Lost to the mysts of time and catastrophe, the fabled Zhao Zwehian Library has reappeared. Or at least, part of it has...
If you know books, you know what they can do with you.
Knowledge is Power. That is, he who makes the knowledge, wields the power.
Here is an example 5 Room Dungeon to inspire your contest entries. In your campaign, you’ll need to flesh out some of the details, but this skeleton format is perfect for GMs to pick up and customize for their own memorable sessions.
His eyesight isn’t what it was, but he’s still got a brilliant way with calfskin.
I don’t know if I posted about it before, but I have always wanted to run an adventure set in a library. The following is a sketch of an unusual premise and a possible plot-hook.
“The last thing we ever saw was its inky tail as it swept under the door. I fear the scions of Durnthar have taken yet another piece of us.” - Gould Maran, Keeper of the Throne Seal
The Great Library’s name is still officially "The Cathedral of Knowledge" even after the Reformation. It sill dominates the quarter, even though things have changed so much.
Books of all kinds and purposes, their short summaries as well as wide descriptions, come and enjoy.
A city lost in time. A city in ruins. Knowledge was they key staple in the city until mortals believed they were smarter than the Gods.
An item of clothing designed to let librarians reach those books which everyone wants to borrow and are therefore left on the highest shelf.
Over three hundred years after the destruction of Linnarson, the ruins of Linnarson remain deserted; the warped magical environs inhabited only by the twisted and bizarre creatures that have been created. Amongst it all, however, the Senior Masters remain, continuing their eternal pursuit of knowledge.
...In the hallowed halls of the University of Linnarson a glimpse may sometimes be caught of the Senior Masters, learned sages and masters of knowledge. They seldom leave their dusty studies full of learned tomes, other than to dine - each evening they will be found shuffling down the dimly lit corridors to the dark and shuttered Great Hall. After feasting at high table by candlelight they will be gone, returning once more to their studies. None but they know of their pact with death, how they have willingly embraced an eternal undeath in which to pursue knowledge, yet this is the reason for the darkened corridors and the shuttered hall, for those who are undead cannot abide the light of the sun…
The Glow Lights of the Great Library. This set of five unbreakable crystal balls provide bright magikal light so people can read among the rare books and scrolls in the Great Library without risking candles. These innocuous items are often overlooked. They would not be, if anyone knew their origins were with Corvus the Mad.
The player characters, experienced and somewhat well known, hear rumors and travelers' tales about a distant area being overrun by dragons (or other terrifying monstrosities). The locals have sent them a message, begging for heroic aid.
When they investigate, they discover that nothing of the sort is going on. It turns out that a group of thieves wanted them out of the way so that they could rob them (or someone who would normally receive their protection).