If the party manages
to approach without Edarad hearing them (see Edarads description
below), they see him working at one of the large tables; a wax golem
stands unmoving in one corner.
If the party attempts
to speak with Edarad to discover his motives for exposing the town to
one of his hypnotic candles, he proves uncooperative, trying to charm
the PC doing the talking.
Wax
Golem (1): CR 3; Medium-Size Construct (7 ft. tall); HD 3d10;
hp 17; Init 0; Spd 30 ft. (cant run); AC 15 (touch 10, flat-footed
15); Atk +4 melee (1d8+2, slam); SQ construct, immunities; AL N; SV
Fort +1, Ref +1, Will +1; Str: 15, Dex 10, Con -, Int -, Wis 11, Cha
1.
Construct:
Immune to mind-influencing effects, poison, disease, and similar effects.
Not subject to critical hits, subdual damage, energy drain, or death
from massive damage.
Immunities (Ex):
Because their pliable bodies can absorb blows easily, wax golems take
only half damage from bludgeoning weapons.
Resistances
(Ex): Wax golems have electricity resistance 10.
Edarad Prinn:
Male human Wiz 5 (Enchanter specialist): CR 5; Medium-Size Humanoid
(5 ft. 10 in. tall); HD 5d4; hp 23; Init +2; Spd 30 ft.; AC 13 (touch
12, flat-footed 11) Atk +2 melee (1d4-1, dagger) or +5 ranged (1d4-1,
dagger); AL CN; SV Fort +3, Ref +4, Will +6; Str 8, Dex 14, Con 13,
Int 16, Wis 12, Cha 10.
Skills: Concentration
+9, Craft (candlemaking) +10, Craft (sculpting) +10, Knowledge (Arcana)
+7, Listen +5, Spellcraft +11, Spot +4. Feats: Combat Casting,
Craft Wondrous Item, Scribe Scroll, Spell Focus (Enchantment), Toughness.
Spells Prepared
(4/5/4/3; base DC = 13 + spell level): 0arcane mark, daze*,
detect magic, light, read magic; 1stcharm person*, mage
armor, magic missile, shield, spider climb; 2ndblur, hypnotic
pattern, resist element, tashas hideous laughter*; 3rddispel
magic, hold person, suggestion*.
Spellbook:
0arcane mark, dancing lights, daze*, detect magic, flare, ghost
sound, light, mage hand, mending, open/close, prestidigitation, ray
of frost, read magic, resistance; 1stcharm person*, mage
armor, magic missile, message, shield, sleep*, spider climb; 2ndblur,
glitterdust, hypnotic pattern, levitate, resist elements, tashas
hideous laughter*; 3rddispel magic, hold person, suggestion*.
*These spells belong
to the school of Enchantment, which is the characters specialty.
Prohibited schools: Divination and Necromancy.
Possessions:
masterwork dagger, candles of cheerful burning (2), bracers
of armor +1, cloak of resistance +1, wand of magic missile (25 charges),
scroll with dispel magic and sleep, potion of cats grace,
potion of cure moderate wounds
If Edarad hears
the combat in his storeroom (DC 10 Listen check), hell prepare
by casting mage armor, blur, and shield. If the party
hasnt moved into his inner chambers by that time, hell move
into his storeroom with his second wax golem. He begins the fight by
trying casting hold person on the character who looks like the
most dangerous melee combatant. If things go badly, Edarad will attempt
to use spider climb to escape through the holes in the roof in
his storeroom.