Today we're looking at "Mazfroth's Might Digressions" by Alison Huang.
This is a really nice, very tight scenario that demonstrates Huang's trademark style of layering complexity into her antagonists: The PCs are sent to investigate some criminals...
"Mazfroth's" also begins showing off some of the flexibility in the framing device for this adventure anthology: The first scenario brings the PCs to Candlekeep looking for a researcher and then adventuring in the library.
This scenario is triggered by the PCs coming to Candlekeep to do research and then venturing forth on adventure.
The hook here is that the PCs are attacked by a book that they're reading in Candlekeep. It turns out this is the third such incident, and when they investigate the trail leads them back to a bookseller in Baldur's Gate.
You could experiment with twisting this hook by having the book that comes alive and starts attacking people be the one which the PCs themselves have submitted to gain entry to Candlekeep!
You'd sacrifice some of the investigation (the PCs will know where they got the book from), but gain a potentially more compelling "you're responsible and need to fix it" dynamic instead of "you're the victim and need to seek redress."
In this format, you could imagine slotting this adventure opportunistically into #DescentIntoAvernus.
The PCs know they need to head to Candlekeep and that they need a book to gain entry, so they go looking and find one at the Amberdune Booksellers.
This would pull the PCs back to Baldur's Gate (presumably while Sylvira is researching the items they've brought her), which could be of benefit if they've shown interest in the evolving political landscape there.
Speaking of the investigation: There are three recent acquisitions at Candlekeep that have transformed and attacked their readers. Two of the donors are still at library and are detailed in the adventure. The third has already left... and is not described in the adventure at all.
This feels like something got cut for space, but without the ragged edges getting trimmed up. It's pretty easy for me to imagine a group becoming convinced that this "mysterious" third donor who has "conveniently" disappeared is the source of the problem!
I'd either want to figure out who this donor was or cut them entirely (and just have two books that have gone rogue).
Skipping ahead to the end of the adventure, Huang makes a good effort to make the Amberdune hangout a dynamic environment.
But she's actually fighting the richness of the scenario: There's at least three radically different circumstances in which the PCs might come here, each logically calling for a different arrangement and reaction from the Amberdunes.
This is the sort of thing that calls out for an adversary roster.
Although with an environment as small as the Amberdune hangout, the distinction between an adversary roster and "list of people who live here" is pretty small.
Either way, you're probably better off clearly presenting the toys, giving a paragraph of general guidance on each broad set of circumstances, and then letting the GM actively play in response to the PCs.
Rather than trying to pre-program the interactions.
On p. 34 we have another section of The Advenure Plays Itself, this time in the form of, "If the PCs can't solve the mystery, just roll dice & tell them the solution."
This doesn't bode well for how the book is going to handle the Mystery in its title. But we'll see how it goes.
Quoth the raven, "Twittermore."
The reaction thread continues with BOOK OF RAVENS by Christopher Perkins.
When I was first reading through Phase 3 (the gazetteer of the Savage Frontier), I was bemused by the campaign's obsession with desecrating holy sites.
For example, Special Interest XP (which partially tied PCs gaining XP to them spending GP on civic projects) had the incredible result of having 1st level characters founding a meadery, building shrines, etc.
@MTBlack2567 Colville did "run realm to get cool abilities you can use during adventures." The results tended to be dissociated, but were an interesting carrot.
I think you might want to go the other way: Add realm-oriented abilities that characters get automatically when leveling up.
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@MTBlack2567 OD&D and 1E did this to some degree, with characters automatically attracting followers, etc. But if you give players cool toys, they WILL go poke at the thing that lets them use them.
Let's get this straight: The original Buzz Lightyear is from the animated series in Universe T1 and was voiced by Patrick Warburton.
In Universe T1 the series was a huge hit and they made Buzz toys, one of which was bought by Andy's mom (she's got it going on).
We can film events in Universe T1, but only through Pixar's proprietary transdimensional LIDAR sensors. That's how the documentaries Toy Story 1, 2, 3, and 4 were filmed.
Pixar could also record audio, but not 2D images. So they recorded the audio from the original animated series and then re-animated it for UPN & ABC.
First: "Homebrew" inherently carries the meaning of an amateur effort made for private enjoyment.
Its meaning when applied to the RPG or video game communities has evolved over time, but it's not a term that originated with those communities. It has a dictionary definition.
Arneson creating the first roleplaying game in his basement? Probably homebrew.
Gygax buying the rights to that game, revamping it with Arneson, professionally publishing it, and turning it into a multi-million dollar brand? Definitely not homebrew.
This is more or less live-tweeting. So expect to see a lot of raw thoughts.
So my honest first question with this book was: Will it render the excellent DM's Guild book Elminster's Candlekeep Companion by @justicearman and @Thrawn589 obsolete?
The answer: Not at all. I would say it actually super-charges it.
As a visual example of this, consider the incredible poster map that Marco Bernardini did for the Companion. When I heard there was a going to be a poster map in Candlekeep Mysteries, I thought it was a shame that Bernardini's work was going to be rendered superfluous.