ENTERING CANDLEKEEP
Although some visitors travel to Candlekeep by air, most
arrive on foot or on horseback. When the characters
arrive at the gatehouse, read the following boxed text to
the players:
At the gatehouse, you are greeted by three monks in pur-
ple robes: a human, a shield dwarf, and a sun elf. Around
their necks hang holy symbols of Deneir, god of writing,
whose symbol is a lit candle above an open eye.
"Welcome to Candlekeep," says the elf in Common. "A
gift is required from those seeking admittance. You must
donate a book or scroll that isn't already in the library's
archives. Please present your gift for inspection."
All three monks are ne utral good priests of Deneir. (Ap-
ply racial traits to their statistics as needed.) The monks
study any book or scroll that's handed to them, the holy
symbols around their necks glowing faintly as they do.
The monks are happy to accept either Apocalypto (the
black-covered tome found in Vanthampur Villa; see area
V13, page 35), Fa laster Fisk's book of Calishite reci-
pes, or a spellbook for admittance to Candlekeep. One
such gift is enough for the whole party to be able to enter
the library. If a character wants to offer up some other
book or scroll, you decide whether the monks accept it
as a gift.
If the characters try to sneak or force their way into
Candlekeep, the fortress's defenses are brought to bear
as described in the "Candlekeep Defenses" sidebar.
Once allowed inside, the characters are free to go
where they please and stay as Jong as they wish. The
outermost buildings include private dormitories for the
monks and public quarters for visitors, as well as ame-
nities one would expect to find in a self-sufficient settle-
ment (bathhouses, clothiers, granaries, gardens, and so
forth). Candlekeep even has a pub called the Hearth.
'THE HEARTH
In Candlekeep's pub, guests and monks can enjoy each
other's company and a good meal. Read the following
boxed text to describe the Hearth:
The pub has a low ceiling supported by massive wooden
crossbeams and narrow, shuttered windows. A large fire
pit in the middle of the room is surrounded by a half
dozen tables and matching benches.
Thirty people can dine here comfortably at any time.
The Hearth is always open, and the fire is never permit·
ted to go out. A dozen patrons typically occupy the pub
during the day, with more during lunch and supper.
When the characters first show up, one patron stands
out among the rest: a chaotic good ogre wearing a head-
band of intellect. He sits by himself in a corner, reading
a book titled The Sum of Theology by Saint Vetheera, a
servant of Oghma (god of knowledge).
CHAPTER 1 I A TALE OF TWO CITIES
A few years ago, the ogre was like others of his kind-
brutish and cruel. He met a halfiing adventurer wearing
the shiny gold headband and killed the puny runt for
it. When the ogre attuned to it. the headband grew in
size, allowing him to don it. As a genius, the ogre felt
compelled to learn the error of his ways and seek out a
better life. He adopted the name Little One, to honor the
poor halfling whose life he cut short.
Shunned by polite society, Little One came to Candle-
keep hoping to learn as much as he can. He's a quiet but
popular fixture in the fortress, and the monks are al-
ways saying hello to him and recommending new books
for him to read.
SYLVIRA SAVIKAS
When the characters are ready, they can make their way
toward the main keep, a towering edifice housing bun·
dreds of monks and wizards, and thousands of books
and scrolls. As they meander through the keep, helpful
monks stop to offer them directions. If Fa laster Fisk is
with the party, he already knows the way to Sylvira's lab-
oratory, located in one of Candlekeep's spires. When the
characters arrive there, read the following:
The walls of this circular tower chamber are punctuated
by arched windows that are currently shuttered. Book-
cases filled with eldritch volumes stand between the
windows, while tables are crowded with specimen jars,
alchemical equipment, and other clutter. Engraved into
the floor of the chamber is a large, nine-pointed star.
A middle-aged tiefling dressed in wizardly robes stands
by one of the windows, caught in a fugue of intense con-
templation. Perched on the corner of a table nearby is a
spindly little demon with warty green skin , buggy eyes,
thin black horns, and a whip-like tail.
" I can't tell you how pleased I am to see you," says the
tiefling. "What have you brought me?"
Sylvira Savikas, a lawful neutral tiefling archmage, is
one of Candlekeep's foremost sages, and specializes in
knowledge pertaining to the Outer Planes. In addition to
her other skills, she has Investigation +13. She speaks
Abyssal, Celestial, Common, Draconic, Infernal, and
Primordial. Her quas it familiar, Jezebel, adds just the
right amount of mischief and chaos to he r life. Jn the un-
likely event that Sylvira becomes embroiled fo combat,
remember that tieftings have resistance to fire damage
and darkvision out to a range of 60 feet.
If the characters don't have Thavius Kreeg's puzzle
box with them, Sylvira is disappointed but tries not to
CANDLEKEEP DEFENSES
Attacking Candlekeep would be foolhardy. Although most
of the monks are simple scholars, a few are powerful spell-
casters. If any trouble occurs, an archmage and l d4 mages
investigate immediately. If they can't bring the situation
under control in short order, an additional ld4 archmages
arrive to lend assistance.