Library D20 Mysteries
Earlier this month I wrapped up a three year Pathfinder campaign for my wife and her best friend + partner. It wasn't the lengthiest tabletop story I've told (that record stlll goes to Abomination Vaults), but it certainly was the game that survived the most life changes.
The game originally started in 2022 online, with two of us based in New York and the other two in the UK. It finished in 2026 in person, with all of us based in London. Over the course of those years, the game went through marriages, multiple moves both international and within the same country, and house purchases. On the scale of life events, those are pretty flippin' huge (I have been a player in campaigns that have fallen apart over much less), and even though we did take a hiatus around the tail end of 2025 that lasted over 6 months, we still managed to finish things.
In terms of the game's structure, it was also an oddball one that combined aspects of two different systems. After wrapping up Ghosts of Saltmarsh for my wife and her best friend in 2021, my initial plan had been to run Candlekeep Mysteries, another D&D 5e book with a similar anthology structure that was relatively new at the time. But I was also getting burnt out on 5e for the usual reasons that most people cite - overexposure, the tendency for it to fall apart at higher levels, Wizards of the Coast's ironclad hold over the industry, etc. So I decided to run things in Pathfinder 2e instead, because even though it's still a d20-based system rooted in D&D tropes, there was enough spice and newness there to entice me.
With the switch in system and stetting came adjustments to the lore of Candlekeep Mysteries. Instead of keeping the anthology's frame story of having each adventure begin in the Candlekeep library of the Forgotten Realms, I adjusted things so that the PCs were based in Absalom and employed by the Pathfinder Society's Dark Archive. Their goal was to catalogue the cursed books of a dangerous, seemingly deceased lich named Matreous Minzer who was once a member of an elite crime group called the Five. (Minzer was my own creation, but I represented him with the art of classic Greyhawk mage Mordenkainen just for fun). And so Dark Archive Mysteries was born.
This reskinning maintained the "each book leads to a mystery that must be solved" structure of Candlekeep, which I liked, but moved things into an overarching story about urban investigation. In reality, though, thanks to decisions made by the players, I ended up using much less of Candlekeep Mysteries than I expected, and much more of the Pathfinder books Dark Archive, Lost Omens: Absalom, and a few extra modules. The final 10 adventures that composed our campaign went like this:
The Joy of Extradimensional Spaces - The PCs were tasked by the Pathfinder Society to investigate Minzer's houseboat, and this took them to his extradimensional getaway home. I played this one pretty close to how it was written in Candlekeep, converting 5e stat blocks to Pathfinder ones on the fly.
Rumoured Cryptids - After the PCs picked suitable Pathfinder Society factions for themselves, they were sent to the outskirts of Absalom to check out a rumoured Cryptid sighting. This was a rendition of the Dark Archive adventure The Beast of Birchfrost, only slightly changed to make the setting more Absalom-focused.
A Fistful of Flowers - It was around here that I started to pull from unexpected sources. My wife was playing a leshy, and due to wife privileges (as well as the fact that I always dictate the flow of a campaign based off of the characters of the PCs), I inserted the Free RPG Day module of this name into the campaign, giving the party the chance to infiltrate a tea party where leshies had been taken hostage.
Studies on Shapeshifters - I completely made this one up because I randomly found art of a werebat and wanted to stick it in the game. So I created the concept of a crime ring run by two former members of the Five who were a werebat and werewolf. These corrupt nobles were engaged in a new crime scheme - selling counterfeit goods that were actually mimics. I still think this is one of the best ideas for an urban adventure I've come up with, and have vague delusions of spinning it off into some kind of fantasy Miami Vice concept one day.
A Deep and Creeping Darkness - The first adventure played in person after my wife and I moved to the UK and we were finally all in the same place. This one was inspired by the adventure of the same name in Candlekeep, but that's basically it. I like hexcrawls, and my players usually like 'em too, but instead of having them explore a decayed village full of Meenlocks, I made them go under Absalom to the Undercity to take care of a Malfesh Monster that had been created by one of the Five, a mutated nature dude that the players ended up referring to as the "plant fucker."
A Few Flowers More - By this time, the second leshy-focused Free RPG Day adventure had come out. It happened to star the same NPCs as the first (including the little leshy named Popcorn that everyone loved) so I had to include it. I used about 50% of the material as-is, changing bits to make it closer to the plans of the mutated plant fucker bad guy.
The Beauteous Unicorn - Another original romp I came up with because my wife's best friend was working in a theater at the time, and I wanted something that took place on stage. It ended up being set in Absalom's fancy arts district, with the PCs observing a play based on an old fairy tale that happened to be found amongst Minzer's collection. The final boss? A cursed unicorn inspired by the Lore of Lurue adventure in Candlekeep, mostly due to the fact that my wife hates horses and will take any opportunity to beat one up.
A Guide to Criminal Secret Enterprises - The Lost Omens: Absalom book is erupting with plot hooks (a few too many, honestly) and one of the best ones involves a crime boss named Dr. Benski Skule who's actually a domesticated troll who assumed the name of his owner after the guy died. Love that, so I made him a member of the Five and set the adventure on his casino nightboat. One of the PCs was an undead pirate, and though this campaign was very Absalom-focused, I kept looking for ways to feature some degree of sea shenanigans. So this was a compromise!
Xanthoria - Candlekeep's final adventure involves a lichen lich named Xanthoria, and I was obsessed with the design of this character. The rest of the adventure didn't match the overarching story I'd created, so I made another original tale where Lady Constance Meliosa (one of the antagonists in A Fistful of Flowers who had become an enduring character in our campaign) mutated into a lich, became Minzer's queen, and sicced a Heartrot Tree on Absalom. Cue another citywide hexcrawl as the tree rose above the city and sent deadly spores everywhere! (Anyone here seen the Dragonball Z movie Tree of Might? Yeah, I'm taken with the idea of sentient trees slowly consuming the world; plant-based horror just vibes with me.)
Ultimate Lichdom - The last adventure, and I intended it as an epilogue where the players once again returned to Minzer's extradimensional lair, only to find it outfitted with deathtraps inspired by their previous escapades. (I also wanted to reuse a battlemap, seeing as how my Roll20 subscription had lapsed and I couldn't upload any new pictures.) It all ended with my wife's best friend finally taking Minzer down by hitting him with chip damage from a Potion of Retaliation. To quote 1937 Batman (look it up): "A fitting end for his kind!"
I'd say the final campaign relied on about 70% of my own ideas, with me casting a much wider net than initially anticipated with regards to the modules that I remixed and used for inspiration. This always happens whenever I run lengthy campaigns, and it's forever surprising and amusing to witness.
It's also interesting to see how my approach has shifted, with this being the third urban-based campaign that I've run (following The Almost Assassination and Waterdeep: Dragon Heist). While I still overwhelmingly love setting things up with little stories linked together via an overarching framework, this one focused on villains more, as I've long thought that I have difficulties developing compelling bad guys, which are hard to pull off in D20 games that ultimately treat enemies as fodder for PCs to punch.
I also ended up leaning more into social commentary with the Five, messing around with themes of social class, rich people controlling everything in Absalom, gentrification...you know, all of those things that inevitably come up when you're running a game for folks who previously called New York home and now all live in London. There were more than a few references to the Epstein Files tossed in there near the end, because why not make the bourgeois villains even more distasteful than they already were?
As for where we'll go with Dark Archive Mysteries now wrapped up, it remains to be seen. I want to put this crew through a few sessions of Mappa Mundi, seeing as how it's a TTRPG I actually helped build, and it's also dictated how my gaming tastes have evolved over the last few years, moving away from D20-based combat crawls to more storytelling-driven affairs. But the wife's best friend's partner also wants to play through Kingmaker at some point, which remains a white whale for me along with everyone else, so we shall see. If this game took three years and saw oceans rise and fall, that one could concievably take us a decade along with another 20+ life changes!
















