by Jesse Decker
husbandry in heaven;
candles are all out." Shakespeare, Macbeth
Decker wrote the short adventure The Candlemakers Fire for
four 4th-level characters. Player characters who complete the adventure
should earn about half of the experience points they need to attain 5th
level. Although no particular character class is necessary to complete
the adventure, at least one character should have a good Will save. At
least one of the characters should have a +1 weapon.
the main encounters involve a wizard and minor golems, the Dungeon Master
can easily modify the adventure to suit higher-level characters by raising
the wizards level and substituting more powerful golems as his henchmen.
village of Travensberg
featured in this scenario made its first appearance in Unearthing the
Past, Jesses previous Cliffhangers adventure.
After a brief adventuring
career, Edarad Prinn, an enchanter whose fascination with magic extended
to the creation of minor items, settled outside the village of Travensburg.
Edarad was never a cruel man, but his ability to bend anothers
will with magic had left him haughty and without respect for any ideas
but his own. The people of Travensburg had little contact with Edarad,
except on his weekly visits to sell his candles. Most of Edarads
candles were merely high-quality scented candles, but he would also
craft a few with minor spells on them for the wealthier members of the
Edarad funded his
modest magical research through selling both his nicely scented candles
and his more expensive enchanted ones. As his research became more successful,
Edarad visited the town less and less and eventually began to deal only
in enchanted wares, not wanting to take time away from his research
to bother with mundane candlemaking.
Edarad last visited
town three weeks before the adventure begins. The candles he brought
to town on this visit however, were far from benign. Wanting to test
the culmination of several years of research, Edarad sold the townsfolk
a few candles of cheerful burning, merely to measure their effects
on a large group of people. The candles hypnotized many people,
but those who were not affected were able to shake the others out of
their magically induced stupor. Satisfied with the candles
effectiveness, Edarad slipped off while the townsfolk were still working
off the effects of the candles spell.
Unable to find Edarad
after breaking free of the candles effect, a few of the townsfolk
headed out to his cabin. On the way there, however, they were attacked
by giant bees and forced to flee back to town.
Chandlers Cottage: The chandlers hut is a small
structure 30 feet long by 15 feet wide. The doorway is in the middle
of one of the long walls, and the two windows are both covered with
boards. The inside of the cottage is sparsely furnished; two large
tables rest against the back wall, and to the right of the doorway,
a large hearth breaks up the otherwise uninteresting walls.
5-foot-tall hole in the back wall leads to a small cave in the ridge
behind the cottage.
Chandlers Workshop: The large cave behind the chandlers
cottage is roughly a 40-foot x 40-foot square, with irregularities
in the walls due to its natural formation. Candles, books, and workbenches
clutter the area.
Chandlers Storeroom: Beyond the small passageway, three
interconnected hexagonal chambers disrupt the mostly natural stonework
of the rest of the cave. Two of these chambers have roof holes --
Edarads bees fly in and out of these holes. The bees think
of these three rooms as their hive.
Chambers: A secret door in the third hexagonal chamber leads
to Edarads inner sanctum. Beyond the door, a short hallway
leads to a perfectly square 30-foot x 20-foot chamber containing
with Edarads bed, workbenches, and the raw materials required
for his research..
There are several
ways the adventurers can become interested in locating Edarad and learning
the motives behind his strange candles.
- Rumors of inexpensive
and powerful magical candles could draw them to the area.
- A player character
wizard could learn that Edarad has a specific spell she is trying to
add to her spellbook.
- An NPC close to
the party could live in Travensburg and ask the party to look into Edarads
- The most direct
way to involve the PCs with Edarad and his machinations is to simple
place Edarads lair along the groups path through the wilderness.
The path to Edarads
hut is not well traveled, but any of the villagers can point the party
in the right direction. The evergreen forest is relatively easy to travel
through; the tall trees give the undergrowth little opportunity to flourish.
The chandlers cottage is just over ten miles away through the
forest. About eight miles into the journey, four of Edarads giant
bees attack the party. Groups trying to move cautiously through the
forest might avoid the bees entirely, but the difficulty of moving stealthily
over long distances and the bees excellent Spot bonuses make this
Giant Bees (4):
hp 13 each; see Monster Manual page 206.
rests against the base of a small rock outcropping and seems deserted.
The sole window has been covered with rough planks, and the door hangs
open. Characters looking at the back of the cottage notice that the
rear of the cottage is connected to the rock surface behind it by a
thick, brown waxy substance. Characters looking closely at the cottage
may make a DC 15 Spot check. Those who succeed notice a slight flickering
on the walls of the cottage, as if a very small fire burned inside.
managing editor of TopDeck
magazine , Jesse Decker worked as assistant editor for
Dragon . His previous Cliffhangers
the Past , appeared in August.