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Solving Mysteries Using Codes

Together—solo This supplement also makes use of a code


I love solo Dungeons & Dragons. I am unable system. As you crawl through a dungeon or
to play in a group at this stage in my life, and other location, you will be instructed to
having the chance to run a campaign on my mark down a number on your character
own has been a lot of fun. I also love a good sheet. This code will be referred to again in
mystery. With the release of Candlekeep the narrative.
Mysteries, I decided to put together a Using this system allows you to mark your
resource for solo players like myself to solve progress. For example, returning to a room
the mysteries in the first adventure, The Joy you have entered previously would trigger
of Extradimensional Spaces. an encounter you have already completed.
I hope you have as much fun playing the Using the code you marked down after the
adventure as I did turning them into a solo encounter, you can enter a room in a
experience. different state compared to the first time
-T.A. Gray you visited.
For example, a code could direct you to
What You Need to Use This Book text describing the aftermath of a previous
This supplement cannot be used on its own. battle or a triggered trap.
It references other works by Wizards of the
Coast; you will not have everything you need Party Size and Levels
to play these adventures without them. As written, this adventure is designed for
First and foremost, you will need parties of between A and 6 level-one
Candlekeep Mysteries. Most of the necessary characters. You have two options pursuing
monsters, spells, and items found in the these adventures. The first is for you to
adventures are located in that book. You will manage a full party of characters on your
also rely on that book for area descriptions own. If you choose to run your own party,
and descriptive text. As a note, if you have simply create four level-one characters and
purchased the Candlekeep Mysteries content run them as you see fit.
on Dndbeyond, you will have access to Alternatively, you can run them with fewer
everything you need on that platform. Feel characters and boost your character levels. It
free to read the chapter entitled Candlekeep is highly recommended to run at least two
to familiarize yourself with the setting, but characters or one character and a sidekick in
do not read any of the adventure until told. order to avoid being overwhelmed in these
Second, you will need a copy of the Basic adventures. If you select this option, use
Rules. When possible, I have hyperlinked to characters that are level-three for this
third-party websites from this document for adventure.
monsters or items covered by the SRD.
Finally, you will need access to the
Character Options
Monster’s Manual. While many of the The characters or sidekicks you choose to
monsters are original to Candlekeep use in this adventure are entirely up to you. I
Mysteries, the adventure will at times have play-tested the adventure with
reference creatures found in the Monster’s different party makeup and the same rules of
Manual as welE party balance apply to this adventure
compared to a group campaign. I do
recommend taking the maximum amount of
each hit die instead of rolling, however.

2
The Joy of room. A familiar voice—that of Master
Extradimensional Spaces Reader Thorvold—calls out. “Matreous? The
The Joy of Extradimensional Spaces is an First Reader tells me you were to meet with
adventure for a party of Level l characters. If him an hour ago? Is everything alright?”
you undertake this adventure with less than You hear the door across the hall from you
a full party, use two Level 3 characters or one creak open and Master Reader Thorvold call
Level 3 character and an appropriate out again. “Matreous? What the blazes?”
sidekick. The adventure begins within You cannot help but notice Thorvold’s tone
Candlekeep, as your party has undertaken a shift from mildly annoyed to concerned. You
research task for a Master Reader of The open the door to your study room and step
Avowed. into the hallway. Standing in the doorway to
the study room across the hall is Master
Beginning the Adventure Reader Thorvold, a spindly human with a
Your eyes grow heavy, the book in front of tuft a gray hair on top of his head. He
you turning fuzzy as your vision becomes appears to be at least 70 years old and is
unfocused. wearing the customary garb of a Master
Reader.
WHAM! Thorvold turns to you and then waves you
into the room across the hall. There is no
Your face smacks hard into the aged tome on sign of Matreous, but his belongings are
the table in front of you. The impact wakes stacked neatly on a chair near the door. On
you up and you realize that you dozed off the table is a large book.
during your research. You look around to
your companions who are all fast asleep Turn to page of 17 Candlekeep Mysteries
around the table. and read the paragraph Book Description.
You rub your eyes, noting from the dim Make the Arcana check mentioned in the
light in the hallway that morning has come. paragraph, then return to this page.
You have spent your entire evening
diligently reading and researching at the Thorvold appears concerned. “Did you hear
request of Master Reader Thorvold, an Matreous leave this room at any point?” You
important sage with The Avowed. To date, shake your head no. To your knowledge, the
your dreams of joining The Avowed have door across the hall never opened all night.
been fruitless, but you hope performing this “It is highly unusual for him to miss an
research might help you gain entry. appointment with the First Reader,” says
Allowing the rest of your party to sleep, the elderly sage. “I fear something might
you return to the book in front of you: have happened to him here. Will you help me
Mariastros’ Guide to Permanent Magic. This look through the room for any signs of
dull book is one of the few that provide deep him?” You agree, rousing the rest of your
insight into the magic of making temporary party and leading them into the small study
enchantments permanent. This area of study room.
is not popular, which is why you were not All told, the study room is 15 feet deep and
surprised to see this corner of the library 10 feet wide. There is a table in the center of
virtually empty. Other than you, only one the room holding only a candle and The Joy
other study room on this floor is in use. of Extradimensional Spaces. There is also a
As you return to your reading, you hear single wooden chair in the corner where
movement in the hall outside your study Matreous’ hat and coat are stacked.

3
Unsure where to start, you call for your If you fail, turn to 5.
party to join you and ask Master Reader
Thorvold what Matreous was researching
2.
and what his purpose was for The Joy of Swirling your hand over the book and
Extradimensional Spaces. “I only know a uttering some arcane words, you cast Detect
little, I’m afraid,” says the sage. “Matreous Magic on The Joy of Extradimensional Spaces.
is a regular at Candlekeep, but recently he The book is not magical in nature.
asked us for help with researching this book
and its previous owner, the mage Fistandia. However, a bright glow from the other side
Here is what I know about the book.” of the study room catches your eye. In front
of you is the glowing outline of a doorway!
Turn to the beginning of the adventure on This must be the hidden entrance to
page 17 of Candlekeep Mysteries and read the Fistandia’s Mansion! The door itself is
first paragraph. invisible and cannot be opened through
normal means. You think back to what
Thorvold further explains that Matreous had Thorvold said about how some had already
recently dropped all of this other research discovered a potential command word
recently and had been obsessed with this within the book.
book and Fistandia’s Mansion in general. He
speculates that Matreous might have found Turning back to the book, you peer closely at
the doorway to the mansion, which would the page the book is opened to and notice
explain his sudden interest in deciphering scrawled shorthand in the margins.
the book and the command word held
within. Make an Intelligence (Arcana) check against
a DC of 13.
What do you want to do now?
If you succeed, turn to 4.
To cast Identify on the book, turn to 1 If you fail, turn to 5.
To cast Detect Magic, turn to 2
To inspect the book, turn to 3
As you peer closely at the page the book is
opened to, you notice scrawled shorthand in
You focus your thoughts on the book and the margins.
begin to cast Identify. The book is not
magical and has no special properties. It is Make an Intelligence (Arcana) check against
not affected by any spells nor was it created a DC of 13.
through magical means.
If you succeed, turn to 4.
As you peer closely at the page the book is If you fail, turn to 5.
opened to, you notice scrawled shorthand in 4.
the margins.
It is immediately apparent to you that the
scrawled notes in the margins of the book
Make an Intelligence (Arcana) check against
were made by the mage Fistandia. Her notes
a DC of 13.
explain that she has mastered the use of the
spell Mordenkainen’s Magnificent Mansion,
If you succeed, turn to 4.
allowing the mansion to become permanent.
4
As you read the notes on the page, you Reader Thorvold shuffles to your side and
realize Fistandia has highlighted one word: looks at the book.
scepter. “Ah yes, The Joy of Extradimensional
Spaces. This was Fistandia’s copy. You know,
“Scepter,” you say to yourself, almost a many believe the command word needed to
whisper. You are jolted by a blue flash as a open her mansion lies on these pages.” He
magical doorway opens in front of you! runs his finger across the page, mumbling to
Master Reader Thorvold jumps with a fright, himself. “What’s that... hmm... something
only to steady himself and step slightly about the word scepter.”
toward the door. As he says the word “scepter,” a glowing
“It can’t be...” he trails off, looking blue door bursts into existence on the other
carefully at the doorway as it slowly fades side of the room!
from view again. “Scepter!” shouts the Master Reader Thorvold jumps with a
elderly sage, and the door burst into being fright, only to steady himself and step
again. slightly toward the door.
“This must be it. The doorway to “It can’t be...” he trails off, looking
Fistandia’s Mansion! Many believed the carefully at the doorway as it slowly fades
command word was hidden in this book, but from view again. “Scepter!” shouts the
the location of the door has always been a elderly sage, and the door burst into being
secret! Matreous must have discovered the again.
door as well and entered the mansion. I must “This must be it. The doorway to
inform The Avowed. Please, do me this Fistandia’s Mansion! Many believed the
kindness and enter the mansion. See if you command word was hidden in this book, but
can help Matreous get out again.” the location of the door has always been a
Your face contorts, unsure whether this is secret! Matreous must have discovered the
a good idea. Noticing your reluctance, door as well and entered the mansion. I must
Thorvold smiles slightly. “You wish to join inform The Avowed. Please, do me this
The Avowed, yes? That’s why you’re here? I kindness and enter the mansion. See if you
can’t think of a better way to prove yourself can help Matreous get out again.”
than this. I’ll be back soon with help.” The Your face contorts, unsure whether this is
sage walks briskly out of the room, leaving a good idea. Noticing your reluctance,
your group alone with the glowing door. Thorvold smiles slightly. “You wish to join
Realizing this is your best chance at joining The Avowed, yes? That’s why you’re here? I
the exclusive order, you step through the can’t think of a better way to prove yourself
glowing door to discover what is on the than this. I’ll be back soon with help.” The
other side. sage walks briskly out of the room, leaving
your group alone with the glowing door.
If you prefer to use the map provided with Realizing this is your best chance at joining
the book, open it now and place your token the exclusive order, you step through the
in the room marked Ml. Turn to Ml. glowing door to discover what is on the
other side.

You cannot make the slightest sense out of If you prefer to use the map provided with
this shorthand. You gather they are notes the book, open it now and place your token
regarding the use of magic, but you are in the room marked Ml. Turn to Ml.
drawing a blank at what they mean. Master

5
6. exhaustion, realizing that whatever this
You are standing in the main floor foyer. The miasma is, it is not the best place for you to
foyer runs the full width of the mansion, explore.
essentially serving as a long thin hallway.
One hallway leads west, with a door that To return to the foyer, turn to Ml.
appears to exit the mansion at the end. On
9.
the west side of foyer are three doorways to
rooms to the north of the foyer. At end of the
You step into the rubble from the previous
east side of the foyer is another door that encounter. Climbing over destroyed books
and a tipped-over shelf, you scan the room
appears to exit the mansion. Along the north
side of the wall in that wing of the foyer are
again and are confident you have found
everything of interest.
two more doors. Finally, there is a staircase
directly in front of you that leads up to a
second floor. Where do you want to go? To step onto the patio, turn to M2.
To return to the foyer, turn to Ml.
To exit the Mansion to the west, turn to M2 10.
To enter the nearest room to the west, turn As you step into the room, you notice several
toM5. stacks of books on various tables. These
To enter the second-nearest room to the books cover a wide range of subjects
west, turn to M4. according to their titles: arcana, science, and
To enter the room farthest to the west, turn planar travel chief among them. Two things
to M3. stand out to you in an obvious way: a fine-
To ascend the stairs, turn to Mio. looking jeweled letter opened resting on a
To enter the nearest room to the east, turn to desk, and a thick book with a single “R” on
M6. the spine on a book shelf that looks as if it
To enter the farthest room to the east, turn were hastily put back.
to M8. Before you can approach either item, you
To exit the mansion to the east, turn to M9. hear a creaking noise to your left. Turning
To attempt to return to Candlekeep, turn to quickly, you see a large book case tipping
56. over toward you! Make a Dexterity saving
7. throw.
You take one step off of the flagstones and
If you roll 15 or greater, turn to 11.
onto the indigo “ground” that extends into
the miasma. It is soft, but firm enough to If you roll 14 or less, turn to 12.
walk on. After a few steps you begin feeling 11.
disoriented. Turning back to the mansion, You dive out of the way, the bookshelf
you are surprised at how far away it looks. clattering harmlessly to the floor behind
For a moment you forget what you are doing you. Look up, one of the large piles of books
here. has begun to levitate—and it is coming right
at you!
To continue into the miasma, turn to 8.
To return to the foyer, turn to Ml. Turn to 13.
8.
The miasma is swirling around you at
blinding speed. You suffer one point of
6
12. 15.
Unprepared, you cannot avoid the falling As you walk through the training room, the
bookshelf! You are now knocked prone and broom ignores you entirely. It appears to be
restrained. Struggling under the bookshelf, focused on its task and will likely continue
you see a pile of books swirling in the air sweeping for as long as it is left to its own
above you. The Swarm of Animated Books devices.
swoops down toward you! Looking through the room, it is clear it has
seen heavy use during martial combat
Turn to 13. training. There are several posters and
diagrams on the wall explaining the finer
13. points of using a dagger.
Roll for initiative! Stats for Swarm of On one wall rests a weapon rack. If you
Animated Books can be found on Page 19 of have not done so already, you may take any
Candlekeep Mysteries. of the four daggers, four quarterstaffs, and
20 darts that are resting there.
If you enter the battle restrained by the
fallen bookshelf, you can use your action to Turn to M4.
make a Strength (Athletics) check with a DC
of 13 to free yourself. A freed character can 16.
also make a Strength check with a DC of 15 to The broom pays you little mind as you
lift the bookshelf off of another party approach. It continues to sweep, despite the
member. fact that the floor is spotless. However, it
suddenly spins your direction when you
The Swarm of Animated Books will choose a make an aggressive move toward it!
single member of your party and focus all of
their attacks on them until destroyed. Roll for initiative! The stats for the Animated
Broom are found on Page 20 of Candlekeep
Write down the code A2. Mysteries. After you roll for initiative for both
your party and the broom, resolve the
If you defeat the swarm, turn to 14. combat. The broom will use both attacks
each turn at one party member chosen at
14. random.
Sifting through the wreckage of the
bookshelf and the destroyed swarm of If you destroy the broom, all that seemingly
books, you find a few interesting objects remains in the room is a damaged sparring
nearby. Inspecting the jeweled letter opener dummy and a rack of weapons. If you have
tells you that it is not magical but is valued not done so already, you may take any of the
at 20 gp. four daggers, four quarterstaffs, and 20
You also look over the book with only the darts that are stored there.
letter R on its spine. Opening the book, you
notice each page has a single, large R at the Write down code A3.
center. Add the book and the letter opener to
your inventory. To return to the foyer, turn to Ml.

To step onto the patio, turn to M2.


To return to the foyer, turn to Ml.
17. an unusual book with nothing but the letter
You step into exercise room again, this time “I” on its spine. Within the book, every page
avoiding the shattered pieces of broom that is emblazoned with a single “I” as well.
are scattered across the floor. A careful Determined to find the command word
inspection does not turn up anything else of needed to exit the mansion, you double your
interest. efforts to investigate. Make an Intelligence
(Investigation) check.
To return to the foyer, turn to Ml.
For io or higher, turn to 23.
18. For 9 or lower, turn to 24.
You are standing in the center of the study.
Unless you fancy a bit of reading, you have 20.
the option to head down the secret staircase Looking closely at the art on the walls, you
or return to the foyer. take stock of three exquisite paintings: a
landscape scene with a large green dragon
To return to the foyer, turn to Ml. emerging from a grove of pine trees, a study
To go down the staircase, turn to 21. of a Pegasus in flight, and a portrait of a
unicorn in a wooded glade.
19. The paintings are not magical, and a
Investigating the books in this room is no careful inspection does not reveal anything
simple task given the sheer volume of them. of use.
The bookshelves reach from floor to ceiling,
and you cannot help but notice that the Turn to M5.
bindings of most of these books share the
same dull brown cover. 21.
Flipping through the books, you realize the You find yourself at the bottom of the hidden
identical books are all diaries written by staircase in a narrow hallway dimly lit with a
Fistandia. They detail her history and life’s single magical candle. The hallway travels
work. Some speak of her time serving as a north to south. There is a closed door on the
priest of Mystra. During your reading, you west wall and another on the east.
learn that Fistandia gained the power over
permanent extradimensional space as a To enter the western door, turn to M17.
boon granted to her by Mystra. To enter the eastern door, turn to 22.
You catch your eyes glazing over as you To return up the stairs and reenter the study,
skim through a tome about handling dragon turn toM5.
eggs when something catches your eye.
22.
Fistandia goes into detail about her fear of a
visitor becoming stranded in her magical You are in the center of a thin hallway
mansion. The book discusses how hidden running east to west. The doorway that
throughout the mansion are clues to the returns to the hallway with the staircase is
command word that will open the door back on the west end of the hall. There is also
to the prime material plane. However, it does another door on the east end of the hallway
as well as a door on the south wall.
not provide the word or any further clues
about what the command word might be.
To enter the western door, turn to 21.
There are also a handful of books that do
To enter the eastern door, turn to M19.
not match the cover of the diaries. There a
To enter the southern door, turn to mi8.
few tomes on the history of Candlekeep, and
8
23. complexity. You suspect they are used in the
You begin the painstaking task of checking process of creating homunculi.
every single book in the room, inch by inch. Among the vials of liquid you discover two
At the bottom corner of a shelf, you pull on a potions of healing and a jar of expensive
book that makes a loud “click” sound. The reagent chemicals worth 50 gp.
bookshelf swings out, revealing a hidden Leaning against a large beaker is a book.
staircase behind it! The spine of the book is adorned with
nothing but the letter “B.” Inside, each page
Write down the code A4. is marked only with the latter “B” as well.

To go down the staircase, turn to 21. To return to the hallway, turn to 21.
To return to the foyer, turn to Ml.
28.
24. You are standing in the center of the
You spend another thirty minutes pulling summoning room, the corpse of a dead
books from shelves and looking under quasit at your feet.
armchairs, but you find nothing of interest.
You have a nagging feeling you might have To cast detect magic, turn to 30.
missed something, but shake away those To return to the hallway, turn to 22.
thoughts.
29.
To return to the foyer, turn to Ml. As you approach the bookstand, you see it is
empty and does not stand out in anyway.
25. Suddenly, The frog leaps in your direction—
Despite the complexity of the equations, a much farther than a normal frog should leap.
careful study of these charts help you Midair, you see its form twist and distend.
understand its purpose. These charts detail What you thought to be a toad was a quasit,
the process of transmuting material into summoned from the Nine Hells!
gold. You also take note of the multiple
singes and burns on the walls, Turn to 32.
understanding that this damage was likely 30.
from several failed attempts.
Casting the spell over the center of the
Turn to M17. runes, you detect no magical energy
whatsoever. Whatever summoning was done
26. in this room, the magic has long since faded.
You puzzle over the complex mathematics
scrawled across these charts, and you do not Turn to M18.
have the faintest clue what any of it means.
31.
Turn to M17. You step forward to investigate the elaborate
runes in the center of the room. You keep a
27. side-eye on the toad, which seems to pay
You find a number of interesting items you no mind. While you do not recognize
strewn among the tables. There are four these ruins, you suspect they are part of a
different clay figurines of varying summoning spell.

9
Movement catches your eye. The frog approach. As you near the glass, you notice
suddenly leaps in your direction—much the fingers clump together to almost form a
farther than a normal frog should leap. fist and launch to the top of jar! The fingers
Midair, you see its form twist and distend. smash through the lid before leaping at you!
What you thought to be a toad was a quasit,
summoned from the Nine Hells! Turn to 37-

Turn to 32. 36.


Unsure if you noticed movement or not in
32. the jar, you unscrew the lid. The moment the
Roll for initiative! The stats for the Quasit lid lifts, the tadpole explodes out of the
may be found on page 273 of the Basic Rules, water and attacks! Roll for initiative!
or you can view them at 5thsrd.org.
During combat, the quasit will always use You can find the stats for the slaad tadpole
its Scare action on its first turn. It will then on page 276 of the Monster Manual. The
attack with its Claws action each turn tadpole will use its bite attack each turn,
targeting a random party member. fighting to the death. It will target one party
member in the fight and focus all of their
If you defeat the quasit, turn to 28. attacks against them.
33. If you defeat the tadpole, record the code A6.
As you approach the jar holding the slaad
tadpole, you look closely at the tiny Turn toMl9.
aberration. You do not detect movement, but
you also cannot be sure that it is in exactly 37.
the same position as it was when you Roll for initiative! The severed fingers have
entered the room. absorbed enough magical energy from the
mansion to form into a Crawling Claw. You
To remove the lid, turn to 36. can find the stats for the Crawling Claw on
To investigate something else, turn to M19. page 44 of the Monster Manual. The claw will
attack a random party member with a Claw
34. attack each turn until destroyed.
Walking deeper into the room, you take a
closer look at the empty jar. The top edge of If you defeat the Crawling Claw, record the
the jar is cracked, and you can see some of code A7.
the liquid that spilled out has dried on the
floor. The lid lies on the floor as if Turn to M19.
haphazardly cast aside. Your instincts tell
you something has escaped from this jar, but 38.
there is no telling what that might have The preserved menagerie is now in
been. shambles. At your feet are several severed
fingers and what is left of the corpse of the
Turn to M19. slaad tadpole. Looking around, you find little
else of interest in this room.
35.
The fingers floating in the jar at the back of To return to the hallway, turn to 22.
the room remain motionless as you

10
39. you notice a soft glow coming from the west
Still overcome by surprise of the attack from end of the attic.
the tadpole, you step over what is left of the
creature into the center of the room. To exit the attic from where you came in,
turn to Mio.
To investigate the empty jar, turn to 34. To investigate the light at the western end of
To investigate the severed fingers, turn to the attic, turn to 44.
35- 44.
To return to the hallway, turn to 22.
You crawl on your hands and knees toward
40. the light. As you approach, you determine
You swat at your legs, wiping of the last of the light is coming through the floorboards
the destroyed fingers from your body. from a room below you. You can make out
Standing over what is left of the severed very little detail of the room when peeking
fingers, you have a few options while still in through the slats. Testing the slats, you
the room. think you might be able to break through the
floorboards and enter the room below from
To investigate the slaad tadpole, turn to 33. above.
To investigate the empty jar, turn to 34.
To return to the hallway, turn to 22. To break the floorboards, make a Strength
(Athletics) check. For a roll of 15 or higher,
41. turn to M13.
You stand in the center of a thin, dimly lit Otherwise, return to Mio.
hallway that runs from west to east. From
one end to another, the hallway is roughly 15 45.
feet long. There are doors on both the west Carefully, you inspect every corner of the
and east ends of the hallway, as well as a room. Thanks to the cozy fire, it is notably
door on the south wall. warmer than the rest of the mansion. You
look over the swords before turning your
To enter the door to the west, turn to Mio. attention to the stack of books. On the top of
To enter the door to the east, turn to M15. the stack is a thick book with only the letter
To enter the door to the south. Turn to M14. “Y” on the spine. As you reach out to touch
the book, the two swords spring to life from
42. over the mantle and fly straight at you, ready
Something near the ceiling catches your eye. to attack.
Looking up, notice a small trap door above
the suit of armor. Roll for initiative! You can find the stats for
Flying Swords on page 128 of the basic rules
To enter the trap door, turn to 43. or find it at 5thsrd.org. Both swords will
To go down the stairs, turn to Ml. attack the same party member together.
To enter the door on the west wall, go to Mil. Each turn, the party member will be
To enter the door on the east wall, turn to 41. determined at random.
43. If you defeat the flying swords, write down
Pulling yourself up into the attic, you are code A8. Outside of the book with the “Y” on
enveloped by darkness. As your eyes adjust, the spine, you find little else of interest in
the room.
11
sunlike objects that are much bigger than
To return to the hallway, turn to 41. the rest.
46. To return to the laboratory, turn to Mil.
As you re-enter the trophy room, you step
gingerly to avoid the shattered pieces of the 50.
two once-animated swords. Looking You approach the crystal orb in the center of
through the room again, you find little of the room. It is beautifully crafted and
interest besides the strange book with only sparkles as you approach.
the letter “Y” on the spine. Opening the Getting closer, you see no way to interact
book, each page only has the “Y” once as with the orb. You touch it and nothing
well. The fire is nice, though. happens. You attempt to lift it, but it is stuck
in place. Whatever this room is for, it has
To return to the hallway, turn to 41. nothing to do with directly interacting with
this crystal orb.
47.
The cabinets are crowded with skulls, bones, To return to the planetarium, turn to M12.
mounted animals, rocks and minerals, dried
plants, and jars with creatures floating in 51.
liquid. Measuring devices, glassware, and You reach out to the nearest telescope,
other scientific apparatus sit on the tables turning to another telescope nearby.
between books on the natural sciences, Walking over to the second telescope, you
astronomy, astrology, physiology, and point it back at the first. Nothing happens.
natural philosophy. Complex charts and You look into the telescope and see the other
mathematical formulas are drawn on a one looking back at you. Nothing of interest
mobile blackboard. happens.

To return to the laboratory, turn to Mil To return to the planetarium, turn to M12.
48. 52.
You find an array of books and empty vessels One by one, you turn each of the telescopes
spread across the tables of the laboratory. so that they are pointed at the orb. Nothing
While it appears this room was used for happens.
alchemy at one point, there are no signs of
any substances in the containers. The only To return to the planetarium, turn to M12.
thing that stands out is a large book with the
letter “T” on its spine. Opening the book, 53.
you see every page only holds a single “T” at You take a few minutes to line up the five
the center of each page. telescopes with each of the five bright stars.
Each time you line them up, the star begins
To return to the laboratory, turn to M12 emitting a beam of light directly into the
crystal globe in the center of the room. As
49. the fifth beam of light strikes the globe, the
The most interesting thing immediately globe begins to glow. The globe suddenly
noticeable in the room is the massive star emits its own beam of light that shines on
map. While most of the stars on the map are the wall opposite of the door from the
relatively uniform, five of them are large,

12
laboratory. The light reveals a door you had To say “Upward!” turn to 64.
not noticed before. To say “Liberty!” turn to 65.
To say “Tribute!” turn to 66.
To enter the door, turn to M13. To say “Liturgy!” turn to 67.
To return to the laboratory, turn to Mil.
57.
54. Cumin and Coriander quickly deliver bowls
You are standing the wreckage of what once of hot soup and warm bread to you. They are
was the chained library. Other than the flail happy to chat, having not had any visitors in
and book you found, there is little else of a long time. During the conversation, you
interest here. learn that Fistandia and her friend—a mage
named Freyot—created the two homunculi.
To return to the planetarium, turn to M12.
Make an Intelligence (Arcana) check against
55. a DC of 15. If you fail, skip the rest of this
As you approach the bookshelf, it lurches to paragraph. Upon a successful roll, you
life! Clomping slowly toward you, the deduce that both Fistandia and Freyot must
bookshelf slings a chained book in your still be alive. After all, a homunculus dies
direction! with its master. This could be valuable
information to The Avowed.
Roll for initiative! You can find the stats for
the Animated Chained Library on page 24 of Additionally, you learn from Cumin and
Candlekeep Mysteries. Each turn, the party Coriander that:
member the chained library attacks should
be determined at random. • There are playful faerie dragons in the
arboretum, which is the room at the
If you defeat the Animated Chain Library, end of the eastern hallway. They are
add the code A9. harmless but annoying.
• There was an imp that Fistandia
In the wreckage of the bookshelf you find a summoned, but it has gone missing.
large book with the letter “L” on its spine. • Also missing are one of the faerie
You also pull one of the chained books from dragons and the cats that used to live
the wreckage: a tome titled Martial Attack in the mansion.
Techniques. You realize it is a perfectly • Someone seems to be moving stacks
suitable weapon. Add a +1 flail to your of books around in the library.
inventory. • Fistandia would often enter a room
called the planetarium upstairs, but
Turn to 54- she would disappear for hours while
56. in there.
You step up to the spot where you know the
Turn to M6.
invisible door to be. Are you ready to guess
the command word that opens the door? 58.
You are standing in the partially wrecked
To say “Trueborn!” turn to 61. dining room. What’s left of the destroyed
To say “Youngling!” turn to 62. mimic is slumped near the head of the table.
To say “Freedom!” turn to 63.
13
There is a door on the western wall as well as Turn to Ml.
the door to the south that leads to the foyer.
64.
To enter the door to the west, turn to M6. You step up to where the doorway first
To return to the foyer, turn to Ml. appeared and say “Upward.” Nothing
happens.
59.
You take a moment to cast Detect Magic. Turn to Ml.
Looking around the room, the only magical
source emanates from the floating orbs 65.
overhead. You recognize them as driftglobes, You step up to where the doorway first
which are glowing orbs that cast light or appeared and say “Liberty.”
daylight when the correct command word is
used. Unfortunately, you do not know the Whoosh! The glowing outline of the door
command word. becomes visible again! To step through the
doorway and return to Candlekeep, turn to
Turn to M9. 68. To stick around, turn to Ml.

60. 66.
As you approach the greenery, two small You step up to where the doorway first
forms burst from it! Two young fairie appeared and say “Tribute.” Nothing
dragons buzz around your head, giggling, happens.
before flying to the top of the tree and
turning invisible. You hear giggling, but they Turn to Ml.
do not reappear. Strange creatures. 67.
You step up to where the doorway first
Turn to M9.
appeared and say “Liturgy.” Nothing
61. happens.
You step up to where the doorway first
appeared and say “Trueborn.” Nothing Turn to Ml.
happens. 68.
You step through the doorway and are
Turn to Ml.
unprepared for what you see on the other
62. side. Laying at your feet in a pool of blood is
You step up to where the doorway first Matreous. The room otherwise appears to be
appeared and say “Youngling.” Nothing the same as you left it.
happens. Kneeling down, you can tell Matreous is
dead. Before you can wonder how this
Turn to Ml. happened, something flickers in the corner
of your eye. An imp that had been invisible
63. swoops down to attack! Roll for initiative!
You step up to where the doorway first
appeared and say “Freedom.” Nothing The imp stat block can be found on page 277
happens. of the Basic Rules or online at 5esrd.c0m. The

14
imp will attack the first party member that ML Foyer and Hallway
enters the study and fight to the death. If you have recorded code Al, turn to 6.
Otherwise, continue reading.
If you defeat the imp, turn to 69.
Write down the code Al. You are standing in
69.
the foyer of a magnificent mansion. Turn to
As you deal the final blow to the imp, it
page 18 of Candlekeep Mysteries and read the
explodes in a puff of black smoke. Catching
first paragraph of the section Fistandia’s
your breath, you look up to see Thorvald in Mansion. Then skip down the same page
the doorway. His eyes are wide. and read the section titled Mi. Foyer and
“Is...is he dead? What happened in there?”
Hallway until you complete the box of red
You begin to recount your story, but descriptive text. Then return to this page.
Thorvold cuts you off. “We will discuss this
more this evening. Let us take poor Before you stands a human sage that is
Matreous downstairs and see what our clearly startled by your appearance. “Oh
healers can do for him.”
my,” he says jovially, as he realizes you have
The following morning, you are
followed him in from Candlekeep. “I was not
summoned to Master Reader Thorvald’s expecting a rescue party so soon! I am
cramped office. Scrolls and books cover the Matreous, and it appears we have all
desk, the chairs, and even the floor. stumbled into Fistandia’s Mansion!”
Thorvald—who is seated behind his desk—
Matreous continues to explain that he has
nods to you, indicating for you to sit down in
found some fascinating discoveries in this
the lone empty chair across from him. long-empty mansion, including an intricate
“So, you have quite an adventure carving of an imp which he has bundled
yesterday. We have sealed off the study under his arm. “There is so much to learn
room, and are sages are combing through
from the home of Fistandia, I must return to
the mansion. I am told there were some Candlekeep and alert The Avowed. What a
creatures within the mansion that gave you discovery! Would you be so kind as to poke
some trouble?” You assure him it was around and investigate the mansion while I
nothing you could not handle. return with more sages of The Avowed?”
“That is what I had hoped to hear. You You quickly agree, thinking that this just
proved yourself to be a valuable asset. If you
might be the deed that could earn you a
are still interested, you have a place amongst permanent place here as a member of The
us as one of The Avowed.”
Avowed. Matreous is thrilled with your
Before you can accept or show any sign of answer. “Wonderful,” he says. “And you
gratitude, Thorvold keeps speaking. “Now, arrived only moments after I discovered the
we have work to do! Not all of your duties command word that opens the door from
here will be quite so exciting as exploring a this side!”
lost magical mansion. Take this book and Before you can say anything else, Matreous
read it over. Take notes on any of the essays
whirls toward the glowing door that led you
that discuss lycanthropy and its causes. into the mansion. He mumbles something
Then return to me to discuss.”
you cannot make out and the door swings
You look over the book: Mazfroth’s Mighty open again. He exits quickly, and the door
Digressions. Looks harmless enough. closes quickly behind him. Just as the door
begins to shut you hear a bloodcurdling
The End.

15
scream come from the other side of the flagstones, but your attention is hardly on
dimensional doorway! that detail. Instead, you are awestruck by an
You rush to the door but it has already endless cloud of swirling, indigo miasma. In
closed. “Scepter!” you shout, hoping the every direction, these beautiful swirling
command word that opened the door on the clouds appear to stretch on forever.
other side will also work here. Nothing
happens. The scream you heard was To return to the foyer, turn to Ml.
Matreous, but you have no way to reach him. To step into the miasma, turn to 7.
However, you realize that Matreous
discovered the command word needed to M3. Library
open the door from within the mansion. If you have code A2, turn to 9.
That means the answer is here for you as
well. Where do you go to find your answers? Turn to page 19 of Candlekeep Mysteries
The foyer runs the full width of the and read the text in the red box. Then,
mansion, essentially serving as a long thin return to this page.
hallway. One hallway leads west, with a door
that appears to exit the mansion at the end. To investigate the library, turn to 10.
On the west end of foyer are three doorways To step onto the patio, turn to M2.
to rooms on the north wall of the foyer. At To return to the foyer, turn to Ml.
the end of the east side of the foyer is M4. The exercise Room
another door. Along the north wall of the
If you have code A3, turn to 17.
eastern side of the foyer are two more doors.
Finally, there is a staircase directly in front
You have entered the exercise room. Turn to
of you that leads up to a second floor. Where
page 19 in Candlekeep Mysteries and read
do you want to go?
only the text in the red box under the
section M4. Exercise Room. Then, return to
To exit the Mansion to the west, turn to M2
this page.
To enter the nearest room to the west, turn
toM5.
As you enter the room, the animated broom
To enter the second-nearest room to the
continues to sweep without seeming to
west, turn to M4.
notice or care about your arrival. What do
To enter the room farthest to the west, turn
you want to do?
to M3.
To ascend the stairs, turn to Mio.
To investigate the room, turn to 15.
To enter the nearest room to the east, turn to
To attack the broom, turn to 16.
M6.
To return to the foyer, turn to Ml.
To enter the farthest room to the east, turn
to M8. M5. Study
To exit the mansion to the east, turn to M9. If you have code A4, turn to 18.
To attempt to return to Candlekeep, turn to
56. The door to this room is ajar. Turn to page
M2. Patio 20 of Candlekeep Mysteries and read the text
in the red box. Then, return to this page.
You step out what appears to a side door of
the mansion and onto an exterior patio. The
As you enter the room, the cat resting within
patio is a semicircle of carved gray
gives you a bored look and then saunters off
16
out of the door and down the hall. The sheer M8. Dining Room
number of books in this room surprise and You are standing within a formal dining
intrigue you. room. If you have code A10, turn to 58.

To investigate the bookshelves carefully, Turn to page 22 of Candlekeep Mysteries and


turn to 19. read the text in the red box below the
To investigate the paintings, turn to 20. heading M8. Dining Room. Then, return to
To return to the foyer, turn to Ml. this page.
M6. Kitchen
As you pass through the room, something
You are standing within a busy kitchen, with catches your eye. The chair nearest the door
two small flying creatures buzzing about.
is clomping towards you! Roll for initiative!
Turn to page 20 of Candlekeep Mysteries and The chair at the north end of the table is a
begin reading at M6. Kitchen. Continue
mimic. You can find the stat block for the
reading until you complete the text in the
mimic on page 332 of the Basic Rules or find
second red box, then return to this page. it online at qesrd.com. Additionally, make
two important alterations to the stat block to
In the kitchen, you notice a total of three indicate this creature has been weakened.
doors. One on the south wall leads to the First, reduce the HP to 30. Second, the DC to
foyer. There is also a door on the north wall
break grapple with the mimic is reduced to
that leads to what appears to be the pantry. 10.
Cumin and Coriander buzz in and out of the
door, returning with food. A third, closed
If you defeat the mimic, record code A10.
door is on the eastern wall.
Surveying the aftermath of the battle, you
notice a set of silverware in the room worth
Cumin and Coriander excitedly begin
20 gp.
preparing a large meal for you, setting out
fresh bread and soup. You notice them also To return to the foyer, turn to Ml.
putting pastries into the oven. What would
To enter the room to the west, turn to M6.
you like to do?
M9. Arboretum
To have some soup and conversation, turn to As you approach the door at the far end of
57- the hall, you notice it is opened by a few
To return to foyer, turn to Ml. inches.
To enter the door on the eastern wall, turn to
M8. Turn to page 22 of Candlekeep Mysteries
and read the box of red text under the
M7. Pantry
heading M9. Arboretum. Then return to this
You enter a small room off the kitchen that
page.
can only be the pantry. It is well stocked—
flour, preserved meats, vegetables, and To cast Detect Magic, turn to 59.
other staples are there in abundance. The To investigate the greenery, turn to 60.
pantry seems to have everything needed to To return to the foyer, turn to Ml.
sustain a household.

To return to the kitchen, turn to M6.


17
MIO. Landing the nearest telescope, you move it carefully,
The landing at the top of the stairs on the and it turns easily in any direction. You try to
second floor is a relatively small space. lift it from the floor but it is stuck soundly in
There is a suit of armor with a longsword place.
standing at the top of the stairs. The room is
cast in an indigo light thanks to the exterior To investigate the crystal, turn to 50.
window on the northern wall. There are also To point two telescopes at each other, turn
doors on both the west and east walls. to 51.
To point all five telescopes at the orb, turn to
If your passive perception is 13 or higher, 52.
turn to 42. To point each telescope at one of the five
To go down the stairs, turn to Ml. bright stars in the sky, turn to 53.
To enter the door on the west wall, go to Mil. To return to the laboratory, turn to Mil.
To enter the door on the east wall, turn to 41.
Ml3. The Chained Library
Mil. Laboratory You are in a room that is mostly empty other
You are standing in the center of what than a large bookshelf with each of the books
appears to be an alchemist’s laboratory. chained to it. If you have code A9, turn to 54.

Turn to page 22 of Candlekeep Mysteries and Turn to page 23 of Candlekeep Mysteries and
read the text in the red box below the read the text in the red box under the
heading Mil. Laboratory. Then, return to heading M14. The Chained Library. Then
this page. return to this page.
To enter the door to the west, turn to M12.
Based on the age and condition of the books,
you take it that these are Fistandia’s most
To investigate the cabinets, turn to 47. treasured tomes.
To
To Enter the door
investigate thetotables,
the east, turn
turn toto48.
M10
To investigate the star map, turn to 49. To investigate the bookshelf, turn to 55.
To return to the planetarium, turn to M12.
M12. Planetarium
You find yourself seemingly outdoors in the M14. Trophy Room
night sky—but you know you must be within You are standing in the center of the trophy
a room in the mansion. room. If you have code A8, turn to 46.

Turn to page 22 of Candlekeep Mysteries and Turn to Page 24 of Candlekeep Mysteries and
read the text in the red box below the read the text in the red box under the
heading M12. Planetarium. Then, return to heading M14. Trophy Room. Then return to
this page. this page.

The illusion in this room is incredible. The To inspect the room, turn to 45.
floor below your feet is soft and feels like To return to the hallway, turn to 41.
spongy turf. Crickets chirp nearby, and you
Ml 5. Bedroom
smell fresh flowers. As you look closely, the
terrain beyond 20 feet from where you stand You are standing in the center of Fistandia’s
is blurry and indistinct, but the night sky has luxurious bedroom.
incredible detail everywhere you look.
In the sky, you notice five bright stars that 18
are much larger than the others. Turning to
Turn to page 24 of Candlekeep Mysteries and If you have code A5, turn to 28.
read the text in the red box under the
heading M15. Bedroom. Then, return to this Turn to page 25 of Candlekeep Mysteries and
page. read the text in the red box under the
heading M18. Summoning Room. Then,
Looking throughout the room, you are return to this page.
surprised at how little it actually contains.
Much of the dresser space is empty save for To investigate the bookstand and toad, turn
some elegant robes. Alone on the top of the to 29.
dresser is a thick book with only the letter To cast Detect Magic, turn to 30.
“E” on its spine. Within the book, each page To Investigate the runes, turn to 31.
only has a single letter “E.” To exit the room, turn to 22.
On the easternmost wall of the bedroom,
you notice an open doorway that appears to Ml9. Preserved Menagerie
lead to a balcony. Beyond it, you can see the You are standing amongst several jars in the
swirling indigo miasma that surrounds the preserved menagerie.
mansion.
If you have codes A6 and A7, turn to 38.
To enter the balcony, turn to M16. If you have code A6, turn to 39.
To return to the hall, turn to 41. If you have code A7, turn to 40.

Ml 6. Balcony Turn to Page 25 of Candlekeep Mysteries and


Turn to page 24 of Candlekeep Mysteries and read the text in the red box below the
read the full text in the section titled M16. heading M19. Preserved Menagerie. Then,
Balcony. return to this page.

To return to the bedroom, turn to M15. It is hard not to be put off by this strange
assortment of long-dead creatures
Ml7. Alchemical Laboratory suspended in some sort of brine. The jars
The door to this room creaks loudly as if it closest to you hold a flumph and a
has not been opened in some time. cockatrice, both of which appear to be
ancient specimens.
Turn to Page 24 of Candlekeep Mysteries and
read the text in the red box below the Further into the room you squint, unsure if
heading M17. Alchemical Laboratory. Then you sensed movement from what appears to
return to this page. be a slaad tadpole. At the back of the room,
the empty jar stands next to a jar with four
To investigate the items on the tables, turn severed fingers floating in it. You notice the
to 27. lid to the empty jar on the floor. What do you
To investigate the charts on the walls, make do?
an Intelligence check. If you roll 13 or higher,
turn to 25. If you roll 12 or lower, turn to 26. To investigate the jar with the slaad tadpole,
Ml8. Summoning Room turn to 33.
To investigate the empty jar, turn to 34.
The heavy wooden door to this room is
To investigate the fingers, turn to 35.
thicker compared to the others you have
To return to the hallway, turn to 22.
seen within the mansion.
19
Credits
Designer: T.A. Gray
Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Cover Illustrator: Pixabay

ON THE COVER

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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permissio n under the Community Content Agreement for
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