Mazfroth’s Mighty Digressions

Some books are boring, some books you can’t put down, and other books try to kill you.

Mazfroth’s Mighty Digressions is a 2nd level adventure written by Alison Huang, edited by Hannah Rose, and developed by Hannah Rose and Christopher Perkins. As written, the adventure starts when the characters are attacked by a gingwatzim. The book they are reading, Mazfroth’s Mighty Digressions, transforms from a book into the small aberration. This is not the first time that this has happened at Candlekeep as other books that have been recently acquired have done the same thing. Soon the party will learn about the others that have been attacked and they all lead back to a bookseller in Baldur’s Gate.

The characters will travel to find the real version of Mazfroth’s Mighty Digressions and learn who is behind the attacks. The journey from Candlekeep is disturbed by a wererat name Mushika, who (if he escapes) can be a nice reoccurring villain.

Once in Baldur’s Gate, the Amberdune Books stall can be found with a little investigation. The characters can decide how they approach the sellers. There is a schedule that informs the DM as to who is working the stall when the party approaches it.

The gingwatzim was created by a jackalwere named Korvala. She and her pack of jackalweres are selling the gingwatzims disguised as rare books in order to make money. They are trying to make enough money to resurrect their dead leader, a lamia named Nidalia. It is up to the players how to resolve the situation. They can kill the jackalweres, turn them over to the authorities in Baldur’s Gate, or help them resurrect Nidalia. The adventure is the set up to the moment when the characters make this decision.

I am hot and cold on the adventures in Candlekeep Mysteries. This is one of the cold ones. It has some good bones that could lead to some fun adventures, but this one is not very interesting. I think this adventure could have been bolstered by another rewrite and a couple more playthroughs to add to the mystery at its heart. In the end, I wanted the players to be sympathetic to the jackalweres, but there is not much to generate that sympathy. The cavalier way the jackalweres are disguising gingwatzims into rare books is a dangerous (and downright deadly) enterprise. This is not an adventure that you can play as written and have much fun. This one requires some work.

How it Played

The mystery solves a little too easily once the characters found the bookseller. The final answer as to what to do with the jackalweres tends toward the worst possible outcome for the jackalweres.

I would think that the jackalweres would be changing the name and location of their stall given how they are making their money. If the books just disappeared, then that might set up something more interesting. The players will see the missing book sitting in the stall which could lead them to the conclusion that the pack is stealing the books back. Stealing is much better than inadvertently murdering people with gingwatzims.

Instead of having all the survivors of gingwatzim be at Candlekeep, I moved one of the people to a monastery outside of Baldur’s Gate. The trip unlocked the chance to have Mushika attack the party since they had taken a ship from Candlekeep to Baldur’s Gate. Mushika is the little highwayman that couldn’t. He is a wererat that is a reoccurring villain in the adventure and is basically there to put a little combat into a rather bland mystery. I had an unusually large party (nine players), so I had the attack include all of Mushika’s minions. Even with all the extra muscle, Mushika and his minions were slaughtered quite easily.

What I Changed

I decided to run The Joys of Extradimensional Spaces and Mazfroth’s Mighty Digressions together as a single adventure. I took the two adventures and nested Joys inside Mighty Digressions. The set-up I used was that Matreous had an apprentice killed by a Gingwatzim that was disguised as Mazfroth’s Mighty Digressions. The apprentice had bought the book in a nearby port city. Matreous wanted to travel to the city to find who had sold the book to his apprentice and find the real version of the book. The party was hired to accompany him. Matreous dies while en route, so this left the party on their own to complete the quest to find the original Mazfroth’s Mighty Digressions.

I gave the players a guide to create their characters and it included details about Matreous’ apprentice dying. One of the players had decided that they wanted their background to be that they were Matreous’ new apprentice. This worked out great since the wizard dies during the course of The Joys of Extradimensional Spaces and the player who made the new apprentice was driven to solve the mystery.

The players negotiated hard with Korvala and got the book from her. At this point, the party was split on what to do. Several wanted to slaughter the jackalweres and take their treasure and books and run. Others wanted to turn them over to the town guards. Yet others wanted to leave the jackalweres alone and head back to Candlekeep. None of them cared about the pack and helping them resurrect their leader. In the end, the more bloodthirsty of the party won out and the party negotiated to stay with the jackalweres. That set up what would have been a bloodbath, but we ran out of time and did not finish the adventure. No one was all that upset about it since the disagreement about what to do with the jackalweres had split the party.

The adventure wants the party to have compassion for the jackalweres but it is hard to feel that way with how the pack is making their money. If the books just disappeared instead of turning into a small aberration then there might be more room for sympathy. Another option is to have Nidalia be known either to the characters or Candlekeep. Nidalia may be self-absorbed but she is not evil and having her be the leader of the Amberdune pack would be considered a good thing.

I would have the players be aware of the existence of Nidalia with someone at Candlekeep saying that lamia was the last known owner of the book. It would be interesting to have the party be tasked with also finding out what happened to Nidalia. The Avowed are trying to get on the good side of the lamia to get access to her collection of books. This setup would put the party into a less bloodthirsty mindset if that is what you want out of this adventure. Also, I would hide the rest of Nidalia’s library in a location unknown to the players and not in the jackalweres hideout.

If I had made some of the changes that I suggested, then this adventure would have been much more enjoyable. It also is not helped by being played right after The Joys of Extradimensional Spaces, which is an excellent adventure. Take some time and add to this adventure and make something that is either more suited to your players or a jumping-off point for better adventures.

My Rating

Ratings are not about quality, but quantity. A low number means very little or none of something, while a high number means that it is the main focus of the adventure.

  • Roleplaying: 4

    The characters will need to find where the books came from and then find the Amberdune Books stall.

  • Combat: 2

    Mushika is more of an annoyance than a true villain, but he is persistent. If the players decide to take out the jackalweres, then the combat rating can be increased.

  • Exploring: 2

    Not much chance to explore, but it does depend on how the players decide to approach Korvala’s pack.