Most fantasy settings include something so fundamental that many people miss it and its ramifications. That is that the extraordinary has always been a part of the setting. Therefore, the fantastic should influence even the most “mundane” aspects of a setting. As an example, a series of three articles will describe “mundane” shops – the butcher, the baker and the candlestick maker – each touched by the fantastic and may add some flavor to your game. This final article in the series describes the candlestick maker’s shop while other articles in this series describe the the butcher and the baker.
Rathborn’s Chandler
A fussy man with pale skin and a mercenary disposition runs Rathborn’s Chandler, which sells any and all kinds of oils and magic candles to anyone willing to pay the price.
What People Know
A character knows the following information about Rathborn’s Chandler with a successful Streetwise skill check.
- DC 14: One of several chandlers (the proper term for one who makes candles) shops in the city, Rathborn’s Chandler provides the widest selection of goods available.
- DC 16: Cerumen Rathborn, a middle-aged bachelor, owns and operates the shop that has been in his family for several generations. He has a brusque disposition and supplies religious and arcane groups with candles and oil.
- DC 24: Rathborn – a tedious and evil man – owes allegiance only to himself and possesses no ambition aside from enriching himself by acting as a merchant and artisan. If the money is right, he will make any candle for anyone. He conducts secret and illegal work in a hidden chamber below his shop.
The Chandler’s Shop
The single-story stucco building home to Rathborn’s Chandler is located inside the city’s commercial district. The shop consists of a single large room in which Rathborn sells his wares at the front and makes them in the back. As the creation of candles and rendering of animal fat into tallow stinks, Rathborn lives elsewhere.
On a working day Rathorn (human male, 18th level wizard, evil) is found at the back of his shop at some stage of candle making. He comes forward to make a sell and asks people to leave his shop if they do not actively intend to make a purchase.
Candles
- Normal candles burn for 60 minutes
- Magic candles burn for five rounds (or for 30 seconds), with exceptions noted below
- An unobstructed lit candle creates a light radius of five squares, illuminating 19 squares
- Effects of a magic candle are limited to the illuminated area
- A magic candle is not effected by any magic it generates
- Effects generated by a magic candle are automatically sustained until the candle is extinguished
- Prestidigitation or a gust of wind will extinguish an unprotected candle
- A candle may be blown out with a successful attack roll against the Reflexes of whomever is holding the candle and the attacker gains a +5 to their attack roll
- It is possible to burn candles in a lantern and while this protects the flame, it does not extend the area of illumination
Oil and Lanterns
- A lantern burns one ounce of normal oil per 24 minutes, or one pint of oil per 8 hours
- One ounce of enchanted oil burns for five rounds (or for 30 seconds), with exceptions noted below
- An unobstructed lit lantern creates a light radius of 10 squares, illuminating 78 squares (four times the area of a candle)
- Effects generated by burning enchanted oil are limited to its illumination area
- A lantern and the enchanted oil it burns are not affected by the magic effects they generate
- Effects generated by burning enchanted oil are automatically sustained until the flame is extinguished
- Neither a gust of wind, nor Prestidigitation, will extinguish a lit lantern
- A lantern may be extinguished with a successful attack roll against the Reflexes of whomever is holding the lantern. The attacker suffers a -5 to their attack roll
Taper of Holy Protection (Wondrous Item)
The light of this candle shields those in its warm glow.
Level 2; 100 gp
Power (Candle, Divine): The individual holding this candle and their allies (up to six people) receive Resist 5 necrotic until the end of the encounter.
Oil of Holy Protection (Level 2 Wondrous Item; 400 gp). This oil functions identically to a Taper of Protection.
Candle of the Circle (Wondrous Item)
This candle is useful for dealing with summoned creatures.
Level 5; 200 gp
Power (Candle, Arcane): The power of this specially prepared candle makes it difficult for creatures of a particular origin to enter or exit its illuminated area. Candles of the Circle come in types – aberrant, elemental, fey, immortal, natural, shadow or other – with the type stamped into the candle. Unlike most magic candles, this one burns for 24 hours. An affected creature whose level is 20 or lower cannot pass outside of, or into, the illuminated area, affect creatures on the other side of the illuminated area, or affect the candle or its illumination area in any way. Other creatures of an affected origin take 25 force damage when passing through the boundary and doing so extinguishes the candle. It is possible to employ a Candle of the Circle in conjunction with a standard Magic Circle ritual and the effects stack if of the same type.
Oil of the Circle (Level 5 Wondrous Item; 800 gp).This oil functions identically to a Candle of the Circle.
Taper of Sight (Wondrous Item)
Staring into the flame of this candle reveals things hidden.
Level 8; 680 gp
Power (Candle, Arcane): The individual who lights this candle may choose a square within 25 squares, even if they cannot see the target square. Lighting this candle creates a magical sensor in that square. Staring into the flame allows this person to see and hear as if they were standing in the target square and they gain darkvision through the sensor. Use of Perception allows them determine if they hear quiet sounds or notice unobtrusive things while observing an area through the sensor. Creatures making a DC 25 Perception check notice the sensor.
Oil of Sight (Level 8 Wondrous Item; 2,720 gp). This oil functions identically to a Taper of Sight.
Candle of Illusion (Wondrous Item)
The flame of this candle produces a vivid image.
Level 12; 2,600 gp
Power (Candle, Arcane): Lighting this candle produces the illusion of a single creature, of any size from Small to Large. It looks, smells and sounds like the creature in question, thought it cannot engage in an extended conversation. The person who lights the candle gives the illusion simple instructions and it may take 1 minor, 1 move and 1 standard action per turn. The illusion will perform these actions in a sequence determined by the individual lighting the candle. Creatures viewing or interacting with the illusion may make a DC 25 Insight check to detect the fact that it is false. The candle burns for 24 hours.
Oil of Illusion (Level 12 Wondrous Item; 10,400 gp). This oil functions identically to a Candle of Illusion.
Taper of Armageddon (Wondrous Item)
This candle casts a baleful glow.
Level 19; 21,000 gp
Power (Candle, Arcane): Lighting this candle creates a zone of deadly vapors. Any creature inside the zone takes 1d10 + 5 fire damage and ongoing 5 fire damage (save ends). The candle is always the center zone, which moves with the candle. Anyone holding the candle is immune to the effects it creates. Most cities prohibit the manufacture, sale and possession of this candle.
Oil of Armageddon (Level 19 Wondrous Item; 84,000 gp). This oil functions identically to a Taper of Armageddon.
Chandler’s Work
The ritual Enchant Item allows a character to create a magic candle or enchanted oil of their level or lower. The ritual’s component cost is equal to the price of the candle or oil the character creates. However, the character must possess the ritual, spell, prayer or other power that they wish to create in the candle.
Adventure Hooks
- Written in Wax: One day, when they purchase supplies at Rathborn’s Chandler, a Candle of Illusion accidentally finds its way into the PCs possession. This particular illusion is the report from a spy or saboteur, operating secretly in the city, to their supervisors in a rival city or kingdom. The PCs discover this the first time they light the candle. Rathborn becomes desperate to reclaim the candle.
- Fat from a Dead Man: Rathborn attempts to hire the PCs to procure adipocire – something illegal in the city.
Edited by Charles Dickey



Excellent work! I’ve been waiting for this one ever since I saw the first article, and I also feel it’s the best. Admittedly I’m biased as I like chandlers. All the same, well done!
Thank you.