I was looking up information about this module as it is my first time DMing and I want to run it as a one-shot (with the potential to extend it depending on how things go). Came across this video and it was really helpful! Thanks!
I am running "Candlekeep Mysteries" as a campaign, and we played the first part of this adventure last night. At the end of the session, the players heard the cult fanatic in area B3 just off the antechamber, and chased them down the stairs to the dungeon before getting to explore the rest of the temple. Unfortunately...they didn't talk to the mayor or the innkeeper, so they will not recognize Young Fargo at the start of next session when they get jumped by the cultists downstairs. I'm also pretty sure my party's sorceror has a fireball just itching to go off...which does not bode well for the mayor's sister Yaeda in the cell, area B11. If it goes as I expect, it will be a short battle, so I am indeed throwing the gricks in there. I am happy that they went downstairs first, rather than clearing the main floor as I expected. It's always kind of anticlimactic to run into cultists after the big bad has been dealt with. This module has all kinds of details that my players missed...they went directly to Vecken's place rather than wandering Waterdeep and searching the old manor. They didn't spend much time investigating the village, they pretty much went straight for Faerl's office, and bullied a mercenary veteran into telling them about the temple. I like how much detail went into this one, and it's almost surprising that my players missed so much of the content (they are experienced players, and are usually pretty thorough with following leads). The over-arching hook for the campaign is that years ago, Alaundo the Seer left a vague prophecy about a band of adventurers matching the description of the party (Dwarf Clockwork Soul Sorceror, Dwarf SorLock, Human fighter, Dragonborn paladin, Elf archer/wannabe assassin) (Highest INT score is 10...not Candlekeep's usual wizardly clientele). The party is "destined" to save Candlekeep from "the evil mushrooms" (which Janussi, the Keeper of Tomes, can't make heads or tails of...yet...). I am dropping extra fungus creatures into most of the adventures (from Kobold Press sources - my players all know the WOTC Monster Manual fairly well) to keep them on their toes and tease the overall story. Thanks for making the video! It's nice to have an overview of the adventures.
One of the ideas I had was to use this as a one shot or a side quest in Waterdeep Dragon Heist. It’s really easy to tie into the Cassalanter’s plot, and you can have the book start out at The Book Wyrm in Trollskull Alley.
As always great job presenting the adventure Your channel is my main source for the candlekeep mysteries adventures So far based on the ones you covered I mainly liked the 1st one "the joy of extradimensional travel" the 3rd " book of the raven" and the 2 4th lvl "shemshime's bedtime rhyme and the meenlocks " I can appreciate the 5th "price of beauty" and 6th " the yuanti one" levels as supplements to other adventures Again really appreciated
Dude, how do you pump out videos so fast? Are you secretly a warlock who made a pact with some powerful being in order to make tons of videos? -The Innkeeper
One idea I had was to use this as a tie-in to the cassalanter plot from Dragon Heist. I’m planning on having the book at the Book Wyrm in Trollskull Alley.
I have some issues with the design of this adventure. Even though I like the title and the adventure hook 1st is it really reasonable for it to be considered as a one shot ? 2nd the waterdeep investigation with no solid supporting materials such as maps and clues other than info given by some NPCs Finally in the tower itself, which u mentioned as well, the party can go from the entrance to the main final event before exploring the prison cells. Even if I were to try and incorporate this location into another adventure I would have to re-design the encounters.
like all the adventures in the book, the time per group varies extremely. the lack of maps in waterdeep does suck, but it should be just a street fight. and lastly the cult dungeon can be solved fairly quickly. I strongly encourage people to never run anything as written, make these games your own!
Getting ready to run this as a one-shot for a group of seasoned (years) veteran players and their half (or more) broken 7th level PCs. They enjoy combat, but I think they plow through these enemies in a matter of a few rounds. Cultists and grells are no match. Have you encountered this when running and if so, any suggestions on what I can put in there to make this more challenging on the combat level? Thoughts?
@@NoFunAllowed good ideas. I am also tempted to look into Sandy Peterson's Cthulhu for 5e. Seems like this would be a nice place to drop in some Lovecraftian monstrosities
These are not guides. They are predominantly recaps. Your videos keep coming up when I'm looking for tips and you spend +80% recapping and adding the most smallest notes.
I was looking up information about this module as it is my first time DMing and I want to run it as a one-shot (with the potential to extend it depending on how things go). Came across this video and it was really helpful! Thanks!
Thank you! I have plenty of other videos on all kinds of adventures as well!
I am running "Candlekeep Mysteries" as a campaign, and we played the first part of this adventure last night. At the end of the session, the players heard the cult fanatic in area B3 just off the antechamber, and chased them down the stairs to the dungeon before getting to explore the rest of the temple. Unfortunately...they didn't talk to the mayor or the innkeeper, so they will not recognize Young Fargo at the start of next session when they get jumped by the cultists downstairs. I'm also pretty sure my party's sorceror has a fireball just itching to go off...which does not bode well for the mayor's sister Yaeda in the cell, area B11. If it goes as I expect, it will be a short battle, so I am indeed throwing the gricks in there.
I am happy that they went downstairs first, rather than clearing the main floor as I expected. It's always kind of anticlimactic to run into cultists after the big bad has been dealt with.
This module has all kinds of details that my players missed...they went directly to Vecken's place rather than wandering Waterdeep and searching the old manor. They didn't spend much time investigating the village, they pretty much went straight for Faerl's office, and bullied a mercenary veteran into telling them about the temple. I like how much detail went into this one, and it's almost surprising that my players missed so much of the content (they are experienced players, and are usually pretty thorough with following leads).
The over-arching hook for the campaign is that years ago, Alaundo the Seer left a vague prophecy about a band of adventurers matching the description of the party (Dwarf Clockwork Soul Sorceror, Dwarf SorLock, Human fighter, Dragonborn paladin, Elf archer/wannabe assassin) (Highest INT score is 10...not Candlekeep's usual wizardly clientele). The party is "destined" to save Candlekeep from "the evil mushrooms" (which Janussi, the Keeper of Tomes, can't make heads or tails of...yet...). I am dropping extra fungus creatures into most of the adventures (from Kobold Press sources - my players all know the WOTC Monster Manual fairly well) to keep them on their toes and tease the overall story.
Thanks for making the video! It's nice to have an overview of the adventures.
thank you so much and awesome stuff!
One of the ideas I had was to use this as a one shot or a side quest in Waterdeep Dragon Heist. It’s really easy to tie into the Cassalanter’s plot, and you can have the book start out at The Book Wyrm in Trollskull Alley.
Oh ya, it slips in easily to the module!
Love the idea
But maybe have the tower inside the city itself
Since it has only two levels practically it doesn't even need to be called a tower
As always great job presenting the adventure
Your channel is my main source for the candlekeep mysteries adventures
So far based on the ones you covered I mainly liked the 1st one "the joy of extradimensional travel" the 3rd " book of the raven" and the 2 4th lvl "shemshime's bedtime rhyme and the meenlocks "
I can appreciate the 5th "price of beauty" and 6th " the yuanti one" levels as supplements to other adventures
Again really appreciated
thank you and no problem!
Making my DM debut with this one shot tomorrow to let my forever dm bf a chance to play
heck yeah! hope you do well!
Dude, how do you pump out videos so fast?
Are you secretly a warlock who made a pact with some powerful being in order to make tons of videos?
-The Innkeeper
My money is on a simulacrum does most of the hard work!
If only it was as easy as that haha!
I concur 😅
This sounds like a pretty solid murder mystery. It has a lot of room to play on both sides.
For sure! You can lean into the muder, the investigation, the otherworldly, etc etc
@@NoFunAllowed it also gives the party a lot of choices in how they approach it, assuming the DM is running it fully open.
One idea I had was to use this as a tie-in to the cassalanter plot from Dragon Heist. I’m planning on having the book at the Book Wyrm in Trollskull Alley.
awesome! i love using the neibhorhood in WDH!
I have some issues with the design of this adventure. Even though I like the title and the adventure hook
1st is it really reasonable for it to be considered as a one shot ?
2nd the waterdeep investigation with no solid supporting materials such as maps and clues other than info given by some NPCs
Finally in the tower itself, which u mentioned as well, the party can go from the entrance to the main final event before exploring the prison cells. Even if I were to try and incorporate this location into another adventure I would have to re-design the encounters.
like all the adventures in the book, the time per group varies extremely. the lack of maps in waterdeep does suck, but it should be just a street fight. and lastly the cult dungeon can be solved fairly quickly. I strongly encourage people to never run anything as written, make these games your own!
Thank you! 😊 Subscribed!
thank you! more candlekeep goodness coming soon!
Getting ready to run this as a one-shot for a group of seasoned (years) veteran players and their half (or more) broken 7th level PCs. They enjoy combat, but I think they plow through these enemies in a matter of a few rounds. Cultists and grells are no match. Have you encountered this when running and if so, any suggestions on what I can put in there to make this more challenging on the combat level? Thoughts?
instead of just cultist, they can be upgraded to fantatics, and instead of grells, they could be hook horrors!
@@NoFunAllowed good ideas. I am also tempted to look into Sandy Peterson's Cthulhu for 5e. Seems like this would be a nice place to drop in some Lovecraftian monstrosities
These are not guides. They are predominantly recaps. Your videos keep coming up when I'm looking for tips and you spend +80% recapping and adding the most smallest notes.