Professional Documents
Culture Documents
For The World's Greatest Roleplaying Game: An Anthology of Seventeen Mystery-Themed Adventures
For The World's Greatest Roleplaying Game: An Anthology of Seventeen Mystery-Themed Adventures
ATE
CREDITS
Project Lead: Christopher Perkins D&D TABLETOP TEAM
Art Director: Kate Irwin
Writing: Graeme Barber, Bill Benham, Kelly Lynne D'Angelo, Executive Producer: Ray Winninger
Alison Huang, Mark Hulmes, Jennifer Kretchmer, Daniel Kwan, Principal Designers: Jeremy Crawford, Christopher Perkins
Adam Lee, Ari Levitch, Chris Lindsay, Sarah Madsen, Design Manager: Steve Scott
Christopher Perkins, Michael Polkinghorn, Taymoor Rehman, Design Department: Dan Dillon, Adam Lee, Ari Levitch,
Hannah Rose, Derek Ruiz, Kienna Shaw, Brandes Stoddard, Ben Petrisor, F. Wesley Schneider, James Wyatt
Amy Vorpahl, Toni Winslow-Brill Art Team Manager: Richard Whitters
Rules Development: Jeremy Crawford, Dan Dillon, Ben Petrisor, Art Department: Trystan Falcone, Kate Irwin, Emi Kuioka,
Taymoor Rehman Shawn Wood, Trish Yochum
Editing: Michele Carter, Scott Fitzgerald Gray, Kim Mohan, Senior Producer: Dan Tovar
Christopher Perkins, Hannah Rose Producers: Bill Benham, Robert Hawkey, Lea Heleotis
Lead Graphic Designer: Trish Yochum Director of Product Management: Liz Schuh
Graphic Designer: Trystan Falcone Product Managers: Natalie Egan, Chris Lindsay, Hilary Ross
Cover Illustrators: Clint Cearley, Simen Meyer
Interior Illustrators: Mark Behm, Zoltan Boros, Filip Burburan, MARKETING
Christopher Burdett, Sidharth Chaturvedi, Nikki Dawes, Wayne Director of Global Brand Marketing: Brian Perry
England, Caroline Gariba, Sam Keiser, Julian Kok, Katerina Ladon,
Global Brand Manager: Shelly Mazzanoble
Andrew Mar, Irina Nordsol, Robin Olausson, Claudio Pozas, April
Senior Marketing Communications Manager: Greg Tito
Prime, Domenico Sellaro, Ernanda Souza, Brian Valeza, Tyler
Community Manager: Brandy Camel
Walpole, Zuzanna Wuzyk, Kieran Yanner
Cartographers: Tim Hartin, Dyson Logos, Sean Macdonald, Special thanks to our hundreds of playtesters!
Mike Schley
Project Engineer: Cynda Callaway
Imaging Technician: Kevin Yee
Prepress Specialist: Jefferson Dunlap
EY;
2D
ON THE COVER ON THE ALT-COVER
Clint Cearley gives us a glimpse of two adventurers trying to Simen Meyer's cover incorporates the symbol of Candlekeep and
solve one of Candlekeep’s great mysteries, unaware of the danger various creatures into its design, creating what looks like a book
one might find in the library’s vaults.
ca C€
Disclaimer: This book has been compiled by the Avowed of Candlekeep, in accordance
620C9278000001 EN
with the wishes of the late Alaundo the Seer, whose prophecies foreshadow all events of
ISBN: 978-0-7869-6722-3 consequence in the Forgotten Realms. Alaundo warned that anyone who unravels all the
First Printing: March 2021 mysteries of this tome will be hunted down by the Time Dragons of Chronepsis, tossed
into the gaping maw of Dendar the Night Serpent, and cast into the Vortex of Ineffable
Damnation. Ha ha. What a sense of humor, that Alaundo!
983765432]
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, the dragon ampersand, Player's Handbook, Monster Manual, Dungeon Master's Guide, all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the
Coast. The materials described in this statement are protected under the copyright laws of the United States of America and around the world under international intellectual prop-
erty treaties. Any reproduction or unauthorized use of the materials contained herein or artwork contained herein is prohibited without the express written permission of Wizards of
the Coast.
Printed in the USA. ©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by: Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.
Represented by: Hasbr Entree 24 1 EE Amsterdam Hasbro UK Ltd., PO Box 43 Newport, NP19 4YH, UK. ;
Conclusion 34 Under the Barn DOOT ..........ceeeemmmmmmmmmnnne 130 Nintra Siotta, Princess of
Book of the Raven 35 Conclusion 134 the Shadow Glass 196
Finding the Book 35 New Monsters 135 Nintra Siotta® 197
Map of Mystery 37 Skitterwidget* 136 Alkazaar’s Appendix...........ccccccueunnnee. 198
Chalet Brantifax 37 Kiddywidget* 136 Adventure Overview 198
Shadow Crossing 46 zikran’s Zephyrean Tome................... 137 Finding the Books 198
Wereraven* 47 Finding the Book 137 6.5 rieeens 199
Adventure Background ...........:
A Deep and Creeping Darkness.......... 48 Gazre-Azam’s Predicament.........cooeee. 137 Arriving in AnauroCh.....occcccccnnvnnee 200
Finding the Book 48 Zikran’s Laboratory 13g Travelin Anauroch 202
Maerin 49 The Cloud Peaks 140 Arrival at Haruun 203
Vermeillon 51 Cloud Giant Keep 143 Travel to the Necropolis...........c.coocueuien. 205
Re A BOOK OF BOOKS
i
cee
CANDLEKEEP MYSTERIES
Adventure Level Description
The Joy of Extradimensional Spaces | A book leads characters
on a quest to finda missing sage.
Mazfroth'’s Mighty Digressions A monstrous revelation sheds light on a book merchant's scam.
Bookhop!the Raven : A treasure map tucked inside a book beckons adventurers to a remote hill-
top chalet occupied by a secret society that shuns visitors.
A Deep and Creeping Darkness A book describing a mining disaster prompts adventurers to search for a
missing town.
Shemshime’s Bedtime Rhyme A catchy and contagious rhyme traces back to a sinister clockwork book.
The Price of Beauty A book about beauty shows the way to a secluded temple where beauty is
only skin deep.
Engraved cylinders contained within a book tell a gripping and portentious
. tale when rolled across wet clay.
| Sate of Yellogsesrs Mins | A haunted book points a ghostly finger at the perpetrators of an wisdlved:
mass killing in Waterdeep.
Adventurers become immersed in a storybook conflict involving Lurue the
Unicorn Queen and Malar the Beast Lord.
candieloes Defonseriddion A stolen book leads adventurers to a tower in Candlekeep that i is more
than what it seems.
Zikran’s Zephyrear Jos 10 A djinni trapped in a book offers a wish spell to adventurers who find a way
to release him.
The Curious Tale of Wisteria Vale 11 A book holds the key to unlocking a bard’s prison.
on Book of Inner Aieney 12 ~ A search for the missing pages of a book puts adventurers | in conflict with
the monks of the Immortal Lotus. .
The Canopic Being 13 A book brings several puzzling organ transplants to light.
The Scrivener’s Tale 14 A tome leaves its magical mark on the adventurers, dooming them unless
.
they can find a way to remove it.
Alkazaar’s Appendix 15 A book chronicles an unsolved mystery about a wandering stone golem in
the desert.
Xanthoria 16 A fell grimoire helps adventurers end a fungal plague.
fi
1
A BOOK OF BOOKS 5
Eee
ANDLEKEEP ttl OU
f
Q
6 CANDLEKEEP
adjutant who acts as a guide and research assis- WARDS
tant for the duration of their visit. This guide has
Numerous magical defenses protect the library.
access to all the resources of the library, with the
The most innocuous include wards to protect
exception of the vaults that contain the rarest and
the library’s books from mold, weevils, and other
most dangerous works. Seekers can appeal to
threats. Other protections are more dramatic, as
higher-ranking Avowed for permission to peruse
discussed below.
these off-limits works.
Magic Restriction. Wards prevent anyone from
SECURING A GUIDE entering Candlekeep by any route other than
through the front gates. Any attempt to magically
If the adventurers require a guide, roll a d8 and bypass these gates fails. These wards do not prevent
consult the Avowed Adjutants table to determine creatures from using magic to exit Candlekeep.
the adjutant who is assigned to them, or choose one Anyone who tries to fly over the wall into Candle-
that you like. keep is stopped short. Magical flight is dispelled,
and the subject floats slowly to the ground fifty
AVOWED ADJUTANTS feet outside the gates. An intangible ward forces
d8 Description creatures that can fly naturally to either land or cir-
1 ~ Fembris Larlancer, an 18-year-old human scribe cumnavigate Candlekeep altogether. Ordinary birds
with a bright smile, a can- -do attitude, and an ob- are unaffected by this ward, and a clever wizard or
noxious need to impress others other individual can bypass the ward by assuming
the form of a Tiny bird. The Avowed don’t discuss
2 Sprig Summerfoot, a 23-year-old halfling scribe
this flaw with outsiders, but anyone who can see the
with ink-stained fingers, a small bag of cookies in
gulls flying over Candlekeep can easily reach the
one pocket, and a good memory for recipes
conclusion that certain creatures are exempt from
3 Parmak, a 25-year-old human scribe who is con- this magical restriction.
~ stantly reading a book and oeagionsll walks into Fire Suppression. Flames larger than a candle
things . are suppressed within the keep. (The fireplace in
4 Garlyth Graven. a 39-year-old dwarf scribe who the Hearth, Candlekeep’s tavern, is an exception.)
cuts off others in mid-sentence and always seems Thus, any spell that creates fire is wasted if it is cast
to know what they want or need before they do within the keep.
Theft Protection. Every book, scroll, and other
5 Nax Olossis, a 22-year-old dragonborn scribe
work considered part of Candlekeep’s collection is
| (brass dragon ancestry) who loves conversation
magically protected against theft. Any such work
6 Orrin Glass, a 67-year-old human scribe who is that is removed from the keep disappears and im-
deaf in one ear, forgetful, and easily exasperated mediately returns to its proper place in the library.
7 Vooshadi Moonriver, a stoic 87-year-old moon elf This ward also has a flaw that the Avowed don’t
scribe who is difficult to anger and doesn’t mince discuss with outsiders. If pages from a book or parts
words of a scroll are torn away, these fragments can be
removed from Candlekeep as long as the bulk of the
8 Irony, a 15-year-old tiefling scribe who follows
work remains in the library. Similarly, if a work is
the rules, never lies or steals, and aspires to be
split into pieces and entirely removed from Candle-
Keeper of Tomes one day keep, only the largest piece disappears and returns
to its proper place in the library.
DEFENSES AND DECORUM Shielding Mythal. From any location in Candle-
keep, the Keeper of Tomes (see “The Avowed” later
Candlekeep is fortified by a fifty-foot-tall, fifteen- in this section) can activate a mythal—an excep-
foot-thick, iron-reinforced stone wall with a double
tional, unbreakable magical effect—that envelops all
gate facing east. Although most of the Avowed are of Candlekeep in a protective shield through which
humble scholars, a number of potent spellcasters
nothing but air and sound can pass.
fill critical posts. If trouble occurs, the Gatewarden
(an archmage) and up to four mages arrive to inves- ORDERS OF ACCORDANCE
tigate immediately. If they can’t bring the situation
All who enter Candlekeep must agree to the Orders
under control in short order, up to four additional
of Accordance, rules set forth by the senior staff to
archmages arrive to lend assistance.
prevent misconduct. Violating one or more of these
orders results in banishment from Candlekeep, and
the banished are seldom allowed to return. The
rules are simple:
CANDLEKEEP 7
No fighting. All arguments must follow the rules of
cordial debate and discussion. Violent altercations
THE AVOWED
are not tolerated. Roughly three hundred Avowed live in Candle-
No stealing. This rule applies to all objects in the keep. The majority of them are low-level assistants,
keep, not just the library’s works. newcomers to the order, or scribes who handle the
No copying. Visitors are permitted to take notes everyday work in the keep (use the commoner stat
while studying the library’s works, but anyone block to represent them).
who wants to make a full copy of a work must pay High-ranking members of the Avowed include the
to have the manuscript created by scribes at the individuals described below.
House of the Binder.
KEEPER OF TOMES
No damaging, marking, or otherwise modifying
the works. This rule doesn’t apply to privately The Keeper is the highest-ranking member of the
owned books, scrolls, and other documents that Avowed and the governor of Candlekeep, who se-
aren't part of Candlekeep’s collection. lects scholars to fill vacant leadership positions. The
Keeper's word is law, and each Keeper's edicts are
SAGES AND MASTER SAGES recorded for the edification of future Keepers.
A Keeper of Tomes chooses their own replace-
Candlekeep’s resident lore experts are master sages
ment. If a Keeper dies or departs before making
and sages who dedicate themselves to scholarship
that choice, the council of Great Readers votes to de-
above all. Stat blocks for the master sage and the
termine who among them is elevated to the position.
sage appear on the facing page.
Tie votes are broken by the First Reader.
ai |.
In 1492 DR, the Keeper of Tomes is the human
NPC GENDER AND ALIGNMENT
archmage Janussi, a devoted follower of Deneir.
If no gender or alignment is specified for a nonplayer
character in Candlekeep, you can choose that NPC's READERS
gender identity and alignment.
The Keeper of Tomes appoints individuals to fill key
roles, as described in the sections that follow.
MASTER SAGE
Medium humanoid (any race)
REACTIONS REACTIONS
Shield (1st-Level Spell; 3/Day). When the sage is hit by an attack Shield (1st-Level Spell; 3/Day). When the sage is hit by an attack
or targeted by a magic missile spell, it calls forth an invisible or targeted by a magic missile spell, it calls forth an invisible
barrier of magical force that protects it. Until the start of its barrier of magical force that protects it. Until the start of its
next turn, the sage has a +5 bonus to AC, including against the
BR IAN VALEZA
next turn, the sage has a +5 bonus to AC, including against the
triggering attack, and it takes no damage from magic missile. triggering attack, and it takes no damage from magic missile.
————————— 0 (©
_e CANDLEKEEP \9
gs ne .
FIRST READER In 1492 DR, the Chanter is a middle-aged shield
The First Reader constantly expands Candlekeep’s dwarf priest of Milil (god of poetry and song) named
literary resources and base of knowledge. Acquiring Benedora Stoneforge.
unique tomes and scrolls falls under the First Read-
er’'s purview.
GATEWARDEN
In 1492 DR, the First Reader is Bookwyrm, a The Gatewarden maintains security at the front
dragonborn master sage (see the stat block earlier gates, through which all visitors must enter.
in this section) of green dragon ancestry. Book- In 1492 DR, the Gatewarden is Kalan Strong-
wyrm'’s real name is Skoda Valanaster. branch, a human archmage.
CANDLEKEEP
(Main Entra nce)
- FL
|
B a : SAA :
wh. : tr rues‘ io
., Ve, wn —
. « - .
. ; :
Ln \ ;
3
; ry ; : : si ar
» -» * -
Sef iy
bd . »
Ra} oo: . r
“ id Lo”
a. "a Dm : ne
ag if A ’
hai ial -
fs
"a.
. AY Lm. EL a % . » *, +*s we
:
A : :
| . at - tain tr wr
2 a IS ,
a
: : | | .
- .
*. a
|
Ea $e dg . r ~ *
a “of . Wt: Arderee. * .
t Fo a * 3 - »
>»EM
: .
AL
wn EY a
ye Tem plé
of
PE AT ou
-
ry
2
ar EL eA Ryorp te
re
-r
:
ra * Rothe 2h
Ba aa
oh “23
a 5
oe
SCHL
MIKI
0
FR RR ER HF RR
AO
Avowed and seekers alike use this building as ning of services. Four large stone gargoyles perch
on the cornices and gaze down protectively; these
KATERINA
Ey ny CANDLEKEEP
Bells rung at dawn mark the beginning of every- as a set of immense spectral jaws whose essence
one’s daily routine, and bells rung at highsun and roils with the promise of breath weapons and spells
sundown signal the serving of lunch and dinner. of destruction.
These bells also denote the changing of the guard at Adventurers who explore the passages beneath
the eastern gatehouse and the Emerald Door. Candlekeep might encounter Miirym, who's more
interested in news of present-day Faer(in than in
BENEATH CANDLEKEEP fighting. Indeed, Miirym is an engaging conversa-
Secret staircases abound in Candlekeep, leading tionalist if one has the inclination to chat with her.
down to dusty vaults and catacombs that hold the Miirym doesn’t have a treasure hoard. Instead,
oldest books. The flooded caves at sea level are she protects the books and scrolls kept in her
haunted by all manner of strange creatures. subterranean domain. The Sentinel Wyrm can be
summoned by the Keeper of Tomes and called upon
MIIRYM THE SENTINEL WYRM to defend Candlekeep from invaders who would
Well over 1,500 years ago, the silver dragon Miirym plunder or destroy it. In her role as Candlekeep’s
broke into Candlekeep, intent on adding its riches defender, Miirym can move anywhere within the
to her hoard. She devoured scholars and destroyed library fortress, passing through walls and other
a score of irreplaceable books before she was con- solid barriers. She can’t enter extradimensional
fronted by an archmage and bound into service to spaces, since they are not on the same plane of exis-
protect Candlekeep as penance for her misdeeds. tence as Candlekeep. Miirym’s stat block appears at
The wizard passed away before Miirym’s sentence the end of this section.
had been served, and other spellcasters were unable
to break the enchantment that bound her. ECHOES OF ALAUNDO
Time passed and so did Miirym, whose corpse Shortly after Alaundo the Seer began speaking
has long since crumbled into dust. Unfortunately his prophecies, a wise novitiate devised a way to
for Miirym, the enchantment remains in effect on magically record his spoken words into prismatic
her spirit. The spectral dragon—what’s left of her— gemstones now stored in a vault beneath Candle-
dwells in the catacombs and caves under the library. keep. Only the First Reader and the Keeper of
Those who have visited the depths describe Miirym Tomes have the ability to coax audible recordings Pe
CANDLEKEEP |\ jj
. i .
MIIRYM ACTIONS
Large undead Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 34 (9d6 + 3) force damage.
Armor Class 10
Hit Points 262 (25d10 + 125) Breath Weapon (Recharge 5-6). Miirym uses one of the follow-
Speed 0 ft., fly 60 ft. (hover) ing breath weapons:
Cold Breath. Miirym exhales an icy blast in a 90-foot cone. Each
STR DEX CON INT WIS CHA creature in that area must make a DC 21 Constitution saving
17 (+3) 10 (+0) 20 (+5) 18 (+4) 15(+2) 23 (+6) throw, taking 67 (15d8) cold damage on a failed save, or half
as much damage on a successful one.
Saving Throws Dex +7, Con +12, Int +11, Wis +9, Cha +13 Necrotic Breath. Miirym exhales a bolt of necrotic energy in a
Skills Arcana +11, History +11, Perception +16, Stealth +14 120-foot line that is 10 feet wide. Each creature in that line
Damage Resistances acid, fire, lightning, thunder must make a DC 21 Dexterity saving throw, taking 82 (15d10)
Damage Immunities cold, necrotic, poison necrotic damage on a failed save, or half as much damage on
Condition Immunities charmed, exhaustion, frightened, a successful one.
grappled, paralyzed, poisoned, prone, restrained Paralyzing Breath. Miirym exhales paralyzing gas in a 90-foot
Senses blindsight 60 ft., darkvision 120 ft., passive Perception cone. Each creature in that area must succeed on a DC 21
26; see also “X-Ray Vision” below Constitution saving throw or be paralyzed for 1 minute. A
Languages Common, Draconic creature can repeat the saving throw at the end of each of its
Challenge 22 (41,000 XP) Proficiency Bonus +7 turns, ending the effect on itself on a success.
Frightful Presence. Each creature of Miirym’s choice that is
- Bound to Candlekeep. Miirym can’t leave Candlekeep and is within 120 feet of her and aware of her must succeed on a DC
~ immune to any effect that would place her in a location outside 21 Wisdom saving throw or become frightened for 1 minute. A
_ it, including an extradimensional space. If she dies, Miirym creature can repeat the saving throw at the end of each of its
- regains her form and all her hit points after 1d10 days, reap- turns, ending the effect on itself on a success. If a creature’s
pearing in the location where she died or in the nearest unoc- saving throw is successful or the effect ends for it, the creature
cupied space. is immune to Miirym’s Frightful Presence for the next 24 hours.
Regeneration. Miirym regains 40 hit points at the start of her Spellcasting. Miirym casts one of the following spells, using
turn. If Miirym takes damage from a magic weapon or a spell, Charisma as the spellcasting ability (save DC 21) and requiring
this trait doesn’t function at the start of Miirym’s next turn. no material components:
Miirym dies only if she starts her turn with 0 hit points and
doesn’t regenerate. At will: dancing lights, mage hand
3/day each: detect magic, detect thoughts, dispel magic, lo-
Incorporeal Movement. Miirym can move through other crea- cate creature
tures and objects as if they were difficult terrain. She takes 5 1/day each: dispel evil and good, wall of force
~ (1d10) force damage if she ends her turn inside an object.
LEGENDARY ACTIONS
Legendary Resistance (3/Day). If Miirym fails a saving throw,
she can choose to succeed instead. Miirym can take 3 legendary actions, choosing from the op-
tions below. Only one legendary action option can be used at
- X-Ray Vision. Miirym can see through solid matter out to a a time and only at the end of another creature’s turn. Miirym
range of 60 feet. To her, opaque creatures, objects, and obsta- regains spent legendary actions at the start of her turn.
~ cles within that distance appear transparent and don’t prevent
light from passing through them. This vision can penetrate 5 Bite. Miirym makes a bite attack.
feet of stone, 3 inches of common metal, and up to 10 feet of Teleport (Costs 2 Actions). Miirym magically teleports up to
wood or dirt. Thicker substances block this vision, as does a 120 feet to an unoccupied space she can see.
thin sheet of lead.
from these magic gemstones. Each one holds a to contact the spirits of long-dead sages that are
prophecy spoken by Alaundo himself in an anti- willing to share their insights and knowledge.
quated version of Common that is incomprehensible High-ranking members of the Avowed make use of
without the aid of magic. These gemstones came to this chamber, but few seekers know of it.
be called the echoes of Alaundo. Any creature that has an Intelligence of 8 or
Alaundo’s prophecies are easily misinterpreted, higher that spends 1 hour meditating in the cham-
which is why First Readers and Keepers of Tomes ber gains the ability to cast the contact other plane
rarely consult or take advantage of the echoes. spell once, allowing the creature to commune with
a spirit. The spell doesn’t need to be cast right away,
CHAMBER OF LOST LORE "nor does it need to be cast in the chamber. If the
Deep beneath Candlekeep, past Miirym and the spell is not cast within 24 hours, however, it is lost.
echoes, is a rough-hewn chamber lit by contin-
ual flame spells. Here, one can gain the power
) Q
16 CANDLEKEEP