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(D&D 5E) Candlekeep Mysteries PDF

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CAffDLEKEEP MYSTERIES. 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, Si men 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 ON THE COVER ON THE ALT-COVER Clint Cearley gives us a glimpse of two adventurers trying to Si men Meyer's cover incorporates the symbol of Candle keep and solve one of Candlekeep's great mysteries, unaware of the danger various creatures into its design, creating what looks like a book looming behind them. one might find in the library's vaults. CE UK 620C927800000l EN Disclaimer: This book has been compiled by the Avowed ofCandlekeep, in accordance with the wishes of the late Alaundo the Seer, whose prophecies foreshadow all events of ISBN: 978-0-7869-6722-3 CA 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! 987654321 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-Boechat 31, 2800 Delemont, CH. Reoresented bv: Hasbro. DP. Entree 2,40. 1101 EE Amsterdam. NL. Hasbro lJK Ltd .. PO Box 43 Newoort. NP19 4YH. UK. CONTENTS New creature stat blocks are marked with an asterisk. A Book of Books ......................................... 4 The Price of Beauty ................................. 75 Finding Quill ............................................ 156 Using the Adventures ................................. 4 Beginning the Adventure ......................... 75 Arrant Quill* ............................................. 156 Temple of the Restful Lily ........................ 76 The Party ................................................... 157 Candlekeep .................................................. 6 Naiad* ........................................................... 84 Aftermath .................................................. 158 Entering Candlekeep .................................. 6 Conclusion ................................................... 90 Defenses and Decorum .............................. 7 The Book oflnner Alchemy ................ 159 The Avowed ................................................... 8 Book of Cylinders .................................... 91 Finding the Book ..................................... 159 Sages and Master Sages. ........................... 8 Beginning the Adventure ......................... 91 Order of the Immortal Lotus ................ 161 Sage* ........................................................... 9 Northward Ho! ........................................... 92 Into the Cloakwood ................................. 162 Master Sage* ............................................. 9 Helping the Grippli .................................... 93 Temple of the Immortal Lotus .............. 163 Candlekeep Locations .............................. 10 Aftermath .................................................... 98 Steel Crane* .............................................. 164 Miirym* ........................................................ 16 Grippli* ......................................................... 99 Immortal Lotus Adept* .......................... 165 TheJoyof Sarah ofYellowcrest Manor ............... 100 Jade Tigress*············································· 166 Bak Mei* .................................................... 168 Extradimensional Spaces ................. 17 Beginning the Adventure ....................... 100 Aftermath .................................................. 169 Finding the Book ....................................... 17 Grieving Ghost ......................................... 102 Opening the Portal... ................................. 18 Secrets in Waterdeep ............................. 103 The Canopic Being ................................ 170 Fistandia's Mansion .................................. 18 Greenfast ................................................... 106 Beginning the Adventure ....................... 170 Swarm of Animated Books* ................... 19 Temple of the Burnt Tongue Cult... ...... 108 Player Handout: Xemru's Note ............. 171 Broom of Animated Attack* .................... 20 Conclusion ................................................. 113 Mission to Tashluta ................................. 172 Animated Chained Library* .................... 24 Valin's Tomb .............................................. 174 Lore of Lurue ........................................... 114 Conclusion ................................................... 25 Finding the Book ..................................... 114 Canopic Golem* ....................................... 179 Mazfroth's Mighty Digressions ........... 26 Lore Comes to Life .................................. 115 Conclusion ................................................. 182 Finding the Book ....................................... 26 Into the Wood ........................................... 116 The Scrivener's Tale ............................. 184 What's Going On?. ..................................... 27 Peril at the Pool ....................................... 122 Beginning the Adventure ....................... 184 Gingwatzim* ............................................... 27 Conclusion ................................................. 123 The Scrivener's Mark ............................. 185 Monstrous Books ...................................... 28 Corrupted Avatar of Lurue* .................. 123 A Mysterious Dream ............................... 186 Journey to Baldur's Gate .......................... 29 A Troubled Journey ................................. 187 Kandlekeep Dekonstruktion ............. 124 The Wide ..................................................... 29 Baldur's Gate ............................................ 188 Beginning the Adventure ....................... 124 Blackgate ..................................................... 31 Haven of the Red Quill.. ......................... 190 Earthquake! .............................................. 125 Amberdune Hideout ................................. 31 Conclusion ................................................. 196 The Barn Door ......................................... 126 Conclusion ................................................... 34 Nintra Siotta, Princess of Under the Barn Door. ............................. 130 the Shadow Glass ................................ 196 Book of the Raven .................................... 35 Conclusion ................................................. 134 Nintra Siotta• ............................................ 197 Finding the Book ....................................... 35 New Monsters. .......................................... 135 Map of Mystery ........................................... 37 Skitterwidget* ....................................... 136 Alkazaar's Appendix ............................ 198 Chalet Brantifax ......................................... 37 Kiddywidget* ......................................... 136 Adventure Overview ............................... 198 Shadow Crossing ...................................... 46 Zikran's Zephyrean Tome ................... 137 Finding the Books ................................... 198 Wereraven* .................................................. 4 7 Finding the Book ..................................... 137 Adventure Background .......................... 199 Arriving in Anauroch ............................. 200 A Deep and Creeping Darkness .......... 48 Gazre-Azam's Predicament .................. 137 Travel in Anauroch .................................. 202 Finding the Book ...................................... .48 Zikran's Laboratory ................................ 138 Arrival at Haruun .................................... 203 Maerin .......................................................... 49 The Cloud Peaks ..................................... 140 Travel to the Necropolis ......................... 205 Vermeillon ................................................... 51 Cloud Giant Keep .................................... 143 Necropolis of Azumar. ........................... 206 Fate of Vermeillon ..................................... 59 Conclusion ................................................. 146 Storm Giant Skeleton* .......................... 208 Meenlock* .................................................... 60 Cloud Giant Ghost* ................................. 146 What Happens Next? .............................. 211 Shemshime's Bedtime Rhyme ............ 61 The Curious Tale of Chwinga• ................................................... 212 Adventure Overview ................................. 61 Wisteria Vale ........................................ 147 Xanthoria .................................................. 213 Player Handout: Finding the Book ..................................... 147 Shemshime's Rhyme ............................ 62 The Cure .................................................... 148 Beginning the Adventure ....................... 213 Finding the Book ....................................... 62 Adventure Summary .............................. 148 The Lykortha Expanse ........................... 215 Cellar Inhabitants ...................................... 63 Into the Demiplane .................................. 148 Xanthoria's Defeat ................................... 222 Events ........................................................... 65 Wisteria Vale ............................................. 149 Lichen Lich* ··············································223 Shemshime•. ............................................... 69 Constructed Commoner* ....................... 149 Contributor Bios .................................... 224 The Firefly Cellar ...................................... 70 Exploring the Manor. .............................. 152 ANDLEKEEP MYSTERIES IS AN ANTHOLOGY RUNNING THE ADVENTURES of adventures written by members of To run these adventures, you need the fifth edition the DUNGEONS & DRAGONS community. core rulebooks (Player's Handbook, Dungeon Mas Each adventure begins with a book that ter's Guide, and Monster Manual). the characters find in Candlekeep, an enormous library located on the Sword Coast in the Forgotten Realms setting. Text that appears in a box like this is meant to be If you're not running a Forgotten Realms cam read aloud or paraphrased for the players when their paign, you can adapt the adventures in this book for characters first arrive at a location or under a specific other settings, substituting any large library similar circumstance, as described in the text. to Candlekeep. Examples from other published D&D settings include the following: The Monster Manual contains stat blocks for most • On the world of Exandria, the Soltryce Academy of the creatures encountered in these adventures. in Rexxentrum (a large city on the continent of When a creature's name appears in bold type, that's Wildemount) or the Cobalt Reserve in Westruun a visual cue pointing you to its stat block as a way (a small city on the continent of Tal'dorei) of saying, "Hey, DM, get this creature's stat block • On the world of Eberron, the Library of Korran ready. You'll need it." If a stat block is new, the ad berg in the nation of Zilargo, the University of venture's text tells you where to find it. Wynarn's library in the nation of Aundair, or Mor Spells and equipment mentioned in the adven grave University's library in the city of Sharn tures are described in the Player's Handbook. Magic • On the world of Oerth, the Great Library in the items are described in the Dungeon Master's Guide Free City of Greyhawk unless an adventure's text directs you elsewhere. USING THE ADVENTURES BE A SENSITIVE DUNGEON MASTER The Candlekeep Mysteries table summarizes the Before running an adventure with a new group of adventures in this anthology. Each adventure is de players, have a candid out-of-game conversation signed for four to six characters of a particular level, with them about hard and soft limits on what topics but you can adjust it for larger or smaller groups can be broached in-game. Your players might have as well as for characters of higher or lower level by phobias and triggers you aren't aware of. Any topic swapping one monster or trap for another, changing or theme that makes a player feel unsafe should be the number of foes in an encounter, and adjusting avoided. If a topic or theme makes one or more play DCs to make important tasks easier or harder for ers nervous but they give you consent to include it the characters to accomplish. in-game, incorporate it with care. Be ready to move Each adventure in this anthology embraces one of away from such topics and themes quickly if a prob the following narrative conceits: lem crops up. It's okay for characters to feel stressed and anxious, but your players should be relaxed and • The characters discover a book in the library that having fun. contains a mystery. Getting to the bottom of this mystery requires embarking on an adventure. TENDAYS AND DALERECKONINC • The characters come to Candlekeep on a quest for In the Forgotten Realms setting, a week is ten days information, perhaps to solve a crisis elsewhere long and is referred to as a tenday. There are three ten in the world. During their research, they uncover days in a month and twelve months in a year. For more a book and the mystery it contains, which leads to information on the calendar of the Forgotten Realms, adventure. see "The Calendar of Harptos" sidebar in the Dungeon Master's Guide. These short adventures work best with players Dalereckoning (DR) is the most common reckoning who like mysteries and discovering their secrets. of years in the Realms. The adventures in Candlekeep That said, each adventure contains opportunities for Mysteries are presumed to take place in 1492 DR, but exploration, roleplaying, and combat, to appeal to the exact date is not important. players of all persuasions. A BOOK OF BOOKS (ANDLEKEEP MYSTERIES Adventure Level Description The Joy of Extradimensional Spaces A book leads characters on a quest to find a missing sage. Mazfroth's Mighty Digressions 2 A monstrous revelation sheds light on a book merchant's scam. Book oft he Raven 3 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 4 A book describing a mining disaster prompts adventurers to search for a missing town. Shemshime's Bedtime Rhyme 4 A catchy and contagious rhyme traces back to a sinister clockwork book. The Price of Beauty s A book about beauty shows the way to a secluded temple where beauty is only skin deep. Book of Cylinders 6 Engraved cylinders contained within a book tell a gripping and portentious tale when rolled across wet clay. Sarah of Ye/lowcrest Manor 7 A haunted book points a ghostly finger at the perpetrators of an unsolved mass killing in Waterdeep. Lore of Lu rue 8 Adventurers become immersed in a storybook conflict involving Lu rue the Unicorn Queen and Malar the Beast Lord. Kandlekeep Dekonstruktion 9 A stolen book leads adventurers to a tower in Candlekeep that is more than what it seems. Zikran's Zephyrean Tome 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. The Book of Inner Alchemy 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. DISSECTING THE ADVENTURES ABOUT THE FORGOTTEN REALMS You can dissect an adventure and use pieces of it The world of the Forgotten Realms is one of high rather than the whole thing. Nothing in these adven fantasy, populated by elves, dwarves, halflings, tures is too sacred to tamper with and repurpose to humans, and other folk. Steel-hearted adventurers serve your own needs. from backcountry farmsteads and sleepy villages Most of the locations described in this book follow tales that take them to strange, glorious, can be used as stand-alone adventure sites. With faraway places. Good maps and clear trails can a little effort and a few name changes, you can carry inexperienced youths with dreams of glory transplant them into other campaign worlds, includ far across the world, but these paths are never safe. ing your own. Traveling throughout the Realms invites the perils Take the Lykortha Expanse, a cave network that of fell magic and deadly monsters. Farms and free figures prominently in one of this book's adventures. holds within a day's walk of a city might fall prey You could situate these caves in any wilderness or to monsters, and no place is safe from the sudden Underdark setting where fungi are likely to be found wrath of a dragon. in abundance. You can also modify the villain and Details about the history and nature of the Realms its goals to better support an ongoing story or threat fill volumes, and much of that knowledge resides in in your campaign. Conversely, you could remove the books and scrolls sealed in Candlekeep's vaults. For villain, keep the map, and repopulate the Lykortha a detailed description of Candlekeep, see the next Expanse with creatures that better suit the char section. This product also includes a foldout poster acters' level or the particular story you want to tell. that features an illustration of the library-fortress. Sometimes a good map is all a DM needs! A BOOK OF BOOKS ( ANDLEKEEP _______ ..,.,. ---- ... ,. WRITTEN BY CHRIS LlNDSAY ~ EDITED BY MICHELE CARTER AND HANNAH ROSE u TANDING ATOP A ROCKY CRAG OVERLOOKING / the Sea of Swords, the massive citadel of ___./' Candlekeep has endured the elements for centuries and defied the degradations of time. Visible for miles around, Candlekeep has an eye-catching silhouette: a high wall interspersed with towers. This wall encloses a large space from which more towers rise. Those who behold the edi fice say it looks like nothing so much as a cake deco rated with an overabundance of candles. The entrance to Candlekeep is a double gate that stands at the end of the Way of the Lion, the only road that provides access to and from the outside world. The route follows a lonely path across the peninsula where Candlekeep stands. BooK OF THE AvowED Those who gain entry discover a cloistered com munity of scholars milling around inside Candle keep's walls, a place of enlightened conversation The enormous double gates of Candlekeep are and friendly debate. No better place in the Realms three times the height of a human and wrought of exists for those who have a love for or a need of black metal magically warded to foil attempts to knowledge and who want to pursue such interests damage them. Both doors are emblazoned with the alongside fellow seekers. sigil of Candlekeep. One of the two gates stands Candlekeep has the largest repository of written open far enough to admit visitors during the day, lore in Faerun, including the collected prophecies and the other is kept shut. of an ancient sage named Alaundo the Seer. Those Bedecked in purple vestments, five Avowed compiled divinations make up a tiny fraction of the priests of Deneir (god of writing) oversee the front accumulated knowledge and secrets contained in gates, examining and discussing written works the library's vast collection. presented by hopefuls trying to gain entrance. If a Not all knowledge preserved in Candlekeep is of question arises, the Avowed send a runner to con historical importance. The library holds thousands sult with a sage in the library. The runner eventually upon thousands of lost recipes, old songs, collec returns bearing a missive of acceptance or denial. tions of folklore, and journals written by folks whose Visiting scholars experienced in this procedure time has long since passed. The abundance of these often bring a selection of possible donations to ancillary works makes finding notable tomes an ex ensure admittance. Despite the stringent entrance ercise in patience and perseverance. Fortunately, a requirements, the Avowed do accept rare editions legion of scholars and sages called the Avowed look of tomes already in the collection, journals of those after the library and remain vigilant in the care and who recount unique or insightful experiences, or the cataloging of all the knowledge it holds. odd work that has been annotated by a prominent scholar outside the library. Once granted admission, ENTERING CANDLEKEEP visitors quickly discover that it's wise to assemble a "wish list" of works that members of the senior staff The required entrance fee for admission into Can are interested in collecting, potentially reducing the dlekeep is a work of writing not already collected guesswork of readmission on future visits. therein. Those who show up at the gates without Those admitted to Candlekeep, referred to as such a gift are kindly but firmly turned away. seekers, can request the assistance of an Avowed - CANDLE KEEP 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 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 occasionally walks into Fire Suppression. Flames larger than a candle things are suppressed within the keep. (The fireplace in 4 Garlyth Graystock, 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 within the keep. to know what they want or need before they do Theft Protection. Every book, scroll, and other 5 Nax Olossis, a 22-year-old dragon born 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 of a scroll are torn away, these fragments can be words 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: No fighting. All arguments must follow the rules of THE AVOWED cordial debate and discussion. Violent altercations Roughly three hundred Avowed live in Candle are not tolerated. keep. The majority of them are low-level assistants, No stealing. This rule applies to all objects in the newcomers to the order, or scribes who handle the keep, not just the library's works. everyday work in the keep (use the commoner stat No copying. Visitors are permitted to take notes block to represent them). while studying the library's works, but anyone High-ranking members of the Avowed include the who wants to make a full copy of a work must pay individuals described below. to have the manuscript created by scribes at the 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. In 1492 DR, the Keeper of Tomes is the human NPC GENDER AND ALIGNMENT archmageJanussi, a devoted follower ofDeneir. 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) Armor Class 10 (13 with mage armor) Hit Points 54 (l2d8) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 10 (+0) 20 (+5) 18 (+4) 11 (+0) Skills Arcana +11, History +11, Insight +7, Investigation +11, Medicine +10, Nature +11, Religion +11 SAGE Senses passive Perception 14 Languages Common plus any five languages Medium humanoid (any race) Challenge 5 (1,800 XP) Proficiency Bonus +3 Armor Class l O (13 with mage armor) Hit Points 22 (5d8) ACTIONS Speed 30 ft. Shocking Grasp (Cantrip). Melee Spell Attack: +8 to hit (with ad STR DEX CON INT WIS CHA vantage if the target is wearing armor made of metal), reach 5 8 (-1) 10 (+0) 10 (+0) 18 (+4) 15 (+2) 11 (+0) ft., one creature. Hit: 13 (3d8) lightning damage, and the target can't take reactions until the start of its next turn. Skills Arcana +8, History +8, Insight +4, Investigation +8, Fireball (3rd-Level Spell; 3/Day). The sage creates a fiery explo Medicine +6, Nature +8, Religion +8 Senses passive Perception 12 sion centered on a point it can see within 150 feet of it. Each Languages Common plus any four languages creature in a 20-foot-radius sphere centered on that point must Challenge 1/2 (100 XP) Proficiency Bonus +2 make a DC 14 Dexterity saving throw, taking 28 (8d6) fire dam age on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites flammable ACTIONS objects in the area that aren't being worn or carried. Shocking Grasp (Cantrip). Melee Spell Attack: +6 to hit (with ad Spellcasting. The sage casts one of the following spells, using vantage if the target is wearing armor made of metal), reach 5 Intelligence as the spellcasting ability (save DC 14, +6 to hit ft., one creature. Hit: 9 (2d8) lightning damage, and the target with spell attacks): can't take reactions until the start of its next turn. At will: light, mage hand, mending, prestidigitation Spellcasting. The sage casts one of the following spells, using 3/day each: comprehend languages, detect magic, dispel magic, Intelligence as the spellcasting ability (save DC 14, +6 to hit identify, levitate, locate object, Tenser's floating disk, un- with spell attacks): seen servant 1/day each: banishment, contact other plane, Drawmij's in At will: light, mage hand, mending stant summons, legend lore, locate creature, planar binding, 3/day each: comprehend languages, detect magic, identify polymorph, protection from evil and good, scrying, sending, 1/day each: dispel magic, levitate, locate object, see invisibility, true seeing sending, tongues, unseen servant 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 next turn, the sage has a +5 bonus to AC, including against the z triggering attack, and it takes no damage from magic missile. triggering attack, and it takes no damage from magic missile. CANDLEKEEP

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Candlekeep Mysteries PDF is a popular Role Play Book Written by Chris Perkins. It was originally published on March 16, 2021. The book follows the genre of Adventure, Role Play, Book, and Reference.
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