I created the group a patron who has paid their fee to enter the keep to do research for him. I am also tracking the days in the Realms Calendar as so far there are a lot of blank travel days to and from the adventures.
Extradimensional Spaces. No changes but be careful if you have a strong group of 7 players. I nearly killed some people with the brooms when I did 3.
Mighty Digressions. I did have to hint to my players some things could be resolved with peaceful methods. I also flipped Waterdeep and Baldur’s Gate. Which threw my players off as they had played in both.
Book of the Raven. DOH! I missed the part about the name of the raven in the Finding the Book section. And had trouble giving a reason the group should explore Shadowfell. I had the Scarlet Slash mentioned the saddle. I also switch the name of the wight to the Baron. NOTE. Mausoleum fight is deadly for five pcs.
A Deep and Creeping Darkness. DOH! Reread and cross reference some of the information dumps. I missed the necklace information and number of Meenlock which there are six. My players did enjoy me describing how the Meenlock converted are dressed. I describe them as wearing the same stuff they had on when converted. I did not give the group a copy of the mine but did give out the players’ copies of other maps.
Forgot I have added a DC 12 or 14 Int/wisdom save occasionally. If someone fails I describe a jump scare for that person. I also use what happen before to affect . Half the group are scared of misplaced chairs.
5. Shemshine Bedtime Rhyme. It is deadly fight at the end. I did ask my players to add a spell effect to the humming. . I added a DC 16 Int save to suppress the humming. Since the humming had no mechanical effect, they players had no issue with this addition.
6. A price of beauty. I suggest DMs prepare and scatter the guests before hand. I did add a sleeply drink to those who took the treatment and the players went along with it. BUT I did have a 10th level pc in the group. I suggest you ask your players to keep with in +2 of recommended level. I did play up the spa going broke theme. And due to bad saves, there was no combat.
I reran Mighty digressions for a different group. It was weak. And I was able to get them to see they could treat the module as a detective game. So except for the first two combats, they were able to be diplomatic. I suggest if DM want to push the players this way, that the dm should mention some detective shows.
Ran Book of Cylinders. I changed the book so the first cylinder could use any clay. The second needed clay from the trading post. And third needed clay mixed by the Pond Mother. I made a mistake of saying the group could understand Grippli after meeting with Pond Mother. The players did point out it was not logical for the Mother to flee without any protection except for noncombatants. The map on page 96 needs to have swamp icons on the last row of the land part to make sure the players and DM know that part is blocked. My player did seal team stuff and mostly swam up the stream to the temple.
Reran A deep and Creeping darkness with a very weak group. It was suggest you add a lit fuse to the pillars, so the pcs can stomp them out. DC Dex of 14. This was fun as some pc were chasing the monsters and others the fuse.
KandleKeep Dekonstruktion. Three points. It breaks the Lore of Candlekeep twice. Once for firing the engines. Second for having the master sage have fireball. My quick excuse is specific of module over rules the lore. Most of the players accepted this but this a problem. Third. They put a hole in the tank and bend the nozzle of the engine. Then lit the fuel. Should have been a TPK but one person rolled a Nat 20 and was able to revive all but one pc. Books are raining down over Candlekeep to Waterdeep. I did create a prop and used NASA rocket formulas. I cut and pasted those into a book. The players were having fun trying to figure out the formulas. If was for this prop, the game would be done in less than an hour.
Due to rocket error Zikran’s Zephyrean Tome was ran but I had read it before hand. The ghosts were a interesting twist. Two players failed their saves and were possessed. I tried feeding them to the dragon but other spells locked them down. I then possessed the dragon. The dragon was still locked down when the party raided the lair for information and ran away. What is the penalty for leaving a dragon possessed? If this was home brew, I would have the ghost dragon appear later. Good tactics allowed them to only have the basement fight in the Cloud Giant lair. I would give the villain a chance to escape but it is not written that way. And I should have upped the fight to strong as it was their only battle on the mountain.
Wisteria Vale. OOPS it is only hinted at in the first two pages that the pcs have the crystal dagger. Also no one is going to touch the paintings so I put them on a five foot trap.
Canopic Being, the boss fight is serious underpowered. Add a Canopic being for every step above average and some undead. Otherwise the lair actions are useless. Inner Alchemy. This is straight combat module. My players recommend either change the size of the map but not buildings. Or have the bad people attack in waves. Also both don't scale well if you have a pc or two which +2 higher than the adventure.
The Scrivener's Tale. The group did not like the railroad of everyone gets the curse. I also changed it so the curse activates the first day. Travel time with out teleportation may be a problem. With teleportation, you will be avoiding some combat.
Alkazaar’s Appendix is a fun but easy adventure. Do remember heroes feast cost $1k to cast. The Golem is too helpful if the players get stuck on something. And some of the monsters you should give a +4 bonus to hit because they are weak monsters. One my players brought his sons, and I allowed them to roll to hit for the monsters. For some strange reason most of the monsters attacked dad.
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No Gaming is Better than Bad Gaming.
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Jasper Candlekeep Mysteries
I created the group a patron who has paid their fee to enter the keep to do research for him. I am also tracking the days in the Realms Calendar as so far there are a lot of blank travel days to and from the adventures.
Forgot I have added a DC 12 or 14 Int/wisdom save occasionally. If someone fails I describe a jump scare for that person. I also use what happen before to affect . Half the group are scared of misplaced chairs.
No Gaming is Better than Bad Gaming.
5. Shemshine Bedtime Rhyme. It is deadly fight at the end. I did ask my players to add a spell effect to the humming. . I added a DC 16 Int save to suppress the humming. Since the humming had no mechanical effect, they players had no issue with this addition.
No Gaming is Better than Bad Gaming.
6. A price of beauty. I suggest DMs prepare and scatter the guests before hand. I did add a sleeply drink to those who took the treatment and the players went along with it. BUT I did have a 10th level pc in the group. I suggest you ask your players to keep with in +2 of recommended level. I did play up the spa going broke theme. And due to bad saves, there was no combat.
No Gaming is Better than Bad Gaming.
I reran Mighty digressions for a different group. It was weak. And I was able to get them to see they could treat the module as a detective game. So except for the first two combats, they were able to be diplomatic. I suggest if DM want to push the players this way, that the dm should mention some detective shows.
No Gaming is Better than Bad Gaming.
Ran Book of Cylinders. I changed the book so the first cylinder could use any clay. The second needed clay from the trading post. And third needed clay mixed by the Pond Mother. I made a mistake of saying the group could understand Grippli after meeting with Pond Mother. The players did point out it was not logical for the Mother to flee without any protection except for noncombatants. The map on page 96 needs to have swamp icons on the last row of the land part to make sure the players and DM know that part is blocked. My player did seal team stuff and mostly swam up the stream to the temple.
No Gaming is Better than Bad Gaming.
ran Sarah of Yellowstone Manor. Do grab a copy of Waterdeep Laws. And do mention the villain's book is valuable to Candlekeep.
No Gaming is Better than Bad Gaming.
Lore of Lurue is a railroad. With the twist of about death, I suggest you either run as a kids story book, or a video game story.
No Gaming is Better than Bad Gaming.
Reran A deep and Creeping darkness with a very weak group. It was suggest you add a lit fuse to the pillars, so the pcs can stomp them out. DC Dex of 14. This was fun as some pc were chasing the monsters and others the fuse.
KandleKeep Dekonstruktion. Three points. It breaks the Lore of Candlekeep twice. Once for firing the engines. Second for having the master sage have fireball. My quick excuse is specific of module over rules the lore. Most of the players accepted this but this a problem. Third. They put a hole in the tank and bend the nozzle of the engine. Then lit the fuel. Should have been a TPK but one person rolled a Nat 20 and was able to revive all but one pc. Books are raining down over Candlekeep to Waterdeep. I did create a prop and used NASA rocket formulas. I cut and pasted those into a book. The players were having fun trying to figure out the formulas. If was for this prop, the game would be done in less than an hour.
Due to rocket error Zikran’s Zephyrean Tome was ran but I had read it before hand. The ghosts were a interesting twist. Two players failed their saves and were possessed. I tried feeding them to the dragon but other spells locked them down. I then possessed the dragon. The dragon was still locked down when the party raided the lair for information and ran away. What is the penalty for leaving a dragon possessed? If this was home brew, I would have the ghost dragon appear later. Good tactics allowed them to only have the basement fight in the Cloud Giant lair. I would give the villain a chance to escape but it is not written that way. And I should have upped the fight to strong as it was their only battle on the mountain.
No Gaming is Better than Bad Gaming.
Wisteria Vale. OOPS it is only hinted at in the first two pages that the pcs have the crystal dagger. Also no one is going to touch the paintings so I put them on a five foot trap.
No Gaming is Better than Bad Gaming.
Canopic Being, the boss fight is serious underpowered. Add a Canopic being for every step above average and some undead. Otherwise the lair actions are useless. Inner Alchemy. This is straight combat module. My players recommend either change the size of the map but not buildings. Or have the bad people attack in waves. Also both don't scale well if you have a pc or two which +2 higher than the adventure.
No Gaming is Better than Bad Gaming.
The Scrivener's Tale. The group did not like the railroad of everyone gets the curse. I also changed it so the curse activates the first day. Travel time with out teleportation may be a problem. With teleportation, you will be avoiding some combat.
No Gaming is Better than Bad Gaming.
Alkazaar’s Appendix is a fun but easy adventure. Do remember heroes feast cost $1k to cast. The Golem is too helpful if the players get stuck on something. And some of the monsters you should give a +4 bonus to hit because they are weak monsters. One my players brought his sons, and I allowed them to roll to hit for the monsters. For some strange reason most of the monsters attacked dad.
No Gaming is Better than Bad Gaming.