Sounds like a job for Conan the Librarian."We've found another weird book, investigate it!"
Some of them work if you just drop the book into the regular loot. My players have just found The Lure of Lurue in a shipwreck off Solstice.So with the intent of running the adventures as a sequential campaign, does anyone have any tips for changing the adventure hooks? Any additional ideas for incorporating loose threads from the adventures (NPCs the book suggests might pop up again, mostly) into later adventures in the campaign?
Please don’t. It’s one of the worst programs I’ve ever seen!Watch The Librarians TV series.
Yeah, I was anticipating it would be a "problem-of-the-week" episodic plot with the characters working for the library (I even thought about what the library would call them... I'm currently thinking "the Invoked").Stringing the whole lot as a campaign, you really have to treat it like a problem-of-the-week TV series. Make the PCs the library troubleshooters, and have a boss who brings them the next problem after they have had some downtime from the previous episode.
ZZT says this: "A large padlock prevents the book from being opened and resists all attempts to open it with magic, but it snaps open when the book is held by someone who intends to leave Candlekeep with it. " Doesn't say the padlock can't be picked manually. The PCs are probably the only people in the library with the skill to pick a lock without using magic. But I would just ignore this sentence if it doesn't suit. Have bossman bring it to the PCs, or it could just fall (jump) off the shelf as they pass.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.