Sunday, November 28, 2021

We Played the Whole Thing

 

In early November, my online group finished playing through the adventures in Candlekeep Mysteries as a campaign. A grand time was had, and it genuinely feels like an accomplishment to have completed it. It's not every day that you managed to take characters from level 1 to level 16 and it's certainly not every day that a campaign establishes a true ending instead of petering out.

Really, that was all down to the players. So, thank you Michael, Anne, Steve, Dennis, Heather, and Ridgely! I literally could not have done it without you.

Of course, some concessions helped make this accomplishment possible too. Setting the game up as an open table of sorts, in which whoever was free to play in a given week was welcome to join, definitely helped, as did the episodic nature of the campaign established by stringing the Candlekeep Mysteries adventures together into a series. 

I managed to document it all--in two ways, no less. I wrote an actual play report for each adventure and managed to jot down a review of every scenario in the book. If a more comprehensive overview of Candlekeep Mysteries exists, I haven't seen it.

Links below, if you want the full monte.

Actual Play Reports

Candlekeep Mysteries Reviews

Thursday, November 25, 2021

Requiem Infernal

Episode 51: Requiem Infernal

Jack and Kate venture into the grimdark future of Warhammer 40K with this exploration of Requiem Infernal by author Peter Fehervari. Put aside your preconceptions around Space Marines and Orks and find out what hideous delights await you in the WH40K universe (nuns with guns, folks--it's got nuns with guns).

Will our hosts be able to sufficiently summarize WH40K lore in under 15 minutes? Why are Space Marines super-boring? What happens when the reader is made complicit in the untangling of the book's narrative? Haven't we all got a dark demonic monster lurking somewhere inside of us? Your hosts will explore all these questions and more in this episode of Bad Books for Bad People!

Thursday, November 18, 2021

Crawling King Chaos, Morning Star, Rex

Three howls of the damned for your sonic edification:

Cradle of Filth, "Crawling King Chaos"

King Woman, "Morning Star"

Vampire, "Rex"

Tuesday, November 16, 2021

Candlekeep Mysteries Review: Alkazaar's Appendix and Xanthoria

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 hereKandlekeep Dekonstruktion and Zikran's Zyphrean Tome here, The Curious Tale of Wisteria Vale and The Book of Inner Alchemy here, and The Canopic Being and The Scrivener's Tale here. In this review I'm going to give my impressions of the last two adventures in the book, so you can better decide for yourself whether this is a sound purchase for you and your group.


Alkazaar's Appendix

Written by Adam Lee

Developed by Michele Carter & Christopher Perkins

Edited by Michele Carter

"Alkazaar's Appendix" has a good premise: a search in the desert with a stone automaton for a lost scroll. However, the execution of that premise ultimately results in an average adventure because its strong points are counterbalanced by a few poor design decisions. The stone golem that the party teams up with has great potential to be endearing, but the shape of the adventure does have a bit of a "follow this NPC around" feel to it that the scenario could have done more to mitigate.

Another issue with the adventure is that each of the mapped locations are incredibly linear with few opportunities for exploration. The cave sequence, for example, is really just a straight tunnel with one blockage that needs to be moved out of the way. Since the tunnel leads to single chamber with six murals you need to describe so that the players get the gist of what's going on in the adventure, there is an obvious solution here: turn this tunnel into a branching cave complex with each mural located in a different chamber surrounded by additional points of interest. The necropolis at the end of the adventure is similarly linear: fight the guys at the top of it, go down the stairs, fight the monster down there, wrap things up.

This problem doesn't just appear in the adventure locations, it shapes the adventure itself. The overall plan of the scenario is a straight line: meet the automaton, go to the cave, go to the necropolis, finish the adventure. There are some optional encounters presented that could stretch the adventure into at least a two-session affair if you wanted, but unfortunately they don't really alter the direct course it sets the characters on.

Additionally, I don't really love the conclusion to this adventure as written, which seems to offer a choice between getting the scroll (which means opening a sarcophagus, which causes the prince held in stasis inside to rot away) and letting your new stone golem pal carry his beloved master into heaven. This is especially an issue because I don't think the content of the adventure really telegraphs the gravity of that choice well enough. I changed this in our playthrough; it absolutely wouldn't have fit the mood we had going on at all.

I've been quite critical of several components of this adventure, so to cap this review off I do want to note that we had a good time playing through it. The interactions with the stone golem were very fun to roleplay and actually lent themselves to an unexpectedly emotional session. Also, the addition of lair actions to the dracolich made that fight feel varied and interesting--it absolutely did not fall flat as a boss fight. Though there are some issues here, this was a decent adventure overall.


Xanthoria

Written by Toni Winslow-Brill

Developed by Bill Benham & Christopher Perkins

Edited by Kim Mohan

As the last adventure in Candlekeep Mysteries, "Xanthoria" has a suitably strong premise: a fungal disease has swept the world, and it's up to the players to stop it. One thing I was slightly concerned about is that the premise hits at an odd moment; an adventure about a plague takes on a new meaning for people who are still dealing with the fallout of a real-world pandemic. It's not something the people who worked on the adventure could account for, but it nonetheless remained a potential for resemblance I tried to mitigate in play.

I also altered the adventure to make it a suitable conclusion for my campaign; instead of largely taking place in cave of the Lykortha Expanse, our playthrough took place on the moon--which gave the players a reason to fly their rocket tower to their final adventure, which I know was something they were really looking forward to.

Exploring the cave complex was the bulk of the session, and I think it works pretty well as a dungeon. There's interesting stuff that happens in there, unusual encounters (though I did pare some away to fit our time slot), and a good deal of atmosphere. You can get a good bit of mileage out of describing gross fungus and mold. In general, I'd say that the small- and mid-sized dungeons in Candlekeep Mysteries are frequently successful at providing site-based adventure. 

The lichen lich's stats, which are bespoke to this adventure, evidence a solid understanding of what an upper-level threat should be able to do. This is especially obvious if you compare its stats against those of a regular lich from the Monster Manual. The lichen lich is easier to run, has more interesting options, and also feels appropriately dangerous. 

The moral quandary posed at the end of the adventure is also fairly well done. Used as the conclusion of a campaign, "Xanthoria" gave me all the tools I needed to end the game in a way that I was really happy with.

Sunday, November 14, 2021

Xanthoria

I've been running the adventures in Candlekeep Mysteries lightly reskinned for my Krevborna setting. The characters are all employed as members of Creedhall University Library's "Special Collections Department," aka adventurers. This is a recap of what happened in "Xanthoria." Fair warning: spoilers lurk below.

The Characters

Elsabeth, human paladin played by Anne

Gnargar, kobold monk played by Heather

Aula, human rogue played by Ridgely

Rufus, human barbarian played by Steve

Events

The troubles began when the Bone Moon turned a sickly green, a pernicious infection spreading across its surface. Then, the meteors came. Scholars who studied the sky from Creedhall’s observatory claimed that the meteors seemed to originate from the darkest part of the moon’s infection. Where they fell to earth, the meteors left behind craters filled with mottled green and purple fungal matter.

The researchers who studied this fungal stain were the first to become infected. Their bodies became infested, they sprouted hideous growths comprised of mold, mildew, and mushrooms. As their bodies were taken over, so too were their minds usurped; the fungal disease transformed them into ravaging fungal ghouls who spread the sickness throughout Creedhall and perhaps all of Krevborna. The afflicted could say nothing save chanting one word over and over: Medlozka.

The doctors of Creedhall were unable to treat this ailment, and the Church’s agents were also powerless to cure it. The fungal infection hit to home for our heroes. Lady Valor, who had been staying with Elsabeth while recuperating, fell victim to it. Their superior at the library, Horatio Lupa, also fell prey to the illness and had to be locked away in a library vault. The only avenue unexplored was to fly the Old Tower to the moon and investigate the source of the corruption.

Our champions loaded supplies into the Old Tower, fired up the rockets hidden beneath it, and commanded it to take them to the Bone Moon. The source of the fungal plague was obvious when the moon came into view: its white, rocky surface was infested with fungus with a dark lump sitting like a tumor in the center of the infection. The tumor had a number of silo-like tubes projecting from it--possibly used to launch the meteors at Creedhall. That tumor-like structure proved to be a natural cave that had been taken over by mold, mildew, and mushroom. 

Inside the cave's entrance, they could hear the sound of a woman weeping off to their left. Reconnoitering the area, Gnargar found a woman, whose body was encrusted with fungal matter, crying in the fetal position. She revealed that her name was Thalia and that the cave complex was the headquarters of a cult who had come to the moon to fulfill their leader's demonic plan: join all life into one fungal hivemind to put an end to individual cruelty. Thalia explained that the cult was lead by Dahlia Medlozka, but she couldn't remember how many members of the cult remained. However many there were, they were sure to be warped into fungal forms.

With Thalia in tow, the group explored the cavern complex. Toward the back of the first cavern, they found two semi-transformed cult members suspended from a web of mycelia. They discovered an alchemy lab, complete with a moldering book that explained the process for transforming rocks into biological weapons that could be fired at the world to spread the fungal disease far and wide. Continuing on, they found a chamber used in Dahlia Medlozka's experiments in fusing fungus with human flesh. This room held a number of cages, each holding a corpse. Thalia was distraught to find that her friend Boris, a fellow member of the cult, had died from the experiments that had been inflicted upon him. 

They also stumbled upon a ring of lurid giant mushrooms. When Gnargar stood in the center of them, he had a vision of a post-apocalyptic world overrun by fungi. In the vision, a huge woman made of mushrooms and rot grabbed him, her tendrils boring into his face. He tore her hand off, but this did not faze her. Before he was released from this horrid vision of the ruinous future, she leaned close to Gnargar's ear and whispered "Soon." For the rest of his time within the caves, Gnargar's perceptions would be periodically and momentarily overlaid with the sight of this fungal hell.

Upon returning to the central chamber, the group spotted two large vulture-headed demons and a fungal cultist descending from the mycelia web. A difficult battle ensued, but the party vanquished their foes and continued exploring after licking their wounds. After traversing a long corridor that rained dangerous necrotic spores down upon them, the group found Dahlia Medlozka, her humanity forever lost to the transformation into the fungal equivalent of a lich, vivisecting a deer upon a stone worktable. A young boy in a cage was by her side, creepily eager to see Dahlia at work with her knife. When Dahlia noticed the group's approach, she commanded a massive mushroom-man and a boar-headed demon to kill them.

Rufus engaged the fungus-encrusted boar demon, keeping it at bay, ferocious beast to ferocious beast, as the other scrambled to fight their way toward Dahlia. Dahlia cast a spell that drew the life from the boy in the cage, rendering him a withered husk and creating a sphere of magical protection around her. When Aula tried to charge Dahlia, she found that she could not move through the sphere. Instead, she threw her dagger at Dahlia; infused with a saintly relic, the dagger caused Dahlia to lose concentration on her spell, and the sphere shattered.

Dahlia proved to be a powerful druidess. She conjured fire that surrounded each member of the party. She threw bolts of roiling necrotic energy. She attempted to steal their lifeforce to empower her own. She grabbed Aula's stone golem, channeled horrible power into it, and caused it to shatter into rubble. She also caused a pile of fungal matter to animate as a hulking, fetid mass. The boar demon and the mushroom-man were dealt with, so Rufus now held the shambling mound in combat. Gnargar smashed Dahlia with his nunchaku, dislodging her lower jaw before landing the killing blow. Freed from that melee, Elsabeth flew to Rufus's side and ended the fetid mass's unholy existence.

Searching the stone table, the group found another rotting book that detailed both how to create the biological weapons Dahlia had crafted and how to brew a medicine to treat the illness. However, reading the book also unveiled a hideous truth: as a lich, Dahlia would return to unlife eventually if her phylactery was not located and destroyed. A search of the rest of the cave complex commenced. In Dahlia's former bedroom, they found the woman's diary, which disclosed that Thalia was the phylactery into which she had placed a vital part of her soul. 

Thalia was reluctant to give up her life. The group didn't really give her an option, however. They viewed her life as a necessary sacrifice so that the world might live. Ultimately, Thalia was convinced to lay down her life for the greater good. Before accepting Elsabeth's sword through her heart, she made the group promise that they would take her and Boris's bodies back to Krevborna and give them a proper burial.

With their tragic burden in tow, the group boarded the Old Tower and began the journey back to the library. As they left, they used the tower's elemental cannon to destroy the cave complex's silos. Upon returning, they gave Dahlia's books to Creedhall's doctors, who were able to affect a cure for the afflicted. 

Throughout their time with the Special Collections Department, our heroes were librarians, adventurers, and sometimes even agents of chaos guided by a skewed moral compass. Their adventures took them to strange places, even into the wilds of other planes. They encountered the uncanny, nefarious, and unusual, such as a demonic nursery rhyme, a spa overrun by evil, and a lurid fairytale come to life. They slew a mummy lord, a beholder, and more than a few cults. They saved a few innocents and managed to keep a fair number of fell tomes out of the reach of the foolhardy.

But in the end? In the end, they had saved the world.

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."

Sunday, November 7, 2021

Alkazaar's Appendix

I've been running the adventures in Candlekeep Mysteries lightly reskinned for my Krevborna setting. The characters are all employed as members of Creedhall University Library's "Special Collections Department," aka adventurers. This is a recap of what happened in "Alkazaar's Appendix." Fair warning: spoilers lurk below.

The Characters

Elsabeth, human paladin played by Anne

Gnargar, kobold monk played by Heather

Aula, human rogue played by Ridgely

Rufus, human barbarian played by Steve

Events

Elsabeth, Gnargar, and Rufus were tasked with joining a joint operation with the Church of the Sorrowful Vision. After being partnered with Aula, an operative of the Church, the assembled group was asked to return to the strange chamber that Elsabeth and Rufus has previously discovered in the ancient temple beneath the church and use the chamber's portal to Mudraal so that they might search for one of the fabled Blood Sea scrolls rumored to be secreted in that area.

Upon traversing the portal, the group found a younger man and an older man excavating something from the sands. Lending a hand, the group discovered that the item appeared to be a large stone statue of a man-like figure with a blue circle radiating rays of sun embedded in its chest. The pair of men, Pesh and Shamir, had hoped to sell the statue at a profit, but it was unclear how such a heavy object could be transported. This problem solved itself when the partially excavated statue heaved itself out of the sand, stood under its own power, and began to survey the surroundings as if it were getting its bearings. 

Gnargar's attempts to communicate with the stone man revealed that it could not speak, but it attempted to express itself in an unknown form of sign language. Upon further inspection, both Elsabeth and Aula felt certain that the sun symbol on the stone man's chest related to the ancient beginnings of the Church of Saintly Blood. When the stone man began to stalk off across the dunes, the group decided it would be best to follow--since the stone man was related to the church, perhaps it could lead them toward the Blood Sea scroll they were after. Pesh, Shamir, and their camel also came along.

After several days of travel, the group arrived at Haruun, also known as the Caves of the Worm, a set of natural caverns riddling the wall of a canyon. The sands here showed signs of a sand worm's passage. The group also felt the ground suddenly shake ominously, an indication that the purple worm may be nearby. Most of the caves had been filled in by the worm's burrowing, but a crack in the stone wall of the canyon seemed to indicate a mostly extant cave. The group, including the stone man, proceeded inside. The cavern stank from worm dung and the interior passage was partially blocked by stone churned up by the worm's movements; Rufus and Elsabeth's attempts to clear the stone were not as quiet or gentle as they may have liked--part of the wall of stones collapsed, after which the group again began to feel the tremors of the worm's approach. 

The chamber beyond the stone blockage had preserved several murals that imparted important information about the fate and whereabouts of the Blood Sea scroll. The murals mostly involved three figures in clerical vestments and a saintly prince of ancient Mudraal. In one mural, the three priests were shown animating the stone man with holy magic. Another showed the prince and the stone man stowing a golden scroll case inside a vault and attempting to fight off an attacking dragon. The final painting showed the prince willingly accepting a curse causing him to exist in a state between life and death as the guardian of the Blood Sea scroll so that the dragon could not get its claws on it. The stone man studied these murals intently. Contemplation of the story they told indicated that the group's next stop should be the ruined city of Azumar.

However, the worm's attention had been drawn at this point. It erupted from the sands outside the cave. The group chose to wait out the worm rather than fight it off. Their ploy worked, at the cost of Shamir and Pesh's camel, which was tied up outside. Eventually, the worm retreated back to the depths of the earth.

After several more days of travel, the group found themselves in the ruins of Azumar, facing a raging sandstorm that only vented its wrath in a circle around a step pyramid necropolis they recognized from the murals in the Cave of the Worm. Pesh and Shamir decided that they would wait for the party as they had no interest in attempting to traverse the sandstorm. The rest of the group was not keen on venturing into the sandstorm either; it looked strong enough to flay flesh from bone. Gnargar asked the stone man if he could enter the sandstorm; as the stone man lurched into the biting, gritty winds, he held his hands aloft. They flared with blue light, and the sandstorm parted. The group followed the stone man to the foot of the pyramid.

From the pyramid's base, the group could see a number of man-sized figures and giant scorpions milling about at the top. The group attacked from afar, with Elsabeth calling down a holy moonbeam, Gnargar throwing a searing sunburst, and Rufus firing his crossbow. Withering under this assault, the figures at the top of the pyramid scurried down the stone stairs to engage the party; they turned out to be a group of desiccated wights and undead scorpions! The group began to lay into their foes in earnest, but the opposing party was soon joined by a giant skeleton bearing a greatsword and a large horn strapped to its back. After the wights and scorpions were dispatched with, only the skeletal giant remained. Aula proved her worth by climbing the skeleton and dealing a massive strike to its neckbone that severed its head.

The group climbed the step pyramid, then descended into the depths of its necropolis. A door at the bottom of the stairs was blown off its hinges by Gnargar using the horn they took from the undead giant. Inside, the torches in the chamber lit automatically as they stepped inside. The chamber's only feature was a door framed by a dragon bones set into the wall around it. The bones began to crackle with electricity, and the dracolich pulled itself from the wall to attack! 

The dracolich had a number of fiendish abilities: it breathed gouts of lightning that filled the chamber, its teeth and claws arced with electrical power, and its tail lashed fiercely. It attempted to cave in a portion of the ceiling to bury Rufus alive, but he managed to leap out of the way of the falling debris. Elsabeth was knocked unconscious by the dracolich and inched even closer to death's door when the vile creature sent a surge of lightning arcing throughout the room. Ultimately, Gnargar called on every last reserve of ki he had to bash at the dracolich with his nunchaku and finish it with a fiery punch that burned with the heat of a thousand suns. The dracolich was reduced to nothingness; only its shadow remained etched into the stone of the necropolis.

Breaching the door to the crypt, the group found an ornate sarcophagus. Inside was the incorrupt body of the prince from the murals, clothed in funeral regalia, and the golden case containing the Blood Sea scroll. The stone man handed the scroll to Gnargar; Gnargar hugged to stone man in return. The stone man then gingerly picked up the body of his prince and walked toward the far wall of the crypt. The painting of heaven on the wall began to animate; the stone man carried the body of the holy prince into heaven.

Returning to the surface, the group were happy to note that the unnatural sandstorm was now gown. After paying Shamir and Pesh generously for the loss of their camel, the group returned to the portal and brought the Blood Sea scroll back to the Church of the Sorrowful Vision, where it was copied for the library's archives and subjected to further study.