Showing posts with label Candlekeep. Show all posts
Showing posts with label Candlekeep. Show all posts

Tuesday, May 18, 2021

Candlekeep: Afterthoughts

I already posted my first impressions of Candlekeep Mysteries, but now I've finished it, and I thought I'd post my impressions of the individual stories. Overall, it's one of my favorite adventure books. A lot of the chapters could be expanded into their own campaigns, and I like how most of the quests favor mystery over combat.

Note, there will be spoilers. If you plan to run these as a DM, feel free to read on. But if there's any chance you might play in them, skip this blog.  

I'm listing them in the order that I liked them, and I've given each story a star rating of 1 to 5.

Shemshime’s Bedtime Rhyme (Level 4) *****
I covered this in an earlier blog, but it feels like one of my favorite Doctor Who episodes.

Sarah of Yellowcrest Manor (Level 7) ****
You find the diary of a servant girl, which gives clues to some unsolved murders. You befriend her ghost and try to track down the killer, who is about to perform an evil ritual.

A Deep and Creeping Darkness (Level 4) ****
You investigate a ghost town that was abandoned after a mining collapse. Following the disaster, the townsfolk experienced nightmares until they fled the town. This one has more combat potential than the earlier adventures, but the mystery is still pretty cool.

The Curious Tale of Wisteria Vale (Level 11) ****
The PCs are hired to rescue a bard from a demiplane. This tiny dimension was designed to emulate a peaceful village, populated by enchanted mannequins that look and act like townsfolk. It has shades of Pleasantville, WandaVision, and several episodes of the Twilight Zone. And that's not even the main plot, which involves a Beholder trying to make the dimension its own. I can't wait to run this one just to roleplay the NPCs. I might have given it five stars if not for a couple of unfair encounters toward the end, including a "save-or-die" item that only serves to punish the curious.

The Book of Inner Alchemy (Level 12) ****
Some pages are stolen from a book of martial arts and mysticism. Hired to recover the missing pages, the party must fight their way through a martial arts camp. It's a fun adventure, but I would only run this chapter if there was a monk in the party.

The Joy of Extradimensional Spaces (Level 1) ****
I think this is a great, low key introduction to the book. The PCs get trapped in a Magical Mansion spell, and have to solve a puzzle to get back. Short and simple, but fun.

The Price of Beauty (Level 5) ****
A book teleports you to a temple of Sune. It's a spa where people can have all their physical flaws corrected, but these treatments come with an unexpected cost. It's run by a trio of beautiful elves, who are secretly hags in disguise. It has elements that remind me of Dorian Gray, and the hags remind me of the newest Resident Evil game. I'm a sucker for Sune, so I really enjoyed this story.

Kandlekeep Dekonstruktion (Level 9) ****
This one is kind of crazy. A secret cult in Candlekeep attempts to launch one of the towers into space. It's also interesting because once the action starts, the PCs only have an hour to stop the countdown. So no resting between fights, or attuning to any treasures they find. The story has several possible outcomes, including the PCs getting trapped in outer space, so that could be interesting.

Lore of Lurue (Level 8) ***
The PCs enter a storybook and have to play their way through the tale. This one is kind of interesting because there's no real danger - if you die in the book, you are ejected back into the real world, where you can take a long rest before you jump back in. You're also unable to explore areas that are beyond the scope of the story, which reminds me of video games when you see messages like "You can't go that way." So it's kind of railroady, but somehow it works.

Alkazaar’s Appendix (Level 15) ***
A famous adventurer retired before he could complete his final quest. The PCs pick up where Alkazaar left off, on a mission to help a lost golem fulfill its destiny. Finding the golem is easy, but returning the golem to its master involves a trek through the desert, confronting a purple worm, helping a Dragon Turtle, and battling a Dracolich for possession of a powerful relic.

The Scrivener’s Tale (Level 14) ***
The PCs accidentally open a book that curses them. They have a limited amount of time to break the curse, or they are doomed. Also, the cursegiver speaks to PCs telepathically, attempting to mislead them. All in all, it's not a bad story, with a fairly epic boss battle at the end.

Mazfroth’s Mighty Digressions (Level 2) ***
You have to track down some counterfeit books, which leads you to some jackalweres, who have problems of their own. You can help them with their problems, or bully them into making amends. I like that there's more than one way to complete the adventure.

Zikran’s Zephyrean Tome (Level 10) ***
A book turns out to hold a trapped djinni, who offers to grant the characters a wish if they agree to kill his master. Along the way they might put a couple of ghosts to rest, parley with a dragon, and explore the ruins of a Cloud Giant fortress. My only problem is that the villain, while of evil alignment, isn't given much opportunity to show that he deserves to be killed. It seems like the PCs pretty much agree to kill him just so the djinni will grant them a wish.

Xanthoria (Level 16) ***
A terrible fungal plague is spreading through the land, affecting both plants and animals. Infected humans act like zombies, chant "Xanthoria" over and over, and eventually collapse into a puddle of goo. It turns out that Xanthoria is the name of a Druid who went insane and became a lichen lich. I hope your PCs have strong stomachs, because this adventure hits them will all kinds of molds, fungi, spores, and the like. It concludes with a heartbreaking choice, as the only way to permanently defeat the lich is to destroy her phylactery - which is in the form of a living sprite, who must be convinced to sacrifice herself.

Book of Cylinders (Level 6) **
You have to help a tribe of frog people who have had their village taken over by yuan-ti invaders. It's an okay story, but nothing to write home about.

Book of the Raven (Level 3) *
A treasure map leads you to an old house where you meet some wereravens, and... that's pretty much it. I do like the atmosphere - it's really cool having PCs hear creepy noises (like children laughing) from other areas of the house. But there's not much of an actual story here. I'm afraid it would leave the players wondering if the adventure was actually complete. It would be a good jumping off point for another adventure, though.

The Canopic Being (Level 13) *
There's a book that describes a dark ritual involving Mummy Lords and organ transplants, and the PCs' names are included on the list of future participants. I'm not much into Divination magic, and this adventure is full of it. Plus it's got some rooms that are hard to visualize, and some important items hidden in places PCs aren't likely to look. Overall, the adventure just didn't work for me.


Wednesday, April 7, 2021

Candlekeep: Shemshime’s Bedtime Rhyme

I'm only about six chapters into Candlekeep Mysteries, but I wanted to throw out a special mention of chapter 5: Shemshime’s Bedtime Rhyme.

I love this one.  It feels like a Doctor Who episode (specifically, "Midnight").  The adventure features a small cast of characters, confined to a basement beneath Candlekeep.  The party and the NPCs are all afflicted with a killer earworm.  Everyone gets the same nursery rhyme stuck in their heads, and they self-quarantine so it doesn't spread.  

It's the kind of story where things just seem a little off at first, only for the weirdness to escalate to disturbing levels.  Like Midnight, it's the type of story a TV series might pick when they need a low budget episode to flesh out the season, only to find it becomes one of the most beloved episodes of the series.

Unfortunately, it needs the right kind of DM to pull it off, and maybe the right kind of group to enjoy it.  Hack-and-slashers need not apply.  This is a story that requires the proper use of tension, and players who enjoy investigation.  

Candlekeep Mysteries has already proven worth the money, and I'm not even a third of the way through it.  I hope it has at least a couple more stories of this quality.

Tuesday, March 30, 2021

Candlekeep Mysteries

I think one of the more underrated books for 4e was "Dungeon Delve."  It was basically a compilation of 30 mini adventures, one for each party level.  Each adventure had about three encounters (and let's face it - given the length of 4e battles, three encounters could easily take multiple sessions).  Of course they were light on plot, but that just meant you could drop them into any campaign.  The main draw was that you always had a quick adventure ready if you decided to hold an impromptu game.

5e's "Candlekeep Mysteries" is a lot like that.  It contains 17 standalone quests, one for each party level 1-16 (there's two for level 4).  But unlike Dungeon Delve, CM's adventures center more on plot than fighting.  I'm about three adventures into it, and so far, I'm really liking it.

The book opens with a chapter describing Candlekeep - a huge library containing rare books from all over the world.  It's a short chapter, but detailed enough that it could inspire many adventures.  Each of the 17 short adventures involves a book in some way.  Maybe you're hired to recover a stolen tome of eldritch lore.  Maybe an absent-minded wizard attempted an unfamiliar hex he found in an ancient spellbook, and you have to clean up the mess.  Maybe an old diary contains a map to a mysterious treasure.

In an odd way, it kind of reminds me of "Friday the 13th: The Series" (no relation to the movies), where the owners of a cursed antique store had to hunt down several lost artifacts, each episode centering on a specific artifact and the trouble it caused.  

If you were to build a campaign around this book, it might start to feel a little repetitive after a while.  Although if you were specifically wanting a "Librarians" themed campaign, this would be a good start.  Otherwise, you might want to pick and choose which adventures to use.  Save this book for a night when you don't have anything prepared, and run whatever chapter is appropriate for your group's level.

My only complaint is the map.  It comes with a foldout map of Candlekeep, which is not fully repeated in the book itself (the courtyard part is repeated, but not the Inner Ward).  I keep my maps separate from my books, so they don't fall out while reading them, and I honestly would have found this map more useful if it were inside the book.  

It's not a particularly useful map for campaign strategy, like the overland map in Rime of the Frostmaiden or the hex map in Tomb of Annihilation.  This map seems to be more for flavor, and I'm surprised they bothered to make it a foldout map at all. 

But despite that little nitpick, I think it's a great book for any DM to have.  These adventures require a little more prep time than the ones in 4e's Dungeon Delve - and by that, I just mean you'll actually have to read ahead a little.  But it's still a lot more "grab and play" than the adventures in "Ghosts of Saltmarsh" or "Tales from the Yawning Portal".  

Definitely worth a read.