Sample file INTRODUCTION THE THREATS FACING CANDLEKEEP

This guide is meant to help a DM prepare Candlekeep Mysteries describes the for a campaign using the Candlekeep library-fortress as having a number of Mysteries adventure anthology. Hopefully, it powerful magical wards that protect it. will help you and your players create a While this may have been accurate in the cohesive, interesting, and most of all FUN past, it's not quite correct as of 5th Edition. game out of these otherwise disconnected modules. By providing a narrative In 1489 DR (roughly six years before the throughline and main antagonist, as well as modern day in the ), these tips and suggestions for running the wards were absorbed by a legendary lich adventures as parts of an ongoing known as Larloch the Shadow King. A campaign, this guide aims to elevate your former sorcerer-king of ancient Netheril, Candlekeep Mysteries game to the next Larloch was attempting to become the new level! deity of magic, considering all previous gods to hold that title to have been incompetent. Some elements that crop up in several of His schemes were stopped by these adventures include curses, prophecy, before he could cement his apotheosis. the fey, collectors of all sorts, the power of stories, the past coming back to influence Larloch has since retreated to lick his the present, and how far one is willing to go wounds, holed up within his stronghold of in the pursuit of knowledge. You and your Warlock's Crypt, located in the Troll Hills players may want to keep these ideas in north of Baldur's Gate. Once, Warlock's mind as you begin putting this campaign Crypt was a Netherese flying enclave, together. inhabited by pacifist researchers interested only in study--not too unlike modern-day You'll want to familiarize yourself with the Candlekeep. But now the ruined towers of "Candlekeep" chapter at the start of this necropolis jealously reach towards the Candlekeep Mysteries, as this guide will sky they were plucked from so long ago like regularly reference the locations and black talons, and the only inhabitants of characters mentioned there. Be sure to their halls are the undead. have the book on hand while going through this guide, as most things will be referenced ELMINSTER THE GOD by their area number in the corresponding adventure. For the purposes of this guide, Elminster became the new deity of magic after This guide will also freely refer to creatures stopping Larloch. This not only takes a that are given statistics in Volo's Guide to major hero off the table so that a new Monsters and 's Tome of generation can shine (No more players Foes. If you don't have either book on hand, asking "Why doesn't Elminster just deal these stats can easily be looked up using an with this?"), but also gives the Old Sage a online resource. more substantial role in 5th Edition. If you Sampledislike this change, fe el freefile to ignore it.

1 Liches and vampires loyal to Larloch conduct foul experiments night and day behind guards & wards spells, packs of dominated trolls, as well as legions of wights, zombies, and summoned planar beings, preparing for the day that their master plays his hand once again.

Throughout this campaign, the party will clash with Larloch and his minions. Larloch attempts to manipulate cults, steal evil artifacts and forbidden knowledge, and gain god-like power over the Weave of magic by trying to get his hands on one of The point is that the party is important at the long-lost Nether Scrolls. this moment in Candlekeep's history--the Avowed NEED their help. Never forget that Larloch aside, Candlekeep still faces a more the PCs are the main characters in this story mundane problem: preservation! With the and should feel like their actions can change wards that made that task simple having the world! vanished, the Avowed must turn to other methods to try and save their collected lore. CAMPAIGN OUTLINE Like the Realms at large, they are in need of heroes. While building their characters, the players choose "character ties" (presented later in So why does all this matter for your game? this guide) that personally connect them to It means that the player characters have the unfolding events of the campaign before many more chances for adventure! working together with the DM to flesh out a town that they all have some connection to. The wards protecting against things as This town will serve as a plot point in two simple as mold, bugs, fire, and theft are no adventures, "The Joy of Extradimensional longer present in Candlekeep. While there Spaces" and "Sarah of Yellowcrest Manor". are spellcasters among the Avowed who can make up for these shortcomings on a As the campaign proper begins, this town is smaller scale, these protections pale in suffering under a curse, caused by the comparison to what Candlekeep once experiments of Larloch the Shadow King, an enjoyed. That's where the player characters ancient Netherese lich who recently step in. absorbed the protective wards of Candlekeep in a failed bid to attain The party’s druid is the only one who can godhood. This curse is what leads the PCs to negotiate with a clan of vegepygmies that Candlekeep, seeking the wisdom of an has appeared in the deep vaults. The party’s expert on curses: Great Reader Teles fighter rescues dozens of rare tomes from a Ahvoste. This kicks off the first adventure, fire, while the party's rogue proves key in Sample"The Joy of Extradime nsionafilel Spaces". testing out new anti-thieving measures.

2 Unfortunately, Teles Ahvoste has been (though there are only hints that this trapped inside an extradimensional space, spellcaster is the legendary Larloch). and the PCs soon find themselves joining the Great Reader. The PCs team up with They finally clash with Larloch's minions Teles in order to investigate the magical during the events of "Book of the Raven". mansion and find a way out, all while One night, a raven carrying the spirit of one avoiding a mysterious assailant. Upon their of the lich's victims delivers a book to the escape, Teles helps remove the curse upon PCs, which they discover has a treasure map their town, but is only able to determine inside it. This map leads them to the that it was caused by damage to the Weave hideout of a secret society dedicated to of magic, stating that further research will combating evil artifacts. Larloch sends a be required to track down the source. strike team, led by a wight named Drovarth Harrn, to collect this society's most recent As thanks for their heroism, Teles hires the acquisition: a figurine of the demon prince party to help Candlekeep, which has been of the undead, Orcus. The PCs might foil having problems protecting and maintaining Drovarth's mission, or the wight successfully its vast collection of lore ever since their steals the figurine. magical wards were stolen by Larloch. The PCs are given a room in the Firefly Cellar Another curse woven by Larloch strikes and are exempt from needing to present a close to home as the Firefly Cellar that the book each time they wish to enter party has been living in falls victim to an Candlekeep. infectious song in "Shemshime's Bedtime Rhyme". The PCs learn that the source of After getting to know their new home and this madness is an allip, an undead creature some of the colorful characters inhabiting it, created by a curse woven to protect "Mazfroth's Mighty Digressions" begins as forbidden knowledge. Teles Ahvoste is able their research into the Weave turns up a to identify this curse as having been created book that tries to devour them! They track by the same spellcaster responsible for the this monstrous imitation back to a curse that befell the party's town in "The bookshop in the nearby city of Baldur's Joy of Extradimensional Spaces," though Gate, run by a pack of jackalweres who are they must have done so nearly a thousand trying to raise money to resurrect their slain years ago! Indeed, though the PCs don't leader. Depending on the choices the PCs know it yet, the allip was born when some make, they might earn themselves a new unlucky fool learned the means by which to friend or fervent foe, and further prove destroy Larloch's hidden phylactery. themselves to the Avowed of Candlekeep. The PCs investigate mysterious After finally getting to read up on the disappearances in "A Deep and Creeping Weave, it becomes clear to the PCs that the Darkness" and "The Price of Beauty," curse that befell their town was only the exploring an abandoned mining town beginning of something far bigger, caused cursed long ago by the archfey known as the by a powerful spellcaster's attempts to Queen of Air and Darkness, and a Samplemanipulate the Weave to their own ends bathhouse built aroun d a mafilegical hot spring near the city of Silverymoon. While not 3 immediately tied to Larloch and his plans, the party help them reach orbit, or do they the friends they make and the knowledge try to scuttle their launch? Either way, the they learn in these adventures will come PCs learn of a book that contains a trapped back later. djinni, which leads directly into "Zikran's Zephyrean Tome". This djinni offers the PCs In "Book of Cylinders," the party learns a wish if they can free him from the book, a ancient history dating back to the Days of task that requires them to track down the Thunder. This history echoes into the archmage Zikran. Whatever the PCs use this present as the PCs interact with the modern wish for should have resounding effects on day descendents of two primordial races the campaign! who were responsible for the creation of the Nether Scrolls. These long-lost artifacts Over the next few adventures, the party are taught the Netherese how to wield magic, faced with a number of moral quandaries using the Weave in ways that they could and revelations that might help them defeat have never imagined. Larloch. In "The Curious Tale of Wisteria Vale," they enter a demiplanar prison in After the eponymous ghost manifests in order to try and cure a Harper agent named "Sarah of Yellowcrest Manor," the party Arrant Quill, who has intel on the Netherese discover that a cult has taken root in the lich. In "The Book of Inner Alchemy," a town that the players fleshed out at the monk seeking immortality plans to create a beginning of the campaign, the same town magic item that will allow him to steal souls they saved in "The Joy of Extradimensional before they can feed Larloch's phylactery. In Spaces"! This cult has ties to an elder evil "The Canopic Being," the PCs are targeted known as Hadar the Dark Hunger, but the by a mummy lord devoted to the god of cult leader has been hoodwinked into prophecy, who has learned how to store her gathering bodies for a necromantic ritual organs in the bodies of other people. being planned by Larloch. After becoming afflicted with a curse in In an attempt to learn more about Larloch, "The Scrivener's Tale," the PCs are hunted the party are directed to look into the by agents of the Queen of Air and Darkness, eponymous tome in "Lore of Lurue". Past who are being bolstered by old enemies and foes strike back however, as the Amberdune servants of Larloch. Can the party survive Pack ("Mazfroth's Mighty Digressions" ) or this unending assault, deal with the archfey Drovath Harrn ("Book of the Raven") break known as Nintra Siotta, and recover a vast into Candlekeep to try and steal the book library full of lost knowledge? for the lich! If they aren't stopped, these enemies change how the story ends in a In "Alkazaar's Appendix," the party learn way that will have lasting consequences, that Larloch has discovered the location of earning Larloch a divine ally in the form of one of the fabled Nether Scrolls. They must Lurue the Nightmare Queen. venture into the ruins of ancient Netheril in order to track down and claim the scroll Fearing for Candlekeep, a cult of custodians before the lich can achieve god-like mastery Sampleattempt to launch the library into space over magic. Unfortuna tely, ofilene of Larloch's during "Kandlekeep Dekonstruktion". Do ancient servants is already waiting for them 4 when they arrive, and she intends on CHARACTER TIES returning it to her master one way or another (If you don't intend on continuing Tying player characters to the events of an the campaign past the pre-written adventure will often make what's going on adventures in Candlekeep Mysteries, then I feel more personal and create some instant think this adventure would make a great investment. Below are suggestions that finale, in which case you might want to run DMs are encouraged to present to players "Alkazaar's Appendix" after "Xanthoria"). as a way to help link their characters to the campaign ahead: A horrific fungal plague sweeps across the Realms in "Xanthoria," an affliction brought Child of Diaspora - This character hails from about by one of Larloch's leashed lich a group of people who departed their servants. Will madness and mold consume homeland to live in other parts of the not only Candlekeep, but the entire world of Realms--a not so unfamiliar circumstance in Abeir-Toril? Or will the PCs be able to stop a world of divine upheavals, magic disasters, the spread of this infection before it's too and countless other more mundane events. late? Perhaps they fled the mutually-assured That marks the end of the adventures in destruction of reborn Myth Drannor and Candlekeep Mysteries, but you'll find Thultanthar (a shadowy successor to suggestions for how to continue your ancient Netheril that claimed the lands of campaign all the way to level 20 at the end Sembia and the Anauroch); maybe they of this guide. were part of the wave of Shou immigrants who came west after the Spellplague, and were protected from bandits as a child by the vagabond monks of the Order of the Immortal Lotus; or they hail from the Little Calimshan neighborhood of Baldur's Gate, founded by refugees fleeing the tyranny of genies and their kin in the south, such as the genasi archmage Zikran.

Harp On - This character has had previous dealings with the Harpers, a secretive organization dedicated to preserving history, maintaining a balance between nature and civilization, and preventing abuses of power.

Maybe the character is an old friend of Arrant Quill, a bard imprisoned within The Curious Tale of Wisteria Vale by the Harpers Sampleuntil they can find a w ay to ffileree him from the influence of an evil artifact; were

5 recruited as a spy for their sharp tongue or still owes her; or perhaps their bloodline stealthy nature; or were raised in carries her curse after one of the character’s Candlekeep itself by a member of the ancestors unwittingly gifted the archfey a Avowed belonging to the Harpers (the "gleaming black crystal" from the mines of player and DM can discuss who this is) and Vermeillon, which erased her name and long to see the world beyond its walls. destroyed her physical form.

Knowledge for Its Own Sake - This Witness to History - This character was character has no special link to any specific witness to the historic duel between adventure, but is simply an incorrigible Elminster and Larloch in Myth Drannor six seeker of knowledge. This may be the result years ago. of a life lived by the old adage that "curiosity killed the cat, but satisfaction Perhaps they were warped by proximity to brought it back"; a magical compulsion to such powerful magics; tried to save people uncover secrets and solve mysteries; or a from the death and destruction wrought by belief that "knowledge is power". the battle alongside a half- druid named Xanthoria or a Harper agent named Arrant Taste of the Occult - This character has had Quill; or carry the epic story of these brushes with the otherworldly and occult world-shattering events and the newborn and is likely seeking answers to the deity of magic created as a result of them to seemingly unexplainable events they have the rest of the world. experienced. STARTING A CANDLEKEEP MYSTERIES Maybe they have indistinct memories of CAMPAIGN riding on a unicorn's back when they were young; had a friend or loved one who fell Since we're crafting an entire campaign out under the influence of a cult, perhaps one of the adventures in Candlekeep Mysteries, dedicated to the demon lord Zuggtmoy or we'll want to give the party good hooks to the elder evil known as Hadar the Dark hang their characters on before launching Hunger; or they’ve been haunted by visions into our first adventure, "The Joy of of primordial beings from the Days of Extradimensional Spaces". Thunder who resemble snakes and frogs. Luckily, the adventure provides a good Some people might even see them as jumping off point. "The characters have Alaundo the Seer come again! come to Candlekeep seeking aid for a Pact of Air and Darkness - This character stricken town, which could be the home of has ties to the Queen of Air and Darkness, one or more of them. The settlement has ruler of the Feywild's Gloaming Court. withered this year. Crops have failed, the livestock stands in the fields like stick Maybe they rode with her Wild Hunt for a figures, and the rain has dwindled." In this time, where they met the Princess of the guide, this curse is due to the machinations Shadow Glass, Nintra Siotta; or the Queen of Larloch the Shadow King. Because of this, Samplemay have brought a loved one (or the PC the town is best placed somefilewhere themselves) back to life and the character between Daggerford and Candlekeep, a

6 region where Larloch's own lair of Warlock's THE JOY OF EXTRADIMENSIONAL SPACES Crypt lies. Instead of using a one-time NPC (Matreous) We can begin our new campaign by asking who is doomed to die by imp, we're going the players what this town's name is. Then, to use this first adventure to provide the we'll go around and ask each player one PCs with an opportunity to interact with an question about the town. If they have a NPC who will hopefully recur throughout hand in crafting it, the fate of it and its the campaign: Teles Ahvoste, one of people will mean much more to them! Candlekeep's Great Readers, specializing in Whether it's their hometown, a place they magic items, curses, and the Weave. regularly go to for business, or just a starting point for their next adventure, each After fleshing out their town, explain to the character can add something of value. PCs that it suffers from a curse that Teles Ahvoste of Candlekeep might be able to Below are a few questions you might ask: help with. Our first actual scene in character will be at Candlekeep's gates. Ask each PC ● You have a family member or friend what lore they donate to the library--this is who lives in this town. Who are a chance for the players to be creative, not they? What do they do? for the session to grind to a halt. ● What is the local tavern called? What do you like most about it? Remember to mention Candlekeep's Orders ● This town has an interesting bit of of Accordance: culture, such as a unique festival, sport, coming of age ceremony, or ● No fighting. All arguments must signature dish. What is it? Is this follow the rules of cordial debate tradition still practiced today? and discussion. Violent altercations ● There is a local legend about are not tolerated. someone or something around ● No stealing. This rule applies to all town. What is this legend? objects in the keep, not just the ● Sightings of a mysterious cryptid library’s works. have swirled around town for years. ● No copying. Visitors are permitted What is this cryptid called? Do you to take notes while studying the believe in it? library’s works, but anyone who wants to make a full copy of a work Keep in mind that this campaign centers must pay to have the manuscript around CANDLEKEEP at the end of the day, created by scribes at the House of so don’t go too crazy. The primary purpose the Binder. of this exercise is to bring the party ● No damaging, marking, or together, give them some investment in the otherwise modifying the works. town's fate, and provide you as the DM with This rule doesn’t apply to privately hooks you can use later in the campaign if owned books, scrolls, and other you so choose. documents that aren’t part of SampleCandlekeep’s c ollectfileion.

7 Read the following description as the PCs different adjutants and let the PCs have pass into the Court of Air: some fun interaction with these NPCs.

A few example reasons might include: Beyond the enormous black gates, an open cobblestone courtyard the size of a ● Fembris Larlancer wants to impress football field yawns wide. The people these new seekers with how moving between the outbuildings within "connected" they are. Sure, they this Court of Air look like ants against the aren't really that connected, they're imposing edifice of Exaltation--the grand just bending the rules by ignoring citadel at Candlekeep's heart--which rises the red tape, but who needs that from a skyline of mismatched towers stuff anyway? behind the fortress's inner wall. An ● Parmak is worried that they are elegant turret cloaked in vines shares constantly walking into things while space with a fierce metal spire that looks reading because they're also as if it were plucked from the Hells suffering under some kind of curse! themselves and... is that a pirate ship you They aren't, but Parmak is a bit of a see in the distance? Perhaps most hypochondriac about these sorts of majestic of all is the massive, taxidermied things (hypochon-parmak?). form of an ancient red dragon, which ● Garlyth Graystock has a feeling looks as if it were climbing up the side of something is wrong. They have a Exaltation itself! Even the most jaded of second sense for this stuff, for hearts is stirred by the thrill of mystery knowing what people want or need and adventure that Candlekeep promises. before they do, and they have a feeling that Teles needs these If the PCs ask about Teles, they're told that newbies. one can't simply ask to see one of the Great ● Irony is a stickler for the rules, but if Readers, there's a whole months-long they want to be Keeper of Tomes process! The Great Readers are doing someday, then they know that they important work, trying to maintain and need to impress Keeper Janussi and learn from Candlekeep's vast collection of the Great Readers. Maybe this is lore. just the break that they've been waiting for. Besides, it's not really Let the PCs stew on this for a minute; let breaking the rules, "section X, them ask "What's going to happen to our subsection B states..." town if we can't get this guy's help soon?" That's when you have one of the characters Make a show of the fact that the door to from the Avowed Adjutant table approach the private study room was locked, and the party and offer to show them to Teles's mention that no one saw Teles leave private study room in the Pillars of through it. The adjutant departs to inform Pedagogy. USUALLY there's a months-long the other Avowed when they see that Teles process, but for one reason or another, this has mysteriously vanished from inside of a Sampleadjutant is willing to help the party out. This locked chamber! file is a good chance to introduce a few

8 Instead of what’s written in the book, when (instead of waiting until after it's taken from the command word, "scepter," is spoken in the mansion). The rest of the party is the private study room, the party hears the alerted by a shriek as the imp stings Teles creaking of doors, which draws their eyes to Ahvoste or one of the PCs and then flees a painting on the wall. The painting depicts invisibly or in the shape of an animal a mansion set against a psychedelic purple (masquerading as a fluffy black cat to blend sky. They watch as the front doors of the in with Fistandia's pets). Teles should painted house swing open, spilling light out survive this ambush, and even if they're of the painting and onto the floor in front of knocked unconscious, give the PCs a chance it. The PCs can easily discern that if they to heal/stabilize them. stand in the light, they can leap directly into the painting and enter Fistandia's mansion. If possible, you want this to happen off-screen, so the PCs don't know exactly Upon entering, they startle Teles Ahvoste, who or what this mysterious attacker is. who shouts for them to hold the door, but The goal here is to build tension there's no time--the party is thrust into the throughout the party's exploration of the mansion as the doors slam shut behind mansion. They're locked inside a mansion them! Like Teles, they're now trapped with with an unseen attacker, will they be able no obvious means of escape. Sure, they can to escape alive?! go out into the indigo miasma, but that won't get them back to Candlekeep. Teles unfortunately failed to see who ambushed them, but is grateful if the PCs Teles informs them that they've been healed or stabilized them. A perceptive reciting different command words for the investigator will realize that the imp figurine last half hour to try and reopen the portal to they were shown earlier is missing and may no avail. Since they're all stuck here now, be able to connect the dots, but then Teles suggests that they "split up and search there's the question of where the fiend for clues". They show off the imp figurine went... and if it will strike again! they discovered as an example of what wonders must lie inside this extradimensional manor, mentioning that they intend to gift the imp to Sylvira Savikas, a fellow Great Reader with expertise in other planes of existence.

Due to defensive measures placed by Fistandia, Teles Ahvoste uses the statistics of a sage while within the confines of the mansion, rather than the statistics of an archmage.

If the party gets into a fight or does choose Sampleto split up, the imp figurine reverts to a real file imp at a dramatically appropriate moment

9 To escape the mansion, the party has to ● The Black Crystal, a faerie tale learn the command word to get out about how the Queen of Air and (“liberty”), which can be determined by Darkness was gifted a "gleaming collecting a set of puzzle books. For the black crystal" by a group of miners purposes of this guide, puzzle book 'B' has who discovered it and didn't realize been moved from area M17 to area M19. that the gem would not only Below are the locations where each book is destroy her physical body, but erase located: her name as well. ● Gone with the Wind Dukes, an ● M13. The Chained Library - puzzle overview of the fall of the Wind book 'L' is on the reading desk Dukes of Aaqa millennia ago, which ● M5. Study - puzzle book 'I' sits in led to infighting in their ranks, one of the armchairs including among their genie ● M19. Preserved Menagerie - puzzle servants in Abeir-Toril's own nation book 'B' sits on table beside glass of Calimshan. vessels ● Never Say Nether, a treatise on the ● M15. Bedroom - puzzle book 'E' sits Nether Scrolls, long-lost artifacts on the chest of drawers that are said to be the basis of ● M3. Library - puzzle book 'R' sits on modern day magical theory, used one of the shelves centuries ago by the ancient empire ● M11. Laboratory - puzzle book 'T' is of Netheril to increase their arcane among the books on the middle might tenfold after they were table uncovered in a series of ruins ● M14. Trophy Room - puzzle book 'Y' believed to be older than humanity is among the books on the table itself.

Looking at the books in area M3, Teles The faerie dragons in area M9 hiss at and Ahvoste comments that he knows the other shun a PC with the Pact of Air and Darkness Great Readers of Candlekeep will enjoy this character tie, as they sense the touch of the trove. Daral Yashenti is something of a poet Queen of Air and Darkness on them. They themselves, while Fheminor Scrivenbark is a try to play as normal with anyone else. collector of mythology and folk tales. If the PCs established any cultural traditions or The five bright stars on the star map in area legends from their town at the start of the M11 and in the planetarium in area M12 campaign and bring them up, Teles will tell can be identified with a successful DC 12 them to chat with either of these sages if Intelligence (Arcana or Religion) check as they get the chance. baleful stars tied to the Far Realm. They are Caiphon, Delban, Gibbeth, Hadar, and Nihal. If a character reads the titles of any books in Teles Ahvoste might point the PCs towards area M3, area M13, or area M14, examples Kazryn Nyantani or V'ziir-Ag (experts in the that can be used to foreshadow future fields of celestial navigation and the Far Sampleadventures might include: Realm respectively) fo r furthfileer information on the subject.

10 In area M13, Teles Ahvoste can identify that ROLEPLAYING THE Martial Attack Techniques can act as a flail +1. The sage laughs and says, "I doubt even If the slaad tadpole escapes, it matures in Great Reader Alkrist has seen military 2d12 hours, transforming into a blue strategy like this before." At the DM's slaad. Remember that you don't have to discretion, a PC can spend 14 days of play the slaad as mindlessly hostile. Slaad downtime studying the contents of this are chaos incarnate, so you can never be book and practice the techniques within. entirely sure how they might act. Afterwards, allow that character to take the Martial Adept feat for free! This can only be They might help themselves to a feast of done once and only by a single PC, so no alchemical liquids in area M17 or to the passing the book around so everyone can dry foods in area M7 and ignore all else earn a free feat. It's meant to be a gift to an until they get a stomach ache; or gently inquisitive martial character, not an exploit! and lovingly pet the resident cats while engaging a PC in polite conversation; or The imp stalking the mansion might come run away screaming bloody murder at the into conflict with the mimic in area M8 or sight of the PCs. Heck, and if a PC gets the quasit in area M18. The imp can't transformed into a red slaad or green control itself around the quasit, given the slaad themselves, I say let the player bad blood between demons and devils. If continue playing them with slaad the party helps either the imp or quasit, resistances, with the caveat that that fiend will offer to aid the party in someone might try to steal their control return (or even become a spellcaster’s gem in the future. I promise, it'll be an familiar), in order to escape Fistandia's experience that player will never forget! mansion. Neither will immediately betray or stab the PCs in the back (that's no fun). The All of them use crawling claw stats, but this imp will try to talk its way out of any will make things more flavorful than just consequences for its initial ambush and fighting severed hands. The jars contain: might even try to blame the quasit (who clearly has no stinger). The quasit will be 1 a cockatrice combative in conversation, but if service 2 a flumph means it gets what it wants, it will do what 3 a giant fire beetle it's told, even if it complains the entire time. 4 a small grell 5 a myconid sprout Move puzzle book 'B' from area M17 to area 6 a psuedodragon M19, where it sits on one of the tables. We 7 a thought eater (a psychic predator want the party to experience the Preserved resembling an emaciated platypus) Menagerie down here. Speaking of, we're 8 a slaad tadpole (if this result is going to spice up the encounter in area M19 rolled, the tadpole is able to escape a little bit. When the party enters the area, its jar without help, in which case its roll 4d8 to determine which of the primary goal is to flee, not fight--it Samplespecimens on display will attack when the wants to grow up, nofilet die) party disturbs them or the puzzle book.

11 After escaping Fistandia's mansion, Teles Ahvoste will help the PCs lift the curse upon their town. Teles suspects that there's more to this curse than meets the eye, and while he can identify it as having been brought about by "perversions in the Weave", the fact that the source of these perversions was none other than Larloch the Shadow King remains a mystery for the time being.

Because of the heroic actions of the PCs however, Teles (or another member of the Avowed) will sponsor them for employment at Candlekeep so that they can help the ailing library-fortress. They'll no longer be required to present a new piece of lore every time they want to enter Candlekeep, but they will still find the Inner Ward closed to them until they prove themselves further (see "A Deep and Creeping Darkness"). To set up "Shemshime's Bedtime Rhyme" for later in the campaign, give the PCs lodging in the Firefly Cellar below the House of Rest, a windowless basement lit only by lamps full of fireflies.

This is a perfect time to run some downtime--I suggest a tenday or so. Give the players time to mingle with the NPCs residing in the Court of Air before jumping into the next adventure. We want them to get to know their new home a bit. Below are some ideas:

● The PC gets to know their neighbors in the Firefly Cellar, who have all moved here recently as part of Candlekeep's ongoing restoration efforts (save for Crinkle, who has lived down here for over two decades). These include pessimistic widower Ebder Smallstone and his Sampledaughter Gailb y (whfileo shares her drawings of the party's exploits); an 12 elderly scribe named Varnyr who rumors about the silver dragon said loves books as if they were her to haunt the catacombs beneath grandchildren; Little One the ogre Candlekeep (Miirym the Sentinel (they're an interesting NPC, so let's Wyrm); dangers on the roads make use of them--their room is around Baldur's Gate; or the rogue area F8 on the map, where they've modrons recruited to work within put the two beds together to lay the Great Library. on); and Crinkle, who is the cellar's ● The PC enjoys a relaxing visit to the grumpy caretaker. Crinkle considers Bath and Steam House, where they Varnyr's restoration efforts an meet one of the Avowed Adjutants invasion, though she has a soft spot or Great Readers. While taking for Gailby Smallstone. Varnyr is advantage of the pools, saunas, and friends with Little One and lets him massage parlors, they can engage "babysit" books from time to time. them in conversation. If you choose For the purposes of this guide, one of the Great Readers, try to pick Crinkle is a secret member of the one with a field of expertise that is Scarlet Sash (see "Book of the an area of interest for the PC, or is Raven"). linked to their character tie. ● The PC attends a stitching class at ● The PC attends a service at the Erudite Outfitters & Clothiers, run Temple of Oghma, overseen by by Feldmar Bisset III. If you'd like, Lorekeeper Kei Tigersteel. If the PC have them make a DC 10 Dexterity has the Child of Diaspora character (Sleight of Hand) check, with a tie and is of Shou descent, Kei might success meaning that their stitching be a family friend or might holds. Feldmar is impressed if the approach them because of their character succeeds on this check by shared heritage. A PC with the 5 or more. A character who is Witness to History or Knowledge for proficient with weaver's tools Its Own Sake character ties might automatically succeeds and also interest the Lorekeeper, who is impresses Feldmar. He might also always interested in learning engage a character in conversation something new. about his hobby of raising silkworms. You might ask the players if their characters ● The PC visits the Hearth to unwind have anything they've always wanted to by the fire and fill their belly. There, know about. Use the Avowed Adjutants they might meet any number of table to assign a helper to them, giving this seekers, one of the Avowed, or the NPC as much personality as you can. It's up ogre Little One. Instead of reading to the DM how hard any given piece of lore Storm King's Thunder, Little One's is to find. Don’t let the PCs answer every current book is one that the PCs question at the beginning of the campaign. donated to gain entry to Some books take months to track down or SampleCandlekeep at the beginning of the are in a restricted vaul t. file campaign. The PC might hear

13 MAZFROTH'S MIGHTY DIGRESSIONS Dark Hunger) was about the entity known as Hadar and its star-fearing warlocks. Upon When you're ready to continue to the next finding the real book at Amberdune adventure, allow the recently-arrived Hideout, they might notice the name "Viallis Mazfroth's Mighty Digressions to cross Yellowcrest'' scribbled on the inside cover. It paths with a PC who has decided to do was among the possessions that Lord Viallis research into the Weave (perhaps due to sold off (see "Sarah of Yellowcrest Manor''). the "perversions in the Weave'' that caused the curse in their town). If no PC has Valor, the bounty hunter who brought The expressed such an interest on their own, Dark Hunger to Candlekeep, is currently have one of the Great Readers (Teles researching an elusive target. For the Ahvoste works best, though Sylvira Savikas purposes of this guide, she'll reappear in or A'lai Aivenmore might also work) or an later adventures (see "A Deep and Creeping Avowed Adjutant that the party has gotten Darkness" and "The Price of Beauty"). to know make contact with them about the book's recent arrival. "This new acquisition If a PC hails from Baldur's Gate or has ties to might just hold the answers we seek about the criminal underworld, they could know that curse. Remember: we'll never know the wererat Mushika, in which case he until we look!" doesn’t immediately attack the party. They might be able to suss out the fact that he's Describe the eclectic, meandering essays in been robbing folks on the road north, but the book before the PCs are finally able to it's up to the PCs how they respond, if at all. find a relevant passage. In order to If they part amicably, Mushika secretly tails foreshadow future adventures, mention the the party, using rats to spy on them. fact that Mazfroth disagrees with the theory that Malar, god of the hunt, is responsible If the PCs attempt to sneak into Amberdune for the curse of lycanthropy, as not all Hideout (or after they get their hands on lycanthropes are evil by nature; and that the real books), Mushika approaches them. Mazfroth credits certain demon lords with The wererat wants to cut a deal: he has a the creation of different creatures buyer on the black market they can sell the (examples include Graz'zt creating lamias, books to (if they split the profits with him), Orcus creating liches, and Zuggtmoy rather than deliver them to Candlekeep. creating all manner of deadly fungus). Mushika's buyer is a disguised monk belonging to the Order of the Immortal Unfortunately for the PCs, as soon as they Lotus (see "The Book of Inner Alchemy"). find a relevant passage about the Weave, the book attacks them, revealing its true If the PCs take Mushika up on this offer, form as a gingwatzim! they receive 100 gp for each book sold (for a maximum of 600 gp, if they sell all of the While investigating the mystery surrounding valuable books) and a gray bag of tricks, Mazfroth's Mighty Digressions, it may be of sent along as a thank you gift by the interest to a PC with the Taste of the Occult wererat. The Avowed will be disappointed Samplecharacter tie that one of the other books at this turn of events. file that transformed into a gingwatzim (The

14 Finally able to read what Mazfroth's Mighty “Larloch is a name that any sane person Digressions has to say about the Weave, the trembles at the mention of. That lich is PCs learn the following: older than both Waterdeep and Baldur's ● The Weave is an interface that Gate, and could turn either city upside spellcasters use to access magic. down if he so chose. They say he has an ● Several deities of varying army of leashed liches at his command, temperaments have overseen the who themselves command legions of the Weave, including Mystryl, Mystra, undead. It's Larloch we have to thank for Midnight, and now Elminster, who the wards of Candlekeep being gone, you reluctantly accepted the mantle know. After years of moldering in the after preventing the legendary shadows, he appeared and yanked all Netherese lich Larloch the Shadow those centuries of spellcraft from the King from claiming dominion over Weave itself to try and pave his way to all magic in 1489 DR. godhood. Good for us he failed, though ● Damage to the Weave can cause that happy fact isn't going to help us to unimaginable destruction, as protect and preserve our collection, now evidenced by the Spellplague in is it?" 1385 DR and Karsus's Folly in -339 DR, an event that resulted in the If the PCs agree to help the Amberdune (literal) fall of ancient Netheril. Pack resurrect Nidalia the lamia, they could make good recruits for Candlekeep! As If Teles Ahvoste is kept apprised, then Teles fellow book hoarders, they would make explains that their forefathers came from loyal and effective members of the Avowed. Halruaa, a successor of Netheril devastated It'll take time to find a powerful enough by the Spellplague. They survived by fleeing spellcaster to cast resurrection, but there's aboard flying ships and becoming sky no better place to start looking for one than pirates. Given this family history, Teles is Candlekeep. quite comfortable around magic, but also knows its inherent dangers. A resurrected Nidalia might also teach a PC how to create gingwatzims during a period Armed with the information from of downtime, though it takes 2d4 tendays Mazfroth's Mighty Digressions, it seems before they fully grasp the concept. Once likely that the "perversions in the Weave'' they do, that PC can spend one or more Hit that caused the curse that befell the party's Dice to create up to half their level in town were brought about by a spellcaster's gingwatzims. attempts to manipulate the Weave. This spellcaster's identity likely eludes the PCs, If the PCs become enemies of the though if any of them suggests that it might Amberdune Pack, they reappear later in the be Larloch, the Avowed go pale and admit campaign (see "Lore of Lurue" and "The that they can only hope the PCs are wrong, Scrivener's Tale"), having grown in power given Candlekeep's recent experiences with themselves and found a means to resurrect Samplethe lich. Nidalia. file

15 BOOK OF THE RAVEN Bonaduce. It fits, given his history of destroying evil artifacts, and once again ties The alternate delivery of this book via a this adventure back to Candlekeep. If you're raven with a restless soul inside it is way feeling particularly silly, you could make cooler than just stumbling across the book. these mysterious do-gooders lycanthropic However, for the purposes of this guide, the versions of flying squirrels, rather than restless soul of Heluthe isn't just hoping to wereravens (this is a cosmetic change--they get rid of squatters. Rather, her body was still use the wereraven stat block). stolen and used to fuel Larloch's vile experiments at Warlock's Crypt, and she If you want the journey to the chalet to be wants to point the PCs to the Scarlet Sash, more eventful, have the PCs come across a who are about to be targeted by the lich's heavily-defended caravan on the road as minions. they make their way through the Trollclaws. While not as infested as the Troll Hills to the On a map of the Forgotten Realms, place north, the people on the caravan warn the the abandoned hamlet of Wytchway in the PCs that there are still "trolls in them there Trollclaws northeast of Baldur's Gate and hills." the Fields of the Dead. The Winding Water and its tributaries will serve as the rivers Ratchet up the tension by describing the present on the treasure map. impenetrable mist that gathers in the valleys and gulches of the Trollclaws, and One of the PCs might recall with a how there's no way to know what lurks successful DC 14 History check that the within. Describe the abandoned village of "Scorch of the Red Wyrm" on the treasure Wytchway, rotten and dilapidated. If you map was caused by Fyrentennimar want to spook the party, have them hear (fire-in-ten-ee-mar), an ancient red dragon something moving around in a ruined whose hollowed-out corpse now serves as building, only for it to pop out for a jump one of the spires of Candlekeep. While her scare and be revealed as a wild pig. Most history is long and winding given the age at groups I know will try and adopt this pig. which she died, Fyrentennimar famously helped a powerful cleric of Deneir named When the PCs reach the wooden bridge on Cadderly Bonaduce destroy powerful evil the treasure map, there's a mist that makes artifacts using her dragonfire. Cadderly the area heavily obscured. That's when you Bonaduce himself was an eccentric fellow, strike with an actual troll. Have it lurking armed with a walking stick that doubled as beneath the bridge and try to pull a PC a blow gun, weaponized yo-yos through one of the windows so it can chow known as spindle-disks, and the ability to down on them. REMEMBER that creatures transform into a giant, white flying squirrel who rely on sight are Blinded in this (this dude is canon to the Forgotten situation, including the troll. If you're feeling Realms). particularly wild, don't use a troll. Instead, a vampiric mist uses the fog as cover and tries Instead of the Scarlet Sash being founded by to drain the PCs dry, using its Blood Sense SampleAnil Zasperdes, we're going to say that this ability to negate the B lindedfile condition. secret society was founded by Cadderly

16 Once the party reaches Chalet Brantifax, let them explore.

If a PC has the Harp On character tie, a member of the Scarlet Sash (your choice) recognizes them as having ties to the Harpers. As a fellow secret society of do-gooders, this will improve the disposition of the estate's residents towards the party. If a PC has interacted positively with Crinkle, the grumpy caretaker of the Firefly Cellar (where they're staying in Candlekeep), a member of the Scarlet Sash might also recognize this, as Crinkle is a fellow member of their society. If a PC If Drovath or the gargoyles get their hands meets either of these criteria, they will find on the figurine, they do their best to escape it much easier to gain endorsements if they and deliver it to their master. If captured want to join the Scarlet Sash, and the and questioned, Drovath warns the party member who recognized them freely offers that the world of the living shall tremble to turn them into a wereraven. before his master. The wight will name-drop After meeting the Scarlet Sash and possibly Larloch to drive the fear into their hearts, learning about their most recent staring at any PC with the Witness to History acquisition--a figurine of the demon lord character tie. Understandably, the Scarlet Orcus--it's time to drop the hammer. Use Sash are concerned, and the party might be the "Shadow Crossing" encounters in the able to convince them that Candlekeep is a adventure to represent the forces that safer hiding place for the Orcus Figurine Larloch sends to retrieve this evil artifact. than Chalet Brantifax.

As night falls and the fog swirls around Several of the Great Readers take an Chalet Brantifax, the twelve ghouls interest in the events of this adventure, converge on the estate in groups of three. including Teles Ahvoste (given the Orcus One of these groups are mounted atop Figurine and the Scarlet Sash's interest in three warhorse skeletons, one of which other evil artifacts), Fheminor Scrivenbark wears Drovarth's saddle of the cavalier, (given the history of Chalet Brantifax and making it impossible to dismount the ghoul the Scarlet Sash), Sylvira Savikas (given the rider against its will and causing attack rolls presence of a shadow crossing at Chalex against the mount to have disadvantage. Brantifax), and V'ziir-Ag (given the attack by Meanwhile, the wight, Drovath Harrn, uses the undead). his ring of jumping to leap onto the roof SHEMSHIME'S BEDTIME RHYME before moving to area C14, where the Orcus Figurine has been hidden. Two gargoyles "Shemshime's Bedtime Rhyme" and "A Sampleaccompany Drovath. file Deep and Creeping Darkness" are the only two adventures in Candlekeep Mysteries to 17 share a recommended level. For the suspicions down on her. Gailby is too purposes of this guide, you'll want to run distraught to argue, with Crinkle busy "Shemshime's Bedtime Rhyme" first. After consoling her. running around in extradimensional mansions, abandoned villages, and even the When Ebder stops singing, roll on the big city, this adventure strikes close to Shemshime's Influence table, or go with home. option 3 on the table. This will make it eerily chilly in the Firefly Cellar, and you should Since the party is already staying in the describe how the PCs can now see people's Firefly Cellar, you don't need to get them to breath. Almost immediately, spring Event 3 the adventure. Hopefully, you’ve given them on them. a chance to meet their neighbors and the PCs have already interacted with the NPCs When the PCs discover the secret who appear in this adventure (except for compartment containing the singing skull, K'Tulah the tabaxi, who only arrived six days either roll on the Shemshime's Influence ago). Little One the ogre is not present at table, or go with option 4 on the table. The the time of this adventure, having spent the shadows who appear are trying to stop the night studying at the Pillars of Pedagogy, party from destroying the skull. which Varnyr can tell them. Remember that the PCs might decide to When they return to their rooms, let the cast speak with dead on the remains of “Starting the Adventure” section play out either Yowen Pilt or the Avowed who killed more-or-less as written, with the PCs him. If they destroy Yowen Pilt's singing delivering books to the newly-arrived skull, they can’t use speak with dead on K'Tulah for Ebder Smallstone. Instead of him. A PC who succeeds on a DC 15 Wisdom Ebder having just put his daughter to bed (Medicine) check can date the bodies to the however, have Gailby Smallstone playing late 800s DR (around six hundred years ago) outside their room while humming when and determine how they were killed. This they head downstairs, or have her approach could make some PCs suspicious of Varnyr, a PC and ask them about their adventures since she was alive back then and was also as she hums. already humming when she returned to the Firefly Cellar to announce the quarantine. By the next morning, all of the PCs are infected by this earworm. Give the party time to investigate after the start of Event 3. At a dramatically After Event 1, let the PCs question two of appropriate moment, have K'Tulah make the five individuals locked in the cellar her escape attempt, as detailed in Event 4. If before springing Event 2 on them. If they the PCs try to stop her, roll three times on were questioning Ebder at the time of his the Shemshime's Influence table, or use outburst, K'Tulah starts pointing fingers at options 2, 6, and 1 on the table. This might the PCs, as they were the first ones she once again make the PCs suspicious of noticed humming this morning before it K'Tulah, as these events seem carefully Sampleinfected Ebder. Given K'Tulah's recent orchestrated to protec t her. fileIndeed, arrival, this might bring the party's Shemshime is trying to give the tabaxi the

18 best chance of escaping, while also sowing The book will require further research to try absolute chaos. and determine anything else about Shemshime, though few things short of a When tensions hit a climax, trigger Event 5. wish spell could safely unlock the Afterwards, move to Event 6 as the knowledge hidden within the allip's broken adventure suggests. mind. In truth, the curse was placed by Larloch to protect the secret means by Once Shemshime's curse has ended and the which one could destroy his phylactery. quarantine lifted, Lorekeeper Kei Tigersteel blesses the Firefly Cellar, exorcising any of The events of this adventure might also help Shemshime's lingering influence; Kei also convince the Scarlet Sash (see "Book of the takes the bones from area F4 to properly Raven") to let a PC join their secret society. inter them in below Candlekeep. Little One is awestruck, if a little horrified, by the A DEEP AND CREEPING DARKNESS events that occured while he was away. If Crinkle and Gailby survive and were treated After the events of the previous four well, Crinkle gives the party a robe of useful adventures, feel free to give the party a items. month or two of downtime. They deserve a breather after everything they've been The PCs may want to talk about the through. Let them interact with the world experience with Teles Ahvoste (given their and the people they've met so far, as well as expertise in curses), Daral Yashenti (given do any research they're interested in. their expertise in music), Fheminor Scrivenbark (given their expertise in folklore Eventually, they come across the book that and history), or V'ziir-Ag (given their kicks off this adventure--A Deep and expertise in the unnatural, including the Creeping Darkness--possibly while trying to undead). The Great Readers should research curses, disappearances, and eventually be able to identify Shemshime as legends linked to Larloch the Shadow King. an allip, a type of spirit created when a While there's no obvious connection creature's body is obliterated by a mighty between Vermeillon and the lich, an NPC curse, one often placed there by a powerful might suggest they look into the matter. being to safeguard a secret. This adventure might also be personal for a Teles Ahvoste recognizes that the curse PC with the Pact of Air and Darkness that spawned Shemshime has the same character tie, as the "gleaming black crystal" magical hallmarks as the one that befell that was gifted to the Queen of Air and the party's town in "The Joy of Darkness was discovered in Vermeillon's Extradimensional Spaces". This suggests platinum mines. The explosion that rocked that the same spellcaster is responsible, the town in the adventure's backstory was though they must have created it over six retribution by the fickle archfey, whose hundred years ago, as that's when body and name were destroyed by this Shemshime's Bedtime Rhyme arrived at mysterious and evil gemstone. The SampleCandlekeep. meenlocks manifested not lofileng after, feeding off the terror of the townsfolk.

19 The town of Maerin is nestled at the foot of rest. A mending spell also repairs the Cloud Peaks (located south of this damage. Candlekeep). Because of this, Vermeillon ● A traveling merchant who appears lies south of Maerin, rather than north. If a to be a dragonborn in a trenchcoat PC has the Pact of Air and Darkness at a distance, but is clearly three character tie, it's possible that Lukas kobolds sitting on one another's Grosvenor or Astra Vorn actually knew a shoulders upon closer inspection. relative of theirs when they lived in One of them is a kobold inventor Vermeillon. You might decide that the PC is and tries to sell one of its Weapon descended from one of Mayor Lei Inventions, which are one-time use Duvezin's two children (Tavin and Nia), items detailed in the kobold who evacuated Vermeillon with the inventor statistics. The party might mayor's wife, Tifra. That way things are try to rob the kobolds for their even more personal when they discover trenchcoat if they're in need of cold the meenlock who was once Mayor weather gear, in which case, the Duvezin. kobolds throw off the coat and open fire with hand crossbows that Use the rules for Extreme Cold as the PCs deal 1d6+2 (rather than the 1d4+2 make their way into the snowy mountains. damage sling in their statistics), Some encounters the party might run into making use of any Weapon on the road to Vermeillon: Inventions they didn't sell the party. ● The party hears a bloodchilling howl ● As the PCs are traveling along a echo through the mountains. Have nauseating stretch of road each PC make a DC 13 Wisdom sandwiched between a cliff face and saving throw when they hear this a 200-foot ravine, they find their howl. On a failed save, a PC has path forward blocked by fallen rocks disadvantage on ability checks and and snow left over by an avalanche. attack rolls for the next 24 hours; A strong wind makes flying, they also have disadvantage on jumping, and climbing over this their saving throw against a yeti's obstacle dangerous at best, and any Chilling Gaze ability. Creatures that checks of that nature have are immune to the frightened disadvantage while the wind blows. condition are also immune to this If any PCs try to clamber through effect. That night, the yeti strikes. It the avalanche, they must succeed will try to ambush a PC and drag on a DC 15 Strength (Athletics) or them back to its cave, using its Dexterity (Acrobatics) check, or climb speed to lose foes on the their cold weather gear is ruined. If perilous slopes of the Cloud Peaks. a PC falls into the avalanche, they Remember that the yeti has take fall damage and their cold advantage on Dexterity (Stealth) weather gear is ruined. A PC who is checks made to hide in snowy proficient with weaver’s tools can Sampleterrain. file mend the clothing during a short

20 When the PCs reach area M9 in the Each letter should be customized to the PC meenlock's nest, they find Valor the in question, depending on who among the bounty hunter (see "Mazfroth's Mighty eight Great Readers, the First Reader, and Digressions") paralyzed on one of the slabs. the Keeper of Tomes they have caught the If she isn't saved within 1d4-1 hours attention of. Teles Ahvoste is an obvious (minimum 1), she'll be transformed into a choice, but consider previous interactions meenlock. If they save Valor, she explains with other senior Avowed that they may that she came to Vermeillon in pursuit of have had. If a PC has been responsible for the traveling merchant whose cart is located expanding Candlekeep's collection (by at area V6. According to Valor, the merchant delivering books noted in previous was a wanted smuggler. She assumes they adventures), Bookwyrm the First Reader will were trying to use Vermeillon as a shortcut have taken notice of their contributions; through the Cloud Peaks, but were captured while a PC who has helped provide funding, by the meenlocks. protection, or new staff will receive the sponsorship of Candlekeep's governor and The reopened platinum mines of Vermeillon Keeper of Tomes, the enigmatic Janussi! would make a nice source of income to fund Candlekeep's ongoing preservation efforts. So begins tier 2 of the campaign. If the PCs set this up, the Avowed are so thankful for everything that the party has THE PRICE OF BEAUTY done up to this point that they grant the Let the PCs explore the Inner Ward of PCs access to Candlekeep's Inner Ward. Candlekeep for a tenday or two between Each PC receives a letter of admittance that adventures. You want them to feel like the they can present to the Keeper of the wait to enter the Great Library was worth it, Emerald Door, who will then allow them so do your best to make it feel like a magical into the library proper. and otherworldly place. If they want to do

Sample file

21 any research or investigate rumors they may ● The foreboding Infernal Spire, which have heard about Candlekeep (such as contains planar lore and about Miirym the Sentinel Wyrm), let them. summoning chambers that Sylvira Savikas frequents, often questioning As they explore, describe the procession inhabitants of the Outer Planes. known as the Endless Chant, which travels V'ziir-Ag also does research here on through the keep day and night, reciting the a regular basis. If the Amberdune prophecies of Alaundo the Seer. Mention Pack (see "Mazfroth's Mighty the ongoing efforts to preserve and Digressions") has moved to maintain the library and its collection that Candlekeep, this is the perfect place are being carried out by Stonky J. to create new gingwatzims. Noptopper's custodial staff (see ● A pirate ship known as the Jewel of "Kandlekeep Dekonstruktion"), aided by the the Styx, where a crew of nineteen thirteen rogue modrons allied with the wights and their captain, a female Avowed. Note the studious stone golems tiefling wight known as the Infernal inscribed with text (said to be passages Duchess, remain bound to their from their favorite works), who helped lay vessel. They are friendly and defend Candlekeep's foundations long ago and Candlekeep in times of peril. Teles decided to stick around as Enlightened Ahvoste is fascinated by the cursed Guardians. Bring up the curious maze of crew, who remind Teles of their own bridges, hallways, courtyards, tunnels, sky pirate forefathers. staircases, and lifts that connect the many ● The vine-cloaked Spire of Silvanus, towers of the library-fortress, each one inside of which dwell all manner of stranger than the last. friendly creatures. Kazryn Nyantani enjoys spending time in this little Among the towers the PCs might explore slice of nature within the hallowed are: halls of Candlekeep, while A'lai ● The hollowed-out remains of the Aivenmore can be found meditating red dragon Fyrentennimar (since on the nature of the divine. there are no floors within the ● A fortified armory dubbed dragon's body, this tower must be Balduran's Steeple, the interior navigated via flight or levitation), walls of which are lined by shields where Bookwyrm the First Reader and banners depicting the heraldry spends a lot of time. The stuffed of every major army from the last heads of several dragons hang millennium. Alkrist maintains a within and can be questioned using historical military museum here, speak with dead. Nax Olossis while Fheminor Scrivenbark can spends time talking with them often be found doing historical when they can't get enough research among the stacks. conversation from the living (or ● A leaning tower that looks like a from Miirym the Sentinel Wyrm, crooked chimney, lovingly referred Samplewho is herself quite the to as the Cand lekeepfile Confectionary. conversationalist). Delicious scents fill the tower, which 22 serves as a test kitchen for collected This changes a few details about the recipes. Avowed adjutant, Sprig adventure, including the fact that Orrin Summerfoot, spends a lot of time Glass is a human, not a dwarf like here when not serving as a guide. Falthrax--adjust the painting in area T17 of On top of being a poet, Daral the Temple of the Restful Lily accordingly. Yashenti is also a surprisingly good Orrin's reasons for making a bargain with cook. the hags remain the same as Falthrax's: he ● A three-story stone tower with a was "fearful of growing old after a lifetime roof of red metal shingles known as of dedication to Candlekeep." the Barn Door. The only entrance to the tower has a wooden sign bolted Other minor adjustments include Vile to it that reads, "Danger! No Sazha's bond, "Dwarves burned down my Trespassing!" If the PCs try to enter, home and killed my daughter long ago, and the young Avowed adjutant known I will hate all their kind forever." If you have as Irony tells them that they should no dwarves in your party, change this to obey the sign, as the Barn Door is single out a PC as a target of Vile Sazha's ire. condemned. If they persist, they You might also change Auntie Greenbones's find that the door has been sealed pet Morty from a hell hound to a yeth with an arcane lock spell. If that hound--a fey creature tied to the Queen of doesn't deter them, then Air and Darkness. Gatewarden Kalan Strongbranch A PC with the Pact of Air and Darkness appears on the scene and warns the character tie could be known to the hags of PCs that they don't want their the Fetid Gaze, especially Auntie letters of admittance to the Inner Greenbones. It's even possible that the "old Ward revoked for ignoring the song of the fey, about a daughter betrayed edicts of the Keeper of Tomes (The by her father and given to the unseelie in a Barn Door will become relevant in bargain," which is sung by Auntie the adventure "Kandlekeep Greenbones, is about the PC! A PC who Dekonstruktion"). rode with the Wild Hunt will recognize yeth Eventually, have the party come across The hounds like Morty as the hunting dogs of Price of Beauty and drop the hook on them. the Gloaming Court. Like with "The Joy of Extradimensional We're also going to explicitly tie the Spaces", you might want to replace the Temple of the Restful Lily to the Pool of one-time NPCs who draw the party into this Eternal Spring mentioned in "Lore of adventure with members of the Avowed Lurue," a future adventure in the they've already gotten to know. In this case, campaign. The "hot spring infused with fey replace Lorris Niss with a character from the magic" described in this adventure and the Avowed Adjutants table (Garlyth Graystock pool blessed by Lurue the Unicorn Queen would work nicely) and the missing Falthrax in that adventure are both noted as being Loderr with Orrin Glass (also from the close to Silverymoon, so let's make them Avowed Adjutants table). Samplethe same spring! file

23 The adventure states that Saeth the hunter (see "Mazfroth's Mighty Digressions" cambion (located in area T1) "specifically and "A Deep and Creeping Darkness"). You wants to learn the secrets of the cursed could also make this an old friend of Valor's paintings, and he is happy to betray his from her days in the Purple Dragon Knights employers to obtain them." Keep this fact in of Cormyr. They respond to the PCs in a mind as the adventure plays out. Remember manner appropriate to the party's past that he carries the Fetid Gaze's hag eye, interactions with Valor. which has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, If a PC has the Harp On character tie, then each coven member takes 3d10 psychic Ilmar Mizzrym (a secret Harper agent damage and is blinded for 24 hours. operating out of the bathhouse) in area T7 recognizes this connection. If this is the Saeth informs the party that the main hot case, the Charisma (Persuasion) check to get spring (area T5) is "unfortunately out of on Ilmar's good side is reduced to DC 12. A order, due to a rather unpleasant spirit PC with the Taste of the Occult character tie that's taken up residence in our bath" who has experienced visions of their own (Cyrena the naiad). If the party offers to might be interested by Ilmar's "haunting help deal with this spirit, Saeth says that vision". If the PCs help Ilmar rescue Sylvarie, his employers would gladly offer a free neither of the elves will forget the aid they treatment in exchange for this service. The rendered. cambion admits that he's curious about the secret process used in these If the tiefling-turned-kobold spy, Glitter, treatments, asking the party to tell him survives this adventure, he'll prove to be a what they witness after the fact. If good friend to have around in the necessary, the cambion uses his Fiendish adventure "Sarah of Yellowcrest Manor," Charm ability on the character with the which will take the PCs to Waterdeep. If lowest Wisdom to ensure this. Gorba Daardenrian is restored, she swears fealty to the PC with the highest Strength Make good use of the characters on the score, asking them to train her, so she might Temple Guests table as the PCs explore. I one day become as strong as them. If Orrin am a big fan of Jarlaxle Baenre, so the Glass is rescued, he gifts the PCs with a horn pretending to be him is an instant must-use of blasting (somewhat ironically for for me. You might choose to make option 2, someone with the last name 'Glass'), which the "veteran of the Flaming Fist," a guard might help explain why the adjutant is who the party met when they visited partially deaf. Baldur's Gate in "Mazfroth's Mighty Digressions". Depending on how that BOOK OF CYLINDERS interaction went, you might even decide This adventure is going to have quite a few that the injury the mercenary is recovering changes and alterations, so hold onto your from was caused by the PCs. Option 5 on pants. the table refers to a "knight who belongs to Samplean order called the Purple Dragons," which First off, we're going to totalfilely change the sounds a lot like Valor the tiefling bounty introduction. At some point after the

24 conclusion of "The Price of Beauty", the PCs discover the Book of Cylinders. It's possible that a character from the Avowed Adjutants table, Little One the ogre, or Varnyr (see "Shemshime's Bedtime Rhyme") bring the party's attention to this strange tome. They know nothing about it beyond what the PCs discover upon examination--that the book is actually a container for three intricately carved, hollow wooden cylinders and a bag of dry clay.

Eventually, the party should realize how to use the cylinders by rolling them across wet clay. If they need help, allow friendly NPCs to provide suggestions on how to proceed.

Instead of what is described in the adventure, the cylinders depict the following tale: a second serpent--this one depicted 1 A civilization of advanced, frog-like with wings--opens its maw to humanoids flourishes, but they devour them. The cylinder tells of eventually clash with an empire of visitors who shall carry the past into giants and find themselves in a the future, and preserve that which losing war. The cylinder includes a threatens to be lost forever. The prominent image of a serpent biting story ends by warning that the fate its own tail, its body wrapped of the world depends on this. around a circle that is covered in cracks. A PC with the Taste of the Occult character 2 After a devastating meteor shower tie who has visions from the Days of causes a dramatic shift in climate, Thunder sees similarities between the story this ancient civilization of frogfolk of the cylinders and their own visions. collapses. Some survivors, known as grippli, cling to their culture in out When they hear about this discovery, A'lai of the way places, including what is Aivenmore and/or Fheminor Scrivenbark today known as the Marsh of approach the party. They encourage the PCs Chelimber. The serpent from the to investigate this mystery, relating the first cylinder now stretches across importance of prophecy, as shown by the the sky, its body broken into several Avowed's reverence of Alaundo the Seer. segments. They offer a reward of 500 gp to each PC if 3 Images that depict figures who they follow this story to its end and return Sampleappear vaguely like the PCs are to Candlekeep with an swersfile. depicted meeting the grippli, while 25 Instead of taking place on the Sword Coast, wraith intends to deliver any artifacts we're moving the events of this adventure discovered by the party to its master. to the Marsh of Chelimber in northern Najara. This removes the "Sea Voyage" The overland route will take the PCs up the option, but we're going to replace it with a Coast Way, through Baldur's Gate and the more spectacular option in the form of a Trollclaws (see "Book of the Raven"). From skyship! there, they can follow the Winding Water upstream, past Boareskyr Bridge and the This skyship, the Dog Ear, is captained by Forest of Wyrms, into the realm of Najara. Mitor Jans, as in the adventure, and has a This journey is around 400 miles in total, crew of fifteen (the ship can operate with a and will take seventeen days at a normal crew of ten). Mitor is an old acquaintance of pace. Teles Ahvoste who hails from Yaulazna, a floating island used by refugees who fled Najara is also known as the Kingdom of Halruaa after the Spellplague, where the Serpents, as it is ruled by naga and yuan-ti. wizards mingled with the pirates who called Most of Najara's infrastructure is the place home. Mitor admits that he's underground, and its economy is fueled by come to love the sea more than the sky, in the sale of ancient artifacts, poisons, and no small part due to his fascination with fish slaves. Some states, including nearby anatomy and sahuagin biology. Elturgard, dispute Najara's legitimacy. The PCs have a choice: they can try and sneak At a speed of 8 mph, the skyship will arrive through Najara and risk being caught and at the grippli trading post in around three punished for illegally entering (let alone days (a little over 50 hours). When the party tomb-robbing, should they be captured on arrives, the skyship lands in the river and their return trip); or they can go through must recharge by collecting ambient magic official channels, in which case they are from the Weave for 1d4+1 days before it granted a mark of safe passage (which they can take to the skies again. might also be able to acquire on the black market for 500 gp). Unlike the adventure, this route is not free of hazards. A wraith sent by Larloch the In either case, PCs taking the overland route Shadow King secretly boards the skyship first arrive at the village that's been taken during its voyage (if Larloch got his hands on over by the yuan-ti loyal to the Najaran the Orcus Figurine in "Book of the Raven," government, rather than the grippli trading then this wraith appears as a smoky avatar post. If the party presents these yuan-ti of Orcus). This might prove especially with a mark of safe passage, the yuan-ti will dangerous if the wraith is able to slay seven escort them to the yuan-ti abomination in members of the crew, causing them to rise area T2. If the party cannot present a mark as specters under its control. If you decide of safe passage, the yuan-ti attack. to play the long game, have the wraith wait until the PCs have disembarked at the Given these changes, we're going to rewrite grippli trading post before it does this. That the boxed text for when the PCs arrive at Sampleway, the PCs will have a nasty surprise the grippli trading pos t: file waiting for them when they return. The 26 As the bog mist clears, you get your first Columns of stone with platforms built good look at your destination. Simple around them, connected by mud-brick shelters are clustered on the rickety-looking gangways that touch or banks of the river, and the place looks disappear beneath the frothing water, are and feels more like a refugee arrayed before you. In the distance, you encampment than a trading post. The low can see the village deeper in the marsh. rumble of many voices softly croaking can The stink of sulfur is in the air, while dark be heard as you approach, armed and shapes move under the surface of the cautious frog-folk known as grippli water, the occasional flash of red emerging to confront you. carapace drawing your eye. This is not a safe place. Pond Mother informs the party that a small band of yuan-ti arrived in the area over a Beyond these minor changes in description, month ago, claiming to be followers of a run the maze as written. benevolent deity they called the World Serpent. The grippli have had conflicts with The grippli village is set back from the other snakefolk in the past, but this group river, amid the fetid marsh. As you step was friendly and expressed interest in onto land, the ground is soft and damp excavating and restoring the site of a beneath your feet. Rising from the muck previous grippli village. Pond Mother saw are circular, domed mud-brick buildings, no reason to refuse them, since their the walls of which have been decorated motives were seemingly innocent. But, two in a brilliant rainbow of colors. A large tendays afterwards, a second group of stone edifice stands at the center of these yuan-ti arrived. Pond Mother doesn't know newer constructions, and looks as if it it, but these yuan-ti are officials sent by the were older than Candlekeep itself. government of Najara to pursue the first group. They attacked the grippli village, Rather than "primitive" structures, the killing or capturing any frogfolk who weren't mud-brick homes of the grippli are simple able to escape to the trading post. and utilitarian. The walls are painted with bright pigments derived from a mix of The aged grippli warrior asks for the party's marsh plants, local snails, and the giant help rescuing her people, especially the crabs that the grippli raise. The PCs will eggs from their brood pools, which she recognize that the iconography here is suspects the heartless yuan-ti have been similar to what they saw in the Book of feasting on. Nothing has been heard from Cylinders. the friendly yuan-ti since the second force of serpentfolk descended on the village. The large stone edifice is Pond Mother's Pond Mother believes they are probably still home. It is impossibly ancient, dating back at the old temple northeast of the village. to the Days of Thunder, though any details in the stonework eroded long ago. Floating The only way between the trading post and over the pool of water on the ground floor Samplethe village is THE CRAB MAZE! file of this building is a chunk of glowing white

27 ice, which shows no sign of melting despite realizes that the ice is a reminder to always the relative warmth generated by the local be humble in the face of hubris, lest you sulfur pools. destroy yourself.

A character who succeeds on a DC 15 If the party rescues the yuan-ti being held Intelligence (History or Religion) check captive in Pond Mother's home, the recalls legends that the ancient batrachi, prisoners will explain that they are progenitors of frog-like races like bullywugs, archaeologists, attempting to uncover the grippli, and slaad, were wiped out after a ancient history of their race. They claim that meteor shower struck Abeir-Toril in the their kind once worshipped a benevolent ancient past, an event that the scholars of mother deity known as the World Serpent, Candlekeep refer to as "Tearfall". If a PC has rather than bloodthirsty gods like Sseth. the Taste of the Occult character tie and is Two of them have been taken by the evil linked to visions from the Days of Thunder, yuan-ti to an ancient temple of the World the DC of this check is reduced by 5. Serpent that they uncovered in the marshes north of the village. They are to be If the PC succeeds on this check by 5 or sacrificed sometime soon in order to more, they also recall that the batrachi were reconsecrate the temple to Sseth. The the architects of their own demise. In an yuan-ti prisoners are too weak to help the attempt to win a losing war against the party, unless the PCs are somehow able to early giants, the batrachi inadvertently heal them. pulled an icy moon from the sky using the power of the Nether Scrolls. A god known as Since these good yuan-ti are a small group Asgorath the World Serpent used its body of twelve, let's name them. The ten in the to intercept the moon, shattering it into a village are Soakosh, Telnawth, Issar, Nokala, million fragments and saving the planet Xopal, Sev, Ashara, Malthus, Azi, and from utter annihilation. A character who Kamari. The two who have been taken to succeeds on a DC 14 Wisdom (Insight) check the temple are Maaz and Vorsa, as noted in the adventure.

We're going to alter the battle at the Brood Pools somewhat. Replace the four yuan-ti purebloods present at the nursery with two yuan-ti broodguards, who have access to both the Chameleon Skin and Shed Skin variant traits. In order to notice them, PCs must succeed on Wisdom (Perception) checks against the Dexterity (Stealth) of the broodguards, who are currently blending into their surroundings. On a failure, the PCs only spot the two yuan-ti malisons overseeing the pools. The malisons are Samplenamed Xolkis (type 1) and Sifiledaza (type 3).

28 As written, the ritual in area T2 seems like it Unless Keselok the yuan-ti abomination is might give players the wrong impression damaged, it kills Maaz on its first turn, and about the sarcophagus (each time it opens completes the sacrificial ritual by killing more, it hurts the captured yuan-ti). We Vorsa on its second turn, smearing the don't want to dissuade the PCs from blood of both dead yuan-ti on the lid of the opening it, as it has some cool treasure sarcophagus. As this happens, the following inside of it! occurs:

Instead of trying to open the sarcophagus, ● The evil yuan-ti in the chamber act the evil yuan-ti specifically DON'T want it as if they are under the effects of opened, fearing what might be inside, the bless spell. Whenever they while the good yuan-ti are the ones who make an attack roll or a saving intend on opening it. The chimes of opening throw, they can roll a d4 and add carried by one of the yuan-ti malisons in the number rolled to the attack roll area T2 were confiscated from Maaz and or saving throw. This effect lasts Vorsa and aren't being struck. Remember until the end of the encounter. that other yuan-ti malison has a lantern of ● If the PCs take part in the ritual, revealing, which foils invisibility in a 30-foot they are rewarded with a Blessing radius. The yuan-ti abomination (Keselok) of Health, increasing each of their looms over the altar and intends to ritually Constitution scores by 2, up to a sacrifice the bound Maaz and Vorsa. maximum of 22. Over a period of six months to a year (DM's choice), If they notice the PCs' approach, Keselok they also undergo a physical calls out to them. The abomination warns transformation as scales spread them that they should depart in peace from across their body, their tongue this place now, for "these stones have never forks, fangs grow in their mouth, before been tred by the warm-blooded and their eyes become cold and races." If given the opportunity, Keselok snake-like. Once the transformation explains that Maaz and Vorsa are from a is complete, the PC's race changes heretical cult that intends to throw all of to yuan-ti pureblood. This yuan-ti society into chaos with their metamorphosis can be stopped "lamentable beliefs". Maaz and Vorsa are with a greater restoration spell, but too weak to argue with these accusations, once it is complete, only a wish spell though any of their companions who or divine intervention can restore a accompanied the PCs claim that the modern transformed creature to its former yuan-ti need to "slough off the rotten skin" state. In either case, the Blessing of that has corrupted their race. Health is lost.

Keselok offers the PCs a deal--they can If Keselok the abomination is forced into allow this ritual to be completed and bask combat, it casts fear to scatter enemies in the blessing of Sseth, or they can blindly before joining the yuan-ti malisons in oppose it and be sacrificed alongside the fighting these interlopers. Sampleheretics. file

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