The Cerstwhile’s Baronial Double Library (Moorlight Library)

A servant leads you, and unlocks the cellar door in the tower’s base. The passage is dark, and he gestures towards a small table with a lamp and candles. “The passage takes you directly there, it’s not far.”

The Cerstwhile’s Baronial Double Library (Moorlight Library) takes place in the Baronial Library of Crestwold

There is a crossbow hidden nearby the lectern podium.
I > DC 16 Perception: A ring of keys hangs off the high podium of the lectern.
i > DC 15 Investigation of the whole area to find the off limits door.

Searching for Local Lore

The library has over 500 books and scrolls.
The library adds a +4 to local history
The library adds +2 to ancient history of the area

Finding the Reference

Clue Words
Four broken trees with roots buried deep
Crafted by giants, secrets held to keep
Moor lights mark the way, behind the fog they weep
Under black of night, restless in their sleep

Naming the Place
DC 20 to find a reference to things built by giants, and an old legend of Bronzeman Enclave of Aquarine. It has a reference to 4 stone towers, which anchored the bridge over a river that were built by giants.

Lectern Storage

This closet has some supplies for lectures, but the ink is dry and dust covers everything. There are a few books here, but none of what you are looking for.

DC 20 Perception check to find the concealed shelf. This has three ancient bronzemen books in it. One of them is what the PCs need. Another is falling apart – it looks like its been in a war. The last has a glyph on the locked outer cover. They are all massive – recorded in bronze sheets and weighing 40-75 pounds.

Off Limits Door

One area is obviously off limits and concealed around an alcove and down a narrow, dark hallway off the lectern. No mention of it was made to you, but a held up hand indicating stop, and “do not enter” written in a few languages covers the door. There is a suit of armor on either side of the locked door.

Closer inspection reveals a faded glyph on the door. As you get closer, the heads of the suits of armor swivel to look at you.

The armor suits have arcanists aura on them to frighten intruders. Glyph is an ancanist aura. Two permanent unseen servants will move the helms to look at characters approaching to enhance the illusion. The door radiates no magic, but has Explosive Runes (fake)

There is a 10 x 10, carved chamber behind the door. Ancient picks and tunneling supplies are crammed in here. It looks like whatever was being done here was never finished.

It’s a major illusion. The current family believes that is all behind it.
[I] > DC 12 Perception to determine no one has been here in hundreds of years, yet the tunneling supplies have less dust on them.

Hidden Corridor

Ancient and dark, going 60 feet and sloping downward at a 20 degree angle.

Bubbling acid pits in a long hallway.
Acrobatics 1 check or jumping 2 checks
Illusion
Spray with liquid that causes shrink effects
Explosive runes in ceiling, enlarge on stone breaks it when walked under
Pit with elemental guardians/constructs.

Barred Passage

The dimly lit narrow 8’ wide hallway ends a distance ahead. As you get closer, you see a large bound wooden door, standing 8 feet tall and closed with a large iron lock. The area seems to pull light into it. Standing in front of the door is a figure whose very flesh looks angry, and who’s bloodshot eyes are visible and burn with an intensity not normal. The figure stands in a wider entry area before the door. You are about 40 feet from it, and it has not moved.

The figure is wearing pieces of black scale armor and an open helm (of ancient origins). It is a Flesh Golem. The password has been completely forgotten by the family, even its very existence is forgotten.

Scale bits are demon hide AC 15 (disadvantage per non proficiency) – they are bloody on the inside. If applied to living flesh, they do 5 points of damage, but grant a natural AC. Disadvantage on Charisma checks/skills. The character WILL be affected by Protection vs evil/good. Grants [improved] darkvision 60 or +30.
[ A ] Steam Mephit – Fog Cloud (the golem can see through it) + Lightning Mephit (to heal the golem)

Death’s Approach

Starting 20’ in front of it is a series of traps:
40-30 feet: Spear, D10+2 + poison; DC 16 (Dexterity) Acrobatics to avoid, DC 16 Constitution to avoid poison
@30: 4 torches light up
30-20 feet: Hail of Darts – entire corridor from above, triggered by shadow; 3d3 + poison; DC 17 Constitution
@20: Cloud of Poison =unconscious DC 17 Constitution or fall in pit
20-10 feet: 15’ deep Pit d6 Bludgeon, +2d6 spikes pierce + poison DC 17 Constitution
@10 There is a magical clear glassteel panel 10’ in front of the golem alcove that allows no magical effect though until it is battered down (80 hp) – magical damage only. If attacked at range, it can hide behind partial cover as the area it is in is wider than the mouth of the corridor attackers are in.


A hidden passage leads to Moorlight Library (hidden refuge under Cerstwhile Keep).

Moorlight Library

Inner Sanctum

> SEE Moorlight Library

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