Choose your adventure.
To play Candle Light you will be moving around the adventure world. You will be told at each location where you are and which directions you can move. To move just click on the button and then allow the next player to have their go.
The object of the quest is to find the people, animals and objects indicated in the instructions and then all players must make their way to a location also indicated in the instructions.
On occasion you may find objects that you would like to carry with you. They will be listed on the right of the screen. If you are carrying less than three objects a take option will be available. Click on that and then click on the circle next to the objects you want to take.
Objects you are carrying are listed below the direction buttons. Any time when you are carrying objects an option to drop objects will be available. Click on drop and then click on the circle next to the object you want to drop.
You are carrying
If you find a down option next to the directions then you have found a short cut to somewhere else in the adventure world.
Clicking on look will tell you where each direction will take you.
North: large oak tree
South: forest clearing
As you explore the adventure world a map will be generated. Click on map to see a map of how much of the world you have explored. Your current location will be in yellow. Hover over any of the numbers to see the name of that location.
At the beginning of your quest you may be granted gold and there may be various ways of acquiring more gold in the adventure. Gold can be used to buy equipment or information in the taverns.
In some adventures you may find some clues. Maybe a note or an inscription. In the description of the room you will be told that there is something there and the option to read it will be available.
In some adventures you may become lost in catacombs although they may have a different name. You will be told that you are lost and given all four directions to move. Unless you start at the beginning and move in the correct directions in the correct order you won't get out. Once you get through you can move as normal again but if you return to the catacombs you will have to through them again. The route will always be the same regardless of which direction you enter. The route will either be found as information in a tavern or in an inscription.
7th August 2010 Description Module added. As well as having a short description of where the player as, there is now the option of adding a longer description of up to 255 characters which will be displayed when the player clicks on "Look".
1st August 2020 Fractions function added. On an adventure that used the gold module you can use decimal values rather than whole numbers for the currency. You can set the adventure to use fractions instead of decimals. If the number matches a fractions it will include the fraction otherwise it will default to a decimal value. For example "69.75" would come out at "69 3/4" but "19.99" would remain the same.
30th June 2020 Currency function added. You can now specify which currency the ‘gold’ is in. You can include a symbol to go in front of it or word to go after it, or both. If noting is specified it defaults to “gold peices”.
25th February 2020 Tavern Modules recoded. The Tavern Module could only handle one player in the tavern at a time. If there was more than one player it caused problems. The Tavern Module has been recoded to resolve this so that more players can use the tavern at the same time and has been left so that it will be possible to have players thrown out.
29th January 2019 High Score table expansion. If any players get a best time of fewest moves the website adminstrator gets alerted to update the highscore table.
26th January 2019 High Score table added. Under the link of Local Heroes you can get a list of players who have scored the best time and the fewest moves for each adventure. It also includes their party name – however including your party name in an enhacement to come.
17th November 2017 Gold Module expanded. You can now find gold at specified locations in the adventure. If you come into one of these locations it will add the value to your gold total and tell you where you found it (e.g. in the mud) and how much you found.
The Tavern Module will be expanded so new options will be available and more random events may be added. It will also keep track of what actions you have taken and make it possible for you to be thrown out! This will be the next update.
The options will also be customisable so you could choose for example to give the barmaid a name and choose her gender. Other options might be allowed to choose how they work. Some options will be only available to specific adventures. We will try using the tavern module to work like a market.
The Gold Module will be expanded. As well as obtaining gold at the beginning of the adventure and in taverns and finding it, you may be able to gain gold from dealing with problems or use it to deal with problems.
The next update will allow you to be get gold for dealing with problems.
We are also thinking of including a gem module. At the present you could allow somebody to find a gem with a value and get that value automatically added to their gold, but we could include it where you find a gem or some voluble item but have to find a shop or somewhere where you sell it to get the gold.
The Description Module will be expanded so that you can choose when it's shown. Either when the player clicks on "Look", always or just the first time a player visits a location (with a click on "Look" showing the full description on subsequent turns).
We are thinking on creating a Maze Module. This should not take too long once started.
We are also thinking on creating a Sleep Module. When you are in a trap, if no one comes to rescue you after a certain time the trap ends as if you've been sent to sleep, enchanted, sentence to a prison term or anything that would delay you.
Another option we are thinking of creating is an Energy Module. During the game you will have an energy level that has to be sustained. The creator will decide how much energy you get and how many actions or moves it takes to reduce it. When the energy is too low there could be penalties against moving or other actions. If you can't move another player will have to come to rescue you. Food or other things for replenishing your energy will be placed round the world or in a certain place. They will not count as objects but a tally of how many you have will be kept and allow you to share or use them.
One idea of working it, is to have a thirst and hunger level that increase each move or moves, possibly allowing terrain to reduce it faster if you want to include a desert in your adventure. The rate the energy goes down is based on the other two values, until it reaches a stage where you fall unconscious and have to be rescued by another player.
There will be a possibility of having to deal with a problem to recover a person or an object. For example if you need to recover and ancient treasure you may have to kill the guard or show him a ring that allows you to pass. Or maybe you have to get it from an island and need a raft to get there. We are not sure about doing this though since that would possibly require to person or object to always be in the same place.
|Adventure||Party Name||Player 1||Player 2||Player 3||Moves||Time||Experience||Level|
|The Crown of the Kings||Candle Light||Drahcir||Ishtra||23||0:08:46||1,200||3|
|Save the Island||Candle Light||Travok||Li’ Se’ Rah||45||0:17:40||1,200||3|
|The Dragons’ Den||Candle Light||Thia||Vall||44||0:20:38||1,200||3|
|The Palace of Magic||Candle Light||Lyle||Keyleth||96||0:14:33||1,200||3|
|Adventure||Party Name||Player 1||Player 2||Player 3||Time||Moves||Experience||Level|
|The Crown of the Kings||Candle Light||Drahcir||Ishtra||0:06:01||24||1,200||3|
|Save the Island||Candle Light||Travok||Li’ Se’ Rah||0:11:45||70||1,200||3|
|The Dragons’ Den||Candle Light||Thia||Vall||0:12:34||60||1,200||3|
|The Palace of Magic||Candle Light||Lyle||Keyleth||0:14:33||96||1,200||3|