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Candlekeep Mysteries Review Round-Up – What the Critics Say
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<blockquote data-quote="The Glen" data-source="post: 8229695" data-attributes="member: 6800327"><p>Got a review copy, did a video on it. Many of them took about two hours, good filler for in-between sessions. Mostly converted them to another setting which it does easily. Had to swap out some monsters, but again no problem. From notes:</p><p></p><p>Loved extradimensional spaces, though players solved it fairly quickly with an informed guess of the password. The layout impressed me as the DM because it put the monster blocks next to their encounters.</p><p></p><p>Mazfroth's was a little deeper, though the combat went quickly because of some lucky hits in the big fight. Reminded the players of Army of Darkness because of the books.</p><p></p><p>Book of the Raven we felt should have been a Ravenloft adventure, the extra part about the Vistani to set up the adventure seemed wasted because it never really came up again.</p><p></p><p>Deep and Crawling Darkness felt like Aliens, module suffers from only one type of monster. We switched them up a bit but still, it needed some variety in the baddies.</p><p></p><p>Shemshine was fun, and one of the easiest to adapt. More importantly, it broke from the mold of the other adventures.</p><p></p><p>Price of Beauty took the longest to play, it was one of the more in-depth adventures. Did switch out the baddies with the Witches from Rahasia, as they were more appropriate to my setting.</p><p></p><p>Book of Cylinders was fairly average, typical save the weak from the strong plot. Similar to Seven Samurai only without the recruitment montage.</p><p></p><p>Yellowcrest Manor was one of the better ones, we did change the class of the bad guy to warlock, seemed more appropriate. Again, very little conversion to the new setting.</p><p></p><p>Lore of Lurue needed a fair amount of conversion, the Fey of Mystara are very different from the Fey of the Realms. Added more to the adventure because the players were enjoying playing in the Good Kingdom and loved all the fey.</p><p></p><p>Kandlekeep was probably the best adventure. My players had a blast, they got an escort through the library in the form of a Shakespeare quoting homicidal undead skull there to keep them on their best behavior.</p><p></p><p>Zephyrean was quick and light, almost no conversions. Point A to Point B, fairly linear but over so fast it didn't annoy the players.</p><p></p><p>Wisteria Vale required the most conversion so far, this one ended quickly because of a lucky player. All the planning in the world for the big fight doesn't do jack to a max damage critical. Did have a lot of potential for roleplay though.</p><p></p><p>Book of Inner Alchemy was one of the two the player's didn't like. Linear, tedious, and they actually laughed at the text box dialogue. When the villain's death triggers people quoting "The Castle Aargh... He must have died while writing it" jokes, there's a problem.</p><p></p><p>Canopic Being was one of the more interesting ones, and one of the adventures that actually put the party up against a good fight at the end.</p><p></p><p>Scrivener's Tale took some conversion, again Mystara fey vs Realms fey. Players found it a bit grindy, though they also had to deal with some bad rolls in the end boss fight.</p><p></p><p>Alkezaar was a crawl, players got through it fairly easily, but mainly due to the fact they are veteran players and managed to get past a few encounters through treachery and stealth.</p><p></p><p>Xanthoria was considered the worst. A 16th level dungeon crawl was not up to their expectations of a high-level adventure, though solving the issue at the end was different because against Mystara fey are handled differently.</p></blockquote><p></p>
[QUOTE="The Glen, post: 8229695, member: 6800327"] Got a review copy, did a video on it. Many of them took about two hours, good filler for in-between sessions. Mostly converted them to another setting which it does easily. Had to swap out some monsters, but again no problem. From notes: Loved extradimensional spaces, though players solved it fairly quickly with an informed guess of the password. The layout impressed me as the DM because it put the monster blocks next to their encounters. Mazfroth's was a little deeper, though the combat went quickly because of some lucky hits in the big fight. Reminded the players of Army of Darkness because of the books. Book of the Raven we felt should have been a Ravenloft adventure, the extra part about the Vistani to set up the adventure seemed wasted because it never really came up again. Deep and Crawling Darkness felt like Aliens, module suffers from only one type of monster. We switched them up a bit but still, it needed some variety in the baddies. Shemshine was fun, and one of the easiest to adapt. More importantly, it broke from the mold of the other adventures. Price of Beauty took the longest to play, it was one of the more in-depth adventures. Did switch out the baddies with the Witches from Rahasia, as they were more appropriate to my setting. Book of Cylinders was fairly average, typical save the weak from the strong plot. Similar to Seven Samurai only without the recruitment montage. Yellowcrest Manor was one of the better ones, we did change the class of the bad guy to warlock, seemed more appropriate. Again, very little conversion to the new setting. Lore of Lurue needed a fair amount of conversion, the Fey of Mystara are very different from the Fey of the Realms. Added more to the adventure because the players were enjoying playing in the Good Kingdom and loved all the fey. Kandlekeep was probably the best adventure. My players had a blast, they got an escort through the library in the form of a Shakespeare quoting homicidal undead skull there to keep them on their best behavior. Zephyrean was quick and light, almost no conversions. Point A to Point B, fairly linear but over so fast it didn't annoy the players. Wisteria Vale required the most conversion so far, this one ended quickly because of a lucky player. All the planning in the world for the big fight doesn't do jack to a max damage critical. Did have a lot of potential for roleplay though. Book of Inner Alchemy was one of the two the player's didn't like. Linear, tedious, and they actually laughed at the text box dialogue. When the villain's death triggers people quoting "The Castle Aargh... He must have died while writing it" jokes, there's a problem. Canopic Being was one of the more interesting ones, and one of the adventures that actually put the party up against a good fight at the end. Scrivener's Tale took some conversion, again Mystara fey vs Realms fey. Players found it a bit grindy, though they also had to deal with some bad rolls in the end boss fight. Alkezaar was a crawl, players got through it fairly easily, but mainly due to the fact they are veteran players and managed to get past a few encounters through treachery and stealth. Xanthoria was considered the worst. A 16th level dungeon crawl was not up to their expectations of a high-level adventure, though solving the issue at the end was different because against Mystara fey are handled differently. [/QUOTE]
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