Tuesday, January 31, 2023

Pathfinder Tales: "Mother Bears" [RPG]

 NO SPOILERS

Mother Bears is a three-part series of free Pathfinder web fiction available on the Paizo website here.  It features characters that would later appear in the Pathfinder Tales novel Skinwalkers.  The web fiction has some interesting characters and good action scenes, though ultimately it's pretty forgettable.  Still, it's free and short, so worth reading just before reading the novel for some additional background.

SPOILERS!

Set on an island in the rough-and-tumble Ironbound Archipelago, Mother Bears involves a woman named Jendara and her preteen son Kran.  Kran is mute but brave, and goes missing when he's taunted by other kids on the island to venture into abandoned pirate caves alone.  Realising her son is missing, Jendara springs into action to find him with the help of Vorrin, a ship captain.  The island is already in an uproar over a goblin raid, and it turns out a goblin dog is in the cave that Kran entered!  Everything ends well, but there's not a lot (other than the setting) that is particularly distinctive compared to other Pathfinder stories.

Monday, January 30, 2023

Pathfinder Society Faction Pin: "Liberty's Edge" [RPG]

With my randomly-rolled gnome Jilla now in operation, I have my first Liberty's Edge character..  This faction pin has a classic winged-sword motif and sports the colors of Andoran's Eagle Knights, which makes perfect sense.  To me, the symbol's design is one of the strongest among PFS factions.   I haven't actually worn it, but like all the PFS faction pins, it looks pretty sturdy with two strong clasps to keep it in place.  The back of the card it comes attached to has a lengthy but well-written description of the faction. There may be irony in the fact that the pin for a faction devoted to liberty is made in China, but I guess that's neither here nor there.

Sunday, January 29, 2023

Curse of the Crimson Throne Recap # 37 [RPG]

[Sunday, 14 Sarenith 4708 A.R.]

While searching for clues as to Rolth Lamm’s whereabouts, Goldcape and Rocky are attacked over the skies of South Shore by flocks of undead ravens!  Goldcape shouts for help to her allies on the ground far below, and sends an electrified arrow from her new magical bow into the mass.  She tries to escape the nauseating creatures by having Rocky do a sharp turn, but the bird can’t quite manage it.  Suddenly, hundreds of the mystically-animated rotting birds are all over them, pecking at every unprotected area of their flesh!  Anorak tries to assist by sending magical spheres of force at the storm of carrion, but there’s just too many of them.  And as The Reckoner struggles to get a wand to activate, a new danger emerges: Gray Maidens!  A patrol has seen the battle in the sky and matched it to a sketch of Goldcape.  Now the vanara faces the additional danger of arrows bracketing her position!

In a wild mid-air flurry, Rocky manages to destroy enough of the undead ravens to break free.  With the swarm hot on their heels, Goldcape leans back and fires an arrow behind her—it bursts into an electrical discharge that disperses the rest.  Back on the ground, the Gray Maiden patrol hasn’t noticed Goldcape’s allies—a nearly fatal mistake as Anorak rains fire down on their heads!  All but one fall immediately, and The Reckoner quickly reaches the scene to finish the job.  Only one of the Gray Maidens is dead, and Goldcape patches up the unconscious, bleeding remainder.  Anorak shouts that another patrol will be on the scene in minutes, so the group flees into the Green Markets.  Zeyla Foxglove is there and recognises Goldcape from the time she assisted in laying to rest an unsettled Shoanti spirit that had been haunting the area.  Zeyla says she hasn’t seen anyone matching Rolth Lamm’s description, but she does provide the keys to a nearby sewer grate—the same one the undead ravens had been roosting in.

The sewers under South Shore (Korvosa’s newest neighbourhood) are narrow and poorly constructed.  A channel of effluvium runs down the center of each tunnel between slippery ledges.  While the others have various means to see in the total darkness, Yraelzin is forced to rely on a magical torch-like spell that will make the group easy to notice from a distance.  Goldcape puts her jungle-honed survival skills to good use, noticing faint footsteps in the muck down the eastern tunnel.  She sets up a false trail down a western tunnel in case the Gray Maidens follow the group into the sewers, and then everyone sets off.  After several minutes, Goldcape’s bat-like eyes pick up something lurking just below the surface of the sewage water almost ninety feet ahead.  She relays the information to her allies, and the group move cautiously towards it.  Once Yraelzin’s light shines over the area, a massive crocodile, clearly dead but still animate, leaps out!  Anorak reacts quickly and sends magical force missiles into the hulking thing.  But when the dwarf tries to push past Yraelzin to get closer, he slips and falls face-first in the muck.  Meanwhile, Goldcape conjures spears of ice that stab into the undead crocodile’s soft underbelly before flipping the creature over on its back!  The Reckoner then dashes forward and brings his enchanted war-maul down on the creature’s jaws, destroying it.

After several more minutes trekking through the sewers, the group reach their quarry: Rolth Lamm!  Standing between a pair of lit braziers over a hundred feet away, Rolth curls his fingers around the bars of the portcullis in front of him and cackles.  “Hello boys and girls, Uncle Rolth is back in town!  And he knows what you did!”  Goldcape taunts back that they’re going to kill him just like they did his father, and the battle begins!  She summons magical hailstones to pelt the necromancer, while Yraelzin and Anorak cause magical fiery explosions to envelop Rolth.  Rolth responds by trying to paralyse the charging Reckoner, cackling “hold that thought—I’m in the middle of something!”  But The Reckoner’s willpower is far too strong for Rolth’s paltry magic, and he shrugs it off easily.  But when The Reckoner gets close to the pool of water separating the nearest ledge from Rolth and the portcullis he’s hiding behind, dozens of undead hands crawl out of the water and toward the vigilante!  But Goldcape conjures another magical hailstorm that destroy the eerie swarm and force Rolth into a full retreat.  “It looks like the jig is up.  But I’ll see you kiddos again in Corpse-vosa soon!”  With another cackle, Rolth conjures a magical doorway, steps through it, and is gone!

The Harrowed Heroes are frustrated that Rolth has slipped through their clutches a second time.  They make it back to the surface and fly on Rocky back to the safe-house, again taking a circuitous route to avoid notice.  Conversation is had about how to track Rolth down again and battle tactics that could keep him from escaping through magic.

Late that evening, as everyone is pulling out bedrolls, The Reckoner hears a strange, surprisingly loud buzzing sound from outside.  Goldcape pulls open a shutter just a crack, and spots a grotesque abomination: something that’s a cross between a fly and a plump human infant!  Goldcape closes the shutter and informs the other that there’s an accuser devil outside—a denizen of Hell that can psychically record everything it sees and pass the information along to another creature by touching it.  The Reckoner suggests someone may be trying to pin-point the location of his safe-house.  The group discuss whether to just stay inside and avoid the risk of detection, or confront the creature.  A somewhat-confused plan emerges to slip out back- and side-doors and then lure the creature into battle at a nearby alley.  The Reckoner moves noiselessly into position and then calls out loudly “Hey blowfly!”  The buzzing winged thing flies over, but at a height that foils The Reckoner’s planned ambush.  Goldcape and Anorak use lightning spells to weaken the accuser devil, forcing it to flee.  It almost gets away, but The Reckoner quickly draws his bow and shoots it with an arrow.  The creature spirals downward and then crashes into the cobblestones, dead from the fall.

Was the accuser devil near the safe-house as part of a mission, or was it just a coincidence?  With only a corpse on their hands, it may be impossible to know.
---------------------------------------
GM's Commentary

I was familiar with carrionstorms from Rise of the Runelords, and thought they'd be exactly in Rolth Lamm's wheelhouse.  They function as a swarm mechanically.  The reference to Rocky being unable to make a sharp turn is an effect of my use of the full Pathfinder rules for flying, which are cumbersome (my players don't like them) but do make flying a little more balanced while rewarding creatures with good Fly skill mods.  This encounter may be one of the last times The Reckoner fails to activate a wand; always annoyed at the risk of poor rolls messing up his combat strategy, his player pretty soon had the PC take a special ability so he could Take 10 with Use Magic Device.

Anorak's fireball was devastating on the Gray Maidens.  Blaster casters have a bad reputation in Pathfinder, but against a large group of foes with low Reflex saves, they can be pretty effective.

I enjoyed the sewers parts.  I was aided by an excellent map pack and the hardcover collection's random encounter tables, plus my "Sewers Terrain Cheat Sheet" that summarises material from the Core Rulebook.

I may have leaned too heavily into making Rolth a Joker-like figure in this session.  I loved the "Corpse-vosa" line (but doubt I made it up myself--it may have come from one of the audio CDs).  His penchant for escaping just as they're closing in frustrated the players, which is exactly what Rolth would have wanted.

We always say The Reckoner has only one weakness: ranged combat.  But here, he takes down a foe with a bow and arrow!

Starfinder Flip-Mat: "Dead World" [RPG]

The Dead World flip-mat features the usual advantages of Paizo flip-mats: wet & dry erase, 1-inch squares, and a good size.  

One side of the mat presents some city streets after some huge natural disaster or cataclysmic war.  There's an impressive amount of nicely-detailed destruction--several collapsed buildings, crashed ground vehicles, and debris scattered everywhere.  Interestingly, on a closer look, there are a couple of chambers actively being used as survival shelters (with lit campfires)--this might limit the use of this side a little depending on what the GM is trying to set up.

I've had a couple of opportunities to use the other side (in both a Starfinder Society scenario and as a dragon graveyard for a Pathfinder module) and I really like it.  It's a blasted, obviously toxic landscape complete with giant skeletons, chasms, poisonous gas, chemical pools, and more.  The description on the packaging labels this side "a planet inhabited by the undead", but apart from a few faintly visible skulls in the gas clouds, I don't necessarily see that element--but that's probably good, because it's more flexible without it.

Overall, I think this was a well-done mat, as lots of games could include a wasteland and a ruined city.

Friday, January 27, 2023

Pathfinder Module: "Masks of the Living God" [RPG]

 NO SPOILERS

 Masks of the Living God

is the second part of the “Price of Immortality” trilogy (along with Curse of the Everflame and City of Golden Death).  The connection between the three parts is pretty small, however, so players won’t be disadvantaged with this middle adventure if they haven’t played the first part.  Designed for third level characters, I ran it via play-by-post for Pathfinder Society credit.

 There are two things I really like about the module.  First, since the cover gives it away, I don’t think it’s a spoiler to say the story involves the Church of Razmir.  All Hail the Living God!  The module was obviously written by a heretic and blasphemer as the Church is likened to a “cult” and accused of nefarious practices like thievery and protection schemes, but nonetheless I’m excited to see one of my favourite groups in Golarion get the spotlight.  Second, speaking of spotlights, it’s a rare adventure that really allows sneaky characters to shine all the way through.  Characters skilled in Bluff, Disguise, Stealth, and Sleight of Hand are far more valuable throughout most of the adventure than a pouncing barbarian would be.  When you’ve played and run a lot of Pathfinder, it’s a breath of fresh air to see some other elements of gameplay come to the fore.

 If I have one knock against the module, it’s the artwork.  Although the cover is great, the interior artwork features a couple of pieces that are downright embarrassing: most importantly, the “boss” of the module looks laughably distorted in height.  The new creature introduced in an appendix is also pretty silly looking.  Most of the “cinematic art” of Iconics getting themselves in trouble is below par.  Fortunately, the maps and a few headshots of key NPCs are fine.

 I’d certainly recommend the module, especially for players who can be patient and GMs who can handle freeform-style reasonably well.

 SPOILERS!

 Prior to the beginning of Crypt of the Everflame, a Razmiri priestess named Iramine stole two parts of a tripartite magical amulet from the eponymous tomb in the town of Kassen (awakening spirits and causing the trouble that led to the PCs being called in to help).  Subsequently, again off-screen, Iramine gathered a large team of her fellow devotees of the Living God from the temple of Tamran in Nirmathas and set off on an expedition (that will terminate in City of Golden Death).  The plot of Mask of the Living God involves the PCs infiltrating that temple in Tamran and learning of Iramine’s journey.  In other words, the PCs are fated to always be one step behind until the end.

The module starts in Kassen (location of Crypt of the Everflame), where the PCs’ handler, Cygar, says he’s arranged a barge to take them to Tamran to continue following the cultists’ trail.  I liked that the barge journey along the river and coast of Lake Encarthan isn’t hand-waved, and that there’s the possibility of random encounters (my PCs lucked out and the dice came in their favour) and one fixed encounter against Molthuni privateers.  The dead of night ship-to-ship combat was set up well, even if one of the PCs (a classic nagaji bloodrager) wiped the floor with the foes.

Once in Tamran, the PCs meet up with their local Pathfinder contact, a man named Reginar Lacklan.  Reginar confirms that a group of Razmirans returned from Kassen some days previously.  He says the Temple of Razmir in the city is protected like a fortress, and that it has influence with several local city guards.  This all points to a frontal attack or break-in as impractical.  Instead, Reginar suggests the PCs infiltrate the cult by being inducted as initiate members!  If they agree, Reginar makes a plan to meet the group a week later to find out what they’ve learned about the stolen amulet parts.  He’s also keen for them to gather proof of the cult’s illegal activities in Tamran so he can get the authorities to shut it down.

 The heart of the module is the PCs’ experiences as undercover initiates in the cult.  After being drugged (or beaten) to unconsciousness at a recruitment meeting, the PCs will wake up stripped of all their gear in a basement cell.  After 24 hours without food, their indoctrination begins.  The module does a great job detailing a daily routine designed to lower initiates’ emotional resilience and willpower as part of a somewhat realistic portrayal of brainwashing.  The smallest rules infractions can be punished severely, all at the whim of someone higher in the hierarchy.  But at night, when the other initiates are asleep, the PCs have a chance to sneak around and start learning the secrets of the temple—and there’s plenty of danger and surprises to be found.  I particularly liked the classic “stairs turn into a slide” trap that leads to a giant snake in the basement!

 Some key NPCs help flesh out the time in the temple.  Most notably, there’s the cruel but intelligent Egarthis (the leader of the temple while Iramine is away), a bully and bruiser named Krant (the master of the initiates), and a fellow new recruit named Evlar (who might be an ally or a foe depending on how the PCs interact with him).  I wouldn’t have minded a couple of other NPCs to work with (drawn from other levels of the temple hierarchy), but overall I thought this aspect was handled well.

 An important part of the PCs’ time in the temple (apart from the daily grind designed to wear them down) is special events that the GM can insert at times they feel suitable.  There’s a crude bloodsport for Krant’s personal entertainment, the shakedown of a local baker for protection money (will the PCs go through with it or find an alternative?), and expected participation in a Temple-led pickpocketing ring (again a moral dilemma).  The events are a really good way to add some drama to the PCs’ stay in the temple, and again a couple of more would have been really good as seven days of lying low and being sneaky is a long time for players used to dungeon crawls and straightforward solutions.

 At the end of their week, the PCs need to figure out how to escape the temple to keep their planned meeting with Reginar.  Assuming they do, he tells them it’s time to take a bigger risk.  They need to slip back into the temple and breach Iramine’s private quarters on the strictly-forbidden second floor of the temple.  This doubtless leads to some combats against Egarthis, a “mask golem” (the silly-looking new monster I mentioned earlier), and potentially pretty-much the entire congregation (depending on how quickly and cleverly PCs move).  I didn’t actually pursue this part in my run, as the PCs had left incriminating clues about themselves during their escape from the temple—killing Krant and abducting Evlar just for a start—and I believed Reginar would surely know it would be suicidally foolish to send them back, plus, in real-life there were some interpersonal issues between a couple of the players that made it seem wise to start wrapping things up.  The written conclusion has the temple being razed to the ground by the Nirmathas authorities, the Church of Razmir outlawed in the country, and the Pathfinders discovering Iramine’s destination: the “City of Golden Death”!

 The freeform nature of the module made it a really fun experience to run.  It’s always exciting to see just how far the PCs can be pushed before they start pushing back (and giving themselves away), and the tension of having to stay undercover for so long (and the consequences if their deception is discovered) worked great.  I can safely say it’s unlike any other Pathfinder adventure I’ve ever played or run, and it’s an excellent example of the type of stories the system can handle if the writer thinks outside the box of “encounter-encounter-encounter” a little. 

 According to the holy words of divine Razmir, there are 39 steps to wealth and glory.  Take the first step now by experiencing Masks of the Living God today!

Thursday, January 26, 2023

Starfinder Society Scenario # 2-11: "Descent Into Verdant Shadow" [RPG]

NO SPOILERS

Descent Into Verdant Shadow is a meaty scenario that should really test some PCs (and the GM!).  The setting is interesting and original, and the encounters involve an excellent mix of role-playing, skills, and combat.  It's not a scenario for when the group is in a rush or the GM hasn't had time to prepare, and the final encounter especially takes up a lot of the GM's mental bandwidth.  But I still enjoyed running it, and would recommend playing it, especially for PCs with an ecological bent.  I ran it at subtier 5-6 via play-by-post using the four-player adjustment.

SPOILERS!

The planet Aballon is known for its sprawling cities that cover most of the planet, teeming with countless anacites.  But there are a few pockets of wilderness remaining, most notably the Ice Wells--deep chasms caused by ancient meteor strikes that contain half-frozen primordial jungles.  The Ice Wells are under the protection of the Xenowardens, and the Starfinder Society has always been refused permission to send an expedition team to explore them.  Until now--because a strange sickness has started affecting the flora and fauna in one of the Ice Wells called the Gullet.  But this is a closely held secret, and as far as the SFS knows, they've simply been offered a guided tour of the Gullet so the Xenowardens can evaluate their ability to navigate the delicate ecoystem without causing damage.  

In a briefing with the unimpressed Venture-Captain Naiaj (she thinks the Xenowardens are "glorified eco-terrorists"), the PCs are introduced to their guide: a khizar (mobile plant creature) named Hemlock.  Hemlock talks like a half-stoned surfer dude, and I had the best time role-playing them!  For the first part of the scenario, they act as a guide and evaluate the PCs (using a positive/negative tally system that affects scenario success conditions).  But in the second half of the scenario, they become righteously angry and start flame-throwing stuff! (at least, that's how I played them)  I would love to see Hemlock again in a future scenario.

Descending into the Gullet, even with cables and harnesses, isn't easy, as the walls are icy and pretty soon it becomes completely dark.  The four PCs in my game were all surprisingly good at Athletics, but a PC who neglected that skill would get banged up pretty good.  On a couple of occasions during the descent, Hemlock points out some rare plant specimens and encourages the PCs to take some samples.  However, Hemlock is secretly testing to see whether the PCs can harvest them properly and whether the PCs know enough to only take a few and not strip the cliffside bare.  It's a clever way to test both the PCs' skill and their restraint.  Further down the descent (which take a few days in total), the PCs are attacked by a sharpwing (a predatory bird with eyes on its wings) that seems to be suffering from some sort of sickness.  The scenario rewards the PCs if they can avoid killing the creature outright, but I think it overlooks the fact that (for some reason) sharpwings are immune to nonlethal damage--which makes taking it alive a difficult thing to achieve.

After examining the sharpwing and some plantlife in a nearby cavern, the Hemlock and the PCs will swiftly realize that a mystical disease ("monochromatic sickness") is spreading through the ecosystem and threatening its viability.  Enraged that the Gullet is in danger, Hemlock flips a switch and turns from a peaceful hippy guide to a dedicated ecowarrior, demanding the PCs help discover the cause of the disease.  Moving further into the cavern, the PCs will have to get past some tenebrous worms, a carnivorous plant called a vracinea, and some gremlins who have captured a ravai (a sort of humanoid-grasshopper fey that are embodiments of the sun and healing) named Radiance.  Assuming Radiance is rescued alive, they'll be able to explain the cause of the disease: the planar walls between the Material Plane and the Shadow Plane are thin in this area of the Gullet, and a svaltalfar fey from the Shadow Plane named Iziphis (awesome pic!) has slipped through.  Iziphis is constructing a machine to power a permanent portal between the two dimensions, and this monochromatic sickness is a side effect.

The final battle has a *lot* of moving pieces for the GM to deal with.  In addition to Iziphis and her gloomwing mount (flying rules!), there are two full-fledged NPC allies to run (Hemlock and Radiance), the changing round-by-round hazardous environmental effects of the machine, and complex/confusing terrain to adjudicate.  PCs who can't fly may also find it a bit of a slog to even get into the battle.  I think in my run-through, Radiance ended up doing most of the damage to Iziphis.  Even with my usual prep, I found it a challenging encounter to run, and I certainly wouldn't recommend trying to improv it.

All in all though, Descent Into Verdant Shadow was an interesting and memorable scenario that makes great use of the setting and challenges both the players and the GM.  I'd highly recommend it for experienced gamers.

Wednesday, January 25, 2023

Pathfinder Society Scenario # 6-15: "The Overflow Archives" [RPG]

NO SPOILERS

I got to play The Overflow Archives via play-by-post with one of my favorite new PCs, Jilla.  The scenario is very light-hearted in tone (bordering on silly), and apart from an emphasis on riddles, could be good for younger players.  There's plenty of opportunities for role-playing throughout, and the internal artwork is excellent.  From recollection, the encounters weren't difficult--the challenge was figuring out what was causing a particular problem and how to solve it.  The scenario wasn't really to my taste, but I had still had a good time (and it happened to suit Jilla's personality perfectly). 
 

SPOILERS!

The Overflow Archives introduces an eponymous outbuilding on the grounds of the Grand Lodge in Absalom.  The in-game Overflow Archives is a repository for all the ancient tomes and obscure scrolls that Pathfinders have brought back from their adventures but that the main library in the Grand Lodge hasn't had a chance to examine and catalog yet.  I really like the concept (it reminds me a bit of a fantasy-version of Warehouse 13), and I could see plenty of future scenarios premised on discoveries made within it.  

What's important for present purposes is that a Pathfinder initiate named Virml snuck into the Overflow Archives on a nighttime dare, and while puttering around inside grabbed an old scroll off a shelf and read an old riddle-poem from it.  Instead of summoning some awful demon (hey, I've seen Buffy!), a kitsune trickster named Caught was released from centuries of extradimensional imprisonment for offending fey riddlers back in the Age of Anguish.  The scroll promptly tore into six pieces, Caught locked Virml in an old (giant) bird cage, and shapechanged to look like him.  After using some pieces of the scroll to summon some guardians (and distractions), Caught plans to figure out how to open a portal between the First World and the Material Plane.  (which, if you've played # 9-14: Down the Verdant Path, you know could be a problem!)

The PCs come into the picture when they're summoned in the middle of the night by a very irate Kreighton Shaine (Master of Scrolls), an opportunistic Paracountess Zarta Dralneen (the Dark Archive faction leader), and a sodden and ashamed-looking Virml (secretly Caught in disguise!).  Shaine explains that somehow the Overflow Archives are flooding, and the PCs' job is to investigate and put a stop to it.  I like to think that if I were an amazingly-powerful spellcaster and a valuable repository of books and scrolls were being destroyed in a flood, I might investigate it immediately myself instead of waiting while several others are summoned and briefed to do so.  Maybe Shaine suffers from hydrophobia?  I like how, during the briefing, all three interrupt and talk over one another--could be fun to handle as the GM.  Also, in a touch I really like, Zarta Dralneen gives a secret mission to any PCs who are members of the Dark Archive: to steal and turn over to her personally a copy of a dangerous tome named The Darklands Precepts.  I still like the idea of faction missions, and this one is done well as the book has a cool concept and some interesting magical protections.

Once inside, the immediate source of the flooding will be obvious: a giant talking magical fish is squirting water out of its mouth!  Although Jilla's suggestion was to hit the giant talking fish with her rolling pin, the scenario doesn't advise combat against a CR 5 grodair.  Instead, "Mistress Koi" (one of the guardians of the extradimensional prison) explains about the fugitive kitsune and says if all six pieces of the scroll are brought to her, its magic can recapture him--and in exchange, she'll remove all the water she's released.  Importantly, Mistress Koi has a poor memory and can't remember the kitsune's name, but only by speaking his true name can the reassembled scroll open the doorway to the extradimensional prison.

The rest of the scenario has the PCs exploring the flooded building look to assemble all six pieces of the scroll.  There are some really funny gathlains "fishing" from atop a bookcase (great RP potential), some voidworms to do battle with (dangerous because of their confusion ability), the real Virml to rescue from some tooth fairies (I did cringe a bit here, as they've removed most of his teeth with pliers!), and Caught, who has changed his disguise to look like Kreighton Shaine--I for one was fooled!  All of the creatures are stylised to resemble the subjects of the riddle-poem.

Assuming the PCs recover the pieces of the scroll, catch Caught, and return to Mistress Koi, they then just need to figure out the kitsune's true name.  This doesn't actually require solving the riddle itself (which is good, because the "answer" is arguable and probably unfair); instead, there's an acrostic the players can discover if they get all six pieces assembled in order (the GM *has* to remember to remove the numbering from the handouts, otherwise it'll be a snap).  Once that's done, everything is put right.  Except for the waterlogged books and scrolls, which the scenario doesn't seem to think is a very big deal because they can just be "recopied".  I suspect the writer isn't familiar with how flood damage can irretrievably destroy books, but let's just assume some magical protections were put on the library and someone will spam mending, I guess.

Overall, if you're in the mood for something light or need an adventure that shouldn't stress anyone out (apart from the tooth fairies!), The Overflow Archives could be what you're looking for.