Library Caper
From Hayashi Park Potterverse for 5th ed. Dungeons and Dragons (5e)
Revision as of 15:33, 29 July 2018 by ZFMnii6Vb9xna LM -ge (Talk | contribs)
Adaptation of The Library of Ferrantia
- Act 0, Evil prepares
- Miners break into the library subbasement utterly by accident by mining from the Adams Marble Quarry. They are directed in this effort by The Dark Wizard posing as Sam Tick, a mining expert, who is prevented by barrier enchantments at Ilvermorny from stepping onto the property.
- Act 1, Establishing shot
- air of mischief and excitement as Ellen and her friends sneak into the library one night their first week at school.
- Act 2, Something bad happens
- the kids soon find the librarian, Paige Turner, injured and unconscious on the library floor and they hear the sounds of the miners recounting how the books must be incredibly valuable on the black market.
- Act 3, Enter the hero
- Ellen faces the choice of what to do.
- Act 4, Commitment
- the Dark Wizard and his henchmen become aware of Ellen and her friends’ initial response to the situation and try to trap them in the library so they can quietly subdue the kids while stealing magizoology books.
- Act 5, Pursue initial/obvious goal despite complications
- Ellen and her crew must evade, foil, or thwart several mundane miners and a very powerful, increasingly evil wizard.
- stealth option: hide, try to steal back stolen books
- social option: try to break the charm hold on the miners
- battle option: mainly fight vs. miners and Dark Wizard’s familiar used as spellcasting conduit
- transcend option: just break out and seek help immediately
- Act 6, Reversal
- All seems lost for a long dark moment because the bad guy manages to ___________. Perfect moment for a little help from a little friend.
- Act 7, Go for the true goal
- Unfolds in real-time as Ellen’s party now fights to escape/warn the rest of the school about the Dark Wizard’s approach & attack.
- Act 8, Back to normal/can never be normal again
- Ellen’s party now must face the school year knowing that a mysterious and powerful Dark Wizard is hunting them specifically.
Library Caper Items
- Fox-in-a-Bag
- Sleeps all the time. As soon as it touches the ground, it will run around like crazy. Dex 18, AC as plate because of high Dexterity + foxy nature. If you pick it up (good luck) it will fall back asleep.[1]
- Marble Man
- This statue comes to life when touched, functioning much as a normal servant would. It is only as strong as a normal human and can carry out any basic function it is taught the word for. It cannot speak, run or fight and if struck with a blow will fall to the ground and shatter into pieces.[2]
- Jesters Skull
- tells bad joke on request, 1in6 good [3]
- Perpetual motion machine
- Utterly unremarkable in a world filled with magic, but still cool.[4]
- A hefty piece of magnetic ore
- that fell from the skies[5]
- A gnarled walking staff
- of living wood that can manipulate tiny objects while you hold it[6]
- Antique animal cage
- [7]
- A small rabbit-fur pouch
- filled with ceremonial herbs and incense[8]
- Armor Piercing Arrows
- arranged on a wall display. Tipped with special metals that ignore AC, +2 to hit.[9]
- Scrying Arrow
- arranged on the wall display. It takes a moment to prep the scrying arrow. You look into the foggy glass and your non dominant eye loses sight for a second before reforming inside the glassy bulb. This effect lasts for a minute. This arrow can then be shot.[10]
- A coin
- that appears to have the same sides to everyone except you[11]
- A small, leather-bound book
- filled with prophecies. All of them will be found to be true, but the last of them is dated just a few weeks ago.[12]