Review copy courtesy of Wizards of the Coast.
Pros
The layout of this book is really
solid. It starts with background knowledge for the setting of
Candlekeep itself, and then branches into many short adventures. The
tips and organization is also well done, making it easier to
understand than many other adventure books in this edition.
There’s a total of 17 adventures
between level 1 and 16.
More full cover art. It’s a
highlight of this edition, and keep it coming. And with more
realistic pictures please.
The adventure provides advice on
certain elements of the adventure that can be changed, as well as
alternate locations if you don’t play in Candlekeep or the
Forgotten Realms.
More maps, and these have colour.
As the book says itself, “a good map is all a Dungeon Master
needs”. Well, roughly.
It has that balance between a
little bit of setting building for Candlekeep, but also the main
meat is the adventures. I’ve felt for a while that these books are
strongest when it can act as part setting book, part adventure, part
spare parts to steal from, and inspiration.
Tear away map of Candlekeep is
also provided. I loved when this started with Curse of Strahd,
and I hope they continue with it going forward.
Could Go Either Way
The adventures themselves are on
the short side at 10-15 pages long. From my experience this translates to around 2.5 hours on the low end, and 5 hours on the high end. This is influenced by play style, since it's been my experience that
treating the adventure as a dungeon delve shortens the time. This estimate is also for the content in the book. There are situations where rooms can be avoided, and many adventures leave hooks for adding more adventure of your own making. However, this shorter length also makes it easy to drop into your own campaigns as
the occasional side quest.
The adventures don’t really fit
together, except for the central framing device of being discovered
from the books of Candlekeep (or other library).
It’s still a little on the short
side, but longer than some others.
Cons
The vast majority of the maps are
not coloured. For an expensive book like this, I’d want colour. That said, you might find some of these easier to use and modify on the fly as thet don't have interiors detailed. However, most do have them detailed. You might also prefer the art style.
Keep an eye on the book quality.
My standard copy had the last 6 pages with torn corners.
A few issues with wording. The
second adventure has this, where one section says a character is
willing to give books as reparations, but a later section makes it
sound like they’ll only do so if they get something in return.
Meenlocks already have some interesting quirks due to their
descriptions. Since they paralyze for up to a minute, they probably
need to beat their target unconscious (for adventurers, probably
this one), steal them in their sleep, or sneak up while they sleep.
This means that after an hour, the affected character is turned? An
example of such a scenario would go a long way to making it more
clear. Of course, this issue exists from the book meenlocks were first
included.
No PDF*
* Denotes nitpicking.
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Cover for Candlekeep Mysteries.
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Introduction
We’ve
had a lot of big adventures in this edition of D&D. We’ve also
had a few smaller ones, but they usually came as an optional starting
point to a bigger adventure, or from magazine material. Here
we have multiple smaller adventures that are connected through the
framing of Candlekeep, the legendary library in the Forgotten Realms.
However, if you have your own settings it can also work in those. All
you need is a library in
your world,
so the books can lead the adventure! And
since they are bite sized adventures, you can use as many or little
as you want. Or change them to suit your taste. At the time of writing I have run the first 4 adventures, and the first 2 adventures for two separate groups. I've also read the book from beginning to end.
What
do I think of it? Well, the organization is probably among my
favourites. And I really actually like this concept. I hope they do
more of these anthologies for different locations and settings. Why
not a Ravenloft one? Or Spelljammer? Or Planescape? The adventures
themselves
are
solid. I just wish they were more variety in length. Maybe some
double length features with that noted? That way there’s more
variety of complexity. So
with that, let’s jump into the specifics.
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The alternate cover for Candlekeep Mysteries. I really like this one.
|
The Adventure
New Player Options
Nothing here. It’s all about the
adventure.
New Monsters
Almost nothing
here. The majority of monsters from the Monster Manual or
standard rules such as the Monster Manual
and basic rules/SRD. There are a few extras though. The Lichen
Lich is a good example. These
are all included in the adventure itself. The previously named
example is a favourite of mine. It
should be easy to tell that undead are my favourite type of enemy, so
a new type that also combined the fungus of one of my favourite Demon
Lords is something I’m happy to see. A
swam of books is also here, challenging or annoying low level
characters.
There are also others. So in
general there’s not much, but there’s more than I expected. Also
be aware that some of the new monsters
are from other books, but are included since they’re not in the
Monster Manual.
What You Need to Play
The Monster Manual, Player's
Handbook and Dungeon Master's Guide are referenced at the
start of the adventure. As
usual, the SRD will
get you most of the way, but having all the books really helps out a
lot.
The Adventures Themselves
The adventures in this book are all short adventures that can be
dropped into a campaign as side quests. They’re about 10-15 pages
long, and cover the level range from Level 1 to Level 15. The
book jumps right into them after introducing us to Candlekeep, and
doesn’t let up until the end. Each adventure is also standalone.
There are sometimes suggestions about things that can be done in
order to tie the adventure into your overarching story. However, they
don’t reference each other. It’s best to think of this as a D&D
anthology, all tied together through the setting of Candlekeep. They
all don’t take place in Candlekeep, but they all do start from
there and involve a book.
They often include new dungeons and locations to visit, which also
means new maps. I have a critique in the next section of the maps
themselves, but they’re appreciated to help run the adventures.
These dungeons touch on combat as well as exploration, which are
signs of good quest design. There are often little puzzles or twists
to keep it from simply being a dungeon delve. Getting from Candlekeep
or the book in question is also addressed in the adventures, and can
easily be adapted to other settings. In fact, the book itself
suggests some alternate settings. The other thing this means, is that
not all of the adventures could actually be set in Candlekeep itself.
If that’s what you expected, this isn’t it. Instead, it serves as
the starting point of the adventure.
The adventures are not a matter of using combat prowess to have
players slaughter their way through a dungeon. Well, there’s some
of that too. But there’s also conversation and friendly characters
to interact with. So they generally cater to the different pillars of
D&D and thought out. As they should in my opinion, since the
clever character interactions and role-play are a big reason I enjoy
these sorts of games.
The first adventure is particularly nice. It hits my sensibilities,
and it’s something I would run for my players if my campaign was
set in the Forgotten Realms. Not for every group, but if the
opportunity showed itself. And I did run it for some new players.
There’s a little combat, there’s a good hook, and there’s a
puzzle and interaction. This sort of structure continues in the other
adventures. Some can be finished without as much combat as you might
expect, and role-play opportunities and creativity show. And there is
some good variety. The amount of combat, the nature of the dungeon,
and even the outcomes and rewards can vary widely both depending on
the adventure, and the approach taken.
Sometimes there are wording issues though. The second adventure has
one pretty major one. One section says a character is willing to give
books as reparations, but a later section makes it sound like they’ll
only do so if they get something in return. I’m quite sure the
intent was to make players provide some form of trade or help for the
books in question, but it really should’ve been clear in both
sections. I’d also mention this as general advice. Make sure
different sections don’t say different things. Even similar but
different things can be confusing, and take more time to try to
decode the intent than should be required. Another issue is due to an
existing monster, the meenlock. In this case this is a pre-existing
confusion, but the adventure doesn’t make things as clear as it
could. They have an ability to turn people into one of them by
psychic torturing them. Hit 0 HP with torture? We got another
meenlock. However, their paralysis lasts for a minute maximum, so the
meenlock needs to beat them unconscious. Does a player get turned
right after the first amount of damage? I think so as written, but an
example would go a long way to clearing this up, especially for new
players. How would it work otherwise? Sneaking to a character’s
bedroom and torturing them as they slept, or stealing them as they
slept. Still, these pale in comparison to some of the things Dungeon
Masters need to untangled in the longer adventures.
These adventures due to their size, and the formatting, are probably
some of the easiest to run in this edition outside of the starter
sets. That said, they will still require some thought and planning.
There are multiple ways some adventures can go, and some provide
multiple options for the Dungeon Master to customize the adventure.
Though these options are often clearly laid out with examples the
Dungeon Master can quickly choose from. This makes the process far
smoother than many others, though there will still be situations out
of the box. The previously mentioned example of trading help for
books? The kind of help that’ll be accepted isn’t specified. So
you’ll need to use your Dungeon Master muscles. And due to their
smaller size, it also makes them easy to change without unintended
consequences 100 pages in. This is probably among the more versatile
and easiest to re-use books in a long while, and I hope to see more
in this style.
The Art and Book Build Quality
The art is what
we’ve come to expect. I’ve said this many times, but it’s a
good thing. Since it means these books are consistent in their
presentation, and quality. In particular, this book has great
environmental art in multiple places. The art with the ghostly dragon
trapped in the lower area of Candlekeep is a particular highlight.
The framing devise of these adventures all involve a book, and the
books that kick off the adventures are all illustrated in colour. I
really liked this too. The tear-away map is also like we’ve come to
expect. It’s in the same art style, large, and full colour. The
standard cover is solid, but not my favourite of this edition, or
even the last few books. Rime of the Frostmaiden looked far
better to me. The other cover though? I really like it. They keep the
stylized design with high contrast, which gives it that old book
appearance.
So what didn’t I
like? Well, the maps. Many of them are not coloured. They’re the
simple style maps you’d be used to seeing in older adventures,
where it’s just line colour. It’s functional, and you can still
have fun with it. But with the price of these books, I want to see
them all coloured. Not all of the maps are like this though. It’s
usually the dungeon maps. The overland maps are beautifully coloured
like I’d expect.
My standard copy
also had torn corners for the last 6 pages. It was barely noticeable
at first, but less than ideal. The better the initial condition, the
better the books last. So as previously recommended, if you can take
a look at the book for quality issues. That said, with the current
global pandemic, you probably won’t have that luxury.
Price
It’s the standard $49.99 USD MSRP
we’ve come to expect. Check here for more info.
What I felt was Missing
As previously mentioned, the maps
aren’t in colour. That really would’ve went a long way to helping
the presentation. And I think it leaves a bigger impression with
players. Otherwise, more variety would’ve been nice. All of the
adventures here are about 10-14 pages long. As an anthology, I’d
have liked to see some longer ones, and shorter ones.
I’d have also liked to see another
2-3 adventures, so that the book was around the 250 page mark. Around
there is where I think the books should aim for at their given price
point. Though with sales, they’re often still worth a buy.
I mentioned this before, but for
creatures such as meenlocks some examples of play would go a long way
to help. So that way they can see the mechanics as intended, since
the abilities and how it interacts with combat can be tricky. Is it
intended to turn a player into a meenlock in an hour because they’re
already at 0 hit points? I’d say yes as written, but an example
would make it undisputedly clear.
Free Stuff
Nothing to see
here.
Summary
I really like this book. And I like
this concept of D&D anthology collection. We’ve had many
adventures in the Forgotten Realms, and it remains a popular setting.
So having small side quests that can be dropped into existing games
while using Candlekeep as a starting point is extremely useful.
Though if that’s not your setting, they can be placed into a
different library fairly easily. The quests themselves are also
interesting, having new maps, locations, combat, and also character
interactions. They’re all 10-15 pages long, which is on the short
side. This is a strength, as it makes for easy side quests. But it’s
also a weakness, as I’d liked to have seen more variety in length
and complexity. Most maps not being colour is also a disappointment
for me. I’d also liked to have seen a couple more adventures
included, to increase the page count. If this description sounds
interesting to you, I think you’ll enjoy it. And I hope to see more
settings and locations in the future. Maybe even coinciding with new
large adventures as they’re released.