# Campaign session prep

## Adventure title

The library inside the sleeping whale

## The opening situation

A familiar voice calls from a book nobody has opened\. On the jetty, a young keeper begs the party to return one volume before the creature wakes\.

## People with conflicting wants

Venn, the junior keeper\: Return a stolen navigation book without exposing the sibling who took it\.

Captain Sola\: Use that book's living map to find a fishing crew missing beyond the safe current\.

## Meaningful choices

Retrieve the map and convince the library to lend a guide instead\.

Accompany the captain now and arrange a return the creature can actually trust\.

## Clues the party can find

\- The creature wakes when its books disagree, not when somebody makes noise\.
\- The map shows the missing crew moving against the current\.
\- A return stamp can mark a promise as well as a date; the old keeper's diary explains how\.

## What changes if nobody acts?

The library begins shelving its own rooms\. Each changed passage separates a useful clue from an easy exit, without removing the route back to the jetty\.

## Tonight’s scope and table agreements

One session\: jetty, three library chambers and the living map\. Choose a rescue route rather than mapping an entire ocean\.

Original campaign seeds and a session-prep guide: https://www.inkwell.software/resources/dnd-campaign-ideas

