The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by knightquill, 2023-04-30 20:01:27

Candlekeep Murders: The Deadwinter Prophecy

Who killed the Keeper of Tomes?

THE DEADWINTER PROPHECY 51 of several missing tomes (mostly rare spellbooks) from the Arcanium library. He is told to locate and restore the tomes to the library within 10 days or he will be exiled from Candlekeep. This presented him with a very awkward problem, as he had sold them to Manshoon, in an attempt to curry favour with the archmage. Next, A’lai learns from Alkrist (who learned from Bookwyrm) that Janussi will be naming his successor on the morrow. The dragonborn Great Reader - forbidden from continuing with his research into the pestilent cloud spell - had hoped to learn that it would be A'lai who will be named, but A'lai had to confess that his meeting with Janussi was not a positive one. Meanwhile, A’lai saw Fheminor leaving Janussi's chambers with a spring in her stride just before his own end of year meeting. Given her ideological similarities with the current Keeper, it is suddenly obvious who Janussi will name on the morrow. A’lai and Alkrist agree to meet in the baths, to hatch a plan. There they decide their only course of action is to murder the Keeper before he can name Fheminor successor, and thus force a vote of the council of Great Readers. A vote A’lai is confident he can win! The two of them steal a vial of midnight tears from the Oak Tree Apothecary and Alkrist laces the Deadwinter gift bound for Janussi with the deadly toxin. As he goes to bed that night, next to his lover Kazryn Nyantani, A’lai can't believe his luck. Instead of getting turfed out of Candlekeep, he is on the brink of becoming the new Keeper of the Tomes – which in turn will grant him what he really craves: access to the secrets of the High Tower Library. During the night, however, he gets nervous and decides to take the precaution of going to the Keeper's chambers, to a) check that he is dead b) destroy any evidence that Fheminor was to be named successor and c) steal the key to the High Tower Library (lest he lose the vote). When A’lai arrives at Janussi’s chambers he finds the door closed but unlocked, and the Keeper dead - as expected. He is shocked to find the Keeper's heart missing, relieved to find no written testimony, and frustrated to find the key gone. He decides to raid the Keeper's safe, smartly thinking that the item might be recalled using the spell Pilar’s instant summons. Dispelling the arcane lock, he cast knock to open the safe’s mundane lock, placing a statue on the ground to cover for the noise. In the safe he finds several pouches each containing a sapphires: he spilled them on the ground, until he finds the one he needs and pockets it. He barely had time to collapse in the armchair when Miss Hollypocket rushes in to find out the cause of the commotion. WHERE TO FIND A’LAI? If summoned to the players’ office, A’lai will arrive promptly, appearing keen to aid the party with their investigation. If the heroes try to track him down themselves, he is most likely to be found either in his quarters, or in the Immortal Chambers, Candlekeep’s library of theology (see Inside the Great Library). INTERVIEW WITH A’LAI A’lai is aware of how being discovered in the room with the dead body might look, but he is quick to point out that the murder can’t have been him. He had no way to remove the Keeper’s heart, and even if he had he’d have been discovered covered in blood. He states that he believes the killer must have struck in the middle of the night, as the Keeper looked like he had been dead some time by the time he arrived. A’lai is sure to mention that he spent the night with Kazryn. Additionally, he claims he had no motive to


CANDLEKEEP MURDERS 52 kill his colleague… rather the opposite as Janussi intended to name him his successor in front of everyone on Deadwinter’s Day! To run the interview read through the A’lai’s Story table. A’lai will have to tell more than one fat porky during the interview to cover his behind: he has +7 on Deception checks. Note: Remember to roll Insight checks behind your screen, and consider using the Great Reader’s passive Deception of 17 as the DC, to avoid having to signal every lie with a Deception check. WHO DOES A’LAI SUSPECT? A’lai doesn’t feel the need to try to direct the investigation at this stage; however, if he is told that Fheminor is also claiming to be A’LAI’S STORY Hour Event What Actually Happened A’lai’s Account of What Happened 10:30 am End of year meeting with Janussi Janussi told A'lai he has 10 days to retrieve missing books, or he will be exiled from Candlekeep. Several priceless tomes have disappeared from the Arcanium, and Orrin Glass saw the Great Reader with one of them (the scribe has an impeccable visual memory). “Janussi told me that he planned to retire from his role as Keeper of Tomes, and that he wanted me to take the reins. I was shocked, and told him I needed some time to think about it. I promised to give him my answer first thing on the morrow.” 11:45 pm Alkrist and A'lai plot at the baths After finding out from Alkrist that Janussi planned to name his successor on the morrow, the two of them agreed to meet at the baths to discuss their options. In the steam room, they plotted to poison the Keeper and force an election instead. Alkrist pledged his vote to A'lai, in return for being named First Reader. A’lai plays down the significance of any reports of this meeting. “The holy day of Deadwinter’s Eve is observed here in Candlekeep, as in many other parts of the Sword Coast. I wished to purify myself before the supper with my colleagues. Yes, Alkrist was there… we spoke for a short while about the current politics of Waterdeep.” 3 pm A'lai visited the Oak Tree Apothecary A'lai went to visit Leuwin at the Oak Tree Apothecary. He asked for fresh fennel, which he knows the satyr keeps in a greenhouse below the tree-house pharmacy, thus allowing Alkrist to sneak in and steal a vial of midnight tears. A’lai gives a true account of events, but not of his motives. He claims fennel tea is good for calming certain unpleasant symptoms of overindulging during this time of year. He is sure to mention that he saw Fheminor on her way back from the apothecary. 5-8 pm Deadwinter Supper A’lai did nothing of note during the supper. A’lai mentions there was some tension between Janussi and Sylvira who stormed out. 10 pm A’lai went to Kazryn’s chambers A’lai went to Kazryn’s apartment. The two of them are lovers, and he wanted an alibi for the night. “I went to wish my dear friend Kazryn a merry Deadwinter and she invited me in for a nightcap. We turned in around the 11th hour.” 7:15 am A’lai visits Janussi’s chambers at dawn on Deadwinter’s Day. A'lai snuck up to Janussi’s chambers at dawn, hoping to steal the key to the High Tower Library, however he found it gone already. He was forced to use the spell knock to break open the Keeper's safe, placing a statue on the ground as a cover story for the noise. He found what he was looking for though: the sapphire component used for the spell Pilar's instant summons.He pocketed it, then – anticipating the arrival of Miss Hollypocket - assumed a state of shock. “After tossing and turning all night, I decided that I was ready to trust Janussi’s judgement and humbly assume the responsibilities he was charging me with. I went at first light to formally accept the position only to discover the unthinkable had happened…. Who could have done such a thing?” c. 10:30 am A’lai visits the Smithy & Stables A’lai Aivenmore goes to the Smithy & Stables in the Court of Air to borrow a hammer from Khe’ril Hammerbind, in order to crush the sapphire he stole from Janussi’s safe. In doing so, he learns that the key to the High Tower Library is on Bookwyrm’s person. “I needed to borrow a hammer to hammer down a nail in my chambers. Daily life, it seems, is no respecter of tragedy.”


THE DEADWINTER PROPHECY 53 Janussi’s chosen successor he scoffs: “Janussi just recently forced her to dissolve her S.H.I.T.S. campaign! He had very little faith in her abilities... and rightly so. She's a second rate academic… and that's if we’re being generous.” If Sylvira’s name comes up, A’lai mentions that Kazryn woke up at midnight and saw the tiefling roaming the Great Library at night. He also drops into the conversation that he ran into Kalan Strongbranch on the stairs of Reader’s Tower, as he was going to his end of year meeting with Janussi. “I was a bit surprised as I don’t think I’ve ever seen the Gatewarden in Reader’s Tower before, but I’m sure he had good reason to be there… I just thought you should know.” ROLEPLAYING A’LAI AIVENMORE A’lai is affable, calm and smooth talking. He will appear to be humble and helpful in any interactions. Trait: “9/10 times a little charm gets you want you want.” Ideal: “The perfection and preservation of the self. Others are useful, so far as they serve my needs.” Bond: “I will do whatever it takes to uncover the secret of immortality.” Flaw: “I am so accustomed to using other people for my own ends, I don’t notice when others are using me for theirs.” Secret: “I’ve been selling books on the black market. The Keeper was on to me, but luckily there was more than one Great Reader who wanted him dead. Now he is!” SEARCHING A’LAI’S CHAMBERS A’lai’s chambers are sparsely but tastefully decorated, including several fine pieces of glassware and ceramics. A large mirror and a portrait of himself hang on the wall. His desk features several expensive inks in elegant pots, two driftglobes mounted in silver stands, a gold paperknife, and an opal paperweight. Depending when they search the chamber, the players might find a crumpled piece of cloth on the desk and a sturdy old hammer. Should anyone uncrumple the cloth they will find broken shards of sapphire. Inside the desk’s sturdy locked draw is a sending stone. If the players search A’lai’s chamber after the service held for Janussi in the Oratory on the evening of Deadwinter’s Day, they will also find a book called Much Ado About Nothics on the desk, which was handed to the Great Reader after the service. If they open the book they will find it has a hollow centre (which was used by Manshoon to smuggle in iron bands of bilarro, sent to help A’lai bind Sylvira’s demonspawn son). A’lai also keeps a cage of five white doves as pets. If the room is searched after Deadwinter’s Day, there are only two doves remaining, as the Great Reader uses them to help pacify Moziqodo. Like those of most Great Reader’s, A’lai’s chambers are protected by both a mundane and arcane lock. FHEMINOR SCRIVENBARK Fheminor is a middle-aged female halfling (90 years old) master sage, whose primary areas of expertise are history, folklore and the cultures of Toril. She wears pince-nez glasses and has streaks of grey in her tied-back, brown hair. Fheminor is fair, strong-willed and rather oldfashioned. She shares the same ideological views as Janussi when it comes to carefully safeguarding knowledge that could be dangerous for civilisation. For that reason, she was selected by Janussi to be his successor, above more fancied candidates such as A’lai (whom he had lost faith in), Bookwyrm (who he feared would permit Alkrist’s experiments) or Teles (who lacks the leadership and good judgement to be Keeper of Tomes). The Keeper’s decision, earlier in the year, to disband her Scholarly Hunters of Information, Traditions and Superstitions programme (an ambitious attempt to create a network of loregatherers to chronicle and preserve cultures in every corner of Faerûn) is considered a major embarrassment for


CANDLEKEEP MURDERS 54 Fheminor, amongst her peers. However, contrary to common belief, this was not a reflection of Janussi’s faith in the halfling. WHERE TO FIND FHEMINOR? Unless the party prioritise a chat with the halfling, it’s likely Fheminor will seek out the investigators before they seek her out. The Great Reader tracks the party down, either at the office Bookwyrm gave them, or wherever else they might be. She has several questions for them (see Interview with Fheminor section below). Otherwise the halfling roams Exaltation, conducting her own investigation. When at rest she is careful not to appear alone, and when in her quarters she casts arcane lock and alarm on the door, and does her best to barricade the door. She considers her life might be in danger. INTERVIEW WITH FHEMINOR Fheminor offers to collaborate with the party’s investigation, but first she wants to know why they arrived in Candlekeep, and particularly whether they knew Bookwyrm or any other Great Reader before they arrived. If the halfling believes they can be trusted, she confides that Janussi had planned to name her his successor. She finds it highly suspicious that the Keeper died the night before he was due to make a public announcement on the matter. Fheminor hasn’t shared with any of the Great Readers that she was offered the job, as it could put her life in danger, but she suspects that Janussi might have told Sylvira (his lover) or Bookwyrm (as First Reader). From there, she believes word might have got out to others. She doesn't rule out scrying or other divination magic either. “You never know what others might have learned in Candlekeep.” The halfling also finds is strange that more isn’t being done to preserve and possibly even resurrect the body. “We shouldn't be saying the last rites and be in a hurry to bury the body. We must try to contact Janussi's spirit and if we can’t bring him back then at least confirm his will and testimony.” If the party manage to turn the tables on Fheminor, and start asking questions about the events of Deadwinter Eve, you can check Fheminor’s Story table below for her replies. FHEMINOR’S STORY Hour Event What Actually Happened Fheminor’s Account of What Happened 10 am End of year meeting with Janussi. Janussi told Fheminor that he would name her his successor, as Keeper of Tomes, if she agreed to accept the role. Fheminor gives a true account of what happened. 2:30 pm Fheminor went to the Oak Tree Apothecary Fheminor went to see Leuwin at the Oak Tree Apothecary for some cold medicine. This entirely innocent meeting might cast false suspicion on Fheminor. Fheminor gives a true account of what happened. She says she often gets the sniffles this time of year. 5-8 pm Deadwinter Supper Teles made a sarcastic comment about her, which she rose above. She reports Daral’s sarcastic comment and Sylvira storming out, and that Kazryn tried to smooth things over by handing out the gifts. If pushed to relate anything else strange at dinner, she mentions that Alkrist seemed uncharacteristically deferential to Janussi. 9 pm Fheminor visited Janussi Fheminor paid a visit to Janussi, in order to formally accepted the succession. They had a brief chat, and bade each other good night. Fheminor gives a true account of what happened. She noted that one of the armchairs had been damaged since her earlier, morning meeting with the Keeper. 12 am Fheminor’s sleep was disturbed Fheminor went to bed at a sensible hour, but her rest is disturbed by a midnight argument in the apartment above, between Bookwyrm and Alkrist. Fheminor heard the midnight bells (which she is accustomed to sleeping through), but then heard aunt and nephew having a shouting match, with Bookwyrm loudest. Strange, as the First Reader rarely gets angry!


THE DEADWINTER PROPHECY 55 WHO DOES FHEMINOR SUSPECT? Fheminor trusts no one right now, but she is particularly suspicious of the behaviour of Bookwyrm, Alkrist and Sylvira. If told that A’lai has claimed that he was to be named successor, she wonders if he a) he might be the murderer or b) he might be looking to capitalise on the murder. She wonders if he may have gone to the Keeper’s chamber to destroy any evidence of her being named successor. Given that she is suspicious of the heroes themselves, they may have to win her trust before she shares what she knows. DMs can also use Fheminor to give the players clues they missed: she might well investigate the kitchens or Southern Dining Hall herself, and while the Watchers won’t let her search the Keeper’s chambers, she might speak to Miss Hollypocket or other witnesses. ROLEPLAYING FHEMINOR SCRIVENBARK Fheminor is a smart and methodical person, and strong willed. There’s the air of a firm but fair school teacher about her. Trait: “I treat most strangers like I do the naïve young acolytes that arrive at Candlekeep each year.” Ideal: “The world is a wonderful and diverse place. We must do our utmost to record and preserve its many traditions.” Bond: “My work is important not only to me, but to a future generation of scholars.” Flaw: “I tend to believe I know best. And usually I do.” Secret: “It was me that Janussi named successor. But if the murderer finds out they may murder me too!” SEARCHING FHEMINOR’S CHAMBERS Fheminor’s chamber resembles an ethnographic museum, its walls lined with cabinets of rare curios (masks, pottery, knives, tools, insignia, musical instruments). Much of the room is taken up with ordered stacks of books, spellbooks and notes. There’s little of interest to players regarding clues or treasure, except a potion of animal friendship and potion of vitality, hidden together in a hollow book. ALKRIST Alkrist is a 33-year-old, male, bronze dragonborn master sage (with Charisma 14), whose primary areas of expertise are politics, warfare and military history. He is Bookwyrm's beloved nephew. After being told to pack in his research on a potentially game-changing pestilent cloud spell on Deadwinter’s Eve, and then learning that Janussi was most likely intending to name Fheminor his successor, he conspired with A’lai Aivenmore to murder the Keeper. He did so by stealing a vial of midnight tears poison from the Oak Tree Apothecary and applying toxic dust to the present which Daral Yashenti had placed beneath the Deadwinter Tree for Janussi. When he boasts to his aunt, Bookwyrm, she is angered by his crime, but decides to try and cover for him. ALKRIST’S RESEARCH While researching historic battles of Toril, Alkrist came across an account of a hobgoblin army that swept across half a continent almost without casualties, their foes laid low by disease that swept into villages, towns and cities in a purple cloud. Alkrist managed to ascertain that the hogoblin devastator attached to the army had mastered a yet more deadly version of the spell cloudkill and was wreaking it on unsuspecting populaces. Using what he learned from various reports of the time and borrowing from the research of powerful mages, Alkrist has nearly perfected the spell pestilent cloud, which he has tested on stray rats and cats in (relative) safety of the the arcane laboratories of the High Tower. For now the cloud he is able to conjure disperses even in a slight breeze, but he believes he can make it denser and more resilient, so that only a strong wind can break up the toxic fog.


CANDLEKEEP MURDERS 56 The spell is close enough to completion that Magnus Goldfist of the Lord’s Alliance wants to see it, believing it could be the perfect way to deal with goblinoids and other threats in the North. He has sent the player characters to collect the research from Alkrist, whose notes will be smuggled back in the tome The Lurkwood Campaign: How I Repelled the Savage Hordes…. If pestilent cloud ever comes into play, the mechanics are as follows: PESTILENT CLOUD 6 th-level conjuration Casting Time: 1 action Range: 300 feet Components: V, S, M (an animal that died of plague or disease) Duration: Concentration, up to 10 minutes You create a 50-foot-radius sphere of toxic purple fog centred on a point you choose within range. The fog spreads around corners. It lasts for the duration, or until a light wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area on a turn, or starts its turn there, for the first time, its skin immediately starts blistering and pustulating, and it must make a Constitution saving throw. The creature takes 5d8 necrotic damage on a failed save, and their Charisma score is reduced by 1d4 until they receive magical healing. On a success, they take half as much damage and no penalty to their Charisma. As a bonus action on each of your turns you may move the fog 10 feet in any direction. This spell has no effect on constructs and undead. Contagion. Any creature affected by the spell becomes contagious, inflicting the spell’s effects on any other creature it has skin to skin contact with in the next 24 hours. These contagious effects develop more slowly (1d8 per hour for 5 hours) and can be passed on to yet more victims. A creature remains contagious even if it dies, however magical healing that supersedes the necrotic damage stops the contagion. WHERE TO FIND ALKRIST? With the Keeper dead, Alkrist wastes little time in heading back to the arcane laboratories in the High Tower (see p.95), where he continues to experiment on his spell pestilent cloud in the safety of the labs (antimagic decompression zones around each chamber ensure dangerous effects are contained). Only Great Readers are allowed to use the labs, and once one has sealed themselves inside, anyone who wishes to speak to them simply has to wait. Alkrist also spends a lot of time in the High Tower’s War Library, watching holographic reenactments of famous Toril battles, as he puffs on his pipe. Otherwise he can be found in his quarters. Alkrist will respond to any interview summons positively and promptly, once he gets the message. THE LURKWOOD CAMPAIGN The players original purpose in Candlekeep was to collect a copy of the Lurkwood Campaign war diary, and indeed Alkrist is having a copy made for them at the House of the Binder. It should be ready in 2 or 3 days. He is expecting to receive a donation to Candlekeep’s expenses from Magnus Goldfist, and will gladly accept the treasure chest on behalf of the keep. Unbeknowst to the party, Alkrist will be smuggling his notes to pestilent cloud back to Magnus in the cover of the book, while the donation from the Waterdeep politician is just for him. INTERVIEW WITH ALKRIST Alkrist is confident that the modus operandi of the murder he committed was too clever for the players to uncover, and he will use an interview as a chance to confirm this. He is keen to talk up the Keeper of Tomes, his leadership qualities and his own great relationship with him, and how much he will be missed. And he wants to know what the players have found out so far, what deductions they’ve made and who do they suspect. If forced to lie, he has Deception +6.


THE DEADWINTER PROPHECY 57 ALKRIST’S STORY Hour Event What Actually Happened Alkrist’s Account of What Happened 9:15 am Bookwyrm revealed that Janussi will name his successor Alkrist ran into Bookwyrm in the reception area at the bottom of Keeper’s Tower. His aunt confided in him that Janussi will be naming his successor tomorrow - and that it won't be her. Alkrist assumes that it will be A'lai instead. Alkrist doesn’t mention this meeting, If the party find out about it, via Nax Olossis, he claims not to remember any specifics. “My aunt talks to me several times a day about any number of topics.” 9:30 am End of year meeting with Janussi Janussi told Alkrist that he must destroy his research into germ warfare and focus on other projects. Alkrist was enraged, but appeared to accept the Keeper's decree, believing that his like-minded colleague, A'lai Aivenmore, will be Keeper within the year. “The meeting was brief but productive. Janussi said he was happy with my work, and that he saw great leadership potential in me. He asked if I had any new topics I planned on researching in the coming year…” 11:15 am Alkrist spoke with A'lai Aivenmore Alkrist sought out A'lai Aivenmore, expecting to confirm that A’lai was to be chosen as Janussi’s successor. Instead, he learned that A'lai was more likely to be exiled than named Keeper of Tomes, and that Fheminor (an ideological opponent of Alkrist) was the most likely candidate. They agreed to meet at the baths, where they hoped to talk in private. Alkrist won’t mention any meeting with A’lai for obvious reasons. 11:45 pm Alkrist and A'lai Aivenmore plotted murder at the baths Alkrist proposed a plot (inspired by a book he's reading... 1001 Tashalan Nights) to murder Janussi before he named a successor, A'lai was more than happy to collaborate, and the two struck a deal. Alkrist was to be named First Reader in return for murdering Janussi and voting for A'lai. If placed at the Bath House with A’lai, Alkrist will admit that he spoke with the theologian briefly there, as he did with several other members of the Avowed (he is willing to name two or three Loremasters and scribes with whom he exchanged a brief word). 3:15 pm Alkrist snuck into the Oak Tree Apothecary Alkrist snuck into the Oak Tree Apothecary and stole a vial of midnight tears from a top shelf. In doing so he spilled a vial of ground peppermint on the counter and floor, some of which ended up on his cassock. He attempted to clean the mess with a rag and push it under the counter, along with the broken vial. Alkrist may try and deny this, but if pressed may recall that he went to get some more tobacco from Leuwin. The satyr wasn’t there, so he helped himself. “I don’t recall spilling anything, but I do have rather clumsy claws on occasion!” 4 pm Alkrist visited to the Southern Dining Hall Alkrist went to the Deadwinter Tree, unwrapped Daral's present for Janussi, covered it in midnight tears and carefully rewrapped it. He then tore the label off the empty poison vial and tied it to the back of the Deadwinter tree as a decoration. He was burning the vial's label, using a candle, when Irony and Orrin Glass arrived to lay the table for supper. Irony was carrying a basin of water and he decided to wash his hands, in case he got any midnight tears on them. If quizzed about being seen in the Southern Dining Hall, Alkrist claims he went there to drop off his Deadwinter gift (a woolen tail warmer for Sylvira Savikas, which in fact he had already dropped off in the morning). While there he tried to light his pipe using a candle, but saw that his hands and pipe were dirty so he decided to wash them. 5-8 pm Deadwinter Supper Alkrist cheerfully announced his new research topic, as a show of deference to Janussi. Alkrist describes a cordial evening, with some minor tensions, particularly between Janussi and Daral and Sylvira. 12 am Alkrist and Bookwyrm argued loudly in Bookwyrm’s chamber After supper Alkrist retired to his aunt’s chambers for drinks and conversation. As the bells tolled midnight, Alkrist gloated to his aunt that he has solved their problems by poisoning the Keeper of the Tomes. Bookwyrm was appalled and the two argued loudly. “I went to my aunt’s chamber to enjoy the rest of Deadwinter’s Eve with a glass of wine and game of backgammon.” If the argument is mentioned, Alkrist claims it was about the rules of backgammon. “My aunt hates losing… she tried to claim we were playing the dwarvish variant, but I wasn’t having any of it!”


CANDLEKEEP MURDERS 58 If the party spend some time in conversation with Alkrist and succeed on a DC 22 Wisdom (Perception) check their curiosity might be aroused by a strange greenish stain visible on the silver trim of his tunic (this is the ground peppermint he spilled in the Oak Tree Apothecary). WHO DOES ALKRIST SUSPECT? Alkrist’s strategy is to try to wheedle who the party suspect from them, and then push them further in that direction. ROLEPLAYING ALKRIST Alkrist is cool and calm customer, who takes a long puff on his pipe if ever he needs time to think of the best answer. Trait: “War offers a lesson for life. And the lesson is that you must win at all costs.” Ideal: “The right knowledge is invaluable. Once you have it, you can name your price…” Bond: “My research stands to make me rich and powerful beyond imagination. I’d kill to protect what I’ve learnt through years of painstaking work.” Flaw: “It’s amazing how many people, including my aunt, don’t recognize my genius. Anyone objective might conclude I’m not as smart as I think.” Secret: “I’ve already sold my notes on pestilent cloud to Magnus Goldfist, and I poisoned the Keeper to prevent him naming Fheminor Scrivenbark as his successor.” SEARCHING ALKRIST’S CHAMBERS Alkrist has lavishly decorated chambers, with expensive furniture, fine materials and fashionable artworks. Aside from his spellbooks his desk also contains several tightly sealed glass jars containing dead rats, their skin blistered and pustulated. On the sage’s bedside table lies an attractive book bound in black leather with stars in gold filigree. It’s a collection of stories called 1001 Tashalan Nights, and it is bookmarked on the tale of a military commander who was poisoned after being given a gift of surrender: a magic war horn, whose mouthpiece had been covered with midnight tears. A locked safe contains a potion of flying, potion of superior healing, 750 gp worth of coins and letters that betray the true nature of his relationship with Magnus Goldfist. TELES AHVOSTE Teles is a 72-year-old, human archmage, whose primary areas of expertise are magic items, curses and the Weave. Arrogant and lacking people skills, Teles is universally disliked by his colleagues, and had a frosty relationship with Janussi in particular, believing that it was he and not his younger colleague who should have been appointed Keeper nearly two decades ago. After witnessing ‘Sylvira’ go into Bookwyrm’s chamber late on the night of the murder, holding a lantern, Teles was smart enough to realise that it must be Bookwyrm in disguise - and by extension that she must have something to do with Janussi’s murder. His plan is to see how this situation plays out, and wait for the right time to blackmail the dragonborn sage with what he knows. WHERE TO FIND TELES? Teles is most likely to be found in either the Arcanium library or the Towers of Wonder (see p.98), continuing his research. Otherwise he can be found in his chambers. THE HOUSE OF ALAUNDO If the party head out in the direction of the Arcanium in search of Teles - or head west out of Exaltation at any time - Fembris is likely to put his ‘tour guide’ hat on and show the heroes Founder’s Court, and in particular the statue of the Seer at the House of Alaundo (see Inside the Great Library), which Fembris considers of special interest. Players might also be interested to consult the records of Alaundo’s prophecies stored here. Later in the adventure, the keen of mind might recall this location, when it becomes key to finding the Vault of Secrets. INTERVIEW WITH TELES Teles has no respect for the heroes and their investigation, and doesn't even deign to respond to any interview request. If the party


THE DEADWINTER PROPHECY 59 manage to track him down, he refuses to be of any help, saying that they have no authority in Candlekeep. He scoffs at any citing of Bookwyrm's authority and says: “You're out of your depth. Stop playing at detectives and leave Candlekeep business to the Avowed. You are more likely to get yourselves killed than find the murderer.” If his relationship with Irony is mentioned, he tries to conceal his annoyance and mentions: “The mentorship of promising acolytes is the duty of all Great Readers.” ROLEPLAYING TELES AHVOSTE Teles is insufferably arrogant and has no time for inferior minds, especially those who have not furthered society’s knowledge in some way through research or published papers. Trait: “If you have not propagated a single theory or idea to benefit civilisation, at least recognise and appreciate those who have.” Ideal: “Life is only valuable if spent in the pursuit of knowledge.” Bond: “Bitterness. My resentment keeps me going… ” Flaw: “I am not exactly what you might call a people’s person.” Secret: “I am old and lonely. Perhaps that’s why I’ve become infatuated with Irony… she could fulfill the dreams and ambitions I have failed to grasp in my lifetime.” WHO DOES TELES SUSPECT? Teles is sure Bookwyrm is the killer, but given that he plans to use his knowledge to his own advantage, he has no interest in sharing what he saw on the night of the murder. His only advice to the party is to go home. SEARCHING TELES’S CHAMBERS Teles’s chamber includes a four-poster and chaise-longue on one of the room, but what looks like a wizard’s laboratory on the other, with vials, tubes, scales, magnifying glasses and many weird and wonderful pieces of apparatus. A potion rack contains a potion of invisibility, potion of climbing, three potions of greater healing, and four potions of resistance. A scroll rack contains spell scrolls of cloud of daggers, darkvision, dispel magic, gust of wind, tongues and web. A bookcase contains several spellbooks and various other valuable tomes, mostly on the topic of magic and magic items. TELES’S STORY Hour Event What Actually Happened Teles’s Account … 9 am End of year meeting with Janussi Teles was told to stop to stop mentoring the young tiefling Irony. He's making a fool of himself. A shouting match ensued, with Teles calling Janussi a hypocrite (given that he is the lover of Sylvira, a relationship many at Candlekeep find inappropriate). “None of your business.” 5-8 pm Deadwinter Supper Teles passed a note to Irony (which she drops without reading). “None of your business.” 11:45 pm Teles heads to the Lecture Theatre to meet Irony. Teles snuck out of Reader's Tower, to meet Irony in the Lecture Theatre in the High Tower. Irony doesn’t show but a hopeful Teles waits over two hours before giving up and heading back to his chamber. He is spotted hanging around the High Tower when a Watcher descends the tower, having being relieved from his post by a colleague. “None of your business.” 2:15 am Teles returns to his chambers Teles returns to his chambers and catches a glimpse of ‘Sylvira’, holding a lantern and disappearing into Bookwyrm’s chamber. He sees through the illusion to realise this must be Bookwyrm. “None of your business.”


CANDLEKEEP MURDERS 60 BOOKWYRM Bookwyrm is a 55-year-old, female, green dragonborn master sage (with Charisma 16). The highly respected First Reader is the acting head of Candlekeep, at the start of this story, after Janussi's demise. A polymath, Bookwyrm dabbles in every sphere of knowledge, but once specialised in arcana, religions and cults. On Deadwinter’s Eve, the Keeper of Tomes broke the news to her that she was being overlooked as his successor. She did her best to hide it, but the news shocked and hurt her. She had been a loyal supporter of Janussi’s, and as First Reader it was only natural that she would be next in line for the big job. When Alkrist informs her that he has poisoned the Keeper she is outraged, but her loyalty to her nephew has become much stronger than the loyalty she no feels she owes Janussi. She decides to cover up the crime. Her curiosity on the contents of the High Tower Library means she always steals the key - ‘for safekeeping’ she tells herself. WHERE TO FIND BOOKWYRM? The players shouldn’t have too much difficulty locating Bookwyrm, if ever they need to speak with her. She is typically chairing meetings in the Chapter House or in the nearby office she once shared with Janussi. She is also keen to check in with them at regular intervals to ensure their investigation is going smoothly (i.e. that they are on the wrong path!). INTERVIEW WITH BOOKWYRM Bookwyrm adopts a patient air of solemnity and respect for the investigation process, with a just a subtle hint of humouring the party's detective work. She acts like any interview is a formality, and her innocence is beyond question. You can use the Bookwyrm’s Story table to guide her responses to likely questions, which no doubt will oblige her to tell a few porkies. She has Deception +7. If the party let on that they suspect her, or her nephew Alkrist, she will try to extricate herself from the meeting before taking action against them. For example, she may enlist Alkrist to plant a valuable tome on their possession and then command a team of Watchers to incarcerate them on charges of theft, as well as conspiracy to undermine the Avowed order. WHO DOES BOOKWYRM SUSPECT? Bookwyrm is too smart to openly misdirect the investigation. She will instead use the interview to subtly share information that will incriminate innocent parties instead, and ensure that the heroes know of every last motive to murder the Keeper. ROLEPLAYING BOOKWYRM Bookwyrm is a stern figure of authority, but with a warm maternal touch that makes us well-liked in Candlekeep. She is sparse and precise with her diction, and capable of holding an expressionless ‘poker face’ when a situation calls for an untruth. Trait: “I am loyal to a fault…. Unless my loyalty is not repaid.” Ideal: “Order, which is absolute, is more important that justice, which is subjective after all.” Bond: “My nephew is a walking reminder of my beloved brother, and my only living family.” Flaw: “I can’t help but crave forbidden secrets.” Secret: “I covered up my nephew’s crime and stole the key to the High Tower Library.” SEARCHING BOOKWYRM’S CHAMBERS Bookwyrm’s spacious chambers occupy half of the top floor of Reader’s Tower, and are comfortable and neatly arranged without being extravagant. There is little of great value within the chambers, except her various spellbooks, three of which are lying on her desk. One is bookmarked at disguise self, another at the spells silence and knock and a third is on speak with dead. Recognising the identify of any these spells requires a successful DC 10 Intelligence (Arcana) check.


THE DEADWINTER PROPHECY 61 BOOKWYRM’S STORY Hour Event What Actually Happened Bookwyrm’s Account of What Happened 8:30 am End of year meeting with Janussi Janussi started the meeting by telling Bookwyrm that he had asked the Gatewarden to tend his resignation. He then told her his plans to retire in one year’s time, and that he would be naming his successor tomorrow. It won’t be Bookwyrm, but he hoped he could count on her support. “Aside from asking the Gatewarden to resign, Janussi was thinking about shaking up the Great Readers, and dismissing a number of high profile scholars he had lost faith in. He didn't say who, but counted on my support.” 9:15 am Bookwyrm spoke with her nephew, Alkrist (in draconic) Bookwyrm confided in her nephew, Alkrist, the results of her meeting with Janussi. That the Keeper would be naming his successor tomorrow and that it wouldn't be her. Bookwyrm doesn’t mention this meeting, however if the party learn of this conversation from Nax Olossis, she may say. “It’s possible that I speculated that Janussi might be ready to name a successor, but it was just speculation.” 5-8 pm Deadwinter Supper Bookwyrm attended the supper, but didn’t play any special role in the event. Bookwyrm reports Sylvira storming out, and noted a general air of tension. 12 am Alkrist and Bookwyrm argued loudly (in draconic) As the bells tolled midnight, Alkrist gloated to Bookwyrm that he had solved their problems by poisoning the Keeper of the Tomes. The First Reader is appalled by her nephew’s callousness and stupidity, and the two argued. She dismissed Alkrist from her quarters, and racked her brains on how to cover up the crime. If confronted with evidence of this argument, Bookwyrm says: “My nephew is talented but unruly. Sometimes I have to dress him down to motivate him.” 1:15 am Bookwyrm passed by the kitchens to steal meat cleaver After revising certain important spells (disguise self, silence, knock, speak with dead) Bookwyrm casts disguise selfto appear like Sylvira Savikas and goes to the kitchens to steal a meat cleaver for the job she has in mind. She runs into Sprig Summerfoot (on the hunt for cookies), silently points at her throat and takes a pot of honey… before grabbing what she came for. Bookwyrm claims to have been in bed during this time. If confronted she might say: “If Sylvira Savikas was seen about, isn’t the more logical hypothesis that it was her and not someone disguised as her… I myself am no expert on illusion magic and couldn’t cast that spell if I tried.” 1:30 am Bookwyrm broke into Janussi’s chamber Bookwyrm dispelled the arcane lock, and having cast silence around on the door’s mundane lock, she cast knock (from outside the silenced zone) to break into chamber. She then cast speak with dead on the body (to prevent others from doing so), flipped it over, and hacked out the Keeper’s heart to prevent him from being resurrected. She also stole the key to the High Tower Library. Bookwyrm denies this. 2 am Bookwyrm hid the Keeper’s heart and meat cleaver Bookwyrm hurried to the Southern Dining Hall in order to hide the heart and meat cleaver in the chalice of the lead statue of Milil (protecting both from locate objectspells). Bookwyrm denies this. 2:15 am Bookwyrm returned to her chambers Bookwyrm returned to her chambers, just ahead of the returning Teles. She was still in the guise of Sylvira and carrying a lantern. Bookwyrm denies this. 7 am Bookwyrm visited the baths. Bookwyrm rose early to cleanse herself and to dispose of her bloodstained cloak. The streams running out of Candleleep to sea had frozen overnight, so she hid her cloak in the bins behind Erudite Outfitters. Bookwyrm admits that she went to the baths. She likes to go early before they get busy.


CANDLEKEEP MURDERS 62 Note: Bookwyrm carries the key to the High Tower Library on her person in an inside pocket, close to her chest. It remains in the lead locket that she ripped from Janussi’s neck. MASTER SAGES IN CANDLEKEEP Master sages are academic spellcasters, in the same tradition as wizards, and they are able to change their list of prepared spells on a long rest, by revising from their spellbooks. While Candlekeep Mysteries gives us a handy generic template of a master sage (page 9), DMs shouldn’t feel restricted by the sometimes illogical options given there, and should feel licensed to improvise a list that makes sense within the adventure. For example, it’s unlikely that any master sage in Candlekeep would prepare fireball, knowing that it would fizzle out under the library’s wards - lightning bolt would make more sense. Similarly, few would bother learning mage armour and shield at the start of the day, unless they were expecting trouble. As discussed in the Candlekeep Heating boxout on p.34, heat metal (frigid sage remix) would be one spell every master sage would know, while Pilar’s instant summons is more practiced in Candlekeep than Drawmij’s instant summons (see Revised Theft Protection on p.17). Finally many Avowed spellcasters, including Bookwyrm, learn memorise (see below) before mastering other cantrips, like prestidigitation. MEMORISE Transmutation cantrip Casting Time: 1 action Range: Self Components: S, M (an owl’s feather) Duration: Concentration, up to 1 minute You expand your mind’s eye, temporarily increasing its capacity to store information. For the following month, you are able to perfectly recall anything you see and hear during the spell’s duration. You can cast this spell a number of times equal to your Intelligence modifier, before the newest casting overrides the oldest one. KAZRYN NYANTANI Kazryn Nyantani is a master sage (with 6 Constitution and 30 hit points), whose specialist subjects include the natural world and celestial navigation. This time of year she struggles with the cold conditons in the library, suffering from one level of exhaustion until spring and warmer weather arrives. Kazryn is a brilliant scholar, but humble with it, even a fraction timid. If not she may well have been in line to be named Janussi's successor. She is distraught at Janussi's death, a man she once loved and still greatly admired, despite him spurning her for the younger, more glamorous Sylvira Savikas. She is also concerned and dismayed that there's a murderer amongst her respected colleagues. Kazryn is currently romantically involved with A’lai, but the latter has been careful to hide his relationship with Manshoon, as well as his involvement in Janussi’s death. WHERE TO FIND KAZRYN? Kazryn is frail of constitution and suffers during Candlekeep’s bitter winters. At this time of the year she mostly stays in her quarters, huddled up by her metal stove, drinking herbal teas as she reads. If summoned by the investigators, however, she will travel promptly to meet them and cooperates to the best of her ability. She is keen for the investigators to find and apprehend the murderer. ROLEPLAYING KAZRYN NYANTANI Kazryn is physically frail and timid, but she has a steely resolve when needed. Trait: “To live together we must learn to love and forgive.” Ideal: “Honesty is the basis of every strong relationship.” Bond: “I would die to protect my fellow Avowed.” Flaw: “I can be overly trusting and naïve.” Secret: “I never stopped loving Janussi, and - although I hate to admit it - I have never truly forgiven Sylvira from taking him from me.”


THE DEADWINTER PROPHECY 63 INTERVIEW WITH KAZRYN While she is usually discreet, Kazryn is willing to divulge certain secrets and tensions among her colleagues if she thinks they might prove important to the party's investigation. She tries not to be, but she is prejudiced against Sylvira, who she doesn't trust. Kazryn also mentions an ideological divide among the Great Readers, between those who believe that there should be no limits to the expansion and use of knowledge (a view held by Alkrist and A'lai, and to a lesser extent Teles, Sylvira and Bookwyrm), and those who believe certain knowledge should be guarded carefully (Janussi, Fheminor, Kazryn). WHO DOES KAZRYN SUSPECT? Kazryn is shocked my the murder, but can’t deny the near certainty that it was committed by one of the Great Readers. Sylvira is her prime suspect. SEARCHING KAZRYN’S CHAMBERS Kazryn’s chambers are homely with several tasteful pieces of furniture and artwork displaying themes around nature and the celestial bodies. Several shelves groan under the weight of encyclopedias and spellbooks, while her desk is occupied, not just with writing materials, but with orreries, navigational instruments and different sized telescopes. Those who conduct a thorough search of her room might note that several of her books contain dedications from Janussi, professing his affection for her. These are all dated from at least 5 years ago. A locked draw contains a potion of greater healing and a spell scroll of banishment. KAZRYN’S STORY Hour Event What Actually Happened Kazryn’s Account of What Happened Before 12 pm Kazryn saw Sylvira storm out of Janussi’s chambers Kazryn was on her way to her own meeting with Janussi, when she witnessed Sylvira storming out of the Keeper’s chambers. She heard her shout ‘traitor’ at the Keeper, and when she entered the room one armchair was smoking, having been punctured by three magic missiles. “It was obvious that something was very wrong between them!” 12 pm End of year meeting with Janussi Janussi (weary from tough conversations) praised Kazryn's work in one of the Keeper’s only civilised meetings of the day. “Janussi seemed weary and overwhelmed. Unfortunately, he no longer confides me, so I wasn’t able to offer him any help or comfort.” 5-8 pm Deadwinter Supper Kazryn tried to cover up the end of dinner tension by suggesting it was time to hand out the presents and retire. Kazryn mentions the tension over dinner, and Sylvira storming out. 10 pm A’lai called around for a nightcap A’lai visited Kazryn (he was in a good mood) and the two had a last drink before cuddling up in bed. Around midnight Kazryn overheard a loud argument in the apartment above hers. “Bookwyrm was shouting at someone… I guess Alkrist because it was in draconic, and he often spends his evenings with his aunt. I have never heard her so angry.” Past 12 am Kazryn looked over Candlekeep and saw Sylvira. Awoken by the argument between Bookwyrm and A’lai, Kazryn got up to use the chamberpot and glanced out of her window. The moon was bright enough for her to make out Sylvira hurrying towards Exaltation. “It struck me as very strange. What could one be doing out and about at midnight on such a cold night. She was running. It was dark but I am almost certain it was her…” 6:30 am A’lai rose early A restless A’lai rose early from her bed and departed. (He was keen to get to Janussi’s chambers and secure the key to the High Tower Library). Kazryn doesn’t speak of A’lai unless asked. “He seemed anxious to get started with his day… I don’t see anything suspicious in that!”


CANDLEKEEP MURDERS 64 KALAN STRONGBRANCH Kalan is a 67-year-old human male whose position as Gatewarden makes him responsible for Candlekeep’s security. For several months now the archmage has been communing with the dead gods of a faraway world via the Chamber of Lost Lore and their insights have extended his understanding of the forces of order and chaos beyond usual mortal comprehension. While he believes himself to be on the brink of major discoveries, others see him as becoming distracted and even mentally unhinged. Noticing Kalan’s declining faculties, on the morning of Deadwinter’s Eve, Janussi informed the Gatewarden that he should resign his post or be fired. Kalan takes the news badly, but the Keeper of Tomes doesn’t live long enough to follow up on his promise, and instead Kalan is tasked with investigating his colleague’s death. Fearing he might discover the truth, Bookwyrm dismisses Kalan from the case, putting the heroes in charge of the investigation instead. Once removed from the case, Kalan prefers to focus on his private research, rather than help the party, feeling that his new line of work is infinitely more important than the trivial matter gripping Candlekeep. As Gatewarden, Kalan holds one of only two keys to the High Tower Library. WHERE TO FIND KALAN? If the heroes send Fembris Lancer to Sea Warden’s Tower to fetch the Gatewarden, the acolyte returns with a rather sarcastic written note from Kalan that states: “The Gatewarden has been dismissed from the investigation in question by the First Reader, and their insights are clearly not required in this matter.” If they go to the Sea Warden’s Tower to find him themselves, they learn from the Watchers that the Gatewarden has descended into the catacombs to meditate in the Chamber of Lost Lore. UNDERNEATH CANDLEKEEP If the heroes decide to seek out Kalan they too must venture into the vaults and catacombs that lie beneath the library. (see p.15-16 of Candlekeep Mysteries). The Watchers are happy to give directions to the Chamber of Lost Lore, but none have time to guide the party there and Fembris has never delved so deep - indeed the mere mention of the catacombs makes him nervous, as rumours of skeletons, ghosts, sea monsters, and even dragons, roaming Candlekeep’s depths abound amongst younger members of the Avowed. DMs can create an atmospheric journey by describing details such as: • The smell of salty air, damp rocks and rotting parchment. • Winding eroding staircases. • Secret passages revealed by subtle marks in the walls (that the Watchers tipped them off about). • Flickering continual flame spells. • Occasional draughts of warm air (from volcanic rocks and thermal pools) in otherwise freezing tunnels. • Underground streams, and waterfalls (from rainwater and melted snow). • Walls of stacked skulls • Rooms with piles of bones and refuse • Chambers full of stacked rotting books


THE DEADWINTER PROPHECY 65 Following the Watchers’ directions is not easy and the party will have to pass a DC 20 Intelligence (Survival) check to make it to the Chamber of Lost Lore without getting lost, taking an hour to reach the chamber on a success. For every check failed they waste an hour roaming without progress. RAT ATTACK! If your party are dying to swing a sword or unleash a spell in anger, now is a good opportunity to throw a combat at them. An infestation of giant rats with sewer plague (see p.257 of the DMG) has taken hold in the vaults and they are crazed with hunger. As the party make their way through the ground level of an underground temple turned library, these rabid rodents attack, launching themselves off walkways and balconies (anyone hit by their bite attack must succeed on a DC 10 Strength saving throw or be knocked prone), and fleeing only when the situation is hopeless. MEETING MIIRYM This journey into Candlekeep’s depths is a fantastic chance to introduce players to Miirym, the Sentinel Wyrm (p.15 of Candlekeep Mysteries). Miirym might arrive on the scene to save the party from the aforementioned rat pack, or other nasties you choose to throw at them. Or, if you skipped the combat, she simply arrives to challenge the party’s presence in Candlekeep. Provided she can be convinced they are on Avowed business - and not petty book thieves - she will be congenial, and even friendly, to any lost adventurers. She can also point folks in the correct direction of the Chamber of Lost Lore. Note: this meeting serves more than just a social opportunity, as later in the adventure knowledge of Miirym’s existence (which many Avowed assume to be a local legend) will help the party solve a vital clue. KALAN’S STORY Hour Event What Actually Happened Kalan’s Account of What Happened 8 am End of year meeting with Janussi. Concerned that Kalan has become mentally unstable, Janussi told the Gatewarden to tend his resignation or be fired. “I told the Keeper that Candlekeep needs more Watchers if it is to be secure from outside threats. He rejected my proposal.” 10:15 am Kalan visited Sylvira in her chamber Kalan went to ask his friend Sylvira to intercede on his behalf with Janussi to let him keep his job. Sylvira assures Kalan that she will speak to the Keeper after Deadwinter Supper, when he's had a few wines and is in a good mood (however she subsequently forgets to do so, storming out of supper instead). Kalan doesn’t mention this meeting, but if the players ask what he was doing in Reader’s Tower (A’lai spotted him, as may have others), he claims he went to see Sylvira for advice on a cosmological question that was bothering him. 2 pm Returned to Chamber of Lost Lore After lunch Kalan spent the rest of the day meditating in the Chamber of Lost Lore, as was his custom recently. He returned to dine in the Refectory (it is not his custom to attend Deadwinter Supper with the Great Readers), before retiring to the Sea Warden’s Tower. “After seeing to my duties, I continued with my private research.” 8 am Kalan arrived at the scene of the crime, Janussi’s private chambers After hearing the alarm, the Gatewarden arrived on the crime scene shortly after 8 am, and made a brief inspection. He ordered the chamber to be cordoned off and posted a Watcher to ensue no one interfered with the scene. He then declared a state of emergency and personally went to oversee the deployment of additional Watchers in key areas around Candlekeep’s Inner Ward, including the doubling of the guard at the High Tower Library. Kalan gives a mostly true account of events. He makes no mention of the High Tower Library (and the missing key), however, until he is sure the heroes are trustworthy. 11 am He conducted a full examination of the crime scene Having secured the library-keep, Kalan Strongbranch returned to the crime scene to conduct a more thorough investigation. He then went to the Chapter House to deliver his report, only to be dismissed in favour of the heroes. Kalan gives a true account of events.


CANDLEKEEP MURDERS 66 CHAMBER OF LOST LORE The Chamber of Lost Lore (p.16 of Candlekeep Mysteries) is a rough hewn chamber that lies deep below Candlekeep, at sea level. Kalan is kneeling on a dais, arms outstretched and eyes closed in meditation, eerily lit by a handful of pale blue continual flame spells. If disturbed a flicker of irritation crosses his face, before he says: “I don’t know why you’re here, but it seems you’ve come a long way to see me.” He suggests that they talk as they walk back to the surface. INTERVIEW WITH KALAN Kalan starts any interview by reminding the party that Bookwyrm wanted him off the case. He follows up by questioning their presence in Candlekeep and their motives. Otherwise he ruminates on the nature of Fate and wonders if there was order behind the seeming chaos of the Keeper’s death (he doesn’t say as much, but he wonders if Fate has intervened to let him continue his research in Candlkeep… something that looked unlikely if Janussi had lived). One way to get Kalan to talk is to hint that he is a suspect in the case, in which case he will do his best to refute any such insinuations (see Kalan’s Story table for responses to likely questions). If forced to lie he has Deception +3. Those who speak to Kalan for any length of time, might notice - on a successful DC 20 Wisdom (Perception) check - that Kalan wears a lead chain with seemingly identical chain links as the broken ones found under Janussi's neck. (If indeed the party found these during their investigation of the crime scene. See Chapter 2). Like Janussi, this lead chain has a locket, normally used to carry the second key to the High Tower Library. In fact, Kalan has given the key to Tadric for safekeeping and told the Watcher to guard it with his life. He has replaced the key with a symbol of Tyr, the god of justice. WHAT DOES KALAN KNOW… Kalan was able to make a number of telling deductions from his own investigation of the crime scene that he conducted before being dismissed from the case. He may be willing to share some of them with the party, if a) his ego is appeased and b) he feels that the party are truly independent investigators. • The Keeper was poisoned by something he touched or held in his left hand (which interacted with his saliva). • The Keeper’s heart was hacked out after he was dead, most likely to make it harder to resurrect the corpse. • The murderer was a magic user, able to circumvent arcane and mundane locks. • The murderer took the key to the High Tower Library (Kalan doesn't divulge this as he doesn't want anyone outside Candlekeep to know this forbidden vault). ROLEPLAYING KALAN STRONGBRANCH Kalan can seem focused and professional, or distant and whimsical, depending where his thoughts take him. He has a proud streak, and hates being undermined. Trait: “I often juxtapose mundane observations, with lofty philosophical ruminations on the nature of order, chaos, fate and futility.” Ideal: “We must understand chaos to be able to impose order.” Bond: “My research at Candlekeep can change the world! I must be allowed to continue.” Flaw: “Sometimes my understanding of the universal picture renders immediate events meaningless. This is not a lack of empathy, just a surplus of perspective.” Secret: “I am still in love with Sylvira Savikas.” WHO DOES KALAN SUSPECT? Kalan suspects that one of the Great Readers is the murderer and believes that either Bookwyrm is trying to protect someone, or that someone convinced Bookwyrm to fire him in order to protect themselves.


THE DEADWINTER PROPHECY 67 He believes the heroes are only being employed as they are likely to bungle the case, or else be silenced if they do happen upon the right scent. SEARCHING KALAN’S CHAMBERS Kalan’s private chambers, at the top of Sea Warden’s Tower, are the largest in Candlekeep - he transferred his living quarters there from the Gatehouse, without consulting Janussi (another cause of tension between the two of them). The apartment is luxuriously laid out with plush, thick-furred rugs, expensive furniture and a gold bath tub. A locked glass cabinet contains two potions of superior healing, a potion of vitality and a potion of invulnerability, while a locked chest contains five spell scrolls (DM’s choice). Both are protected by a glyph of warding that triggers explosive runes that deal thunder damage if someone tries to tamper with the lock. A number of Kalan’s spellbooks are stored on shelves and a reading desk, while a work station contains various alchemical and other arcane apparatus. If the party search Kalan’s chambers on the morning of his disappearance, on a successful DC 15 Intelligence (Investigation) check they find a note hidden in a book on his desk that reads: Meet me at the Pont de Paramours at midnight. Let none see you. S. The note was written by A’lai, who did a decent job of imitating Sylvira’s handwriting. Kalan’s chambers are protected by a mundane lock, an arcane lock and a permanent mordenkainen’s private sanctum. FURTHER INVESTIGATIONS Aside from visiting the Southern Dining Hall and interviewing each of the Great Readers, the players may wish to pursue the following avenues of investigation: THE OAK TREE APOTHECARY The Oak Tree Apothecary is a wooden treehouse constructed in the boughs of a huge evergreen oak tree located in the west of the Great Library (south of Sea Warden’s Tower). The main section of the treehouse acts as a large pharmacy, stocked full of ointments, balms and medicines of all kinds. The pharmacy is staffed by an elderly satyr druid called Leuwin, who keeps himself busy throughout the day distilling tinctures, crushing seeds and macerating herbs on a work station behind the counter. A friendly squirrel called Nibbles assists him (or attempts to), by fetching small tools and implements for the druid. Leuwin retires to a small, separate room above the store after hours. The satyr also keeps a private library of books related to botany, herbalism and medicine, with some rare tomes on the flora and fungi of the Feywild, in a third section of the treehouse. He is happy for others to use his library. WHO VISITED THE APOTHECARY? • 2:30 pm. Fheminor goes to see Leuwin at the Oak Tree Apothecary for some cold medicine. The satyr gives her some tincture of horehound to put in her tea and liquorice root to chew on. • 3 pm. A'lai goes to see Leuwin, at the Oak Tree Apothecary, and asks for fresh fennel for indigestion. The two of them make their way down via the rear exit of the treehouse to the greenhouse below, where Leuwin grows a cornucopia of herbs year around, with the aid of his magic. • 3:15 pm. After giving A’lai time to distract Leuwin, Alkrist sneaks into the Oak Tree Apothecary and steals a vial of midnight tears from a top shelf. In doing so, he spills a vial of ground peppermint on the counter and floor, some of which ends up on his cassock. He attempts to clean the mess with a rag and push it under the counter along with the broken vial. Anyone searching the Oak Tree


CANDLEKEEP MURDERS 68 Apothecary finds the peppermint covered rag and broken glass on a successful DC 5 Investigation or Perception check. Those who speak sylvan are likely to notice the top shelf directly above the spillage is labelled ‘Dangerous Toxins!’ in the sylvan language. LEUWIN Leuwin is short (barely 3-foot-tall) and bent over, with leathery skin and protruding, hairy ears. He is friendly and extremely knowledgeable about plants. While absentminded, his memory is reliable if prompted. Given his short stature, Leuwin requires a step ladder to reach the top shelves of his pharmacy. The satyr is saddened by the death of Janussi and happy to help with the investigation in any way he can. NIBBLES THE SQUIRREL Nibbles is a smart and inquistive squirrel, who considers himself an invaluable help to Leuwin in ‘his plant magic’. He is friendly to those who are able to converse with him, but is not really interested in their investigation. He answers most questions with his own request: “Got any nuts? Nibbles loves nuts!” Anyone who succeeds on a DC 10 Charisma (Animal Handling) check can, with patience, persuade Nibbles to share what he knows. If they happen to have any nuts on them, they gain advantage on the check. Aside from confirming the presence of the “unfriendly girl gnome” in reference to Fheminor (Nibbles can’t tell the difference between halfling and gnome, and considers Fheminor unfriendly for not speaking to him), and the “big, clumsy, dark-skinned elf” in reference to A’lai (similarly, Nibbles considers humans to be “big clumsy elves”), Nibbles witnessed an arrival that Leuwin missed. He says: “A huge lizardskin came in… made a mess!” THE KITCHENS If the party investigate Candlekeep’s kitchens, in Exaltation, they encounter a hive of activity, as dozens of dirty-aproned monks work together to prepare the Avowed’s next meal. They are led by head chef, Halba, a stout tattooed dwarf and former sailor, with short, cropped hair and a wooden leg. Everyone calls him ‘The Captain’, as a homage to his former profession (although, in fact, he was a common mariner). The Captain is in a twist because his favourite meat cleaver is missing. “Blistering barnacles!” he exclaims if someone suggests that said cleaver might have been a murder weapon. Note: the meat cleaver cannot be located by the spell locate object, as Bookwyrm was careful to hide it in the lead chalice of the statue of Milil in the Souther Dining Hall. KEEPER OF THE EMERALD DOOR The Keeper of the Emerald Door is the specific name given to whichever Watcher is assigned this post at any given time. A male half-elf called Riekki kept the door between 6 pm and midnight on Deadwinter’s Eve, a female dragonborn called Jaxil served between midnight and 6 am, and Deidran (see p.23) took over at 6 am of Deadwinter’s Day. If the heroes want to speak to them, the Watchers (mages) can usually be tracked down at the Sea Warden’s Tower, or taking a shift elsewhere in Candlkeeep. This is what they witnessed: • Riekki. A perturbed looking Daral appeared to be in a desperate hurry to get to the Hearth. • Jaxil. She opened the door for a roaringly drunk Daral who stumbled back from the Hearth around 2:30 am. No one else passed. • Deidran. She didn't see anyone pass until 7 am, when the First Reader greeted her on the way to the baths. “It seemed like she wanted to call in at the Erudite Outfitters and Clothiers too, but I guess they were closed. She poked her nose around the back [out of Deidran’s sight] then made her way to the baths.” The Warden doesn't mention it unless asked, but the First Reader was carrying a bag.


THE DEADWINTER PROPHECY 69 ERUDITE OUTFITTERS After interviewing Deidran, the party may decide to check out the premises of Erudite Outfitters & Clothiers. Inside Feldmar Bisset III runs a clothing exchange and workshop (p.13 Candlekeep Mysteries), however neither he nor his family have any clues for the adventurers. If the party take a look around the back, of the building they don’t see much of interest - just some crates and refuse. One of the larger crates appears to be used as a bin for unused bits of cloth. A deeper investigation reveals that, bundled up under these scraps of material, is a cloak in its entirety. The redbrown cloak appears to be heavily stained with a wine coloured liquid (a successful DC 10 Medicine check is enough to be sure it's blood), while the cloak also contains a faint odour of cherry tobacco. COMMON CANDLEKEEP SAYINGS The Avowed use a number of common sayings, adapted to their lifestyle and scholarly quirks. Here are a few of them that DMs can put in the mouths of Acolytes and Great Readers alike: • There's no point crying over spilt ink. • I think you’re climbing up the wrong tower. • It's all celestial to me... • Longer than the Endless Chant! • They’ve been exchanging lecture notes after dark…. If you know what I mean! • I prefer to keep my cassock clean… • Its not the size of your quill that counts, but the skill of your script.” • Don’t sneeze if you’ve only one candle. THE BATH HOUSE The baths are staffed by a tortle attendant called Jacinta (commoner), who is not part of the Avowed, and typically works from the 8 am in the morning to 6 pm at night, although the baths are open 24 hours a day for those that wish to use them (and are senior enough to not have a curfew). The tortle’s work includes mopping the floors, laundering towels with a ring of prestidigitation, and replacing the aromatic herbs and incense, and she also gives massages to those who request them. These massages work wonders for muscular aches and pains, although her rough scaly skin mean they are requested only when required. Jacinta is happy to help with any enquiries, but doesn’t have too much to say. After a pause she does mention that: “It was probably nothing, but I went into the steam room to place fresh rosemary on the coals where I saw Alkrist and A’lai Aivenmore. At first they didn’t notice me, but as soon as they did they shut up straight away. As I say, probably nothing, but it just seemed strange to me. Normally all the monks are happy to discuss their opinions on this or that as loudly as possible…. No doubt to show off how smart they are!” On the morning of Deadwinter Day, she can confirm Bookwyrm was already in the baths when she started working. While on the morning of the day after (The 2nd Claw of Winter), Jacinta discovers Daral drowned in a hot tub, and raises the alarm. GENERAL ENQUIRIES It’s possible the party wish to make general enquiries about Candlekeep, talking to the many monks who call the library-fortress home and may have witnessed something remiss on the day / night of the murder. A player that spends at least an hour asking around and who succeeds on a DC 20 Charisma (Investigation) check might learn one of the following pieces of information: • Nax Olossis (p.22, Candlekeep Mysteries) overheard Bookwyrm and Alkrist discussing Janussi’s successor on the morning of Deadwinter’s Eve. • Kayne the Watcher saw Teles hanging around the Lecture Theatre at midnight of Deadwinter’s Eve, after being relieved from his shift at the High Tower Library.


CANDLEKEEP MURDERS 70 • Parmak (p.22, Candlekeep Mysteries) bumped into a very moody Gatewarden in the West Gallery, who swore at him, and then went up Reader’s Tower. If the heroes have not thought to investigate other locations and avenues, you could also use general lines of investigation to initiate chats with the likes of Irony, Orrin Glass and Sprig Summerfoot, while there may be more witnesses who saw Sylvira out and about at night (either the real one, or the disguised Bookwyrm) or the many visits by Great Readers to the Oak Tree Apothecary. WHEN THE INVESTIGATION STALLS? A good trick to keep up your sleeve for when the investigation stalls is have a key witness come to the party with new information (instead of the party having to come to them). The more you have to help the players, the less XP they should earn, but remember the overall goal is to have fun and not to leave the players frustrated. END OF THE DAY As Deadwinter’s Day draws to an end, Bookwyrm seeks out the heroes and invites them to join the whole Avowed community in the Oratory, a room dedicated to community prayer and meditation that extends out of the east side of the Exaltation. PRAYERS FOR JANUSSI The Oratory is a huge hall, nearly as high as it is long. Running up the side of the walls are soaring panes of stained glass that allow blue, turquoise and mauve light to stream into the room. The far end of the room features a large marble statue of a god carrying a scroll that reaches down to the ground (Oghma), flanked by two smaller statues: one carry a candle and quill (Deneir), the other a harp (Milil). Also at the far of the end of the room is a pulpit, behind which stands a bald man with smooth skin and a delicate goatee beard. The figure is Kei Tigersteel, Candlekeep’s Lorekeeper and spiritual head. The Avowed take their places along two sets of raised steps on other side of the Oratory, making space for the adventurers when they arrive. Once all are gathered Kei looks at Bookwyrm for permission to start proceedings. The dragonborn nods, and Kei leads the scholarmonks in a somber chant. The service afterwards is rather awkward as Kei attempts to commemorate the memory of the Keeper of Tomes, without completely ruling out the possibility of him being resurrected, speaking along these lines: “We give thanks to the gods that our order was blessed by so many years of wise guidance at the hand of our beloved Keeper of Tomes, Janussi.” “We pray to the gods that they guide Janussi's soul to the afterlife... unless it is by your designs that he be returned to us.” “We mourn Janussi’s loss and pray that the gods guide all of us, but in particular our First Reader, Skoda Vanaster, who must carry the burden of leadership in his absence.” “May the gods protect us and our order in these difficult times, as we practice the lessons of humility and resilience that Fate teaches us.” While the party are likely to find Kei's ramblings, and the frequent chanting between them, rather tedious, if they are alert they might overhear a rumour, or witness a book being presented to A’lai. RUMOUR IN THE ORATORY Those who succeed on a DC 15 Wisdom (Perception) check might hear Garlyth Graystock (p.7 Candlekeep Mysteries), whispering to his neighbour. “The 99th prophecy is coming true... now is the winter of our discontent!” claims the 39-year-old dwarf scribe. Garlyth knows the prophecy off by heart and can recite it for them, if they ask. He often works in the House of the Binder.


THE DEADWINTER PROPHECY 71 BOOK DELIVERED TO A’LAI Once the service is over the Avowed file out, and anyone watching A’lai or succeeding on a DC 20 Wisdom (Perception) check see one of the purple-robed Watcher come in from the snow and hand A'lai a book. The book is padlocked shut and contains a hidden gift from Manshoon. One of the wizard’s agents managed to delivered it to the Gatehouse with instructions to take it directly to A'lai. Inside, a spherical hollow has been cut into the pages and an item called the irons band of bilarro has been placed there. NOTICEABLE ABSENCES In theory all of the Avowed, except those on duty, are expected to attend the ceremony in the Oratory. However several Great Readers are missing, for varying reasons: • Daral is at the Hearth. • Sylvira is still feeling sick, besides which she wants to avoid the rest of the community in her grief. • Teles saw no reason to attend. • Kalan is too stung by his dismissal to attend. RETURN TO THE OUTER WARD Once the prayers for Janussi are over, Bookwyrm tells the investigators that they must retire from the Great Library and head back to either the Hearth (if they are hungry or thirsty) or the House of Rest. She instructs Fembris to escort them to the Emerald Door and asks that they report to her after breakfast tomorrow to continue their investigation. THE BEAST OF CANDLEKEEP! As the players head back to the Hearth you can read or paraphrase the following: The Keeper of the Emerald Door nods curtly at you as you leave the confines of the Inner Ward, and head across the Court of Air, towards the Hearth, following one of the narrow passages the Avowed have cleared after the morningʼs snowstorm. The night is bitter cold and a light snow has started falling. You hear the bells of Exaltation ring out through across the keep. At this point you can ask the players to make a DC 20 Wisdom (Perception) check. On a success you read the following. Drawn by the sound of the chimes, you gaze up to see a hulking dark figure nimbly swinging down from the Bell Tower and onto the galleries of Exaltation below. The creature is indistinct in the night, wreathed in shadows: you might have said it was a giant ape, but it appeared to have a thick black tail trailing behind it. No sooner have you sighted this ʻthingʼ, when it slinks out of view, and you are left wondering if you imagined what you just saw... If the party report their sighting to the Keeper of the Emerald Door, he seems sceptical and questions if what they saw was no more shadows. But if pressed he says that he will alert his fellow Watchers, who will be sure to investigate. The Keeper of the Emerald Door then casts sending to alert his colleagues, who then carry out a search for any suspicious personnel about the Inner Ward (finding nobody). He won’t allow the party back into the Great Library under any circumstances (opening the Emerald Door requires uttering a password, as well as being attuned to the Watcher’s staff). Note: the Gatewarden, Kalan Strongbranch, is well aware of the existence of the Beast of Candlekeep, and the fact that it is Sylvira's son, but given that he is in love with Sylvira and that the Beast hasn't harmed anyone (except a few pigeons, its favourite delicacy), he has ordered his Watchers not to waste time or get distracted chasing rumours and shadows. HISTORY OF THE BEAST Some 13 years ago, Sylvira undertook a trip to the Abyss, in the name of research. While there she fell pregnant to a powerful demon, before managing to escape back to the Material Plane. The pregnancy lasted just a few months before her son, Moziqodo, was born. Sylvira returned to Candlekeep, hiding her son in a permanent mordenkainen's mansion she constructed behind her wardrobe. Here the mansions servants waited on Moziqodo hand and foot, educated and entertained him, while


CANDLEKEEP MURDERS 72 she herself paid nightly visits. One night, around three months ago, Moziqodo escaped from his gilded cage and into the real world. He was immediately enchanted by the spires of Candlekeep, which seemed like an enormous playground to his juvenile eyes. He loved the smell of the fresh sea air and how it felt rushing against his naked pelt. He set about exploring, quickly learning to avoid people as best he good – he quickly saw how they shrank in terror from him! By day he was forced to shelter from the sunlight that hurt his eyes and skin, but by night he felt like the king of Candlekeep, swinging from its spires and dancing over its rooftops. In order to rest where no one would bother him, he made a base in upper rooms of the so-called Cursed Tower, a turret that was sealed off and abandoned by the Avowed, centuries ago, after an arcane experiment went wrong. (See Inside the Great Library). His mother has tried several times to coax him to return to the safety of the mansion she built him, but now that he's tasted freedom Moziqodo has no intention of going back to a life of imprisonment. Her latest attempt met violent resistance as the archmage was bitten by her wantaway son. POST-INVESTIGATION PINT After their sighting of the Beast of Candlekeep, the party have little resource but to head to the Hearth for a pint of beer or jar of mulled wine. DMs can get a lot of value from asking the players to review their day’s investigation and start putting their findings in order and possibly even narrowing down their suspects list. Not only should this be a fun scene, but it will help keep the next session on track, and possibly help guide the DM with the awarding of experience for correct deductions and theories. ACCUSING SOMEONE OF MURDER! While events are designed to unfold slightly ahead of the characters, giving them little chance to act before A’lai Makes His Move (see Chapter 4) and the second part of the adventure begins, there’s a chance the party are ready to make an accusation on Day 1 or early in Day 2. For such an accusation to be take seriously, they will need to provide some ironclad evidence to Bookwyrm for her to act (if they are accusing the First Reader herself, their best bet is to to go the Watchers instead, who will also demand the most stringent proofs). MOZIQODO “THE BEAST OF CANDLEKEEP” Large fiend, chaotic neutral Armor Class 17 (natural armour) Hit Points 123 (13d10 +52) Speed 40 ft., climb 40 ft. Saving Throws Str +8, Dex +7 Skills Athletics +7, Perception +5, Stealth +7 Damage Resistancescold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunitiescharmed, poisoned Senses darkvision 120 ft., passive Perception 15 Languages Abyssal, Common, Infernal Challenge 7 (2,900 XP) Call Shadows (3/Day). Moziqodo surrounds himself with swirling supernatural shadows that aid him hunt, hide or escape. As a bonus action, he innately casts darknesscentred on himself. Devil’s Sight. Magical darkness does not impede Moziqodo’s vision. Magic Resistance. Moziqodo has advantage on saving throws against spells and other magic effects, and is immune to magic that would put him to sleep. Sunlight Sensitivity. While in sunlight, Moziqodo has disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. Moziqodo makes four attacks, one with his bite, two with his fists and one with his tail slam. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage. The target must succeed on a DC 13 Constitution saving throw or contract Abyssal Plague (a fiendish version of sewer plague. See p.257 of the DMG but raise DC to 13, with symptoms showing after 1d4 hours). Fists. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. Tail Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6+5) bludgeoning damage and the victim must succeed on a DC 15 Strength saving throw or be knocked prone. Paralysing Breath (Recharge 5-6). Moziqodo exhales paralysing breath in a 15-foot cone. Each creature in the area of effect must succeed on a DC 17 Constitution saving throw or be paralysed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. When he uses his breath weapon, Moziqodo can make a tail slam attack as a bonus action. STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 18 (+4) 8 (-1) 14 (+2) 11 (+0)


THE DEADWINTER PROPHECY 73 Depending on who they accuse, Bookwyrm will make it harder or easier to bring them to trial. Should they accuse her nephew Alkrist for example, she will work behind the scenes to discredit the heroes, or frame them for book theft. Should they accuse anyone else, she will try to facilitate their case by ordering that the accused be placed in one of the antimagic prison cells in the Bell Tower (see p.96), and then holding a trial with a jury she picks, and little to no opportunity for the accused to make a defense. The punishment for someone found guilty of murder is likely to be death, or the jury might be lenient and suffice with exiling the criminal from Candlekeep and the surrounding lands, together with the confiscation of all spell books and property. There may be calls to blind the victim, to reduce the risk of them committing magic malpractice in future.


CANDLEKEEP MURDERS 74 CHAPTER 4: DAY TWO, MORE MURDERS! T he 2nd Claw of Winter (the day after Deadwinter’s Day) brings more bad tidings to Candlekeep. If the players did not work out that The Golden Ass was laced with midnight tears and warn Daral Yashenti of the fact, then they are woken up by a clamour at dawn (see Daral Found Dead below). If the heroes managed to avert the Great Reader’s death, they can breakfast as usual at the Hearth, before Fembris arrives to take them back into Exaltation to meet with Bookwyrm. That meeting is interrupted by Tadric bringing the news that the Gatewarden is missing. DARAL FOUND DEAD! When Jacinta, the Bath & Steam House attendant, enters the baths to sweep up and bring in fresh incense and herbs, she notices a discarded book in the misty dawn light. This strange discovery leads to a grotesque one: the naked body of Daral Yashenti lying at the bottom of one of the house’s hot pools. The tortle immediately raises the alarm and first on the scene is Khe’ril Hammerbind, the smithy. The dwarf helps Jacinta haul Daral’s body out of the water, but he’s clearly been dead for several hours at least. If any of the party succeed on a DC 20 Widsom (Perception check) they hear the clamour from the House of Rest. If they decide to make their way to the Bath House, through the morning fog, they should arrive on the scene at the same time as Kei Tigersteel and three Watchers (priests) from the Gatehouse. If the party are not alerted by the initial clamour, Kei Tigersteel will later hurry to fetch them and charge them with investigating this new death, while he goes to report the news to Bookwyrm. The Watchers disperse the small crowd (of Seekers and the odd member of the Avowed who came to investigate), leaving one of their number on watch at the crime scene. THE CORPSE Daral went to the Bath House alone, late in the evening of Deadwinter’s Day, in an attempt to sweat out the copious amount of alcohol in his bloodstream, taking The Golden Ass with him. After flicking through the book’s ribald stories and illustrations, while he soaked, the Great Reader later succumbed to the effects of the midnight tears poison he ingested as a result of handling the toxic tome. When the bells chimed midnight, the poison caused him to vomit and brought on a heart attack, which in turn caused him to drown in the shallow pool, dropping the book on the side of the pool. The black marks of the poison interacting with his saliva, that might normally have been visible, have been washed away in the bath water. Those that wish to examine the dead body may make one Intelligence (Medicine) check and one Intelligence (Investigation) check. MEDICINE CHECK • A successful DC 5 Intelligence (Medicine) check confirms that Daral drowned. • A DC 10 checkpoint places the time of death at around midnight or the early hours of the day. • A DC 15 checkpoint reveals that the victim suffered a heart attack before drowning. • A DC 20 checkpoint reveals that the victim's eyes are reddened and their tear glands are peculiarly swollen. INVESTIGATION CHECK • A successful DC 10 Intelligence (Investigation) check reveals traces of vomit at the side of the pool, and edges of the water.


THE DEADWINTER PROPHECY 75 MEETING WITH BOOKWYRM Whether the players managed to avert Daral’s death, or they were obliged to investigate it, their next appointment is with Bookwyrm in the Chapter House of Exaltation. Bookwyrm is very concerned about Daral’s death, and asks for the investigators’ opinion on what could have caused it. She also wants to know if they are making any progress on the main case. While the players are in the meeting, Tadric the Watcher arrives, breathless and perturbed, and announces that the Gatewarden is missing. He hasn’t been seen all morning and is not replying to the sending spell. Bookwyrm sends the party to investigate, and tells Tadric to facilitate them. She asks that they report back to her as soon as they know more. THE GATEWARDEN’S MISSING! Tadric explains to the party that, while it wasn’t abnormal of late for the Gatewarden to skip his morning briefing to the Watchers, Kalan Strongbranch can’t be found anywhere he might usually be found (Sea Warden’s Tower, the Arcanium, the Infernal Fortress, the Immortal Chambers or the Chamber of Lost Lore). He confesses that they have not searched the Gatewarden’s apartments, but several Watchers have knocked loudly for him there with no reply. THE GATEWARDEN’S CHAMBERS The Gatewarden’s apartment is locked with a mundane lock that requires a successful DC 20 Dexterity (Thieves tools) to pick, otherwise a DC 25 Strength (Athletics) check is required to break it down. The lock is reinforced by arcane lock but Tadric successfully dispels this. See p.67 for a description of Kalan’s chambers. A player that succeeds on a DC 15 Intelligence (Investigation) check finds a note, hidden inside a book on the desk. It says: THE PONT DE PARAMOURS The Pont de Paramours is the common name given to the covered bridge, south-west of Exaltation, thanks to its popularity with young lovers, especially during the warmer months. If the party fail to find the note in Kalan’s apartment, leading them to the bridge, they will have to hold a longer investigation tracing the Gatewarden’s disappearance by last sightings. If they do, they should eventually discover that a Watcher named Riekki thought they saw a figure heading towards the Grove (the wooded gardens and cemetery next to the Pont de Paramours) just before midnight, while on shift. The mist fell thickly that night and it was impossible to tell who it was, and in fact the Watcher half fancied he imagined it. If and when the players arrive at the bridge, the morning mist has cleared and they can investigate the scene without impediment. INVESTIGATION CHECK • A successful DC 8 Intelligence (Investigation) check reveals that one of the bridge’s horizontal wooden rails has been badly damaged, as if something smashed against it. • A DC 10 checkpoint on the same roll, reveals what look like large, tiger-size clawmarks still visible in the icy snow. • A DC 12 checkpoint reveals that there are also two separate pairs of humanoid boot prints in the ice. • A DC 15 checkpoint reveals faint drops of blood not far from the broken rail. • A DC 20 checkpoint reveals three broken lead chain links, scattered in the slush, around the same point as the broken rail. Note: If the players pass by the Pont, without actively investigating, you can reveal the above information on a successful Perception Meet me at the Pont de Paramours at midnight. Let none see you. S.


CANDLEKEEP MURDERS 76 check instead, raising the DC of each check point by 5. WHAT HAPPENED HERE? The events of the last two days have presented A’lai Aivenmore with the opportunity he has been waiting for, and the Great Reader has been busy behind the scenes. After being beaten to Janussi’s key to the High Tower Library by Bookwyrm, A’lai consulted Manshoon on the next course of action. The two formulated a plan to go after the only known spare copy of the key, held by the Gatewarden. Their plan was to bind Sylvira’s son to their will and use the demonspawn to kill the Gatewarden and seize the key. To this end Manshoon teleported an agent outside of Candlekeep to deliver A’lai the iron bands of Bilarro in order to help subdue the fiend. The magic item is hidden in the hollow of a locked book addressed to the Great Reader. Their scheme goes according to plan. On the evening of Deadwinter’s Day (once the heroes are back in the Hearth), A’lai locates Moziqodo at the Cursed Tower, restrains him with the iron bands of bilarro and then casts planar binding. He then sends a quasit familiar to deliver a note to the Gatewarden, pretending to be from Sylvira Savikas, and telling Kalan to come to the Pont de Paramours. Hiding in the shadows, A’lai and Moziquodo lie in wait for the Gatewarden, and surprise him. After disabling him with his breath weapon, the Beast of Candlekeep rips the lead chain, bearing the key to the High Tower Library, from the Gatewarden’s neck with his claws (drawing blood), and then pushes him over the railing. The momentum of the body falling onto the frozen surface of the river is enough to break through the ice, and Kalan quickly loses consciousness in the freezing waters below as he tumbles down a waterfall and into the sea, dying shortly thereafter. The Watchers on the wall see nothing through the thick fog. A’lai’s carefully conceived plan is for nothing, however, as the Gatewarden took the precaution of entrusting the key to his most faithful Watcher, Tadric, with instructions to guard it carefully until order is restored in Candlekeep. Frustrated, A’lai retreats back to Exaltation to consult Manshoon afresh. He commands Moziqodo to climb up into the Bell Tower and hide there until further instructions. CASKETBALL TOURNAMENT When the players report their findings back to Bookwyrm she is concerned, but suggests that the investigators take a break from the detective work and come to watch the Casketball Tournament, held on the 2nd day of each month in the Oval Theatre. Most of the Avowed will be there, she says. The First Reader had considered cancelling the event, but decided that the community is much in need of a distraction and some semblance of normality. If the players agree they follow Bookwyrm, and the hordes of scholars filing out of Exaltation, to the nearby Oval Theatre (see p.104), which has been cleared of snow and is rapidly filling up with excited sports fans. A young dragonborn acolyte by the name of Nax Olossis has been put in charge of organising the tournament and is crying out to the crowd that he needs one more team! Naturally this is a cue for the players to sign up and complete a roster of 8 teams. CASKETBALL ROSTER Already signed up for the tournament are: • Quill or Be Quilled. A mixed gender team of athletic human youths. (Average modifiers: Athletics +5, Dex +2, Con +2, Wis +1) • Girls Avowed. A mixed race team of bruising females, young and old. (Average modifiers: Athletics +4, Dex 0, Con +2, Wis +2)


THE DEADWINTER PROPHECY 77 • The Candle Vandals. A rough-looking team that you would never credit as scholars. Masters of dirty tactics. (Average modifiers: Athletics +4, Dex +1, Con +1, Wisdom +3). • Relentless Tossers. A team of wily middleaged veteran players, with a cynical streak. (Average modifiers: Athletics +4, Dex +2, Con 0, Wis +3). • Dough or Doughnut, That Is The Question. A short but very sturdy team made up of Candlekeep’s bakers. (Average modifiers: Athletics +3, Dex +2, Con +2, Wisdom 0). • Stone Cold Quillers. A goliath-fronted team of strongmen and women. (Average modifiers: Athletics +6, Dex -1, Con +3, Wisdom 0). • Scribal Warfare. A team of agile oddballs, including a tabaxi, a wood elf, a goblin and an owlin. (Average modifiers: Athletics +3, Dex +4, Con +1, Wisdom 0). If the heroes sign up they complete the roster as the 8th team, if not a few brave scholars from the crowd put together a hastily constructed team which they name The Basket Cases (Average modifiers: Athletics +3, Dex +1, Con +1, Wisdom 0). If only some players want to participate they can create a composite team of players and Avowed. CASKETBALL RULES Casketball is a simply game in which two teams of five (or whatever size the party is!) face off and attempt to score “caskets” by tossing or slamming a hard leatherbound cork ball into a container. The containers, or caskets, are placed on opposite sides of the Oval Theatre and measure two feet across, and stand about three feet high. A match lasts just 10 minutes, but is a fast and furious affair, and a rather brutal counterpoint to the Avowed’s otherwise very peaceful, scholarly lifestyles. Tradition dictates that the game is played in cassocks (newbies are supplied with some natty brown numbers that don’t fit them and pong of stale sweat), while the rules dictate that no magic is allowed, nor are players allowed to use closed fists, headbutts, deliberate arm breaks or eye gouges. Other than that, anything goes pretty much, and teams can advance the ball towards their opponent’s casket as they like, with the best team’s using a tactical mix of throwing and marauding. CASKETBALL MECHANICS To determine the winner of a game of Casketball you need to resolve five team contests, namely: two Strength (Athletics) checks, one Dexterity check (representing accurate tossing), one Constitution check (representing stamina and sturdiness) and one Wisdom check (representing tactics). The winner is the team who wins the majority of the contests, with a draw being settled by an additional Athletics contest. A team contest is resolved just like an ordinary contested roll in D&D, but the DM needs to add the totals of every member of each team’s check together. I.e. compare the totals of five rolls vs. the total of the opposing team’s five rolls (assuming the team is comprised of five members) for each contesting check. NARRATING DIE ROLLS In all parts of the game, DMs should try to give life to dry die rolls with some juicy narration. In the case of this tournament you could take the highest roll in each contest and use that to inspire your description of a key moment in the match. If a player aces a Athletics check, you could describe them cloths-lining two of their opponents, allowing their teammate to score an unguarded casket. Meanwhile, a player that aces a Dex check might wriggle out of two tackles and send a pinpoint toss into the casket from 30 yards. The DM can use the modifiers given on the previous page for each roll made by a member of the respective Avowed teams. These modifiers represent the average of each team member, and should be added to each d20 roll within each contest.


CANDLEKEEP MURDERS 78 WINNING THE TOURNAMENT The eight teams are drawn up at random in four quarterfinals, with the winners going to the semi-finals, and then to the finals. The enthusiastic crowd applaud winners and losers, but of course reserve a big cheer for the eventual winners. As the snow starts to fall a small ceremony takes place, during which Nax Olossis crowns the winners with a laurel wreath and presents them with a blank notebook, a quill made from a swan feather, a pouch of fuschia-coloured ink and a bottle of honey vodka each. Note: Casketball is a bruising sport and for each match the players take part in they take 1d4 bludgeoning damage. CASKETBALL ATTENDEES The tournament is attended by virtually all the Avowed that don’t have pressing duties (such as the on-duty Watchers), however attendance is not compulsory and a fair few folk who either hate sports, or the cold, go about their business as usual, conducting their research in the Great Library or taking a siesta in their quarters. Of the Great Readers, Sylvira is too ill to attend, Kazryn is not sufficiently interested to brave the cold, Teles finds the event puerile, and A’lai takes advantage of a near empty Exaltation to move Moziqodo from the Bell Tower into Bookwyrm’s office, to lie in wait for the First Reader. Of the Great Readers then, only Bookwyrm, Alkrist and Fheminor attend the tournament, and Bookwyrm’s attendance is just a courtesy. After the first bout, she quietly withdraws, planning to return to work. Tadric the Watcher is also in attendance with one more on duty Watcher (and two more off duty ones). A’LAI MAKES HIS MOVE After crushing the sapphire gemstone that he stole from the Keeper’s apartment, A’lai learned that Bookwyrm was in possession of his key to the High Tower Library. Having failed to grab the spare key from the Gatewarden, the Great Reader is left with no choice but to go after the First Reader herself. In doing so he risks his alliance with Alkrist, but this is worth far less to him than his alliance with Manshoon. BOOKWYRM IS MURDERED! If no one interferes with A’lai’s plan, the still bound Moziqodo attacks the First Reader in her office, paralysing her with his breath weapon and biting her throat out. A’lai quickly finds the key on her person and the two of them sneak up the High Tower to the Skyscraping Lobby (see p.95). ASSAULT ON THE HIGH TOWER With the advantage of surprise, A’lai and Moziqodo quickly overpower the two Watchers guarding the High Tower Library in the Skyscraping Lobby. This fight is visible from the Oval Theatre, and you can read or paraphrase the following description, after the players win or get knocked out of the Casketball Tournament. A sudden flash of crackling white light blazes from the top of Exaltationʼs central spire, accompanied by the sound of shattering glass. You look up towards the High Tower, grey against the black of the darkening sky and the white of the soft falling snowflakes, and for a moment the night is still…. beautiful even. Then another, more violent crash. You watch in horror as a purple-robed figure is jettisoned from the tower in a second explosion of glass shards. The flailing body makes a dull thud as it smashes into the green-tiled roof, and then rolls lifelessly onto the rocks far below. A’LAI IN THE HIGH TOWER LIBRARY Having rapidly dispatched the two Watchers in the Skyscraping Lobby, A’lai commands Moziqodo to guard the salon and eagerly climbs the stairs to the High Tower Library, using the key he stole from Bookwyrm to enter (and locking the door behind him).


THE DEADWINTER PROPHECY 79 Instead of a room stacked with priceless tomes (the Great Reader had packed a bag of holding, to stash as many as possible, and was looking for one book in particular… the Book of Vile Darkness), A’lai finds only a mounted lightning orb, used to power Candlekeep’s powerful magic wards*, and a single book spread open on a marble lectern and encased in impenetrable glass. The book displays what looks to be an encrypted set of instructions hiding Candlekeep’s forbidden library: the Vault of Secrets. (*These are the wards that protect against teleportation, flight, fire etc. See p.7 of Candlekeep Mysteries). The Great Reader acts quickly, first disabling the lightning orb, and casting sending to let Manshoon know the wards were down. He then casts the memorise cantrip (see p.62) in order to memorise the contents of the open book. Finally, A’lai uses a dimension door spell scroll to return to his own chamber in Reader’s Tower (a spell that only works now that Candlekeep’s wards have been disabled). CANDLEKEEP RESPONSE Naturally, lightning bolts being fired and guards being defenestrated elicits a response from the keep’s Watchers, starting with those posted nearest to the High Tower (many of the on-duty Watchers’ line of sight is impeded by low snow clouds, however, and these remain oblivious to the situation). A handful immediately polymorph themselves into small birds, and speed to the scene of the action. Others hurry in the direction of trouble using expeditious retreat, jump and levitate. When A’lai deactivates the wards (just a short while after the explosive scenes in the Skyscraping Lobby), the crackling arcane energy that usually surrounds the apex of the High Tower suddenly dissipates. This signal is enough to inform most of the Avowed that the library’s wards are down, and that spellcasters who are able to fly or teleport can do so (as well as cast spells that do fire damage). COME FLY WITH ME! One Watcher prepared for the unexpected is Tadric, who has learned the fly spell. As soon as he sees the wards are down, he seeks out the players in the chaos of the dispersing casketball crowds and asks the players if they will come with him to confront the threat in the High Tower. If they agree, he casts fly using a 5th level slot on two of them, plus himself, and then orders a colleague (there are several at hand) to do the same. Meanwhile, of the Great Readers, Sylvira is the most keen to find out what’s going on, and once she realises something is amiss and that the wards are down, she will teleport to the Skyscraping Lobby. As someone who has journeyed to Avernus and the Abyss, unlike most of her scholarly peers, she is not scared of a little action. THE BEAST AWAITS! Waiting for the players in the Skyscraping Lobby is the ferocious figure of Moziqodo (see p.72) still bound to the will of A’lai Aivenmore. The demonspawn will mercilessly attack anyone who enters the Skyscraping Lobby, in obeyance of his master’s commands, and makes short work of the first couple of Watchers to arrive. At some point Sylvira arrives at the High Tower and, if combat is taking place, she rolls for initiative. On her turn, she does her best to protect her son and help him escape. DM’s Notes: Using the archmage stat block I’d suggest her best strategy would be to cast time stop, then dispel magic to release Moziqodo of his planar binding (Sylvira instantly recognises something is amiss!), and then wall of force to separate her son from potential assailants. Once freed from the shackles of planar binding, Moziqodo is quick to clamber out of the High Tower and into the night. Those that try to pursue or continue to attack him, be they player or Watcher, will face the full force of Sylvira’s magic. HIGH TOWER ASSAULT AFTERMATH If Moziqodo manages to escape, Sylvira will calm down and try to reason with the players


CANDLEKEEP MURDERS 80 and Watchers, claiming her son was clearly under the influence of powerful enchantment magic and that he should be left alone - nonethless she may be arrested and locked up in the Bell Tower (see p.96) if she severely injured or killed a fellow member of the Avowed. Provided her son is safe, she agrees to go quietly. If her son is killed, however, she will light up the room with spells like chain lightning before trying to escape Candlekeep altogether (possibly returning to wreak revenge, at the DM’s discretion). Eventually other Avowed arrive on the scene, including Great Readers Teles, Fheminor and A’lai (who runs from his quarters in Reader’s Tower, feigning shock at the whole situation). The news that Bookwyrm is dead will break shortly after the attack. TADRIC’S TRUST At this point, pandemonium threatens Candlekeep, and multiple Great Readers start giving orders. Tadric, however, ignores any mandates and says that Candlekeep’s Watchers will obey the authority bestowed on the investigators by the deceased First Reader, until a new Keeper is appointed by vote. By pledging the support of the Watchers, Tadric has deliberately made the party the highest authority at Candlekeep, for the time being at least. He has done so because he suspects that the council of Great Readers is rotten, and at least one of them is directly responsible for the mayhem in the library. Tadric suggests the party’s most pressing duty is enter the High Tower Library in order to reactivate Candlekeep’s wards, in case whoever deactivated them is planning an attack in collaboration with external forces. Finding the library door locked, he pulls out a lead tin from his breast pocket and opens it to reveal the spare key, which the Gatewarden has entrusted him with. Kalan Strongbranch was smart enough to realise that someone in Candlekeep was angling for its treasures, and decided it would be safer kept by his most trusted lieutenant. Once inside the High Tower Library, Tadric immediately sets about reconfiguring the lightning orb to power back on Candlekeep’s wards, while the players are free to examine the cryptogram (see p.82-83). Later, Tadric comes over and exclaims that he thought the Vault of Secrets was just a Candlekeep myth, and that if its existence is true then the location absolutely must be found and secured for the safety of the realms. If half the knowledge rumoured to be found there truly is stored in Candlekeep, it could bring this world and others to heel. THE CRYPTOGRAM The cryptogram found in the High Tower Library was devised by a long dead Keeper of Tomes as a final security measure to protect the location of the Vault of Secrets falling into the wrong hands. A test of intelligence and knowledge of Candlekeep lore, its creator figured that only the brightest of the Avowed could solve it, meaning that hopefully the Vault of Secrets would never be compromised. A lover of art as much as words, the creator couldn’t resist wreathing his puzzle in beautiful illustrations that form an allegory of life, death and discovery. HOW TO SOLVE THE CRYPTOGRAM To help solve the cryptogram, its creator created six clues in the form of questions. Answering each question reveals the true identity of several letters, and when all are answered the cryptogram can be completed to reveal a set of instructions to find the vault. THE FIRST QUESTION The true name of She who serves in spirit The clue refers to Miirym, the Sentinel Wyrm, whom the players may have already met. If they haven’t, it’s likely that Tadric or another member of the Avowed will suggest the possibility that the clue refers to her. There are two ways to find Miirym’s true name. The first is to go to the Drakonoikos library (see p.101) and try to find a reference there. For every 1d4 hours of research someone conducts in the Drakonoikos they may make a DC 25 Intelligence (Investigation) check, finding Miirym’s true name on a success, or


THE DEADWINTER PROPHECY 81 choosing to spend an additional 1d4 hours on a failure. Anyone speaking draconic has advantage on the check. Otherwise they may go to ask Miirym herself. The dragon, however, was instructed by the puzzle’s creator not to give up her name easily, and she challenges the party to a game of what she calls “Tic-tac-toe - The Bored Wyrm Remix”. In her version of the children’s game, one plays on a 25-square board, and one can win by drawing four Xs or 0s in a row, or in a square, or in a diamond. One can also win by occupying all four corners of the 25-square board. Finally, in her version, whoever moves second goes twice (after which players take turns as usual). Miirym excitedly chalks up a board on the walls of the catacombs using mage hand and challenges the party to a best of three. If they win she happily gives her true name as Vydykyq. If they lose, she apologises but says it wasn’t meant to be. (A DC 25 Persuasion check may be enough to talk her into a rematch!). Answer: Vydykyq Letters: W = V / G = Y / E = D / R = K / T = Q THE SECOND QUESTION The eastern light of Mystra's Mantle Those who succeed on a DC 20 Intelligence (Nature) check recall that Mystra’s Mantle is a rather obscure constellation. The eastern light here refers to its easternmost star, the name of which can be looked up on the star charts in the Orrery of the Astronomicon (see p.104). Answer: Limniz Letters: A = L / D = I / O = M / U = N / Z = Z (in fact, Z is not used in the cryptogram, and this is wasted knowledge). THE THIRD QUESTION The base insult of a Black Knight This sneaky clue refers to a word that the creator magically etched, centuries ago, under the base of one of the oversized black marble chess pieces, which see plenty of use on Philosopher’s Court (p.97). Successive Keepers of Tomes have ensured that the knight is never replaced. The word reads: fustilugs. Answer: Fustilugs Letters: Y = F / L = U / F = S / I = T / D = I / A = L / P = G THE FOURTH QUESTION The final notes of the Stars at Dawn Those who succeed on a DC 20 Intelligence (Performance) check recall that the Stars at Dawn is an old shepherds’ love ballad. From that they may deduce that the answer to the question takes the form of four musical notes. The fastest way to discover which notes these are is to head to Jook’s Box in the Melodrome (p.103) and request it be played. Any character proficient in a musical instrument can attempt to identify the notes, which are F, A, D and E. To do so correctly they must succeed on a DC 10 Intelligence (Musical Instrument) check. Answer: F-A-D-E Letters: Y = F / X = A / E = D / S = E THE FIFTH QUESTION The spryest shanty sung on the Styx The Jewel of the Styx is the name of the pirate ship that comprises one of Candlekeep’s most unusual libraries (p.98). Most of the Avowed however know the library as “the Barnacled Bibliotheque”, and are not necessarily aware of its actual name. At midnight each night an ethereal crew of wights materialise to sweep the decks, fix the rigging and polish the figurehead, singing lewd shanties as they do. Amongst their favourites are Roll Roll the Chariot, Farewell Luskan Ladies, Sweet Parrot O’Mine and Chop Chop to the Rock. The latter title fits the encrypted answer on the cryptogram and is the correct answer. Answer: Chop Chop to the Rock Letters: J = C / C = H / B = O / H = P / I = T / S = E / N = R / R = K


CANDLEKEEP MURDERS 82 Knowledge is the key that guards the Vault of Secrets. The following questions lie before those who seek it. The true name of She who serves in spirit WGEGRGT The eastern light of Mystra's Mantle ADOUDZ The base insult of a Black Knight YLFIDALPF The final notes of the Stars at Dawn YXES The spryest shanty sung on the Styx JCBH JCBH IB ICS NBJR The reply of Batbayar when you give him a hand KBM


THE DEADWINTER PROPHECY 83 Those that locate the forbidden treasure Must guard it using every measure Unlock this riddle with what you’ve learnt, but remember Candlekeep manuscripts can’t be burnt. A true Keeper understands above all, That a secret revealed can’t be recalled. YSSE ICS TLDAA BY XAXLUEB ICS FSSN INSXE XF OXUG FISHF XF CS ADWSE DU GSXNF LIISN ICS BNDPDUXA HNBHCSJG IB LUFSSU SXNF FHNDURAS ELFI BY OSJCXULF BU EBNOXUI PSXNF BUS AXFI PLXNEDXU BY RUBMASEPS NSOXDUF IB WSNDYG ICS JCBFSU NSXESNF JAXDOF KLI ICBFS MSAA WSNFSE DU JXUEASRSSHF ABNS OXG YSXNASFFAG HXFF ICS BKFDEDXU EBBN


CANDLEKEEP MURDERS 84 THE SIXTH QUESTION The reply of Batbayar when you give him a hand Batbayar is a legendary halfling bard, whose statue dominates the entry hall of the School of Drama Library (see p.102). Should anyone applaud the statue it comes to life and bows deeply from the waist in acknowledgement of the applause. Answer: Bow Letters: K = B / B = O / M = W RIDDLE REVEALED The cryptogram hides a riddle, that when decoded reads as this: Feed the quill of Alaundo the Seer Tread as many steps as he lived in years Utter the original prophecy to unseen ears Sprinkle dust of Mechanus on dormant gears One last guardian of knowledge remains To verify the chosen Reader's claims But those well versed in Candlekeep's lore May fearlessly pass the Obsidian Door Once the party has answered four or five of the clues, they should be to decode the rest of the cryptogram. If the riddle is interpreted correctly, it should lead the players to the Vault of Secrets (see Chapter 5). ENTER MANSHOON! When A’lai entered the High Tower Library he may not have found the treasures he was hoping to, but a second part of his scheme worked out exactly as planned. The Great Reader was able to disable the library’s wards and allow his ally Manshoon (or rather Manshoon’s simulacrum) to teleport into Candlekeep with an elite unit of henchmen. In total Manshoon’s raiders include: 1 Manshoon’s Simulacrum (see p.85) 1 Doppelganger 2 Mages 4 Assassins 6 Martial Adepts (VGtM) 10 Thugs This highly trained team is dressed all in black, with a black ‘M’ sewn onto their right breast. Their first move is to storm Sea Warden’s Tower and take out the off-duty Watchers there, making the tower their base. As the snow falls heavy on Candlekeep, the party may see flashes of lightning bolts in the west, from the High Tower, as the surprised Watchers try to defend themselves. STORY VS. SCENARIO The goal of the first part of this adventure is to sweep the players up into a detective story and let them play out some familiar, prescripted scenes inspired by countless movies and books. The second part of this adventure, however, is designed to be a much more flexible scenario in which DMs can use their own creativity and improvisation skills to create a series of tense encounters around the location of Candlekeep’s Great Library. PLAYERS VS. MANSHOON Manshoon wants access to the Vault of Secrets, in particular the Book of Vile Darkness, which his research leads him to believe is secured somewhere in Candlekeep. It’s up to the DM to decide his exact strategy, but having already reduced the size of the Watchers, he plans to collaborate with A’lai and solve the cryptogram as fast as possible. The Great Reader magically memorised the cryptogram when he entered the High Tower Library. The players and the good folks among the Avowed stand in Manshoon’s way, but the mostly scholarly order are no fighters, and Tadric insists that ordinary monks are not treated as soldiers. Meanwhile, of the Great Readers, Sylvira is sick (and possibly jailed), Kazryn is frail, and Fheminor is no fighter. Teles, while powerful, will certainly not risk his life to defend any cause but his own - he will however make a play to be named the new Keeper of Tomes (possibly fleeing the keep if that fails). The murderer Alkrist is a potential ally, especially if he suspects that it was A’lai who killed his


THE DEADWINTER PROPHECY 85 aunt. Or it might be that A’lai tries to tempt Alkrist onto Manshoon’s side, using either lies or promises… “I’m sorry about your aunt, but we can resurrect her when our business here is done!” Other resources the players might be able to get hold of is a limited supply of magic items, particularly spell scrolls, held in Exaltation (Manshoon’s raiders may have pillaged some from Sea Warden Tower), poison antidotes at the Oak Tree Apothecary or healing potions from Kei Tigersteel and the Temple of Oghma. Sadly the party can’t count of the support of Miirym, who is only charged with patrolling the catacombs and vaults, and who can only be summoned to the surface by a legitimate Keeper of Tomes. In addition to dealing with Manshoon, players have to deal with the internal politics of Candlekeep and choose whether to investigate the death of Bookwyrm. A speak with dead spell will reveal that she was surprised to by a shadowy beast whose breath paralysed her. She thought she caught sight of A’lai when it leapt at her (and bit out her throat). POTENTIAL ENCOUNTERS… You can use Manshoon’s raiders and Candlekeep’s Locations (see Chapter 7) to create any number of fun encounters. A few ideas for DMs: • Manshoon’s Simulacrum sends an assassin to spy on the party and report back. She will be particularly interested in overhearing the answers to any of the clues the party might solve, such as Miirym’s real name. • Manshoon’s Simulacrum’s sends a small team of cronies to the Astronomicon to find the answer to question two. They arrive shortly after the players and a zero gravity fight ensues. • Once he is close to solving the cryptogram, Manshoon sends a force to waylay the party in an isolated area of the Inner Ward, firing poison-laced crossbow bolts down from the library’s rooftops. • Manshoon and A’lai attempt to cast planar binding on the Beast of Candlekeep once more. (Do the players have a chance to intervene?). • A’lai tries to lure the players into a trap. • Manshoon tries to capture Fembris Lancer. If he succeeds he sends back a doppelganger, who claims to have escaped - and knows exactly where the wizard is hiding. To be more convincing, ‘Fembris’ arrives with the answer to one of the cryptogram’s clues. Note: Feel free to alter the make up of Manshoon’s forces to create the most dramatic and fun encounters you can. MANSHOON’S SIMULACRUM Medium construct, lawful evil Armor Class 15 (mage armour) Hit Points 126 (23d8 + 23) Speed 30 ft. Saving Throws Int +11, Wis + 7 Skills Arcana +11, History +11 Senses darkvision 60 ft., passive Perception 12 Languages Common, Draconic, Goblin, Infernal, Orc, Undercommon Challenge 8 (3,900 XP) Spellcasting. Manshoon’s Simulacrum is an 18th level spellcaster, who can cast a maximum of 6th level spells. His spellcasting ability is Intelligence (spell save DC 21, +11 to hit with spell attacks). He has the following wizard spells prepared, and is not able to recover expended spell slots. Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp 1 st level (4 slots): detect magic, mage armour*, magic missile, shield 2nd level (3 slots): detect thoughts, levitate, mirror image 3 rd level (3 slots):counterspell, dispel magic, lightning bolt, sending 4th level (3 slots): Evard’s black tentacles, greater invisibility, polymorph, stoneskin* 5th level (3 slots): Bigby’s hand, scrying, wall of force 6th level (1 slots): flesh to stone, globe of invulnerability *Manshoon’s Simulacrum casts this on himself before combat. Actions Metal Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d2 + 2) bludgeoning damage. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 23 (+6) 15 (+2) 16 (+3)


CANDLEKEEP MURDERS 86 CHAPTER 5: THE VAULT OF SECRETS I n the previous chapter the players discover a cryptogram that holds the clue to accessing Candlekeep’s Vault of Secrets, and must decipher its code if they wish to access the forbidden archive. While every member of the Avowed knows of the High Tower Library, a locked and guarded room at the very top of Exaltation, said to contain Candlekeep’s most precious tomes, few indeed know of the existence of a Vault of Secrets - an archive of such importance that it is buried deep underground with every precaution possibly taken to prevent the knowledge it contains from falling into the wrong hands. With the riddle thus uncovered, the party are closest that any non-Avowed have ever come to accessing this dangerous treasure vault. The following serves as a set of instructions: Feed the quill of Alaundo the Seer Tread as many steps as he lived in years Utter the original prophecy to unseen ears Sprinkle dust of Mechanus on dormant gears One last guardian of knowledge remains To verify the chosen Reader's claims But those well versed in Candlekeep's lore May fearlessly pass the Obsidian Door FINDING THE VAULT The first line of the riddle is instructing players to locate the statue of Alaundo in the House of Alaundo (p.100). If they fill the inkpot he holds in his left hand with any liquid, they will hear the grinding of stone as the statue slides forward on its dais to reveal a long set of stairs leading down an unlit passage. (Note: the inkpot has a tiny hole in the bottom, and after 10 minutes it drains sufficiently that the statue slides back into place). The second line of the riddle instructs the seekers to descend the same number of stairs as Alaundo’s age when he died, i.e. 97 years. The Seer’s age at his time of death was never of great interest to the Avowed, however, and few living members know this fact, nor does the House of Alaundo contain any biography of the Seer (just his prophecies). For that they can go to the House of Momentous Deeds (p.102), where the volume Alaundo: The Wonder Years has the answer. Have the players make an Intelligence (Investigation) check: the higher the roll, the quicker they find it. Another option is to go to the Grove, where every Keeper of Tomes is buried, and consult Alaundo’s weathered tombstone. Once on the 97th step, the third line of the riddle instructs seekers to speak Alaundo’s original prophecy, i.e. his first one. The ‘unseen ears’ (hidden magic sensors) are programmed to respond to the spoken words of the prophecy, but as they were recorded centuries ago, i.e. in an antiquated form of common. One solution might be to find the corresponding Echo of Alaundo (see p.15 of Candlekeep Mysteries) and coax the recording out. Another is to find a written copy of the original (one is displayed behind protective glass in the House of Alaundo) and attempt to enunciate the unfamiliar, archaic words. This can be done on a successful DC 20 Intelligence (Performance) check. Casting tongues also gives anyone in possession of the written prophecy to read it correctly. If the players do manage to voice the original prophecy to unseen ears, they are in for a bit of a shock: a 10-foot long-section of the stairs suddenly gives way beneath them (this section is hinged along one side, just as a trapdoor), and anyone standing on this section starts to fall. Those who were standing at either end of this section (stairs 93 and 102) can make a DC 20 Dexterity saving throw to attempt to scramble to safety. Those who fall tumble an incredible distance down a vast circular well, plummeting for nearly 10 seconds and 1000 feet, before a feather fall zone slows their descent and they land safely at the bottom of the shaft on a stone floor. A single tunnel leads straight ahead. THE LAVA CHAMBER The single passage leads to a huge, cylindrical cavern, some 200 feet high and 100 feet


THE DEADWINTER PROPHECY 87


CANDLEKEEP MURDERS 88 across, and the players find themselves entering the cavern half way up this chamber. The cavern air is thick, acrid and sweltering hot and looking down from the small ledge, that juts from the passage into the cavern, they behold a spitting, steaming lake of molten lava some hundred feet below. Directly ahead, in the centre of the chamber, is a three-floor stone tower, similar in style to some of the older spires in the Great Library. The tower is mounted on a thin pedestal, made of glassy black obsidian, that soars up from the pool of lava, while a double door of the same material stands opposite you, but 30 feet away, with no obvious way of getting there. The base of the tower is surrounded by a narrow walkway, and on the opposite side of that walkway a flat stone bridge leads from the back of the tower to a second tunnel opposite the one the players came down. No such bridge exists on this side of the cavern though, and 30 feet of thin air separate the players from the doorway to the tower. The ledge the players find themselves on extends just 5 feet into the cavern, and features several cogs and mechanical components embedded in the stone. If the players sprinkle dust from the plane of Mechanus on these gears, they start to grind and turn and a 10-foot-wide stone bridge slowly extends from under the ledge until it reaches the tower’s obsidian doors. Probably the only way for the players to obtain dust from the plane of Mechanus would be to kill one of the modrons that serves at Candlekeep (usually in the House of Mechanus, see p.99). If they didn’t manage to obtain such dust, then a player can attempt a DC 15 Intelligence or Dexterity check using tinker’s tools to try and get the cogs to kick into life and extend the bridge. A third option might be to chuck out a rope and attempt to catch a grappling hook on one of the tower’s salient features. (Note: the windows of the tower have all been sealed with stone). Otherwise the players will have to find another solution to crossing the gap if they wish to access the tower, however they will have to do so without the aid of magic as the entire airspace surrounding the tower is an antimagic field (the field does not extend into the tower itself). An arcane symbol chiselled into the stone floor of the ledge warns those who pass a DC 10 Intelligence (Arcana) check of the presence of this zone. Finally, the tower is also protected by a permanent mordenkainen’s private sanctum spell. NO NEED TO REINVENT THEWHEEL! The Vault of Secrets is not a geographically complex space and we can recycle the attractive map on p.127 of Candlekeep Mysteries of The Barn Door (part of Amy Vorpahl’s excellent Kandlekeep Dekonstruktion adventure) to give us a structural outline of the vault. Using the same key, find the new room descriptions below… ENTERING THE VAULT If the players are able to approach the tower’s obsidian doors, they find the them heavy but unlocked. Behind them lies a plain circular Guardian Chamber (B1), with 15 feet ceilings. The tower’s stone walls are unadorned except for several sconces lit with continual flame spells and four mounted crossbows (these are in fact animated crossbows). The room’s only noteworthy feature is a tiny iron statue of what looks like a winged owlbear, that sits atop an 8-feet-high stone pedestal. A staircase runs behind the pedestal up to the next floor of the tower. Map changes: Referring to the map on p.127 of Candlekeep Mysteries, there are no


THE DEADWINTER PROPHECY 89 bookshelves or desk in the Guardian Chamber, while the pedestal and iron statue are where the chair is pictured. The secret door is located in a blank wall and is operated by pulling down on the nearest torch sconce. It leads down to cellar, carefully stacked full of explosives. As soon as anyone enters the Guardian Chamber, the iron statue’s large eyelids open to reveal white glowing eyes, while its wings unfold and it flies directly up and hovers 12 feet off the ground. “Halt Seekers! Before you consult the mysteries stored herein you must prove yourself a worthy Keeper of Secrets! Three questions you must answer, before I let you pass…” The flying iron owlbear then poses the party the following three questions. If they answer any incorrectly it shrieks “be gone!” and attacks using its Screech attack. FIRST QUESTION Where is the only refuge for flames in Candlekeep? Answer: The Hearth SECOND QUESTION Which holy triumvirate patron the Great Library? Answer: Oghma, Deneir, Milil. If the players can’t recall these names, successful Intelligence (Religion) checks may help jog their characters’ memories. ANIMATED CROSSBOW Small construct, lawful neutral Armor Class 15 (natural armour) Hit Points 10 (3d6) Speed 0 ft., fly 50 ft. Damage Immunities necrotic, poison, psychic, radiant Condition Immunitiescharmed, exhaustion, frightened, paralysed, petrified, poisoned Senses blindsight 120 ft., passive Perception 7 Challenge 1/8 (2,900 XP) Antimagic Susceptibility. The animated crossbow is incapacitated and can’t move while in an antimagic field. If targeted by dispel magic, the crossbow must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. False Appearance. While the animated crossbow remains motionless, it is indistinguishable from a normal crossbow. Actions Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) force damage. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 1 (-5) 5 (-3) 1 (-5) FLYING IRON OWLBEAR Tiny construct, lawful neutral Armor Class 20 (natural armour) Hit Points 82 (15d4 +45) Speed 40 ft., fly 60 ft. Saving Throws Dex +6, Con +7 Skills Perception +4, Stealth +6 Damage Resistancescold, fire, force, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison, psychic, radiant Condition Immunitiescharmed, exhaustion, frightened, paralysed, petrified, poisoned Sensestruesight 120 ft., passive Perception 14 Languages all known Challenge 7 (2,900 XP) Evasive. While the Flying Iron Owlbear is airborne its small size and darting flight makes is hard to pin down. Provided it has more than half its hit points, attacks rolls against it are made with disadvantage. Flyby. The Flying Iron Owlbear provokes no opportunity attacks when it flies out of an enemy’s reach. Immutable Form. The Flying Iron Owlbear is immune to spells or effects that would alter its form. Magic Resistance. The Flying Iron Owlbear has advantage on saving throws against spells and other magic effects, and is immune to magic that would put it to sleep. Magic Weapons. The Flying Iron Owlbear’s attacks count as magic weapons. Rapid Response. The Flying Iron Owlbear has advantage on initiative checks. Actions Multiattack. The Flying Iron Owlbear makes three attacks, one with its beak and two with its claws. If its Screech attack is available it also uses that. Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. On a hit, the target must succeed on a DC 10 Dexterity saving throw or lose an eye. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Screech (Recharge 5-6). The Flying Iron Owlbear lets out a piercing high pitched screech. Creatures within 60 feet, who can hear, must succeed on a DC 16 Constitution saving throw or be incapacitated and deafened for 1 minute. An affected creature may make the saving throw again at the end of each of their turns, ending the effect on a success. The Flying Iron Owlbear may attack normally after using this ability. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0)


CANDLEKEEP MURDERS 90 THIRD QUESTION How many feet does the High Tower of Exaltation reach above the sea? Answer: 515 feet Once upon a time, every member of the Avowed might be expected to know the answer to this question, however the practice of memorising such dry details has long fallen out of fashion in Candlekeep. The correct answer can be found in Megfry’s Candlekeep Miscellanea if the players have a copy of the tome, otherwise they will have to take a guess (Fembris for example hasn’t the foggiest!). The flying iron owlbear will accept any answer between 510 and 520 feet, but anything outside that range will be considered incorrect. A player character can guess the height correctly on a DC 23 Intelligence (Nature) check. They gain advantage on the check if they are proficient in mason’s or cartographer’s tools, or if they have the Keen Mind feat. Note: DMs can spice up this situation by making all the players rolls behind their screen, leaving them to decide who to trust. GUARDIAN COMBAT If the players are forced to fight the flying iron owlbear it can take advantage of the following lair action and minions. DMs are encouraged to adjust the combat for difficulty, according to the size and power of their group. Lair Action. While in the Vault of Secrets, the flying iron owlbear is able to subtly alter time to its advantage. At the start of each round of combat it can force one creature to reroll their initiative score. Minions. When the flying iron owlbear attacks, so too do the chamber’s four animated crossbows, rolling their own initiative. They conjure and fire arcane bolts of force damage. THE VAULT (B2) A door at the top of the stairs links The Vault with the Guardian Chamber, and this door is protected by arcane lock. If the flying iron owlbear is destroyed, or their questions are answered correctly, the lock is disabled. Once opened, the door reveals another plain circular room lit with continual flame torches, its windows sealed shut. In this room a single bookcase is mounted against the eastern wall, while a desk and chair occupy the middle of the room. There’s a note on the desk, written in somewhat archaic common, which reads: This vault was built to contain Candlekeep’s most dangerous secrets. Consult here what can benefit civilisation, but leave the tomes on these shelves. Whilst the most unholy knowledge can be used for good, should circumstances lead you - Keeper of Secrets - to believe that such dogma might be grasped by foul hands, you will find the means to destroy the contents of this vault in the chamber above. The room’s lone set of bookshelves contains around 100 or so, mostly large, thick tomes. Among them are: • Manual of Bodily Health (see DMG) • Manual of Gainful Exercise (see DMG) • Manual of Iron Golems (see DMG) • Manual of Stone Golems (see DMG) • Manual of Flesh Golems (see DMG) • Manual of Clay Golems (see DMG) • Spellbook detailing wish • Spellbook detailing powerword kill • Spellbook detailing astral projection, gate and imprisonment • Spellbook detailing foresight and time stop


THE DEADWINTER PROPHECY 91 • Tome of Clear Thought* (see DMG) • Tome of Leadership & Influence* (see DMG) • Tome of the Stilled Tongue (see DMG) • Tome of Understanding* (see DMG) *This book was used by a Keeper of Tomes in the last d100-15 years. There are many more spellbooks detailing how to cast harmful spells from 1st to 9th level, with many sharing secrets on how to improve and expand the effects of common spells. Amongst the collection are many books on summoning and binding everything from fey to fiends. REPURPOSING MAGIC ITEMS If you wish to sex up this collection of tomes you can easily repurpose magic items in the DMG as books, for example the Rod of Resurrection and Rod of Rulership can appear here as the Book of Resurrection and the Lexicon of Leadership, with identical powers. Otherwise ask the players what they are looking for in the library and create a book that others them powerful insights into that field. Removing the book from the Vault might be tricky however… Each book is protected by a glyph of warding which triggers a suggestion spell on anyone who carries the tome more than 30 feet from the bookshelf. The suggestion is: “Put the book back, leave the Vault of Secrets, and forget its location!” and the DC of the Wisdom saving throw is 17. SIDE VAULT (B3) This section adjoining the main vault is accessible via a locked obsidian door, upon which is written: Foul is the knowledge that lies beyond To enter prove your wits are not gone Name the tool you use in the murk The one that grows shorter while you work If anyone speaks the word ‘candle’ the door opens of its own accord. Otherwise it proves impassable by mundane means, while teleportation also fails. Inside the Side Vault the air is cold and rancid, and anyone entering must succeed on a DC 18 Constitution saving throw or be poisoned until they spend 1 minute outside the room. There are continual flame torches around the top of the chamber, but they succeed only in lighting the corners of the room, as a thick darkness emanates from the chamber’s centre, dimming their glare. The darkness radiates from a large book the cover of which seems to be fashioned from human skin, strengthened with black, demonic bones, and knotted together with fleshy sinews. The cover also features a sculpted metal talisman of a humanoid face screaming in torment. The book rests on a squat round stone pedestal, 5 feet in diameter. The pedestal is cracked in several places, unable to bear the weight of the evil placed upon it, as indeed are the stone tiles around the pedestal. There are some crude engravings around the top of the pedestal that read ‘do not touch’ in celestial. This tome is the Book of Vile Darkness, a book of mythical infamy containing the foulest secrets in the multiverse: a handbook for gaining power at the expense of others, and spreading evil and suffering to every corner of the multiverse. Note: While the DMG doesn’t specify any dangers in touching the book, such a foul presence drains the life force of non-evil creatures. Any good character touching it must succeed on a DC 18 Charisma saving throw or take 8d6 necrotic damage. A neutral creature can make the same save with advantage. TURN UP THE VILENESS TO 11 The Book of Vile Darkness, as described on p.222-224 of the Dungeon Master’s Guide, is probably not a world-changing artifact, if you don’t add the Vile Lore the designers suggest in the DMG’s box out. Unless you think your players might use the book, there’s not much point creating mechanics for this lore, however it might be worth thinking about exactly why Manshoon wants the book so badly and what he will learn if he gets his hands on it! This might depend on your campaign goals.


CANDLEKEEP MURDERS 92 THE ATTIC (B4) This chamber, under a conical roof, is empty except for a lever placed on top of three black circular steps. Sixty glowing crystals decorate the steps, 30 around the base of the bottom one, 20 around the base of the middle one and 10 around the top. Should anyone pull the lever the crystal lights start winking out one second at a time. When all the lights are extinguished, the explosives in the cellar (located beneath the Guardian Chamber) are programmed to go off and destroy the top of the large pedestal upon which Vault of Secrets sits, sending the tower tumbling into the lava below and destroying the knowledge contained within. The walkway that rings the base of the tower is also destroyed in this process. If the players managed to extend the bridge using the dust of Mechanus (or tinker’s tools), this bridge remains intact. Meanwhile, the second stone bridge, leading from the rear of the tower to a tunnel opposite the one from which the players arrive, also survives. ROCKET ALTERNATIVE If you love the idea of one of Candlekeep’s towers blasting into space as much as I do, then you can go wholesale and steal this idea from Kandlekeep Dekonstruktion (p.124 Candlekeep Mysteries). The chamber’s lava would not technically be enough to destroy the Book of Vile Darkness in any case (although it would make it rather inaccessible!), so it’s possible that previous Keepers of Secrets would have considered space the safest place to launch such dangerous knowledge, in the time of an emergency. In this case, when the lever is pulled and the countdown lights wink out, the rocket engines (instead of explosives) under B1 power up, and two large hidden doors in the roof of the cavern slide open, revealing a tunnel, wide enough to fit the tower. The tower then tilts very slightly on its pedestal and launches diagonally up through tunnel, before bursting out the top of a small island just south of Candlekeep. The fact the rocket only manages to fly a few thousand feet into the atmosphere before losing momentum and careering into the Sea of Swords could be the seed of your next adventure… RETURNING TO THE SURFACE Once the players are finished in the Vault of Secrets, they must leave through the front door (it’s the only way in or out), after which their best bet is to walk around the narrow walkway that surrounds the base of the tower and take the permanent bridge to the passage opposite the one they arrived by. If they do so they will find a rough-hewn passage that winds for 10 minutes or so, until it opens up into a 20-foot-radius well that reaches up as far as the eye can see. A single stone tile lies on the rocky passage floor in front of the shaft, etched with a few arcane symbols. Anyone who succeeds on a DC 15 Intelligence (Arcana) check recognises them to signify the presence of a ‘reverse gravity zone’. Anyone that steps into the well starts to ‘fall’ upwards as fast as they would fall downwards, speeding at a terrifying pace until they hit a feather fall zone that slows their upward trajectory. Gliding slowly upwards, they are able to manoeuvre out of the reverse gravity shaft and into a normal passageway. Now they are back near the surface, the players only need to walk through a one-way wall of force and then through a hidden door (easily visible on their side), and climb a set of stairs to arrive in one of Candlekeep’s dusty and disused outhouses or turrets (or perhaps a hidden section of a familiar library, if you prefer!). They have returned to civilisation. Note: the heroes can try to return to the surface by retracing their steps and attempting to climb up the well they fell down, but the 1000 foot climb up the dark and mostly smooth shaft is only possible for the most talented climbers. Meanwhile, Candlekeep’s wards against flying still operate here, deep underground. FINAL CONFRONTATION The reentry point to Candlekeep has been left deliberately vague to allow DMs to stage a final battle of their choice anywhere in the Great Library, against Manshoon and his cronies - assuming that the players beat him to the Vault of Secrets, and that he was not


THE DEADWINTER PROPHECY 93 able to solve the cryptogram or follow them into the Vault. Manshoon was able to discover the exit point from the Vault of Secrets, either through his own research, or through divination magic, or else by planting a tracking device on the party, Or perhaps he succeeded in switching his doppelganger for Fembris Lancer, who uses a sending stone to share their location. The simulacrum lies in wait with as many henchmen as he has left and does his best to relieve the heroes of any treasures they managed to spirit out of the Vault. RESTORING CALM TO CANDLEKEEP Once the players have dealt with Manshoon and his marauders, there’s the small matter of restoring order to Candlekeep. The heroes may finally have time to deliver the verdict on their murder investigation, and the remaining Watchers should be disposed to arrest those they accuse and put them on trial in front of a council of surviving Great Readers, the acting Gatewarden (likely Tadric) and Kei Tigersteel. The latter will cast zone of truth to try and ensure a just verdict. If the investigators are not able to make a firm conclusion, then guilty Great Readers like Alkrist will try to push all the blame for recent wickedness onto A’lai. Meanwhile, it might even be possible to resurrect Bookwyrm and other victims of this Deadwinter of discontent, most of whom are laid out in the Temple of Oghma awaiting burial. RESURRECTION IN A MURDER MYSTERY? Being able to resurrect the dead rather cheapens the horror of murder, and by extension a murder mystery story, and I’d advise against giving players a chance to resurrect Janussi. However, a Book of Resurrection (see Repurposing Magic Items box out) that can cast raise dead might set up an interesting dynamic whereby they could possibly resurrect Bookwyrm, Daral and certain others. In general, the Avowed are circumspect about (ab)using resurrection magic, believing that mortals should not seek to cheat the Fates of their destiny. Once the murder cases have been resolved, the players may or may not have a role to play in the succession of the new Keeper of Tomes, and if Fheminor has not sought their help in this matter she will do so now - she wants the will of the previous Keeper to be adhered to. Others will argue for a vote. Finally, if Alkrist was not fingered for Janussi’s murder he will give the players the book they came for: The Lurkwood Campaign: How I Repelled the Savage Horders with his notes to the spell pestilent cloud hidden in the tome’s thick covers. If he is arrested they can pick up the book from the House of Binder (Magnus won’t be pleased to find it without the spell notes however!). ADVENTURE REWARDS A reminder of the rewards the players stand to earn for all their hard work… BOOKWYRM’S REWARD The First Reader may be dead, but if the heroes successfully conclude their investigation, then whoever takes charge of Candlekeep honours Bookwyrm’s promise of a copy of any book in the library. As it may take the scribes of the House of Binder several weeks to complete these copies, the new Keeper of the Tomes offers to have the books couriered to any address they wish on the Sword Coast. At the DM’s discretion the party may be offered additional rewards and the right to free board and use of the Great Library for the rest of their lives. MAGNUS’S REWARD If the party finally manage to return to Waterdeep with the Lurkwood Campaigns, Magnus Goldfist is delighted with their work. He offers the party either a well-crafted weapon or new suit of armour from his brother’s Goldfist Munitions Company, or a financial bonus if they prefer. In addition, all party members gain 1 renown in the Lords’ Alliance faction (or much more if they go on to discredit and evict Magnus from from the faction!).


CANDLEKEEP MURDERS 94 T he Great Library constitutes the vast majority of Candlekeep, and is also referred to as the Inner Ward. A sprawling complex of domes, palaces, turrets, townhouses and spires, virtually every building beyond the Emerald Door is a library of sorts, although not even the oldest within the Order are familiar with every last vault and archive contained within. Given that only the Avowed are allowed to pass freely through the Emerald Door, little of what lies in the Great Library has reached outside ears. Those seekers who are privileged enough to be invited inside, as special guests or on a mission of the utmost importance, must rely on the knowledge of the usually young and enthusiastic adjutants that are assigned to them. Once such adjutant is Fembris Lancer, and it’s thanks to his observations that this guide to the Great Library has been recorded for posterity. CANDLEKEEP MAPS The buildings in this guide are all found on the Mike Schley map that comes with Candlekeep Mysteries. Similarly, you should be able to identify them easily on the original Marco Bernardini map, which comes with Elminster’s Candlekeep Companion. Virtually all of the libraries in this guide have both a curator, who is in charge of enhancing the library’s collection and ensuring it fulfills its role as a functioning source of knowledge, as well as at least one dedicated librarian, who can usually be found in the library overseeing its daily usage, while ensuring that its contents are handling with care by visitors. SOUTH INNER WARD The South Inner Ward is the highest part of the volcanic crag upon which the library-keep sprawls. It is known for its rocky gardens, fastflowing streams, waterfalls and bridges and, of course, Candlekeep’s enormous bastion, Exaltation. CANDLEKEEP: INSIDE THE GREAT LIBRARY Candlekeep Art is used by kind permission of James RPG ART. Find him on Patreon.


THE DEADWINTER PROPHECY 95 EXALTATION The vast bastion of Exaltation is where the Avowed sleep, eat, study and pray. It is described on p.14-15 of Candlekeep Mysteries, which mentions that “the halls of Exaltation connect to its classrooms, kitchens, bakeries, dining halls, shrines, workshops, offices, study halls, scriptoriums, and dormitories.” In addition, you can find these specific locations: THE HIGH TOWER The lower levels of the High Tower contain a grand Lecture Theatre and the War Library, where a huge table is capable of displaying illusory reconstructions of famous battles. The the middle section of the High Tower holds three Laboratoriums dedicated to arcane experimentation - each chamber has powerful wards designed to protect the community from mishaps. The tower’s top tiers contain the Skyscraping Lobby, a wide circular, light-filled hall where special guests are taken to admire the views, but which is usually left unused and considered off limits for normal members of the Avowed. Importantly, the Skyscraping Lobby provides the only point of access to the High Tower Library, that sits above the lobby. The staircase leading up to the library is guarded at all times by a Watcher (mage), who permits nobody but the Keeper of Tomes themselves to pass. THE HIGH TOWER LIBRARY The High Tower Library is rumoured to contain Candlekeep’s most valuable - and dangerous - tomes, and for that reason only two people have the key: the Keeper of Tomes and the Gatewarden. The latter is only allowed to enter with the former’s permission however. In fact, the High Tower Library contains but one book, which lies open beneath an indestructible glass case, displaying its middle two pages. These pages contain a beautifully adorned cryptogram, which hides the location of the Candlekeep’s true forbidden library: the so-called ‘Vault of Secrets.’ The crypotogram exists as a safety measure, so that in the case of the simultaneous deaths of the two Keepers of Secrets (i.e. the Keeper of Tomes and the Gatewarden), the location of the Vault of Secrets is not lost forever, but remains findable by a worthy seeker. The High Tower Library also contains the ancient lightning orb device, which has powered the protective wards of Candlekeep through the ages by harnessing the energy of the frequent lightning bolts that strike the top of the High Tower. The lightning orb is fixed into a stone mount and is all but impossible to move or destroy, however it can be deactivated using an action on a successful DC 20 Intelligence (Arcana) check. Reactivating it takes 10 minutes and a similar check. The reinforced door of the High Tower Library requires a DC 25 to pick using thieves tools or to DC 30 to break down using Strength (Atheltics). It is additionally protected by an arcane lock, cast with an 9th level spell slot. An alarm spell triggers in the minds of both the Keeper of Tomes and Gatewarden should anyone touch the door. Additionally, the entire library is protected by a permanent casting of mordenkainen’s private sanctum, and the windows of this tower-upona-tower have been impermeably sealed with stones. The library is also warded against magic such as passwall, so that the front door is the only realistic means of entering. THE KEEPER’S TOWER East of the High Tower is the Keeper’s Tower, and, true to its name, the top level and attic consist of Janussi’s private chambers. The level below is occupied by an elderly female gnome called Miss Hollypocket, who acts as a servant to Janussi. The lower levels contain a reception chamber and a shrine to Oghma. THE READERS’ TOWER Immediately west of the High Tower rises the Reader’s Tower, which holds the private chambers of each of the Great Readers in its upper levels. Half of the topmost level houses the First Reader’s quarters, while the other half is split into two chambers for the seniormost Great Readers. All three of these


CANDLEKEEP MURDERS 96 chambers have a second floor that extends into the attic. In tower’s the lower levels are the Great Readers’ Lounge and a library dedicated to the publications of the most learned Avowed throughout the ages. THE BELL TOWER Exaltation’s westernmost tower is topped by the belfry from which Candlekeep’s bells toll the hours, from 6am to midnight. The rest of the higher part of the tower is taken up by guest suites that are rarely used, while the lower parts house Candlekeep’s prison cells. These surprisingly comfortable quarters each have a small, barred window, and are enveloped by a localised antimagic field. They are very rarely used, as anyone found guilty of committing a major offense in Candlekeep is swiftly exiled. THE CEREMONIAL HALL This grand hall is adorned with tapestries and statues of the most legendary Keepers of Tomes, and is used during important ceremonies, such as the swearing in of new acolytes (each new member of the Avowed must speak their vows in a zone of truth), and the robing of a new Keeper of Tomes. THE CHAPTER HOUSE The Chapter House is Exaltation's executive meeting room, and sits under the gables of its green slanted roof, opposite Readers’ Tower. A distinctive rose window allows natural light to stream in, while a dodecagonal table has places for the Keeper of Tomes, the First Reader, the eight Great Readers, the Gatewarden and the Lorekeeper, making a council of up 12. Benches on either side of the room allow for other parties to be summoned to sit in council. THE ORATORY The Oratory juts out of the main bastion of Exaltation in a north easterly direction. This high-ceilinged room is dedicated to community prayer and meditation, and its walls are decorated with narrow, 20-feet-high stained glass windows that dapple the floor with blue, turquoise and mauve light. The far end of the room features a large marble statue of Oghma, carrying a scroll that tumbles down to the ground and is flanked by two smaller statues: one carry a candle and quill (Deneir), the other a harp (Milil). In front of the statue is a pulpit, from where the Lorekeeper (currently Kei Tigersteel) addresses the Avowed on spiritual matters. THE REFECTORY This huge hall sits underneath the Ceremonial Hall and is where breakfast (8-9 am), lunch (12-2 pm) and dinner (6-7 pm) are served to the Avowed. The monk-scholars sit on plain benches and eat off trestle tables. Lower ranked Avowed take turns to perform serving duty. A high table seats the Great Readers, Gatewarden and the Keeper of Tomes. THE SOUTHERN DINING HALL This refined dining room is used by highranking Avowed for entertaining special guests, or on special occasions like Deadwinter Supper. It sits above the Reading Salon, under a triangular roof. An attractive rose window allows natural light in. THE READING SALON Officially called the Reading Salon, many members of the Avowed refer to this as the Silent Salon, due to the permanent silence spell that prevails here. Most of the order relish the silence, enjoying the opportunity to sink into one of the room’s comfy armchairs and read by the natural light of the salon’s many lancet windows (most Avowed live in shared dormitories with one small embrasure if they’re lucky, so to enjoy both quiet and natural light indoors is a rare luxury).


THE DEADWINTER PROPHECY 97 THE SOUTHERN GALLERY A wide and light walkway that leads to the Reading Salon, the Southern Gallery contains half a dozen classrooms. THE WESTERN GALLERY The Western Gallery links the Bell Tower and the Readers’ Tower, and also contains dozens of classrooms and workshops, a study hall, lecture theatre and debating room. PHILOSOPHER’S COURT This triangular courtyard is arguably Candlekeep’s most social spot, with members of the Avowed gathering to stroll the stoas, debate, pontificate and share jokes and stories at all times of day and seasons, but particularly after dinner. Chequered flagstones in the middle of the patio form a huge chessboard, with 3-foot-high marble pieces, and games here often draw large audiences, and even clandestine bets. THE GROVE The Grove is a pleasant garden under Exaltation, shielded from the often harsh sea breezes by high walls, and containing plenty of leafy shade during summer. Notable features include a covered bridge named the Pont de Paramours and a woodland cemetery where every successive Keeper of Tomes is buried. WEST INNER WARD The West Inner Ward contains several of Candlkeep’s most prestigious libraries and is also the main base of Candlekeep’s Watchers. THE SEA WARDEN’S TOWER Back in the days when the threat to Candlekeep from the sea was considered significant, this stout, thick-walled tower was established to house a Sea Warden to guard against maritime monsters and thieving pirates, and served as a living space and training ground for the library’s Watchers. As vessels from Amn, Baldur’s Gate and Waterdeep civilised the straits of the Sword Coast, the post became obsolete, however the tower continues to house the majority of the citadel’s Watchers, as well as an armoury of magic weapons (and other items that could be used in the defense of the library) and several sparring rooms. Recently, Gatewarden Kalan Strongbranch decided to relocate his private quarters, from the dark and dingy rooms in the Gatehouse, to the spacious upper floor of this seaward tower - earning the disapproval of the Keeper of Tomes in the process. Aside from enjoying the lighter, roomier quarters, the Sea Warden’s Tower is nearer both the Arcanium, where Kalan conducts the majority of his private research, and the Chambers of Lost Lore (p.16 Candlekeep Mysteries). The Gatewarden has become a regular visitor to the latter, weaving his way through the many underground passages to consult an otherworldly being. THE ARCANIUM The Arcanium building is shaped like a long grandiose hall, with a large transept on its southern side. It runs along the western wall, and adjoins the Sea Warden’s Tower on its northern side. As the name suggests, the Arcanium is a library dedicated to the study of the arcane and has sections given over to ever major school of magic. Each section contains hundreds of spellbooks, as well philosophical treatises, research notes and theories. The aforementioned transept houses the Hall of Divination, the largest single area within the Arcanium. Not only does the hall house a mighty collection of books on divination magic, but it also contains a divining pool and several scrying mirrors that can be used to spy on the goings-on in the halls of power in major cities around Faerûn. (Some Great Readers have debated the morality of this, however, most of this scrying is done legally, albeit using contracts signed centuries ago). The Arcanium is one of Candlekeep’s most lavishly furnished libraries with marble floors,


CANDLEKEEP MURDERS 98 mahogany bookshelves and a plethora of priceless pieces of art. Perhaps the most peculiar thing about it, for newcomers, is the army of spectral mage hands that clasp brooms and dusters, hold out chairs for visitors and fetch tomes from the highest shelves. Indeed, it is forbidden to touch any of the books in the library and the mage hands will place them on a lectern or table for the reader and even turn the pages for them. Should anyone try to touch a book, they will slap the scholar’s hand as a reminder of the rules. Books can only be removed with the permission of either the curator or librarian. Curator: Teles Ahvoste Librarian: Adeilina, an authoritarian high elf who loves cleanliness and order. THE TOWERS OF WONDER The Towers of Wonder are a series of spires on the westernmost point of the Inner Ward. The walls of these hollow towers are lined, top to bottom, with a huge collection of tomes dedicated to magic items and other wondrous objects. As there are no stairs or floors, scholars levitate up and down the spires on floating disks to browse the library’s collections and its common to see members of the Avowed sitting cross-legged on such a disk, consulting a tome in mid-air. Curator: Teles Ahvoste Librarian: Fonkin, a talkative gnome who loves recounting tales and making reading suggestions. IMMORTAL CHAMBERS This series of green-roofed, rectangular buildings sit between the Towers of Wonder and the House of Mechanus, and form a library dedicated to theology and religion. The floors of the library have been decorated with tiles, each bearing the symbol of a deity. Curator: A’lai Aivenmore Librarian: Pizwog, an ancient tortle who is happy to help visitors… but moves, talks and acts at 1 mph. THE JEWEL OF THE STYX Named after the pirate warship from which it was constructed, this unique library is given over to nautical tomes: including accounts of naval battles, navigational charts, maritime monsters, and works of seafaring fiction. The Jewel of the Styx is usually referred to as the “Barnacled Bibliotheque” or “the Ark-ives” by the Avowed, most of whom are unaware of its official name. Every day at midnight an ethereal crew of wights materialise to sweep the decks, hoist imaginary sails, sing lewd shanties and swig rum. Naturally, most of the Avowed avoid the library at all costs during this time, but in fact this ghostly crew have come to consider Candlekeep their home. They will attack anyone they believe not to be Avowed, but they can’t move more than 100 feet from the ship. They disappear in the pre-dawn. CANDLEKEEP COMPANION This lore is adapted from Elminster’s Candlekeep Companion, which you can buy on the DMs Guild. THE OLD KEEP One of the oldest buildings in Candlekeep, this was the original bastion built, millennia ago, to defend the library from looters and other ill-doers. It is a rather neglected corner of the Great Library and contains histories of Candlekeep itself, including several copies of Megfry’s Candlekeep Miscellanea, a once popular (but now largely forgotten) slim tome of obscure facts and figures. The Old Keep also houses crumbling parchment records from its early years in an antiquated form of common, as well as books, deemed of little academic interest, that were never filed and categorised properly from those early years. Several suits of animated armor are ready to come to life in the case of anyone trying to remove anything from the library, however no one ever does. Curator: Janussi Librarian: None. The job is deemed too boring to foist on any poor soul.


THE DEADWINTER PROPHECY 99 HOUSE OF MECHANUS The House of Mechanus is a large, rectangular building with blue slate roof and appended clock tower. It sits between the Immortal Chambers and Founder’s Court. It is a library dedicated to construction, engineering, and technology. The library is notable for its sophisticated lifts (the polished mechanisms of which are on display), cog-powered shelfrotation system, and the moving clockwork models exhibited in the main hall. Candlekeep’s 13 modrons are usually found working here, under the direction of Spanner, the librarian. The building’s clock tower features a masterfully constructed astronomical clock on its exterior that charts the hours and the movements of the planets. Its interior is filled with books that study horology, physics and chronomancy. Curator: Janussi Librarian: Spanner, a rock gnome librarian who spends most of his time maintaining the library’s many moving parts. THE OAK TREE APOTHECARY The Oak Tree Apothecary is a wooden treehouse constructed in the boughs of a huge evergreen oak tree located between the Sea Warden’s Tower and the House of Mechanus. An elderly, rather absent-minded, satyr druid called Leuwin lives in one section of the treehouse (along with Nibbles, his pet squirrel), while the rest stores ointments, balms and medicines of all kinds, which the satyr prepares himself using herbs he grows in greenhouses at the base of the oak tree. The satyr is visited several times a day by members of the Avowed in search for remedies for their various ailments. Leuwin also keeps a private library of books related to botany, herbalism and medicine, with some rare tomes on the flora and fungi of the Feywild. He is happy for others to use his library. THE CURSED TOWER This ruined turret was the site of a dangerous arcane experiment that went wrong, many centuries ago, killing several monks. Even the most powerful spellcasters amongst the Avowed were not able to suppress the evil energy that prevails here, and the decision was made simply to seal it off and abandon it. All of the doors are sealed with arcane locks and wooden signs have been nailed to them warning folks not to trespass. Inside, the bottom floors are mostly rubble, with a broken staircase leading around the tower’s circumference up to a series of upper floors that are mostly intact. There’s nothing of apparent value remaining in the tower, just broken furniture, smashed vials and other wrecked apparatus, mundane and arcane. Recently, Sylvira Savikas’s demonspawn son, Moziqodo, has made the Cursed Tower his home, having escaped the Mordenkainen’s mansion his mother had trapped him in. The Beast of Candlekeep enjoys roaming the roofs of the Great Library at night, disappearing into the shadows at the first sign of a Watcher or other member of the Avowed. The half eaten remains of dozens of pigeons, doves, gulls and crows litter the circumference of the tower, lending it more notoriety as a bedeviled place. The air within the Cursed Tower is cold, rank and unnatural and any non-fiend or undead creature who spends 10 minutes in the area must succeed on a DC 13 Constitution saving throw or suffer a level of exhaustion. They must succeed on the same saving throw every hour thereafter, suffering cumulative levels of exhaustion on each failure. FOUNDERS COURT This quadrangle court is surrounded by four hollow walls which form passages you can walk through. The interior of these walls are decorated with tapestries that show Candlekeep being founded and built over many centuries. Four turrets, on each corner of the court, celebrate a different founder, while a central building, known as the House of Alaundo, acts as a repository of the many prophecies of Candlekeep’s most famous monk.


CANDLEKEEP MURDERS 100 HOUSE OF ALAUNDO The House of Alaundo stands in the middle of Founder’s Court. The ground floor stretches to the top of the building, but there is a gallery level that forms a mezzanine. The ground floor features a large brass statue of Alaundo bearing quill and inkpot, mounted upon a large dias. A common superstition states that if you touch the quill you will write a well critiqued piece of academia, and the brass on its tip is certainly well worn. Those who solve a cryptogram hidden in the High Tower Library will discover a riddle, which might lead them to fill Alaundo’s inkpot. Should they do so, the statue will slide back on its dais to reveal a long set of stairs that lead down towards the Vault of Secrets, deep under Candlekeep. The second floor gallery contains modern copies of Alaundo’s nine volumes of prophecies, and as well as display cases showing original fragments of his prophecies written in his own hand (in an antiquated form of common). These are behind protective glass. THE ECHOES OF ALAUNDO On p.15 of Candlekeep Mysteries we read that the prophecies of the Seer were recorded into prismatic gemstones by a wise novitiate and stored in a vault beneath Candlekeep for posterity. And that only the First Reader and Keeper know how to coax forth these “Echoes of Alaundo”. This seems to represent some confused thinking as on p.6 we read that “Candlekeep has the largest repository of written lore in Faerûn, including the collected prophecies of an ancient sage named Alaundo the Seer.” Given that the Avowed are expected to take part in the Endless Chant, we must suppose that the content of the Seer’s prophecies are commonly available in verbal form as well, and that many scribes may even know fragments or even all of them by heart. In order to make the Echoes of Alaundo valuable, therefore, I propose that these recordings are the only testament to the final - and most foreboding - prophecies of the Seer, made after his frail hands were too weak to hold the quill. Some of them may be considered so powerful that they are held in the Vault of Secrets. Curator: Janussi Librarian: Inda, a half-orc with a reverential respect for Alaundo. Indeed, she secretly worships him as a deity. THE HOUSE OF RECORDS This L-shaped building can be found just south of Founders Court, and is also known simply as the Registry. In theory, it contains a record of every book ever to pass through Candlekeep’s gate and into the Great Library. In practice, various accidents and incidents, and clerical errors, means the catalogue is far from complete. In addition, the catalogue itself is badly catalogued, to the extent that the Avowed joke it is easier to find a specific book by scouring the Great Library, than by looking for its record in the Registry (an exaggeration, but it’s far from a foolproof tool). NORTH INNER WARD The North Inner Ward contains the highest concentration of libraries and, as a result, the highest density of scholars at any given time. THE INFERNAL FORTRESS This imposing structure is constructed from avernium, a strange black alloy found in Avernus that glimmers a bright fiery red in moonlight. The ground floor houses a large library dedicated to the Nine Hells and the Abyss, their fiendish denizens and their earthly cults. Its invariably sinister tomes are attached to the black metal shelves with thick chains, meaning they can’t be removed, even to a stuy area (if one is lucky the chain stretches to a nearby lectern). The upper rooms of the Infernal Fortress include several summoning chambers, which a small number of the Avowed use to summon devils and demons to be bound and consulted. These rooms contain wards that make this risky practice as safe as possible - but accidents have been known to happen, and any summoning needs the express permission of the Keeper of Tomes, and some strong proof of competency in the field.


Click to View FlipBook Version