The newest Dungeons & Dragons product is Candlekeep Mysteries, a collection of 17 new, standalone adventures, all of which are launched simply by cracking the spine of a book found in Candlekeep Library. A massive repository of books and knowledge, Candlekeep attracts adventurers, especially scholars, the way treasure calls to dragons.

It has long been said that adventure awaits all who dare enter the pages of a book. In Candlekeep, there are books that take that old adage quite literally. Hidden among the other books are 17 special tomes, each with the power to draw their readers into a mystery in need of solving. Some are terrifying, others quirky, and others still incredibly sad, but each one guarantees adventure for those brave enough to turn the page. Here are five in particular that your party should definitely embark on.

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Shemshime's Bedtime Rhyme

For 600 years, this long-forgotten children's story has been collecting dust and cobwebs on the shelf. The man who delivered the book arrived in a state of madness that forced those around him to endlessly sing until he was placed in isolation. The party then finds themselves in Firefly Cellar in the House of Rest. Upon awakening in the morning, each of them discovers their minds plagued by a maddening tune.

As they hum it under their breaths, it forces the Avowed who watch over the Library to issue a quarantine to contain the song from spreading madness to all who hear it. While the events unfold, the players and NPCs find madness gripping their minds, and escaping Firefly Cellar becomes an obsession powerful enough to turn people violently against each other. Finding Shemshime's book and confronting this powerful entity can break the curse -- but only if the players manage to keep the madness from overpowering them.

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Sarah of Yellowcrest Manor

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Sarah of Yellowcrest Manor hasn't been on the shelves of Candlekeep as long as many of the other books in residence there. It came from the Yellowcrest family of Waterdeep's extensive collection five years ago, bringing with it a grim and chilling unsolved mystery of mass murder. It contains the firsthand account of a servant at Yellowcrest Manor, who worried that her lord has been spending too much time absorbed in strange books. Upon glancing at his book, she notices a depiction of a horrifying creature and a mysterious symbol.

As the story unfolds, it is discovered that Lord Viallis returned from a business trip to find his wife, family and servants had been brutally murdered. According to accounts of the crime from guards and others, Lord Viallis was never a suspect in the murders. It is only through exploring Sarah's recollection of events and steadfast investigation that players can solve the mystery of what took place at Yellowcrest Manor.

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A Deep and Creeping Darkness

When the players receive a contract from a group of miners to find out what happened to the residents of the mountain village of Vermeillon, their quest lands them at Candlekeep Library, where they barely manage to gain entry. Therein, they find a book written by a traveling Bard that initially appears to be a diary. However, as they read further, the players discover he recorded the events of Vermeillon's slow disappearance in great detail.

The adventure leads players to Vermeillon itself, where they can investigate the abandoned town and the mysterious creatures that led to its eerie destruction. Investigating the empty buildings and belongings left in the streets leave the party to wonder if the town's residents still actually there -- and, if so, what have they become? Delving deep into the platinum mine unearths the truth about what became of the townsfolk, as the party comes face to face with the creature that lurks in the deep and creeping darkness.

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The Price of Beauty

Players can be led to The Price of Beauty tome through a variety of means, whether they come to the library seeking information about Sune or some wealthy noble tasked the party with retrieving it for their own vanity-driven quest. The book itself radiates illusion and conjuration magic from the mirror embedded in its cover, making clear there is more to this book than meets the eye.

A creature holding the tome will find their own reflection replaced with that of Sune, who greets them with loving kindness and asks how they are feeling. Creatures unhappy with their appearance or wishing to change something about themselves will be met with a mysterious portal. Entering the portal leads to the Temple of the Restful Lily, where the players meet three mysterious elves who are obviously more than they seem. But be warned: accepting the gift of mysterious transformations they offer promises to be more of a curse than a boon.

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The Scrivener's Tale

After accidentally being presented with a book entitled The Scrivener's Tale, the party finds themselves drawn into a tale of vengeance and selfishness. An evil Archfey called the Princess of the Shadow Glass was banished to the mortal realm by the Queen of Air and Darkness when she felt her position as ruler was threatened in their power struggle. Throughout the story, the Princess meets others who convince her to reclaim her rightful place as ruler, though she considers these mortals to be little more than pawns in her quest.

Reading this book is a dangerous folly, as those who do will wake from a long rest with portions of the tale inscribed upon their flesh that can only be removed with a Wish spell or the destruction of the Princess of the Shadow Glass. In time, the players find the only way to resolve the conflict they face is by traveling to Baldur's Gate, where they are abducted by Formorians working for the Queen of Air and Darkness.

The Queen wants to end her battle with the Princess once and for all, and the only way to do that is to destroy the book. From there, the players must make a choice: help the queen, or hinder her efforts and strive to free the Princess of the Shadow Glass.

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