Friday, November 12, 2021

Candlekeep Mysteries Review: The Canopic Being and The Scrivener's Tale

I've been running the adventures in Candlekeep Mysteries, a book of seventeen scenarios based around the legendary library of Candlekeep and the strange tomes kept within. The adventures in the book aren't necessarily meant to be played one after another; they're more geared toward being dropped in between adventures of your own devise, but playing them back to back hasn't been much of an imposition. 

But is Candlekeep Mysteries good? I reviewed the first five adventures hereThe Price of Beauty and Book of Cylinders hereSarah of Yellowcrest Manor and Lore of Lurue here, Kandlekeep Dekonstruktion and Zikran's Zyphrean Tome here, and The Curious Tale of Wisteria Vale and The Book of Inner Alchemy here. In this review I'm going to give my impressions of the next two adventures in the book, so you can better decide for yourself whether this is a sound purchase for you and your group.


The Canopic Being

Written by Jennifer Kretchmer

Developed & Edited by Scott Fitzgerald Gray & Christopher Perkins

"The Canoptic Being" has a great, and pretty creepy, premise: a mummy lord has been inserting its organs into folks to make them into "golems" under its control. That's a sick-nasty idea, in a good way, no question about it.

I did make some changes to the opening bits of the adventure, but they were the kind of alterations I think you absolutely should make to every published adventure where possible: I used every opportunity to personalize the adventure for my players. As written, the adventure gives you a list of the mummy lord's victims. I swapped out these characters for beloved NPCs and the characters of players who couldn't make it to the session for additional impact; I rightly figured that the players would care a whole lot more about rescuing their characters' friends from the mummy's scheme than they would about new NPCs they had never encountered before.

The dungeon portion of the adventure worked well. There are some "funhouse" elements to the dungeon, such as antigravity rooms, that don't really serve much purpose other than adding some flavor, but that's par for the course. 

"The Canopic Being" does reveal some issues with the "monster math" at high levels, however. The mummy lord is positioned as the big villain of the adventure, but if you use the standard stats from the Monster Manual he will be a complete pushover, especially in comparison to the golems under his control. The golems clearly use newer monster math that takes the amount of damage that characters can dish out into better account. That said, this is more of a systemic problem than an adventure problem, so I don't hold it against the adventure's author at all.


The Scrivener's Tale

Written by Brandes Stoddard

Developed by Christopher Perkins

Edited by Scott Fitzgerald Gray

I'm not sure whether to place the blame on my general level of fatigue or the convolutions of the adventure's backstory, but I had some trouble understanding the premise of "The Scrivener's Tale" and how all the pieces of the adventure fit together. This one took a couple read-throughs to fully grasp. On a basic level, it's simple: an evil archfey wants to be released from the book they're trapped in and they put a curse on the characters to maneuver them into setting them free.

I will say that I don't think the intro as written is very good. The suggested start is that a bumbling librarian gives the players the wrong book--which inadvertently curses them. Instead of going that route, I started things in media res by having someone else trying to get the book stage an assault on the library while the characters happen to be there to stop it. The curse came about at the close of this encounter and left me a nice bit of ambiguity about whether the curse was the work of the Princess of the Shadow Glass or the Queen of Air and Darkness.

I also cut some of the adventure for either reasons of time or simply because they just weren't needed. There was an entire segment devoted to going to a noblewoman's estate to get information about the titular book's provenance, but my players were on the trail of resolving things without that side trek. The NPC in that part of the adventure seems interesting enough, but this was an easy omission.

I also cut out the waves of golems and mummies that can be encountered in the dungeon portion of the adventure. I made that cut for time, mostly. If I had been more willing to stretch this adventure over two sessions, I would have left that fight in, but I do have some reservations about whether the multi-part war of attrition it posits would be fun. Also, its a little weird that the enemies in the last batch of adventures is a bit repetitive: the previous adventure in the book also featured a mummy and golems, so on some level this feels like more of the same. Of course, you aren't really meant to play the adventures in Candlekeep Mysteries in sequence, so part of the issue is something I am bringing to the table that the book isn't meant to address.

To give this adventure some shine, I will say that the fight against the Princess of the Shadow Glass is very fun. Whoever made her stat block did a great job: she has a lot of flavorful attacks that lend themselves to cool description and keep the players on their toes. She's a great example of what a higher-level foe should look like.

As an aside, there is one thing I want to comment on about the higher-level adventures in Candlekeep Mysteries: many of them feature a sidebar about how to address certain spells that can "ruin" the mystery of the scenario. Luckily, no one I've been playing with is playing a caster with access to these spells, but I think this points to a potential design issue with the game as a whole. If there are known spells that can mess with the fun of players solving a mystery, those spells might need to be addressed in a way other than "here's how to make sure the spell doesn't work as written in this adventure."