study Room
relaxation between shifts. It contains couches, ta- Students are allowed to use this chamber to study
bles, shelves, and storage areas for personal items. books from the reference and rare collections.

4. Conference Chamber 10. Chief Librarian’s Office


This chamber contains tables and chairs for pri- The head librarian’s chambers contain book-lined
vate meetings and conferences. shelves, a desk, small bed, table, and chairs. It is
homey and crowded, with decanters of fine liquor,
5. Documents Room jars of aromatic tobacco, and a collection of hand-
The walls of this room are lined with shelves crafted pipes. Zamus’ rats searched here but found
containing varied documents—old manuscripts, no clues about where the tome was located, and
treaties, maps, and the like—as well as several sealed the tunnel behind them as they did in the
tables and chairs for study. A small door to the Documents Room (Area #5).
outside is kept barred at all times. The rats have
searched the room, but sealed the entrance to 11. Reference Books
their tunnel and restored it to its original state. Several histories, atlases, and arcane manuals of
Any adventurer that makes a DC 20 Intelligence moderate value have been stolen from this area.
(Investigation) check finds that the wall has been The door to the chief librarian’s office is normally
altered or repaired in the recent past, but digging left unlocked.
into it reveals nothing out of the ordinary.
Stairs go down to a small basement and end 12. Rare Books
at a locked door that requires a DC 13 Dexterity Doors to the rare books room are kept locked, and
(thieves’ tools) check to open. The basement is 10 the entrance to the reference section is watched
feet square and built entirely of stone, preventing by two guards during the day. Bypassing the
the rats from tunneling. It contains various items locked door requires a DC 18 Dexterity (thieves’
including food and water, old book catalogs, and tools) check. Most of the losses have been from
cleaning supplies. this room. It contains the library’s most valuable
possessions—books of arcane spells, magical lore,
6. Storage ancient manuscripts, and similar works. While
Reams of parchment, blank volumes, quills, and the books contain numerous spells (of up to 4th-
ink are stored on shelves in this small area. level), there is insufficient time for the adventurers

Night in the Library  |  EN World EN5ider


Not the Books! F ighting in the library risks damaging or
destroying priceless books. The stacks are so cramped
that a natural roll of 1 on an attack roll automatically
hits a shelf. If a shelf is hit, the attacker must make
another attack roll to see if a book was damaged (AC
12, 1d6 hit points). If a creature uses a flaming weapon,
or a ranged or area effect spell such as flaming sphere,
to copy these to their own spellbooks, though the lightning bolt, or fireball, they destroy or damage all
librarians may allow this on successful comple- books within their area of effect. Further, such spells
tion of the mission. as thunderwave or gust of wind may knock over entire
Zamus is convinced that the map is included shelves, strewing books across the floor and creating
in one of the books in this collection, possibly a an area of difficult terrain.
memoir or history volume. His rats spend the eve-
ning pulling volumes from the shelves. Gameris If the fight is going against him, Zamus sacrifices
and Polly check the books for the map, and keep his rats and his wererat companions, transform-
any that look valuable. The stolen items are hidden ing into a giant rat and fleeing toward the tunnel. If
at the gang’s lair and they intend to sell the lot once he escapes he makes his way to his lair and seizes
the map has been located. all the books he can carry before disappearing.
The rats’ entrance is hidden at the X, beneath a
study carrel in the corner; finding it requires a DC Aftermath
20 Intelligence (Investigation) check. When Zamus is captured or killed the librarians
quickly locate his lair and recover the stolen books,
The Theft rewarding the PCs with 500 gp each. Should he es-
The librarians lock the main doors behind the par- cape, however, Zamus vanishes with half of the
ty and for a few hours the library is quiet, allowing stolen books, allowing the librarians to recover
the PCs to explore and search the place. Entrances the remainder. This reduces the party’s reward
to Zamus’ tunnels are extremely well-concealed, to 250 gp each, but the librarians are still grateful
but if located the adventurers can lay an ambush for their assistance. On a successful DC 13 Cha-
for the intruders. risma (Persuasion) check, the librarians can be
The gang arrives at midnight whether the tunnel convinced to let spellcasting adventurers copy 1d4
is discovered or not. On the first round 3 swarms spells from the library’s spellbook collection using
of rats and 6 giant rats creep into the rare books their materials without the usual cost.
room, followed on the next round by 2 wererats— As for the object of Zamus’ search, the volume
Gameris and Polly—and by Zamus himself on the with the undercity map remains hidden in the li-
following round. The giant rats and rat swarms brary and the PCs will only know about it if they
search for any creatures hidden in the room and overheard him discussing it with his co-conspir-
attack if any are found. ators, with detect thoughts, or the use of similar
divination magic. If captured Zamus may confess
Lowly Tactics. As soon as it’s clear they are not alone his plan and in desperation offer the party a cut
Zamus fights rather than allow his scheme to be of his takings if he is allowed to continue search-
discovered. He orders the rat swarms and giant rats ing. If by some chance the adventurers do find the
to attack, keeping the party busy while he casts spells book containing the map, they may also use it to
and his wererat companions harry the PCs with hit- explore or—if they are so inclined—start their own
and-run strikes. criminal enterprise. e

EN World EN5ider |  Night in the Library


Zamus the Wererat Wizard Spellcasting. Zamus is an 8th-level spellcaster. His
Medium humanoid (human, shapechanger), lawful evil spellcasting ability is Intelligence (spell save DC 15,
Armor Class13 (16 with mage armor) +7 to hit with spell attacks). He has the following
Hit Points33 (6d8+6) wizard spells prepared:
Speed30 ft. Cantrips (at will): chill touch, mage hand, minor illusion,
STR DEX CON INT WIS CHA shocking grasp
10 (+0) 16 (+3) 12 (+1) 18 (+4) 10 (+0) 8 (–1) 1st-level (4 slots): fog cloud, mage armor, magic mis-
SkillsPerception +3, Stealth +6 sile, shield
Damage Immunitiesbludgeoning, piercing, and 2nd-level (3 slots): alter self, misty step, web
slashing damage from nonmagical attacks that aren’t 3rd-level (3 slots): counterspell, vampiric touch
silvered 4th-level (2 slots): blight, greater invisibility
Sensesdarkvision 60 ft. (rat form only), passive ACTIONS
Perception 12 Multiattack (Humanoid or Hybrid Form Only). Zamus
LanguagesCommon (can’t speak in rat form) makes two attacks, only one of which can be a bite.
Challenge6 (2,300 XP) Bite (Rat or Hybrid Form Only). Melee Weapon Attack:
Keen Smell. Zamus has advantage on Wisdom (Percep- +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing
tion) checks that rely on smell. damage. If the target is a humanoid, it must succeed
Shapechanger. Zamus can use his action to polymorph on a DC 12 Constitution saving throw or be cursed with
into a rat-humanoid hybrid or into a giant rat, or back wererat lycanthropy.
into his true form, which is humanoid (human). His Shortsword (Humanoid or Hybrid Form Only). Melee
statistics, other than his size, are the same in each Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6
form. Any equipment he is wearing or carrying isn’t (1d6+3) piercing damage.
transformed. He reverts to his true form if he dies. Hand Crossbow (Humanoid or Hybrid Form Only).
Ranged Weapon Attack: +6 to hit, range 30/120 ft., one
target. Hit: 6 (1d6+3) piercing damage.

Night in the Library  |  EN World EN5ider

You might also like