The Lost Library of Lethchauntos
[image: The entrance to the Lost Library has been recently opened and the ground disturbed]
The Lost Library of Lethchauntos
- An Adventure for Level 1 Characters
The Lost Library of Lethchauntos is an adventure that you can use in any of the five settings described in chapters 2–6 of this book: the Dalelands, Icewind Dale, Calimshan, the Moonshae Isles, or Baldur's Gate.
Adventure Summary
The characters are contacted by Myrna Nor, a student of magic and wealthy heir. Myrna and her former colleague, Powell "the Owl" Niccam, have deduced the location of a hidden library built centuries ago by Lethchauntos, an infamous wizard.
But Myrna and Powell have had a falling out. The library is believed to contain the x, a legendary book detailing deadly poisons and powerful spells. Powell wants to recover the Nathlum and sell it to the Zhentarim for a fortune. Myrna wants to preserve the Nathlum and restore Lethchauntos's unjustly tarnished legacy.
Myrna hires the characters to find the Nathlum before Powell does. The party travels to the library to find Powell already there. They must overcome her guards and navigate the library's dangers. Eventually the characters confront Powell to recover the Nathlum.
The adventure takes two or three sessions. When the characters return to Myrna, hopefully with the Nathlum, they should be level 3.
Choosing a Setting
The library described in this chapter is located in the Dalelands. But you can use this adventure if your campaign is set in one of the other settings described in this book, moving the library described here to your campaign's location. See the "x" section later in this chapter for guidance on adapting the adventure to Icewind Dale, Calimshan, the Moonshae Isles, or Baldur's Gate.
Running the Adventure
To run this adventure, you need the fifth edition core rulebooks (Player's Handbook, Dungeon Master's Guide, and Monster Manual).
The Monster Manual contains stat blocks for most of the creatures encountered in this adventure. The remaining stat blocks can be found in chapter 9 of this book, as indicated in the text.
Spells and equipment mentioned in the adventure are described in the Player's Handbook. Magic items are described in the Dungeon Master's Guide.
Adventure Background
The story of this adventure involves an infamous wizard named Lethchauntos whose work and legacy have been long misunderstood. Recently two students of magic discovered the truth about him and located five hidden libraries he constructed.
Lethchauntos's Tragic Life
Five centuries ago, an orc priest named Wund forged a kingdom under the Sword Mountains, choosing an orc warlord named Uruth as a figurehead ruler. Wund was devoted to an evil god of death and disease, and Uruth was a cruel warmonger. A young orc wizard named Nath fled the Sword Mountains with his wife Ona and their children to avoid the wars he knew Wund and Uruth would soon wage.
Settling near the village of Phandalin south of Neverwinter, Nath traded with farming families and shared arcane knowledge with the crafters of nearby Wave Echo Cave. Nath hid his identity to protect himself and his family, and the folk of Phandalin knew him as Lethchauntos.
Nath and his family had peace for a few years but, deeply troubled by Wund's leadership, Lethchauntos decided to take action. With the skilled crafters of Wave Echo Cave, he forged the Ettin Axe, a sentient weapon with two distinct minds and personalities. Then, leaving his family, he returned to the Sword Mountains and sought out Uruth. Nath argued that Wund was selfish and manipulative, and Uruth had an obligation to be a wiser, better king. He gave Uruth the Ettin Axe, optimistically hoping that the axe's two minds would balance out the bad advice Uruth was getting from Wend.
For a brief time, Wund, Nath, Uruth, and the twin minds of the Ettin Axe were locked in a power struggle for Uruth's realm. But communications from Nath's family ceased and, fearing the worst, the wizard fled home to find his family dead from poisons only Wund knew how to brew. Wund's spies had identified Nath's family and murdered them.
Nath was devastated. Donning black robes of mourning, he forsook his birth name. For the rest of his life, he wore only black and answered only to Lethchauntos. For twenty years, he researched Wund's poisons in an attempt to find antidotes to the poisons that killed his family, collecting this knowledge in a book he dubbed the x, and planned elaborate memorials for his loved ones.
Uruth and Wund eventually perished in war, but one of Uruth's successors discovered Lethchauntos's location and led a raid against Phandalin, devastating the region.
Lethchauntos survived, but he considered himself cursed for bringing death to his friends and family. He left Phandalin and put his final plans in motion, visiting the Dalelands, Icewind Dale, Calimshan, the Moonshae Isles, and Baldur's Gate, places his family had spoken of visiting. In each of these locations, he constructed a hidden library, burying one of his family in each location. When the last library was complete, Lethchauntos departed for the Outer Planes. His final fate is unknown.
A Tale of Two Apprentices
Today Lethchauntos is mostly forgotten, and those who do recall him believe he was an evil wizard due to his association with poison and slaughter. But two students of magic named Myrna Nor and Powell Niccam discovered the existence of the Nathlum from old records found in Phandalin and Wave Echo Cave. The two didn't agree on what to do next, though. While Myrna wanted to recover the Nathlum for academic purposes, Powell saw an opportunity to get rich quick.
Powell reached out to Zhentarim agents and told them about the Nathlum, which details many deadly poisons. She offered to share the knowledge with the Zhentarim in exchange for the agents' help in recovering the Nathlum. With Zhentarim allies and goblin and hobgoblin mercenaries she hired along the way, Powell set out for the hidden library near Myth Drannor.
Myrna wants to stop Powell, but she's no adventurer. She uses her merchant contacts to locate the characters, and she hires them to stop Powell and recover the Nathlum.
[image: Lethchauntos crafted the Ettin Axe to serve as an adviser to the warlord Uruth]
Starting the Adventure
When you're ready to start the adventure, read or paraphrase the following:
Myrna offers the characters 100 GP each to travel to the library and recover the Nathlum. She can answer questions about Lethchauntos, Powell, and the Nathlum. She can tell the characters the information in "x" above, which she has pieced together though she's eager to obtain more evidence. She insists Lethchauntos wasn't an evil wizard but a tragic and well-meaning figure, if sometimes misguided.
Myrna describes Powell as a cunning and brilliant student of magic. Powell is tall and thin, with a wide-eyed, blinking expression that earned her the nickname "the Owl."
As for the Nathlum, Myrna knows the tome contains poison recipes and powerful spells, but she doesn't know the exact details.
Myrna provides the location of the library's entrance in Cormanthor, beneath a hill between the Standing Stone and Myth Drannor. She tells the characters Lethchauntos built five hidden libraries, reburying one of his family members at each, but she believes the Nathlum is at this one.
Traveling to the Library
The journey to the library is about 100 miles, a journey of 4 days. You can roll random encounters on the Cormanthor Encounters table in chapter 2 or have the journey be uneventful. Along the way, the characters can get to know each other, sharing elements of their backstories as they travel.
When the characters reach the library entrance, read or paraphrase the following:
As a Search action, a character can inspect the prints and make a DC 10 Wisdom (Survival) check, identifying them on a successful check as belonging to Medium and Small booted people, some of them goblinoids. The door opens to reveal a corridor leading north to area 1.
A character who searches the nearby area finds a cave 150 feet from the library door. A character who takes the Study action and succeeds on a DC 10 Intelligence (Nature) check determines the cave leads to a bear's den. This cave entrance leads to area 3.
Library Features
The library has the following features.
Light
Powell and her followers placed lit torches in wall sconces throughout the library. Unless otherwise described, the library is in Bright Light.
Doors
The library contains various secret and locked doors. See the rules for doors in the Dungeon Master's Guide. All secret doors are standard (DC 15). All locked doors have Simple locks (1 action to pick) of Good quality (DC 15).
Goblin Knowledge
A character who interrogates a goblin or hobgoblin and succeeds on a DC 15 Charisma (Intimidation or Persuasion) check learns the following.
Powell
The goblins and hobgoblins work for Powell, whom they call "Owl-Face" and consider "a mighty wizard." Powell arrived at the library a day ago and has been exploring it. Powell posted the goblins and hobgoblins on the upper level and instructed them to kill intruders.
Powell's Lackeys
Powell has Zhentarim guards who followed her to the lower level, and a few goblins accompanied her as well.
Upper-Floor Layout
The goblin and hobgoblin mercenaries know the layout of the library's upper floor. They avoid the bear in area 3 and the trapped statue in area 6.
Upper Level
The following locations are keyed to map 7.1.
1: Guard Station
The four Goblin Warriors posted in this room were told to not allow anyone inside the library. One watches the entrance and the tunnel to area 3. One is asleep in a corner. The other two sit together, eating and telling stories. A Worg, allied to the goblins, lies curled up half-asleep in the cage. The cage's door is unlocked and open.
When the goblins spot intruders, they stand and draw their weapons. Read or paraphrase the following:
If the party doesn't retreat, the goblins and worg begin combat.
If the gate to the cage shuts, it locks. The cage is centuries old, and none of the goblins have the key. As a Utilize action, a character can try to pick the lock using Thieves' Tools, doing so with a successful DC 10 Dexterity (Sleight of Hand) check. Bending open the old iron bars of the cage requires a creature to make a successful DC 20 Strength (Athletics) check as an action. The cage's bars are wide enough that Small creatures can slip between them.
Treasure
Each goblin has 1d6 GP in its pockets.
2: Barrack
The library's guards once lived here, but now this room is abandoned.
Portcullis
The portcullis to the north is a Medium iron portcullis (see chapter 3 of the Dungeon Master's Guide). The winch can't be reached or operated from the south side of the bars. Characters might solve this problem with spells like Mage Hand or Unseen Servant. Once the portcullis is lifted, a lever can be flipped on the winch, locking the bars in place.
The door north leads to area 8. It is closed but unlocked.
3: Cavern
This chamber is in Darkness. The description below assumes the characters have a light source or other means of seeing in Darkness:
Centuries ago, creatures from the Underdark followed the stream's path into this cavern and dug tunnels connecting to areas 1 and 5. The stream's tunnel is no longer navigable.
This cavern is now claimed by a Brown Bear. The bear is Hostile to intruders but doesn't immediately fight them, instead attempting to deter the party with its roar. As an Influence action, a character can try calming the bear and make a DC 13 Wisdom (Animal Handling) check, changing its attitude to Indifferent on a successful check. If the characters can't calm the bear and don't retreat, the bear begins combat. It doesn't enter areas 2 or 5, avoiding the goblins and hobgoblins there.
If the bear is calmed, it retreats to area 4 and allows the party to move through area 3.
Treasure
Characters searching the cavern find skeletal remains in the shallow stream. Among these remains is a Clockwork Amulet.
4: Den
This chamber reeks of animal scent and is where the bear in area 3 sleeps.
If the party succeeds in calming or negotiating with the bear, the bear retreats here and guards its den against intruders. It growls to warn characters who try to enter the den and initiates combat if the characters do so anyway.
5: Supply Room
This room contains decrepit supplies for bookbinding, copying, and other library tasks. A space along the western wall, where a secret door is located, has been cleared of crates.
Three Hobgoblin Warriors search the crates. Originally posted in area 6, they ran afoul of the trap there and wandered here hoping to find something valuable. The hobgoblins are distracted, and if the characters succeed on DC 10 Dexterity (Stealth) checks, they can surprise the hobgoblins. When the hobgoblins spot the characters, they begin combat.
Development
If two of the hobgoblins are defeated, the third attempts to flee through the secret door to area 8 and alert the goblins there.
Treasure
Each hobgoblin has 1d8 GP in its pockets. One crate contains nine bottles of Ink, and a small wooden box contains six sticks of incense worth 10 GP each.
6: Display Room
This room is filled with mementos of Lethchauntos's life and family. The wolf statue is a dangerous trap, and the glass sphere imprisons a creature; see below for more on both. The words written above the entrances are in the Orc language and read, "The wolf does not bite the hand that feeds it." This is a clue to avoiding or disarming the trap.
Trap
The wolf statue is a magical trap. If a creature touches the table or anything on it—including the glass sphere—without first disarming the trap, the statue fills the room with toxic gas. Each creature in the room when the trap activates makes a DC 11 Constitution saving throw, taking 5 (2d4) Poison damage on a failed save or half as much damage on a successful one. The trap resets after 1 minute.
Disarming the Trap
A tiny switch is hidden in the mouth of the statue. Anyone who inspects the mouth of the statue or reaches into the mouth finds the switch and can flip it, disabling the trap.
Glass Sphere
The glass sphere is an enchanted prison for Regret—a Celestial, Neutral Good Empyrean Iota embodying a faded memory of Mystra, a deity of magic. Lethchauntos imprisoned the iota in the sphere long ago and accidentally abandoned it when he left. The sphere has 1 Hit Point and breaks if dropped or thrown at the ground. If the sphere breaks, Regret is freed.
If a character approaches the sphere, it pulses faintly with silver light. A character touching the sphere makes contact with Regret's mind and hears the words, "Set me free, I beg you!" in their mind.
Regret can communicate mentally with anyone touching the sphere. It pleads with the characters to break the sphere and free it, promising to use its powers on their behalf, but it refuses to carry out evil actions. If Regret is freed, it makes good on its promise, assisting the characters with any encounters on this level of the library, including area 8. Regret won't go further into the library, and after assisting the characters for up to 1 day, it flees the library.
Treasure
Most of the items displayed here are personal items of no significant value. There are three objects of note, however, on the table: a diamond worth 50 GP, a vial of Holy Water, and a gilded acorn worth 200 GP. The acorn contains a feather, a tuft of fur, and a fish scale. This acorn can be used with the summoning circle in area 9.
Experience Points
If the party frees Regret, award each character a bonus 75 XP.
7: Guest Quarters
Powell and her goblin minions know about this room but have no reason to come here, entering the rotunda (area 8) through area 2 or 5. This room is therefore safer than other parts of the library. If the party shuts the door and doesn't attract attention, they can rest here without being disturbed.
8: Rotunda
The goblin lighting the fire is Glaxby, a Goblin Boss. Four Goblin Warriors in the room do as Glaxby commands. The goblins don't notice characters on the upper level of the rotunda.
Once he sees the party, Glaxby orders the other goblins into battle. If Glaxby or three of the goblins warriors are defeated, the survivors flee the library.
Books
If a character searches the shelves, you can roll on the table below to generate a title.
| 1d12 | Book |
|---|---|
| 1 | Famous Wizards of the Realms |
| 2 | People of the Purple Dragon: Cormyr in Its Own Words |
| 3 | The Rise, Fall, and Rise Again of Szass Tam |
| 4 | The Adventures of Boo, Miniature Giant Space Hamster |
| 5 | Atlas of the Underdark |
| 6 | The Doctrine of the Earthmother |
| 7 | A Victim's Guide to Infernal Contracts |
| 8 | How to Talk to Genies, Part 1 of 4 |
| 9 | Crenshinibon: Its Creation and Destruction |
| 10 | The Colossal Kingdom: A History of Ostoria |
| 11 | What to Eat (and Not Eat) in the Wilderness |
| 12 | Liches of Faerûn: An Incomplete Guide |
Treasure
Each goblin warrior has 1d6 GP in its pockets. Glaxby has 8 GP. The book in the glass case is an Enduring Spellbook. Its pages are empty.
Development
Three doors exit the rotunda's lower floor, providing access to the library's lower level. The north door, leading to area 9, is open. The south door, to area 16, is closed but unlocked. The east door, leading to area 19, is locked. The key is in Lethchauntos's chambers (area 17).
The characters should be level 2 before venturing further into the lower level.
Lower Level
The following locations are keyed to map 7.2.
9: Summoning Chamber
The curtain depicts a rough map of the Dalelands, but it is centuries old and thus inaccurate.
Summoning Circle
The circle on the floor is magical. As a Study action, a character can inspect it and make a DC 15 Intelligence (Arcana) check, discerning how to use it on a successful check.
Using the Circle
A character with proficiency in the Arcana skill can take a Magic action to touch the circle and cast the Summon Beast spell. The creature must provide the spell's Material component, which can be found in area 6. When cast using the circle, the spell summons only a Land spirit (which resembles a wolf) and doesn't require Concentration, instead lasting for the full duration. Once the circle has been used to cast the spell, it can't be used this way again for 2d4 days.
10: Meditation Alcove
This room is in Darkness. The description below assumes the characters have a light source or other means of seeing in Darkness:
Lethchauntos used this room to meditate before performing magic in area 9. The latch that opens the secret door in the southeast corner is locked. The key to this lock is in Lethchauntos's chamber (area 17).
Treasure
The cloth bag contains rune stones marked with letters in the Orc language. They're worth a total of 25 GP and can be used as the Material component for the Augury spell.
11: Vault
This room is in Darkness. The description below assumes the characters have a light source or other means of seeing in Darkness:
This was Lethchauntos's secure vault, where he kept various treasures and expensive Material components.
Treasure
Two Potions of Healing stand on the table. In addition, three jars contain valuable Material components. The first contains 50 GP worth of jade dust. The second contains 100 GP worth of gold dust. The third contains 200 GP worth of ruby dust.
12: Sitting Room
When approaching a door to this room, characters with a Passive Perception score of 12 or higher hear three voices chatting in Common. The voices discuss their friend Erik, who went to use the privy in area 15 but hasn't returned. (Erik was eaten by the mimic now lurking in area 13). Read or paraphrase the following:
Three human Zhents (Medium Zhentilar Soldiers; see chapter 9) gamble at the table. When the characters open a door into the room, the Zhents see them, grab weapons, and initiate combat.
Treasure
The Zhents' wealth lies on the table: 10 GP, 7 EP, and 50 SP.
13: Powell's Bedroom
Powell claimed this bedroom for herself. What she doesn't know is the armoire is a shape-shifted Mimic. This creature was hiding in the privy (area 15) but moved here after murdering Erik, one of Powell's Zhentarim soldiers, and devouring the corpse.
A character who takes a Search action to inspect the room and succeeds on a DC 10 Wisdom (Perception) check spots streaks of blood on the armoire's surface and in the entrance to the room.
The mimic begins combat if a creature touches it. Otherwise, the mimic remains in the shape of an armoire, digesting its meal, unless the characters begin combat with it.
Treasure
Powell has put some of her belongings in the chest. Most of these items are of no value, but a leather scroll case contains a Spell Scroll of Identify, a Spell Scroll of Locate Object, and a pearl worth 100 GP.
[image: Lethchauntos recorded his research on poisons in the Nathlum]
14: Empty Bedroom
This bedroom is empty. Its furnishings are identical to those in area 13, with the exception of the armoire.
Neither Powell nor her followers have reason to enter this room. The party can rest here undisturbed if they keep quiet.
15: Privy
The mimic in area 13 hid here earlier. When Erik, one of Powell's Zhentarim allies, took a privy break, the mimic killed and devoured him before moving to area 13.
A character who takes a Search action to trace the bloodstains and succeeds on a DC 10 Wisdom (Survival) check can follow the trail of blood to area 13.
16: Gallery
The book on the shelf is the Nathlum. The tall, thin human is Powell "the Owl" (Medium, Neutral Evil Mage Apprentice; knows the Goblin language). She recognizes the x but is afraid to touch it, suspecting the book is trapped. Powell is accompanied by a human Zhentarim bodyguard (Medium Zhentilar Soldier; see chapter 9) and three Goblin Warriors.
If she or her followers detect the party, Powell turns to the characters and speaks:
If the characters don't retreat, Powell and her followers initiate combat.
Powell attempts to flee if her Zhentarim bodyguard is killed. She heads for area 12, where she expects to find more Zhentarim allies. If that proves impossible or if the soldiers in area 12 are dead, she flees the dungeon instead. If the characters prevent Powell's escape or she is reduced to 10 Hit Points or fewer, she surrenders.
Treasure
The Nathlum rests on a shelf on the west wall; see "x" later in this chapter for details on the book. Powell has 15 GP in a belt pouch. The Zhentarim bodyguard has 10 GP, and the goblins have 1d6 GP each.
17: Lethchauntos's Chamber
This room is in Darkness. Powell and her followers haven't yet investigated it. The description below assumes the characters have a light source or other means of seeing in Darkness:
This was Lethchauntos's bedroom. A journal, written in the Orc language, lies in a drawer in the bed stand. The journal relates the information from "Lethchauntos's Tragic Life."
Treasure
The armoire is filled with robes and other black clothing. On a shelf in the armoire is a key that opens the doors to areas 11 and 19, as well as a platinum ring worth 50 GP. This was Lethchauntos's wedding ring, and it matches the ring in area 19.
18: Forge
This room is in Darkness. Powell hasn't come here yet. The description below assumes the characters have a light source or other means of seeing in Darkness:
This was Lethchauntos's forge. He used it to forge the greataxe resting on the anvil.
Treasure
The axe has a long, straight haft with a metal grip and a leather loop at the end. The double-bladed axe head is symmetrical and angular, each blade resembling a giant arrowhead. The axe is Lethchauntos's Legacy , a sentient +1 Greataxe. Lethchauntos's Legacy has Intelligence 10, Wisdom 16, and Charisma 13, and it is Neutral Good. It communicates by transmitting emotion to the creature carrying it, and it has hearing and Darkvision out to 120 feet. The axe has a special purpose: to protect the family of its bearer. The axe considers especially close friends to be "found family" under its protection. The axe hasn't been touched since Lethchauntos placed it here centuries ago, and it doesn't know where its creator is now.
19: Chasm
The door to this room is locked; the key is in area 17. This area is in Darkness. The description below assumes the characters have a light source or other means of seeing in Darkness:
Lethchauntos buried his wife at the south end of this chasm. That was long ago, however, and now the chasm is home to monstrous spiders.
Webs
A thick layer of sticky webs created by spiders spreads across the chasm 70 feet below the ledge. A creature that can see in Darkness can see these webs from the ledge. A creature that falls from the ledge or platforms (see below) lands in the webs, taking no damage from the fall. A creature that lands in the webs or starts its turn there must succeed on a DC 13 Dexterity saving throw or have the Restrained condition until the web in that creature's space is destroyed. Each 5-foot square of web has AC 10, HP 5, Vulnerability to Fire damage, and Immunity to Psychic and Poison damage.
Spiders
This chasm is a home to two Giant Spiders and two swarms of spiders (Swarms of Insects). The giant spiders lurk on the webs below the platforms (see below), while the swarms hide at the south end of the chasm. The spiders ambush any creature that falls into the web or reaches the south end of the chasm.
Platforms
Three platforms used to bridge this chasm, but the middle platform collapsed long ago, leaving a treacherous space between the remaining two platforms. A creature that tries to leap between the platforms makes a DC 12 Dexterity (Acrobatics) check, falling into the webs below on a failed check.
Climbing Up
Climbing back up to the entrance or grave site from the webs below without a Climb speed requires a successful DC 10 Strength (Athletics) check. Creatures that fail this check fall back onto the webs. Once the spiders have been defeated, creatures climb back to safety without needing to make a check.
Grave Site
The cliff on the far side of the chasm is home to a grave site. A simple square granite tombstone reads, in the Orc language, "Ona, Beloved Wife." Lethchauntos's wife is buried here.
The tunnel leading south from the grave site eventually leads to the Underdark, but that is beyond the scope of this adventure.
Treasure
A platinum ring rests on the gravestone. The ring is worth 50 GP and is identical to the ring in area 17.
[image: Lethchauntos stocked the library with books]
Conclusion
If the party returns the x to Myrna, she is overjoyed by their success and rewards each character with the promised 100 GP, asking them to relate everything they've discovered. She is especially glad if they have Lethchauntos's journal, which supports Myrna's theories about the wizard's life. For completing their quest, each character gains 100 XP. The characters should now be level 3.
If the party was successful, Myrna points out that Lethchauntos built four more libraries in different parts of Faerûn. Each awaits discovery, and who knows what mysteries they contain? You can design these libraries yourself, using the library described in this chapter as inspiration.
Alternatively, chapters 1 through 6 of this book include adventures, including several designed for level 3 characters that would be apt continuations from this adventure.
The Nathlum
The Nathlum is a nondescript book with a gray canvas cover and parchment pages. It was written by Lethchauntos in Common. It contains two spells and the recipes for many poisons.
The Nathlum contains the Glyph of Warding and Maze spells. The book can't be used to cast these spells, but a Wizard can copy these spells into their spellbook as described in the Player's Handbook.
The Nathlum also contains the recipes for every poison in the Dungeon Master's Guide, plus four additional poisons described below. A character with the Nathlum can use a Poisoner's Kit to craft any poison described in the book, using the rules for crafting equipment in the Player's Handbook. The Nathlum also contains instructions for crafting Elixirs of Health (see rules for crafting magic items in the Dungeon Master's Guide).
Customizing the Adventure
Lethchauntos built five libraries, one in each of these locations: the Dalelands, Icewind Dale, Calimshan, the Moonshae Isles, and Baldur's Gate. The library described in this chapter appears in the Dalelands, but you can customize the adventure to fit one of the other settings as described below.
Icewind Dale
The Icewind Dale version of the adventure delves into the survival horror genre. Myrna calls the characters together in Bryn Shander. The library is dug into Kelvin's Cairn. Powell found the library, cleared the door of ice and snow, and led a team inside, but encountered the undead corpses of previous explorers. Most of her followers are dead, but the undead remain active and hungry.
Library Features
The library has no light sources and is in Darkness throughout. Descriptions assume the characters have a light source or other means of seeing in Darkness.
Corpses and Treasure
Place ten fresh corpses anywhere in the library—these are followers of Powell who were killed by undead. Each corpse has 2d6 GP.
Encounter Areas
Modify areas of the library in the following ways.
- 1: Guard Station. Replace the goblins and worg with six Zombies. If the zombies detect the characters, they begin combat.
- 3: Cavern. The bear is a polar bear, but a fungal infection carried by fish from the Underdark has weakened it (use the Brown Bear stat block)
- 5: Supply Room. Replace the hobgoblins with three Toughs, followers of Powell who have barricaded themselves in this room. They want to get out of the library alive but are afraid to leave and are Hostile. They warn the party and begin combat if the characters don't retreat.
- 6: Display Room. Replace Regret with a Specter imprisoned in the glass sphere by Lethchauntos long ago. It communicates with anyone who touches the sphere, promising its aid, but it is lying. If the sphere is broken, the specter flees.
- 8: Rotunda. Replace the goblins with two Ghouls that hide on the ground floor of this room. The floor is littered with the corpses of Powell's followers, some of whom have been meals for the ghouls. The ghouls attempt to ambush the party.
- 12: Sitting Room. Replace the soldiers with three Ghouls who lair here. The ghouls roam singly through areas 9–15 but don't know about the vault (area 11). If one of them spots the party, it retreats to gather its fellows and plan an ambush.
- 13: Powell's Bedroom. The ghouls know the Mimic is hiding here, but they ignore it. Move the treasure in this room to Powell, in area 16.
- 14: Empty Bedroom. This room is no longer safe for characters to rest in; the ghouls in area 12 consider it part of their territory.
- 16: Gallery. Replace the three goblins with a human lackey (Medium Tough). This follower and the Zhentarim bodyguard also in this room are all that remains of Powell's allies. Powell tries to negotiate with the party, suggesting the two groups work together to escape the library, sell the x to the Zhentarim, and split the money. If the party refuses, she initiates combat. If the party accepts her offer, she and her followers betray the party as soon as they leave the library
Calimshan
Adventures in Calimshan juxtapose desert isolation and the elemental magic of genies with the sophistication of Calimport and the Mechanical Wonders found there.
In this version of the adventure, Myrna calls the characters together in Calimport. Lethchauntos's library is in the Calim Desert. Powell has brought several mechanical soldiers to complement her Zhentarim allies but discovered elementals living in the library who were quick to defend it.
Mechanical Soldiers
Replace all the Goblin Warriors in the adventure with mechanical soldiers (Modron Duodrones). The mechanical warriors obey Powell without question and never retreat. A character searching a fallen soldier gathers 2d6 GP.
Encounter Areas
Modify areas of the library in the following ways.
- 1: Guard Station. Replace the Worg with a Dust Mephit that has locked itself in the cage and is taunting the mechanical soldiers, which can't reach it through the bars. The soldiers are distracted, but when they notice the characters, they begin combat. Once combat is underway, the mephit squeezes out between the bars of the cage and joins in the violence, fighting indiscriminately.
- 3: Cavern. Replace the bear with a Lion. It behaves as described for the bear.
- 5: Supply Room. Replace the hobgoblins with three Dust Mephits that live in the library. They've defeated some mechanical soldiers and assume the characters are with Powell. Unless convinced otherwise, the mephits order the party to leave, initiating combat if the characters don't comply.
- 6: Display Room. Replace Regret with a Sphinx of Wonder named Scirocco, imprisoned in the glass sphere by Lethchauntos long ago. Scirocco pleads with the characters to be released and assists them if freed, under the same restrictions Regret would have. Scirocco is obsessed with the Calim Desert and might accompany the party longer if they agree to help it learn about the desert.
- 8: Rotunda. Replace the Goblin Boss with Animated Armor. It and the mechanical soldiers stand motionless on the lower level, but when they notice the party, they initiate combat.
- 13: Powell's Bedroom. Replace the Mimic with an Animated Rug of Smothering that obeys Powell's commands. The carpet murdered Erik when he snuck into this room and tried to steal Powell's treasure. If the characters try to do the same, it ambushes them.
- 18: Forge. An Azer Sentinel named Falchia lives and works in this room, which is in Bright Light from the active forge. Falchia assisted Lethchauntos in crafting Lethchauntos's Legacy but now considers the forge to be hers. Falchia speaks to the party if any of them know Primordial (Ignan), telling them of the weapon's making. She wants to see Lethchauntos's Legacy used by heroic individuals and offers the party the weapon. If unable to communicate with the characters, Falchia gestures to the greataxe and allows the characters to take it, then resumes working the forge.
- 19: Chasm. The tunnel leading south away from this room gets hotter and hotter, eventually ending in a portal to the Elemental Plane of Fire.
Moonshae Isles
Adventures in the Moonshae Isles often involve Fey creatures and the Rusting. Clever adventurers often use diplomacy to avoid violence.
In this version of the adventure, Myrna brings the characters together at Caer Calidyrr. The entrance to the library is near the moonwell in the northwest corner of the Dernall Forest. The library itself, however, is in the Feywild. Anyone who passes through the door finds themself in the library south of area 1. Powell found the door and led her followers through, where she found bullywugs and other fey living in the library.
Bullywugs
Replace all the Goblin Warriors in the adventure with Bullywug Warriors. These bullywugs revere Lethchauntos as a mighty mage and consider the Nathlum a sacred object, but they don't know much about Lethchauntos, and they've never dared touch the book.
Powell has convinced the bullywugs that intruders are coming to steal the Nathlum and that she's here to help the bullywugs defend it.
Encounter Areas
Modify areas of the library in the following ways.
- 1: Guard Station. The bullywugs are awake and alert. Replace the Worg with two Giant Frogs that obey the bullywugs. The bullywugs immediately fight the characters.
- 3: Cavern. The bear has signs of the Rusting. This doesn't affect its stat block. The curse was carried by the stream, which is tinted with rust from the Moonshae Isles and has a metallic smell. There's little the characters can do for the bear, but a character who tries to help it has Advantage on Wisdom (Animal Handling) checks to calm it. The tunnel south leads to the Feywild.
- 5: Supply Room. Replace the hobgoblins with three Satyrs recuperating here after a night of revelry. Powell charged the satyrs with driving the characters out of the library, but the satyrs are Indifferent to the party and don't much feel like fighting. If spoken to, they tell the party about Powell and the poison gas trap in area 6, which they don't know how to deactivate. They won't join the characters, insisting they have terrible headaches.
- 6: Display Room. Replace Regret with a Faerie Dragon Youth named Precocia, imprisoned in the glass sphere by Lethchauntos long ago. Precocia can communicate with anyone who touches the glass sphere. If freed, it accompanies and helps the party.
- 8: Rotunda. This room is surrounded by large magical windows that reveal the Feywild outside the library. Replace the Goblin Boss with a Giant Toad that obeys the bullywugs, who lie in wait for the party. As soon as they see the characters, the bullywugs ambush them.
- 12: Sitting Room. Characters eavesdropping on the soldiers hear them boast about how Powell has tricked the bullywugs into serving her by claiming to protect the x, when she intends to steal it. The soldiers are cowards; if the party surprises them, they surrender.
- 13: Powell's Bedroom. Replace the Mimic with a Bulette Pup, which burrowed into the privy (area 15) and killed Erik before retreating to this room and hiding under the bed. The bulette isn't aggressive and flees if the characters try to fight it.
- 16: Gallery. Powell is here with her bodyguard and three Hostile Bullywug Warriors. Powell confidently orders her bullywug minions and bodyguard to fight. As an Influence action, a character can try to convince the bullywugs that Powell is lying to them and make a DC 13 Charisma (Persuasion) check. On a successful check, the bullywugs turn their weapons on Powell. If this happens, or if her Zhentarim bodyguard is killed, Powell surrenders.
- 19: Chasm. The tunnel leading south from this area leads to the Feywild instead of the Underdark.
Baldur's Gate
Adventures in Baldur's Gate often involve temptation by devils and questionable alliances with morally ambiguous individuals. The influence of the Dead Three is never far away.
In this version of the adventure, Myrna brings the characters together at the Helm and Cloak. The library is located in the sewers beneath the city. Powell intends to sell the x to patriars who belong to devil-worshiping cults, but some of her followers secretly answer to the Dead Three instead, and others have been killed by monsters living in the sewers.
Encounter Areas
Modify areas of the library in the following ways.
- 1: Guard Station. Powell left guards here, but most of them have been killed by six Troglodytes that are still here, eating the dead. If disturbed, they begin combat. One of Powell's followers, a human named Bors (Medium Cultist), cowers in the locked cage. If freed, he admits to being one of Powell's followers but asks only to be allowed to escape.
- 3: Cavern. Replace the bear with a Ghoul named Slymon. Slymon is Indifferent to the party, and will let them pass if they agree to bring him a Humanoid corpse he can eat. If the party refuses, he initiates combat.
- 5: Supply Room. Replace the hobgoblins with six of Powell's human followers (Medium Cultists) searching the crates for supplies. They fight the characters. If outnumbered by the party, the survivors try to flee to area 8.
- 6: Display Room. Replace Regret with an Imp named Bitterbite, imprisoned in the glass sphere by Lethchauntos long ago. Bitterbite pleads to be released. If freed, the devil helps the characters as a way to help itself, ingratiating itself to the party at every opportunity. If ever in serious danger, Bitterbite flees.
- 8: Rotunda. Replace the goblins with six of Powell's human followers (Medium Cultists) and their human leader (Medium Spy). They're searching the books for anything of value and are loyal to Powell. They fight the characters.
- 12: Sitting Room. Replace the Zhentilar Soldiers with human pirates (Medium Pirates). They came here with Powell but have grown bored and pass time with games of chance. The pirates aren't loyal to Powell and can be bribed to leave peacefully with an offer of at least 10 GP total. If two of them are killed in battle, the third surrenders and begs for mercy.
- 13: Powell's Bedroom. Remove the mimic from this room; see area 15 below for a replacement monster.
- 15: Privy. A Carrion Crawler squeezed its way up the privy, destroying the wooden board covering the hole in the process. It was discovered by a pirate from area 12 and killed him. It is still here, clinging to the ceiling and slowly devouring the corpse. It fights intruders.
- 16: Gallery. The party arrives just in time to see Powell betrayed by Aglanna (Medium, Neutral Evil Cultist Fanatic), who is pretending to be her bodyguard but really serving one of the Dead Three. Aglanna stabs Powell in the back, killing her, and seizes the Nathlum. She is served by a Manes Vaporspawn and six human followers (Medium, Neutral Evil Cultists). Aglanna offers the characters twice what Myrna is paying them (200 GP each) to let her leave with the Nathlum. If the party agrees, she is true to her word. If they refuse, she and her allies begin combat.