TEXT:  
   
   
  
  AN ADVENTURE SUITABLE FOR FOUR TO FIVE 6TH LEVEL CHARACTERS. 
   
  CREDITS 
  Designer: Jeremiah McCoy @technoir, 
  jeremiah.mccoy@gmail.com, jeremiahmccoy.com 
  Template: Simple Microsoft Word Template by Laura 
  Hirsbrunner 
  Cover Illustrator: Pixabay 
  Interior Illustrators: Marco Bernardini, Jeremiah McCoy 
  Special Thanks: RPG Writer’s Workshop 
   
  ON THE COVER 
  Art acquired from pexels.com as CC Licensed . 
   
   
   
  Disclaimer: The designer of this template did not come up with a clever disclaimer, but felt obligated to format this template with it nonetheless. 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast 
  product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. 
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content 
  Agreement for Dungeon Masters Guild. 
   
  All other original material in this work is copyright 2020 by Jeremiah McCoy and published under the Community Content Agreement for Dungeon Masters Guild. 
   
  
   
  Introduction 
  While walking the docks of a city, the characters encounter an attack in 
  process and a man begging for help. While they watch the assailants pull 
  the bag from Hector and run, leaving enough assassins to kill him and 
  witnesses. After defeating the Zhentarim assassins, the PC's are asked to 
  take on finding the library before the Zhentarim.   
  They travel into the country towards alike side entrance to the hidden 
  library. On the road, they are waylaid by still more members of the 
  Zhentarim who want to take Hector alive. It turns out they did not 
  understand his notes as well as they would have liked.  
  On the way up to the mountain lake where the library is hidden, they 
  are attacked by altered wildlife. The presence of the Star Spawn nearby 
  has begun to warp the wildlife. When they actually reach the entrance, 
  they find another contingent of Zhentarim guarding the entrance. Once 
  they defeat the guards, they finally use the arcane entrance to the library. 
  Once inside, the party sees dead Zhentarim from traps near the entrance. 
  They must negotiate the remaining traps to make it to the library.   
  In the library, the last of Zhentarim, including their leader, Orlan Fane, 
  are trying to steal artifacts. One of the Zhentarim, a Warlock named 
  Slake, has fallen under the sway of the Star Spawn and is also trying to 
  free the Star Spawn at the bidding of his patron. The PC's must fight the 
  Zhentarim in the stacks, prevent the release of the Star Spawn and save 
  as many of the books as they can.   
  Synopsis 
  A library to a powerful wizard named Meldorin was lost centuries ago. 
  Their library was said to hold many volumes of otherworldly lore as they 
  spent. The library was recently discovered by Hector a scholar working 
  for the Lord’s Alliance. The scholar found maps hidden in the tombs of 
  former apprentices of Meldorin.  
  While traveling back, Hector was assaulted by the Zhentarim.  The 
  Zhentarim were ordered to take his papers and find the library 
  themselves to gather their knowledge for their mysterious patron.  
  Unfortunately, the library was lost for a good reason. Meldorin locked 
  the library and trapped himself inside to trap a Star Spawn! If this 
  powerful and otherworldly being is freed it could cause untold damage. 
  There is a danger the Zhentarim may inadvertently release it while 
  ransacking the library.    
  Background 
  The Library of Meldorin was a respectable collection of lore and arcane times 5 centuries prior. Meldorin 
  was a powerful wizard and well on his way to being a true power in the Realms. He had a fascination with the 
  Outer Planes. His research often brought him closer to the otherworldly Aboleths, Beholders, and things even 
  more terrible things. In one of his excursions, he captured a Star Spawn somehow and brought it to the 
  library to study it. While there, the Star Spawn began to influence his apprentices to release it. Meldorin 
  realized and killed the apprentices before they could. Only one, a Charnes of Cormyr, managed to escape the 
  Star Spawns influence and left the library. Meldorin hid his library, filled it with deadly traps for those who 
  might have found it. He cast a powerful binding anchored with his soul to bind the Star Spawn in its prison.  
  The library remained lost after Meldorin and all their apprentices disappeared.  The location was 
  documented in a few obscure references, but they were vague enough that no one was able to find them. 
  Some who tried disappeared in the wilderness. 
  Hector, a scholar with a commission from the Lord’s Alliance, recently found the last remaining 
  apprentice’s grave in Corymyr. There, he found a map hidden in the inscriptions on the grave. He notified his 
  employers and made his way home. Unfortunately, one of the Lord’s Alliance was in contact with Thayan 
  agents who were also interested in the library’s location. The Thayan’s hired the Zhentarim to find the 
  library first and will reward handsomely anything they find.  
    
   
   
  ADVENTURE HOOKS 
  
   
  The Dangers of Knowledge 
   Scholars at the Docks 
  The adventure begins at the docks, with the characters immediately drawn into the action as they see 
  Hector (See the NPC section for stats) getting attacked in front of them and the assassins from the Zhentarim 
  trying to kill the witnesses. Once the players are ready to begin, read, or paraphrase the following to set the 
  scene:  
  You can smell the sea air in the fog as you walk along the docks. Ships from all around the sword 
  coast and beyond are docked here. The evening traffic is lighter than daytime but there are still some 
  workers and travelers unloading their things. Your attention is immediately grabbed by a loud shout of 
  “Help!” You see just ahead of you a middle-aged black man in scholarly robes on the ground. A 
  crowd of men standing over him. One grabs the scholar’s bag and runs. The rest draw weapons. You 
  hear the phrase “No witnesses.”  
  The 4 Zhentarim (use the veteran stats) attack the PC’s standing nearby with the intention of killing Hector 
  when they are done.  If the fight goes against them and half or more fall the remaining will try to run but will 
  try to kill Hector as they withdraw. If they are captured and questioned, a character who succeeds on a DC 18 
  Charisma (Intimidation) check can learn they are Zhentarim and had only 
  recently assigned her for an important job. They were not advised any more than 
  that, but the commander of their local group is named Ferus. Hector is grateful 
  for their aid and will answer any question that he can.  
  • 
  Hector Artos was trained at Candlekeep. 
  • 
  He studies history and is an expert on wizards, though he is not a caster 
  himself. 
  • 
  He was paid by the Lord’s Alliance to look for the Lost Library of 
  Meldorin. Fabled library of magical lore. 
  • 
  He just recently returned from Coramyr with new evidence as to the 
  location. That was in the bag the Zhentarim stole. 
  • 
  Hector has perfect recall so he can remember everything on the stolen 
  notes.  
  He will then direct them to the place that he was meeting his patron, Baroness 
  Portia de Marenth, to receive a reward.   
  The Baroness 
  Hector leads you to the offices of Baroness Portia de Marenth. She is his 
  primary patron in the Lord’s Alliance. She maintains a home in the city to do 
  business and it is there that Hector leads the characters. The building is a two-
  story building which is largely nondescript. It does have a sign reading 
  “deMarenth Shipping. 
  Upon entering, Hector and the PC’s are greeted by the Baroness. She is a 
  human woman of middle years with a touch of grey in red hair. She thanks the 
  PC’s for coming to Hector’s aid and offers them a 500 gold reward.  
  She says the following after the reward is offered.  
  “We had not realized the Zhentarim had gotten to this point. One of our 
  agents advised us that they had been hired by an unknown party to find 
  the library, but I don’t know how they found out about hector’s work. The 
  only people who knew were other members of the lord’s alliance. 
  However, they found out, how would you like to earn 10 times the amount 
  i just gave you? I need someone to get to the location before the 
  Zhentarim does.” 
  If the PCs negotiate and make a DC 18 Charisma(persuasion) check, she can be 
  talked up to 10,000gp but only 1000gp upfront and the payment is dependent on 
  successful completion. Even if they do not succeed on the check, she will agree to 
  supply the expedition with food, horses, and normal gear. She will insist on at 
  least some of the books being preserved. No books and no library will mean no 
  money. 
   
  DEVELOPMENTS 
  
  Racing through the woods 
  A road in the wilderness 
  The Roads through the wilderness near the Sword Coast vary in how well they are kept up. With Hector’s 
  assistance, you follow a poorly kept road into the forest. The track is broken by tree roots and flooded out 
  sections. Even with the horses provided, the road is slow going. The only comfort the PCs can take is it is also 
  slow going for the Zhentarim.  
  Hector does reveal that the library is located near a lake in the mountains and will take at least a week and a 
  half of hard traveling to reach. The road runs along the edge of the lake and the PCs should be able to find it 
  there. The characters might be able to shave a day or two off their trip by pushing harder but should make a 
  constitution check DC15 st the beginning every day. If they fail they gain a level of exhaustion which will not 
  be relieved till they take a long rest.  
   
  Note: This is an excellent chance to have a random wilderness encounter if you feel things are dragging on.  
  Roll once on the table below. Bolded monsters can be found in the Monster Manual.  
   
  Roll a d6 
  Encounter 
  1 
  A pair of owlbears wander nearby. The PC’s may be able to avoid them through Dexterity 
  stealth or wisdom survival checks. 
  2 
  A pair of trolls are hunting and have caught PC’s scent. 
  3 
  A group of satyrs and pixies are having a forest revel. They invite the PCs to join the dance. If 
  the PCs do not offend them and enjoy the dance, they will have advantage on all skill checks 
  and saves the next day.  
  4 
  The find the old and desiccated body of a traveler. A successful Intelligence (investigation) or 
  Wisdom(medicine) check will reveal this was a half-elven woman who died 100 years prior. 
  There are no signs of violence and the body is largely undisturbed. She has 100gp in her 
  pouch, an excellent quality quarterstaff, and necklace which bears s holy symbol. A DC 11 
  Intelligence (religion) check reveals it is the symbol of Eilistraee. 
  5 
  A number of trees have fallen across the road. It will require 4 successful DC 16 Strength 
  checks to move them off the road so the horses can easily get past. If the PCs try to rough it 
  through the forest, they will need to make a DC 13 Wisdom (Animal Handling) to avoid 
  straining the mount. A failure means the mount has a level of exhaustion.  
  6 
  A thick fog rolls in. The fog obscures the view beyond 15ft. Riding fast is impossible for the 
  whole day. Any attempt to ride faster than a trot will result in an injury to the horse (1d6 
  Bludgeoning from running into a tree). While in the fog, there is a constant sound of 
  murmuring. Detect Magic will detect fain illusion, enchantment, and necromantic magic 
  but no distinct spell or origin. The fog clears within a day and leaves no lingering effects.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Ambush 
   
  Four or five days into the journey, the road arches up the side of a 
  mountain. The sudden change of direction proves the perfect place for 
  an ambush. The Zhentarim, realizing that the documents they stole 
  might not mean it will be easy to get into the library, they sent half 
  their force back to ambush any people following. They also have orders 
  to capture Hector if he is with anyone following the same path.   
   
  The Zhentarim 
  There are 12 mercenaries split between the 2 sides of the road. Use 
  the Bandit stats from the basic rules for them.  They are commanded 
  Rentar Vek, a Hobgoblin Captain in the Zhentarim. He is Orlan Fane’s 
  second in command and is brutal but honest. The only prisoner he will 
  try to take is Hector. He will not accept surrender from anyone else and 
  will not offer it.  
  The Ambush begins with the Zhentarim opening fire with crossbows 
  from hiding (with advantage if not detected first) and then charging in 
  to finish the survivors. They are well camouflaged as they had much 
  time to prepare. A passive perception of DC15 or better will detect them. 
  They will attack at the first sign of detection or if the PCs make it to the 
  perfect spot. They will get surprise if they are not spotted before the 
  attack.  
   
  The Zhentarim will be unlikely to run, especially with Rentar leading 
  them. If captured, a successful DC15 Charisma (Intimidation) check will 
  force most of them to report the following:  
  • 
  Their local commander is Orlan Fane. 
  • 
  Orlan Fane is a non-binary elf, though no one but their sub 
  commanders have seen their face. They always wear a mask.  
  • 
  They do not know who is paying the Zhentarim but do know 
  that the work is contracted. 
  • 
  There are about 20 more Zhentarim with Orlan Fane including a 
  human spellcaster named Slake, and a mysterious assassin that 
  is just a shadowy presence around the commander. 
  • 
  There are some very strange animals further up the road near 
  the library. 
   
  Rentar is a harder nut to crack. He is very professional and honorable in 
  his way. He is not easily frightened. A DC18 Charisma (Intimidation) 
  or Charisma (Persuasion) will convince him to give up some basic 
  details.  
  • 
  Orlan Fane is a High Elf member of the Zhentarim who is 
  ambitious and has an axe to grind.  
  • 
  They are working on the behalf of the Red Wizards of Thay.  
  • 
  They do have an inside source in the Lord’s Alliance 
  • 
  They are only a day or two ahead of the PC’s on the road.  
  • 
  He does not know if they found the library or made it in.  
   
   
   
   
   
   
   
   
   
   
   
   
  DEVELOPMENTS 
  
  The Library Road 
  The Altered 
   
  The road up the mountain is steep. The forest clings to the side of the 
  mountain in an almost stubborn fashion. After a day of a hard ride, the 
  character comes to a point where the road levels off and they are near a 
  lake. The site of the lost library is still another day’s ride away across 
  the lake. When the PC’s camp for the night, they will be attacked on one 
  of their watches by a glowing Owlbear which has been altered by the 
  proximity of a Star Spawn. The Owlbear seems to flicker in out of the 
  world as it approaches.    
  The Owlbear uses the normal Monster Manual stats with the 
  following changes. HP=91, Damage Immunities: Radiant, Necromantic; 
  Damage Resistances Bludgeoning, Piercing, and Slashing from 
  Nonmagical Attacks. This makes it significantly harder to kill.   
  A successful Intelligence (Arcana) DC13 will reveal the creature was 
  altered due to exposure to some sort of magical energy. The body 
  rapidly deteriorates after death.   
   
  The Door In the Stone 
  Along the edge of the lake is an old obelisk which is mostly 
  unremarkable. The realms have such lost and forgotten monuments 
  throughout the world, after all. If Hector has succeeded in making the 
  trip with PC’s he can show the proper glyphs to trace on the stone to 
  open the door. If not, it will take an Intelligence (Arcana) DC 18 check to 
  open the door in the obelisk. The door actually works as a dimension 
  door with the other end opening into the library which is beneath the 
  lake.  
  The door is not unguarded, however. There are a dozen Zhentarim on 
  guard. Three are on watch at any given time but the rest are quick to 
  stand and fight if the call is made. What is more, unseen nearby is the Shadar Kai Assassin, Corbo.  
  The Zhentarim use the Bandit stats. 
  Corbo uses the Assassin stat block with the following modifications: Damage Resistance=Necrotic, 
  advantage on saving throws against being charmed, Condition Immunity= Sleep, Senses= Darkvision, Once 
  per combat, as a bonus action Corbo can teleport up to 30ft and is resistant to all damage till his next turn.   
  Corbo will be hidden in the woods near the obelisk, letting the guards attract attention. If he can spot the 
  PCs before they spot him, he will try to assassinate one of them before they attack. Corbo is not suicidal and 
  will run if dropped below half his hit points. The Zhentarim Guards have nowhere safe to run and more likely 
  to stand and fight.  
   
   
  Into The Library 
  The Portal from the shore opens into a dark hallway. The travel is instantaneous just as it would be walking 
  through any door. Once the PC’s enter, read or paraphrase the following.   
  The hall is dark with a scent of burning and the recently dead heavy in the air. Within a few feet of 
  the door is a dead man, his body seemingly cooked from the inside out. As you look down the hall 
  you see two open doors on either side. There are also several bodies, all of which are unmoving. At 
  one time the hall might have been stately with dark wood panels and artfully placed everburning 
  torches. It now has the air of a charnel house.  
    
  There are two remaining traps in the hall. Orlin Fane made a point of bypassing them rather than disarming 
  in case anyone else made their way into the library before they finished.  
  The first trap is midway down the hall.  
   
   
   
  DEVELOPMENT 
  
  The Reverse Pit Trap 
  There is a section of carpet that stretches from wall to wall. It has been enchanted to react to weight. 
  Enough weight triggers the enchantment to throw the target through the illusory ceiling over the carpet and 
  into the 10 ft column above which has vicious spikes at the top.  
  TRIGGER. ONE OR MORE MEDIUM CREATURES STEP ON THE SECTION OF THE CARPET.  
  EFFECT. THE TRAP CAUSES GRAVITY TO REVERSE. ANYONE ON THAT SECTION OF THE FLOOR MUST MAKE A DC 15 DEXTERITY SAVING 
  THROW, TAKING 14 (4D6) PIERCING DAMAGE ON A FAILED SAVE, OR HALF AS MUCH DAMAGE ON A SUCCESSFUL ONE. THEY ARE STUCK IN 
  THE 10 FEET PIT BEHIND THE ILLUSION UNLESS THEY MAKE DC 13 CLIMB CHECK GOING DOWN.  
  COUNTERMEASURES. A SUCCESSFUL DC 15 WISDOM (PERCEPTION) CHECK REVEALS THE TRAP. A SUCCESSFUL DC 15 DEXTERITY CHECK 
  USING THIEVES’ TOOLS DISABLES IT OR A DISPEL MAGIC.  
    
  The second trap is in front of the door at the end of the hall. It is the door to the libraries main chamber.  
    
  The Poison Spray Trap 
  There are four doorknobs on the door which are at the Top, Left, Right, and Bottom. They should be opened 
  Bottom, Right, Left, and Top.  The wrong order will trigger a poison spray that hits a cone 20 ft out from 
  the door.  
   
  TRIGGER. ANYONE ATTEMPTING TO OPEN THE DOOR INCORRECTLY OR FORCE IT.  
  EFFECT. EVERY CREATURE IN THE AREA OF EFFECT MUST MAKE A DC 20 CONSTITUTION SAVING THROW. ON A FAILED SAVE, THE 
  CREATURE TAKES 14 (4D6) POISON DAMAGE AND IS POISONED FOR 10 MINUTES. ON A SUCCESSFUL SAVE, THE CREATURE TAKES HALF AS 
  MUCH DAMAGE AND ISN’T POISONED. 
  COUNTERMEASURES. A SUCCESSFUL DC 20 WISDOM (PERCEPTION) CHECK REVEALS THE TRAP, BUT ONLY IF A CHARACTER INSPECTS 
  THE DOORKNOBS CLOSELY. A SUCCESSFUL DC 20 DEXTERITY CHECK USING THIEVES’ TOOLS DISABLES THE SPRAY, AND A CHECK WITH A 
  TOTAL OF 13 OR LOWER TRIGGERS THE SPRAY. ALSO, A SUCCESSFUL DC 20 INTELLIGENCE (ARCANA) CHECK WILL REVEAL THE CORRECT 
  ORDER BASED ON THE ARCANE SYMBOLS ON THE DOOR.  
   
  In the Stacks 
  Entering the library, the characters are presented with 
  a contrast between ordered shelves and horror in the 
  reading alcove. In the alcove, bound to the desk, is the 
  body of long-dead Medlorin. He is held in place by 
  crystals shooting out from an orb.  The orb glows with a 
  sickly light. It is the prison of the Star Spawn Servant 
  (see below) and it was the last act of Meldorin to bind the 
  being in the orb.  The crystal has grown over the 
  centuries and fills a portion of the room. The Zhentarim 
  commander, Orlan Fane (see NPC’s section for details) 
  wearing a golden mask. Fane radiates an aura of fear.   
  There are also two veteran soldiers with Fane and the 
  warlock Slake (see the NPC section) is in the alcove 
  studying the crystal.   
  Fane is here for the secrets of the library and already 
  has several tomes set aside. If the PC’s try to negotiate, 
  Orlan is not unreasonable but is not a fool. They know it 
  is simpler to kill the adventurers and leave than trying to 
  convince them let the Zhentarim leave with the books 
  and scrolls they collected.  
    
  There is a further complication. Slake’s patron 
  is the same entity that sent the Star Spawn servant in the 
  first place. Slake fears for his own life, but if combat 
  breaks out, he will cause a distraction by using burning 
  hands to set fire to books, then shatter the crystal in the 
  chaos.  
  If the fight turns against them, or the Crystal 
  is shattered, Orlan Fane will run and look for a better 
  position to get revenge from.  
  The Crystal Prison 
  Crystal Prison: AC=19 Hit Points 25 
  Damage Immunities: poison, psychic, non 
  magical piercing, and slashing Damage 
  Resistance: nonmagical Bludgeoning 
    
  Cracking open the crystal prison will 
  release the Star Spawn servant, a mass of worms 
  spilling out and seeking Slake. It will take over 
  his body (alive or dead) and become a weakened 
  Star Spawn Larva Mage. The newly released 
  being will try to escape so that it can enact its 
  plans on the world.    
  
    
   
   
  CONCLUSION 
  Medium aberration, chaotic evil 
  Armor Class 16 
  Hit Points 83 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  12 (+1) 
  23 (+6) 
  18 (+4) 
  12 (+1) 
  16 (+3) 
  Saving Throws DEX +6, WIS +6, CHA +8 
  Skills Perception +6 
  Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from 
  Nonmagical Attacks 
  Damage Immunities Psychic 
  Condition Immunities Charmed, Frightened, Paralyzed, Petrified, 
  Poisoned, Restrained 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Deep Speech 
  Challenge 11 (7,200 XP) 
  Innate Spellcasting.  The larva mage’s innate spellcasting ability is 
  Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately 
  cast the following spells, requiring no material components: 
  At will: eldritch blast (3 beams, +3 bonus to each damage roll), minor 
  illusion 
  3/day: dominate monster 
  1/day: circle of death 
  Return to Worms. When the weakened larva mage is reduced to 0 hit 
  points, it breaks apart into a swarm of insects in the same space. Unless 
  the swarm is destroyed, the larva mage reforms from it 24 hours later. 
  Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 
  (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 14 
  Constitution saving throw or be poisoned until the end of its next turn. 
  Plague of Worms (Recharge 6). Each creature other than a star spawn 
  within 10 feet of the larva mage must succeed on a DC 14 Dexterity 
  saving throw or take 13 (3d8) necrotic damage and be blinded and 
  restrained by masses of swarming worms. The affected creature takes 
  13 (3d8) necrotic damage at the start of each of the larva mage’s turns. 
  The creature can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
   
  Feed on Weakness. When a creature within 20 feet of the larva mage 
  fails a saving throw, the larva mage gains 10 temporary hit points. 
  
  Stats & Maps 
  NPC’s 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Medium human, chaotic evil Warlock 
  Armor Class 12(15 with Mage Armor) 
  Hit Points 91 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  14 (+2) 
  15 (+2) 
  12 (+1) 
  14 (+2) 
  18 (+4) 
  Saving Throws WIS +4, CHA +7 
  Skills Arcana +4, History +4 
  Damage Resistances psychic 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Telepathy, Abyssal, common 
  Challenge 6 (2,300 XP) 
  Innate Spellcasting. Slake’s innate spellcasting ability is 
  Charisma. Slake can innately cast the following spells (spell 
  save DC 15), requiring no material components: 
  At will: detect magic, jump, levitate, mage armor (self only), 
  speak with dead 
  1/day each: arcane gate, true seeing 
  Spellcasting. Slake is a 14th-level spellcaster. Slake's 
  spellcasting ability is Charisma (spell save DC 15, +7 to hit with 
  spell attacks). He regains he expended spell slots when he 
  finishes a short or long rest. It knows the following warlock 
  spells: 
  Cantrips (at will): chill touch, eldritch blast, guidance, mage 
  hand, minor illusion, prestidigitation, shocking grasp 
  1st–5th level (3 5th-level slots): armor of Agathys, burning 
  hands, crown of madness, clairvoyance, contact other plane, 
  detect thoughts, dimension door, dissonant whispers, 
  dominate beast, telekinesis, vampiric touch 
  Whispering Aura. At the start of each of the Slake’s turns, each 
  creature of its choice within 5 feet of him must succeed on a 
  DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, 
  provided that he isn’t incapacitated. 
  Eldritch Blast. Ranged Spell Attack: +7 to hit, range 120 ft  
  Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  2 (1d4) piercing damage. 
    
  Medium Elf, lawful evil Cleric of Bane 
  Armor Class 19(Chainmail and shield) 
  Hit Points 51  
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  13 (+1) 
  18 (+4) 
  12 (+1) 
  15 (+2) 
  18 (+4) 
  Saving Throws WIS +5 
  Skills Intimidation +7, Perception +5 
  Condition Immunities Frightened, Sleep 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Common, Elvish 
  Challenge 6 (2300 XP) 
  Aura of Terror. When a hostile creature within 5 feet of the 
  Orlan Fane makes an attack roll or a saving throw, it has 
  disadvantage on the roll. Creatures that are immune to the 
  frightened condition are immune to this trait. 
  Spellcasting. Orlan Fane is a 5th-level spellcaster. Their 
  spellcasting ability is Charisma (spell save DC 15, +7 to hit with 
  spell attacks). They have the following cleric spells prepared: 
  Cantrips (at will): toll the dead, sacred flame, thaumaturgy 
  1st level (4 slots): bane, bless, cure wounds, guiding bolt (see 
  “Actions” below) 
  2nd level (3 slots): blindness/deafness, hold person, silence 
  3rd level (2 slots): sending, spirit guardians 
  Discipline. Orlan Fane has advantage on all ability checks and 
  saving throws made during combat. 
  Fey Lineage:  
  Multiattack. The Orlan Fane makes two attacks with their 
  spear. 
  Spear of Hate. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 +5) piercing damage plus the target must 
  make a DC15 Constitution save or be Poisoned for the next 
  minute and take 1d4 poison damage at the beginning of their 
  turns so long as they remain Poisoned. 
  Guiding Bolt (1st-Level Spell; Requires a Spell Slot). Ranged 
  Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 14 (4d6) 
  radiant damage, and the next attack roll made against the 
  target before the end of the Orlan Fane’s next turn has 
  advantage. If Orlan Fane casts this spell using a spell slot of 
  2nd level or higher, the damage increases by 1d6 for each slot 
  level above 1st.  
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Items 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Books 
  The books in the library or rare handwritten 
  accounts of Meldorin’s explorations of the outer 
  planes.  They are worth at least 10,000 GP or more 
  to the right collectors.  
  What is more, they grant advantage on 
  Intelligence (Arcana) skill checks made in 
  researching related items.  
   
   
   
  Medium human, Lawful Good Wizard 
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  15 (+2) 
  14 (+2) 
  11 (+0) 
  Saving Throws  
  Skills Religion +2, Arcana +4, History +4 
  Senses passive Perception 12 
  Languages Common, Elvish, Celestial 
  Challenge 1/4 (50 XP) 
  Spellcasting. Hector is a 1st-level spellcaster. His spellcasting 
  ability is Intelligence(spell save DC 12, +4 to hit with spell 
  attacks). Hector has following Wizard spells prepared: 
  Cantrips (at will): light, mending, prestidigitation 
  1st level (3 slots): comprehend languages, identify, shield 
  Quarterstaff. +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) 
  bludgeoning damage.. 
    
  Wizards Spellbook 
   Cantrip: Mage Hand, Message, Mold Earth, Prestidigitation, 
  Shape Water,  
  1st Level: Comprehend Languages, Detect Magic, Expeditious 
  Retreat, Feather Fall, Identify, Mage Armor, Magic Missile, Shield, 
  Sleep, Unseen Servant 
  2nd Level: Alter Self, Cloud of Daggers, Detect Thoughts, Dust 
  Devil, Flaming Sphere, Locate Object, Misty Step, Nystul’s Magic 
  Aura, See Invisibility, Shatter, Web 
  3rd Level: Counterspell, Dispel Magic, Magic Circle, 
  Nondetection, Protection from Energy, Sleet Storm, Stinking 
  Cloud, Summon Lesser Demons, Thunder Step, Tidal Wave, 
  Tongues 
  4th Level: Arcane Eye, Banishment, Black Tentacles, Conjure 
  Minor Elementals, Dimension Door, Faithful Hound, Locate 
  Creature, Private Sanctum, Secret Chest, Summon Greater 
  Demon, Watery Sphere 
  5th Level: Cloudkill, Conjure Elemental, Far Step, Infernal 
  Calling, Scrying, Teleportation Circle 
  6th Level: Arcane Gate, Instant Summons, True Seeing 
  7th Level: Magnificent Mansion, Plane Shift, Symbol, Teleport 
  8th Level: Antimagic Field, Demiplane 
  9th Level: Gate 
    
  
   
   
   
   
   
   
  MAPS 
  The Docks 
   
   
  Map by Marco Bernardini 
   
   
  This is a map of the Docks mentioned in the initial encounter.  
   
   
   
   
   
   
   
   
   
   
  
  The Library Entrance
   
  Map by Marco Bernardini 
  Map of the clearing where the portal for entering 
  the library can be found. The glowing blue runes 
  are the glyphs the PCs need to figure out to enter 
  the library. Place the guards how you wish about 
  the stone.  
   
   
  
  Inside the Library
   
  Map by Jeremiah McCoy 
   
  
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Lost Library of Meldorin.pdf