v. 1.0
Robert Sullivan
Published by Robert Sullivan at Smashwords
Copyright 2011
“Hey!
rub-a-dub, ho! rub-a-dub, three maids in a tub,
And who do you
think were there?
The butcher, the baker, the
candlestick-maker,
And all of them gone to the fair.”
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 article describes the butcher shop while other articles in this series will describe the baker and candlestick maker shops.
This material is for use in a 4th Edition Dungeons and Dragons Game. Content here first appeared on Nevermet Press site during 2011.
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Chapter Three: The Candlestick Maker
A charming young man operates this butcher shop, Rudkus’s Fantastical Meats & More, which buys and sells both mundane and fantastical meats.
A character knows the following information about Rudkus Meats with a successful Streetwise skill check.
DC 14: One of several butcher shops in the city, Rudkus Meats provides decent cuts at good prices.
DC 16: Upton Rudkus, who owns and operates the shop, is good at his job and a proud member of the city’s butchers’ guild. A deeply ethical butcher, he is prone to go on and on about how much the guilds do for “the little guy.”
DC 18: The butcher hires adventures to procure rare and exotic meats for sale in his shop, such as cuts of wyverns and hydras.
DC 20: Rudkus is something of a lothario, giving a discount in sales (or good purchase prices) to women. This has made a number of husbands jealous, potentially murderously so.
Located close to a large market in the city’s commercial district, a two-story brick affair houses Rudkus Meats. The meticulously clean shop and workplace are on the ground floor and Rudkus’s private residence is on the second floor.
A friendly man, Rudkus himself (half-elf male, 6th level Ranger, Good) will be selling or purchasing meat, butchering a carcass or cleaning the shop during a business day. He keeps a list of prices for the purchase and sale of meats posted on a wall in the shop.
Rudkus purchases (usually for half its sale price), and sells meats from a wide variety of sources.
Hunting: Rudkus hires the (low level) PCs procure wyvern meat and return it while it is still edible.
Anthropophagy: Rudkus is a thoroughly ethical man by the standards of his profession. He suspects another butcher to be guilty of selling the meat of sentient creatures (humans, elves, orcs, etc.) which is illegal in the city and Rudkus asks the PCs to investigate.
Harvesting meat from any creature is a skill challenge, requiring one success per 10-pounds of meat successfully harvested while a failure means 10-pounds of meat is lost. It is usually possible to Take 10 when butchering a carcass. Unless somehow preserved fresh meat will spoil in two days.
The type of the creature determines the particular skill required for harvesting meat from its carcass.
Type; Skill
Natural; Nature;
Aberrant; Dungeoneering; Elemental, Fey and Shadow
Arcana; Immortal; Religion
The level of the creature determines the DC for harvesting meat from its carcass.
Monster Level; Harvesting DC
01-10; 15
11-20; 20
21-30; 25
The size of the creature determines the maximum amount of harvestable meat.
Creature Size; Pounds Meat Harvestable
Small; 10
Medium; 50
Large; 250
Huge; 1,250
Gargantuan; 6,250
Example: A fen hydra (large size creature) possesses 250-pounds of potentially harvestable meat. Butchering the carcass would require a Nature skill check (natural beast), at DC 15 (level 12) and 25 successful checks would be required to harvest all the meat.
Macetail Behemoth Mincemeat Level 1
Consuming this fatty meat temporarily grants increased physical force.
Monster Meat 14 gp
Power (Consumable * Natural) Standard Action. Eat this meat and gain +1 to melee attacks until the end of the encounter.
Owlbear Cube Steak Level 1
Eating this oily meat briefly grants improved physical durability.
Monster Meat 16 gp
Power (Consumable * Natural) Standard Action. Eat this meat and gain +1 to Fortitude saving throws until the end of the encounter.
Bulette Sausage Level 1
Consuming this dry meat temporarily grants a special and acute sense.
Monster Meat 18 gp
Power (Consumable * Natural) Standard Action. Eat this meat and gain tremor sense until the end of the encounter. The character can perceive creatures and objects within range and in contact with the ground or another shared surface (such as a web or water) as if it has line of sight, without needing to make a Perception check.
Wyvern Steak Level 2
Eating this learn meat briefly grants durability special resistant to harm and damage.
Monster Meat 20 gp
Power (Consumable * Natural) Eat this meat and gain +2 to saving throws against poison until the end of the encounter
Fen Hydra Chops Level 2
Consuming this gamey-flavored meat temporarily makes one more nimble.
Monster Meat 24 gp
Power (Consumable * Natural) Eat this meat and gain +2 to melee Reflex saving throws until the end of the encounter
A popular shop among locals, the Pastillarium Bakery is owned and operated by a heavyset middle-aged couple and sells both mundane and magical breads and pastries.
A character knows the following information about the Pastillarium Bakery with a successful Streetwise skill check.
DC 14: One of several bakers’ shops in the city, Pastillarium Bakery provides excellent bread at decent prices.
DC 16: Poppin “Muffinman” Fersc and his wife Poppie own and operate the bakery. He is a capable (if eccentric) baker, his wife runs the business and their children make deliveries across the city.
DC 20: The “Muffinman” is magically experimenting with his creations, pushing past the boundaries of what the gods intended in terms of fresh baked goods.
A timber-frame building, located at an intersection between commercial and residential neighborhoods of the city, is home to the bakery. Painted depictions of extremely happy people eating various types of bread are on the sections of plaster between exposed beams on the outside ground floor. The roof of this tall and narrow building sports a profusion of chimneys.
On an average day, Poppie runs the shop, while Poppin bustles around the kitchen, ovens or the storeroom. (gnome male, 12th level wizard, good and gnome female, 12th level rogue, good)
You Can’t Catch Me: A chagrined Fersc hires the PCs to help him find and deal with the result of his latest magic project in the kitchen; a small golem made of gingerbread, which has run away while vowing it is too fast for anyone to ever catch.
Unusual Treasure: While looting an enemy’s lair, they PCs discover less gold than they had anticipated but several loaves of bread. Unbeknownst to the PCs (at least at first) these are expensive magic breads, such as Daktyla of Health or Brioche of Stone.
The ritual Brew Potion allows a character to create a magic bread of their level or lower. The rituals component cost is equal to the price of the bread the character creates.
Note: Assuming the PC is already holding the bread, a roll or slice may be consumed as a minor action and a wafer as a free action. However, it is not possible for a single medium-sized individual to consume a large loaf in a single round, though they could eat a sixth of it as a minor action.
Brioche of Rest Level 1
Eating this bread drags people down with magical weariness.
Magic Bread 50 gp
Power (Consumable * Arcane) Anyone who consumes this bread must make a Will vs. 20 save. If the target fails its saving throw against this power, they fall unconscious (save ends). If they succeed, they are slowed (save ends).
Holy Wafer Level 2
Consume this wafer and you and those allies closest to you, will enjoy the favor of your deity.
Magic Bread 100 gp
Power (Consumable * Divine) Eating this wafer creates a close burst 20. The individual who consumes the wafer and their allies within the burst area enjoy a +1 power bonus to attack rolls until the end of the encounter.
Brioche of Relief Level 8
This bread strips an individual of an affliction.
Magic Bread 680 gp
Power (Consumable * Healing) Eating this bread wipes away a single enduring effect – of any kind – afflicting the target. However, a Brioche of Relief also inflicts damage equal to one-quarter of the target’s maximum hit points in anyone who consumes this bread.
Daktyla of Health Level 10
Consuming a portion of this hearty bread magically mends wounds.
Magic Bread 1,000 gp
Power (Consumable * Healing) Those who eat a share of this bread – intended to be consumed by six people – regain hit points as if they had spent a healing surge.
Brioche of Stone Level 16
This crusty bread increases a person’s battle endurance.
Magic Bread 9,000 gp
Power (Consumable * Arcane) Eat this bread and gain Resist 10 to all damage until the end of the encounter.
A fussy man with pale skin and a mercenary disposition runs Rathborn’s Chandler, which any and all kinds of sells oils and magic candles to anyone willing to pay the price.
A character knows the following information about Rathborn’s Chandler with a successful Streetwise skill check.
DC 14: One of several chandler (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 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.
1. Normal candles burn for 60-minutes,
2. Magic candles burn for five-rounds (or for 30-seconds), with exceptions noted below,
3. An unobstructed lit candle creates a light radius of five squares, illuminating 19-squares,
4. Effects of a magic candle are limited to the illuminated area,
5. A magic candle is not effected by any magic it generates,
6. Effects generated by a magic candle are automatically sustained until the candle is extinguished,
7. Prestidigitation or a gust of wind will extinguish an unprotected candle,
8. A candle may be blown out with a successful attack roll against the Reflexes of whomever is holding the candle and the attacker enjoys a +5 to their attack roll,
9. It is possible to burn candles in a lantern and while this protects the flame, it does not extend the area of illumination.
1. A lantern burns one ounce of normal oil per 24 minutes, or one pint of oil per 8 hours,
2. One ounce of enchanted oil burns for five-rounds (or for 30-seconds), with exceptions noted below,
3. An unobstructed lit lantern creates a light radius of 10 squares, illuminating 78-squares (four-times the area of a candle),
4. Effects generated by burning enchanted oil are limited to its illumination area,
5. A lantern and the enchanted oil it burns are not affected by the magic effects they generate,
6. Effects generated by burning enchanted oil are automatically sustained until the flame is extinguished,
7. Neither a gust of wind, nor Prestidigitation, will extinguish a lit lantern,
8. 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,
Written in Wax: One day, when they purchase supplies at Rathborn’s Chandler, a Candle of Illusion accidentally find 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.
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.
Taper of Holy Protection (Level 2 Wondrous Item; 130 gp)
The light of this candle shields those in its warm glow.
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; 130 gp)
This oil functions identically to a Taper of Protection.
Candle of the Circle (Level 5 Wondrous Item; 250 gp)
This candle is useful for dealing with summoned creatures.
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 otherside 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; 250 gp)
Wondrous Item 200
This oil functions identically to a Candle of the Circle.
Taper of Sight (Level 8 Wondrous Item; 840 gp)
Staring into the flame of this candle reveals things hidden.
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 Perception check, with DC 25, notice the sensor.
Oil of Sight (Level 8 Wondrous Item; 840 gp)
Wondrous Item 2,720
This oil functions identically to a Taper of Sight.
Candle of Illusion (Level 10 Wondrous Item; 1250 gp)
The flame of this candle produces a vivid image.
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 an Insight checks to detect the fact that it is false, DC 25. The candle burns for 24-hours.
Oil of Illusion (Level 10 Wondrous Item; 1250 gp)
Wondrous Item 10,400
This oil functions identically to a Candle of Illusion.
Tapir of Armageddon (Level 18 Wondrous Item; 21250 gp)
This candle casts a baleful glow.
Power (Candle, Arcane): Lighting this candle creates a zone of deadly vapors. Any creature inside, or that enters, 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 18 Wondrous Item; 21250 gp)
Wondrous Item 84,000
This oil functions identically to a Taper of Armageddon.
Dungeons and Dragons 4th Edition is copyright Wizards of the Coast.
This book is being released and distributed free of change. Gravesites by Robert Sullivan is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License and is considered Open Game Content.
Gravesites is developed and written by Robert Sullivan
Gravesites is edited by Dr. Jonathan Jacobs and Cassie Toi.