You’re thumbing through your copy of Candlekeep Mysteries, and your DM brain is starting to feel gears click into place. Already you imagine how you’ll present certain NPCs, the way you’ll milk the suspense of discovery for your players. There’s just one problem. You’re already deep into a campaign set in Wildemount, and there’s just no room in your schedule to run another game.
But suddenly, a burst of inspiration. Candlekeep is a massive library amassing knowledge from throughout the world. But, wait, there’s a massive, knowledge-thirsty library in Wildemount, the Cobalt Soul! So instead of waiting for a whole new campaign, why not just send this current crew to the archives in Zadash to uncover the secrets of a strange book with a mirror on it à la The Price of Beauty? Congratulations, you are now on your way to creating a D&D sourcebook mashup.
Why Mash-up?
It can be easy to look at a published adventure book and think of it as having a locked-in story. But, a lot of fun can be had by mixing and matching adventures with the same modularity as optional rules found in a sourcebook like Xanathar’s Guide to Everything. This practice of mashing D&D books together can be an excellent way to achieve the versatility of a homebrewed campaign, with the guided hand that makes using published adventures so appealing.
On top of providing additional versatility, experimenting with sourcebook mashups can allow for breaks in the campaign’s main story arc, thereby creating a player-driven sandbox campaign. There are plenty of one-shot-style adventures that can be pulled from other sources and used as side quests, which can be a lifesaver if you aren’t the kind of DM who has a bunch of different story threads prepped and ready to go.
Mashups also serve as a way of surprising players. A party who has built characters for a Strixhaven-based campaign likely won’t be expecting a storyline pulled from Waterdeep: Dragon Heist in which they need to investigate the cause of a murder on campus. With just a little imagination, you can keep your party on their toes with storylines from various worlds without them even knowing!
How to Start Mashing-Up
When looking for sourcebooks to mashup, it’s best to start small. Reskinning an entire adventure to fit the backdrop of your current campaign can sometimes require more work than simply writing your own plot. By this logic, it’s easiest to add content to your existing campaign that is already self-contained. Dungeons, being self-contained by nature, are the best example of this. For instance, if your party is heading for a temple devoted to a particularly evil deity, the Betrayer’s Rise dungeon crawl in Critical Role: Call of the Netherdeep is a perfect source of vile ideas.
Once you’ve successfully mashed up self-contained content, you can start looking for content that might take more legwork to fit into your campaign. These instances take more reworking than self-contained content but can provide huge payoffs when it results in multiple sessions worth of prewritten material. We cover some examples of more advanced mashups in this article’s Examples of Mashups section. Before we get to that, let’s discuss some elements to look out for when deciding to combine prewritten content from sourcebooks with a campaign you’re running:
- Mood: Does the setting you’re pulling inspiration from fit the mood or vibe of the adventure you’re already running? Is there a particular region or city in that setting you feel could substitute or be used in addition to your current locations?
- Characters: Are there characters or organizations that can work in your current setting? How would they fit into your current campaign, and what existing characters or organizations would be impacted by their inclusion?
- Antagonists: How do the creatures from the new setting fit into your current campaign? How much will you have to change their lore and game statistic to make them work?
- Stakes: One of the major challenges when bringing a story to a new setting is making sure the stakes don’t get lowered in the translation. For example, the adventure in Baldur’s Gate: Descent into Avernus might not feel as intense if removed from the fiery wasteland of the Nine Hells. Similarly, removing Curse of Strahd from Barovia might make it feel decidedly different than a typical Strahd game. Both may be rewarding challenges if you feel like accepting them, however.
Examples of Mashups
With some exceptions, most of D&D’s most popular adventures can be moved to other settings and fit fairly seamlessly. Here are just a few examples of some settings and adventures that could be easily tossed together for a campaign:
Waterdeep: Dragon Heist and Guildmaster’s Guide to Ravnica: The planet-sprawling megacity vibe of Ravnica combined with the built-in faction intrigue of the city’s ten guilds layers perfectly with the urban vibe of this treasure hunt story. Any of the four possible villains in Dragon Heist could be rewritten as a member of a guild or could be replaced with an important guild dignitary from the world of Ravnica.
Storm King’s Thunder and Mythic Odysseys of Theros: The Ancient Greece-inspired world of Theros was once ruled by primordial titans who were overcome by the current pantheon of gods. Some of these titans rising up could easily take the place of the giants of your Storm King’s Thunder campaign. The world of Theros is smaller than Faerun, but there are still plenty of areas to make your players explore before the end of the campaign.
Lost Mine of Phandelver and Wayfinder’s Guide to Eberron: This mashup can work well if you want to use the Starter Kit adventure to introduce new players to D&D, but you also know your group would have more fun in the world of Eberron. You can simply place the small town somewhere in Khorvaire, adjust the history of the mine so that it was lost during the Last War, and pepper in some of the setting’s dragonmarked houses or introduce a group patron as you play. Then, once they’ve defeated the Black Spider, you can continue the story into other areas of the world.
Icewind Dale: Rime of the Frostmaiden and Explorer’s Guide to Wildemount: The Biting North, made up of the Greying Wildlands and the frozen region of Eiselcross, could serve as a fitting setting for the brutal survival horror adventures. The ruins of the pre-Calamity city of Aeor sub in well for the remote locations and story hooks of Rime of the Frostmaiden.
Ghosts of Saltmarsh and Baldur’s Gate: Descent into Avernus: You can even mashup two different adventure books. While Descent into Avernus is a self-contained adventure, it also provides DMs with a plethora of locations for characters to explore. Replacing Saltmarsh’s seafaring setting and vessels with the open wasteland and infernal machines of Avernus could give you a vast branch of new tales to tell in the Nine Hells. Likewise, you could do the exact opposite and turn the wasteland of Avernus into an ocean-sprawling pirate-war or lost-at-sea Odyssey-like adventure. It would have such a different vibe that your players might not even know what inspired it.
Let’s Get Mashing!
We hope this article has inspired you to try a mashup of your own! The examples provided are just a taste of ways that you can combine a pair of sourcebooks to tell a different kind of story. Hopefully, this gentle nudge can help you get the ball rolling to try something similar—or even more off the wall—in your own games.
Riley Silverman (@rileyjsilverman) is a contributing writer to D&D Beyond, Nerdist, and SYFY Wire. She DMs the Theros-set Dice Ex Machina for the Saving Throw Show, and has been a player on the Wizards of the Coast-sponsored The Broken Pact. Riley also played as Braga in the official tabletop adaptation of the Rat Queens comic for HyperRPG, and currently plays as The Doctor on the Doctor Who RPG podcast The Game of Rassilon. She currently lives in Los Angeles.
Curse of Sthrad + Rick and Morty. Curse of Rick.
The Ravnica-Dragon Heist mash-up could be fun. Xanathar would be good as an Orzhov operative. Manshoon could be an ancient Dimir operative or be an alternate persona of the Dimir Guildmaster. Jarlaxle might lead a new faction of the Golgari, while the Cult of Asmodeus could be replaced with the Cult of Rakdos, controlled in part by those nobles who act as one of the villainous factions.
interesting
Strangely, I'm doing that exact mashup right now: Playing Ghosts of Saltmarsh set in Wildemount, with side quests from Candlekeep Mysteries.
I love the idea of mixing up different adventures and settings together to make you own thing.
I've been toying around with running Rime of the Frostmaiden, but set in Lamordia (one of the Domains of Dread) instead of Icewind Dale. They click together reeeally well imo, so I think it'd be a great option for anyone that wants to double down on the horror aspects of that adventure.
I've often wanted to play through The Wild Beyond the Witchlight, but set in a Japanese-myth inspired underwater environment. After all, a lot of legends, especially in Eastern tradition, portray the deep ocean as a sort of enchanting fairyland.
I definitely pull from all sorts of sources to create campaigns (current one is probably overloaded with a Dalelands based setting that is pulling from Ghosts of Saltmarsh and occasional Candlekeep Mysteries with an overarching theme inspired by a Marvel comics storyline). But that last example of Ghosts of Saltmarsh with Descent into Avernus is particularly inspired! I definitely need to roll that idea around a bit. Very interesting.... hmm...
Great article!
Maybe not a Mash-up, but I'm thinking of using the first 2-3 adventures in Candlekeep Mysteries as the level 1-3 before starting Curse of Strahd. I want to use the Werewolves in the Mist adventure hook and have my party start out researching the lore of the land for past occurrences of Lycanthropy and ways of dealing with the werewolves without killing them. The Lord's Alliance would rather save or send the werewolves back from where they came, since needless slaughter could be "bad for business". Eventually my party will come to the realization that the pack is shifting between planes and arrives back at Daggerford just in time for the next attack and pursue the werewolves into Barovia.
I never noticed the oriq standing in the shadows in that Strixhaven picture.
2nd Edition Dark Sun + Candlekeep + Princes of the Apocalypse
This sounds amazing!
I would like to take this opportunity to state that the group I DM has been running a campaign I call "Clash of Cultists," which takes elements of many of the sourcebooks (specifically those dealing with cults of some sort) and pits an unlikely group of adventures against the whole lot for the ultimate "high stakes" game; winner takes the world...or damns it.
Because, really, why would cultists be polite enough to wait their turn?
This campaign has been ongoing since 2019, and has had some really interesting twists thrown in for fun and good measure XD
To list the campaigns, in order of first "inclusion" in the campaign:
Out of the Abyss; Hoard of the Dragon Queen; Descent into Avernus (brief elements of); Princes of the Apocalypse; Rise of Tiamat. To date, my players have completed Princes of the Apocalypse and Hoard of the Dragon Queen.
Obviously, various aspects have been adjusted, but I'm sure any DM could read through the modules and draw the connections (the Elemental Evil connection is present in OotA and PotA; Tiamat is in Avernus; etc.). Add a few connecting elements, in this case a race of warforged, and you have quite an intriguing campaign. I would love to discuss my notes with someone :)
I love using this. It's always felt like the right way to go at my table. Ghosts of Saltmarsh meets Wildemount in the Menagerie Coast, Lost Mine of Phandelver leads to Descent into Avernus, or even just plugging side quests from Yawning Portal or Candlekeep into Waterdeep. Every table is different, so it's a great way to get inspired for your specific group.
Mashed up aspects of Rime and TOA with my own homebrew campaign. Just changed names and settings: the Heart of Ubtao became a snowy undead prison cell, warded by enough magic to make it a viable MacGuffin. Transformed the Sunblight duergar fortress into a forest-bound lair of lycanthropic druids with an insane werewolf archdruid. Both changes suited the campaign plot way better. I'm not really a Realms fan, but those adventure books help the most when refined and sharpened for homebrew. Nobody can tell your own story like you can, but bits and pieces warped and stretched to fit will certainly help.
I mashed up Lost Mines with Dragon of icespire peak and moved it to an area north of the Moonsea.
Alternatively: Strahd and Morty.
"Uh, Count Strahd, I really don't think it's a good idea to go after those adventurers right now, they-they just got the Sunsword!"
"Quiet, imbecile. Your pathetic winging does nothing but distract me from obtaining Ireena's love. Now put on this disguise and lead the party into the werewolf den."
"Oh jeez..."
Absolutely love the idea of Mythic Odysseys of Theros and Storm King's Thunder.
I'm running a campaign that mashes up Candlekeep Mysteries and Tales from the Yawning Portal.
One of my current campaigns is a mash up of Rime of the Frostmaiden, Storm King's Thunder and Tomb of Annihilation, with the Frost Giants providing a common thread.