Shackled City: Part Nine: Return to Cauldron

It’s been a while since we talked about my family’s current home campaign, Shackled City. We haven’t stopped playing — far from it. But we’ve been so busy lately it’s hard to find the time to play anything at all, let alone write about it. So while I have a free moment let me welcome you back to Cauldron, home of the The Shackled City Adventure Path!

When we last left off our heroic musicians had finally returned home to Cauldron. They had saved a lot of people and brought down an underground slave ring, but they were ill at ease. Someone else knew about the slavers and had done nothing. Who were they? And what about the people they had failed to save? The people who were sold to unknown parties before our heroes were even hired to find them… Were they gone forever? Could four kooky members of an up and coming band possibly brave the Darklands to track them down? No! Surely they couldn’t do anything so foolish! ….Or could they…?

If none of this sounds familiar you can read this blog post, which details our characters, or continue on with this article to hear a quick summary and jump right into the action! You can also check out our previous adventures in Shackled City: Part OneShackled City: Part Two: A Mystery!Shackled City: Part Three: Jzadirune, Shackled City: Part Four: Enter the Malachite Fortress, Shackled City: Part Five: This Place is the Pits!, Shackled City: Part Six: KazmojenShackled City: Part Seven: Bad Luck, and Shackled City: Part Eight: Reunion.

The Shackled City Adventure Path is available for purchase in its entirety here. The first volume, Life’s Bazaar, is available for purchase here.

shackled city adventure path d20diaries


The Heroes

Our eccentric heroes are all members of ‘Dinorabbit,’ a musical band that changes its name frequently and was most previously known as ‘Boople Snoot.’ The band’s lead singer and song-writer is Falco Rhiavadi, a foppish noble bastard of mixed Tien descent whose father was devoured by a dragon when Falco was just a boy. A well-groomed, handsome man with an easy smile and a winning personality, Falco’s a black sheep among his family. Mechanically, Falco is an oracle of life whose familiar is a jealous and demanding thrush named Ruby. Falco is played by my husband.

Mick Frimfrocket is a gnome with dark blue skin, bright pink hair that stands straight up on his head, and light blue eyes with flecks of red around his pupils. He’s energetic, bold, and loves nothing more than a good laugh! Mick acts as the band’s pianist and creative director. He’s the driving force behind the band’s constant name changes, and over-the-top performances. Mick was born in the gnomish enclave of Jzadirune but was brought to the city of Cauldron to escape the Vanishing. Orphaned by the mysterious events and with few memories of those early years, Mick was raised in the Lantern Street Orphanage — the very same orphanage that recently had four children kidnpapped right from their beds! Determined to save those little scamps, Mick was very excited to take up this missing person’s case and follow it to its conclusion — particularly when he realized that it led through his one-time home. Mechanically Mick is a monk / bard (prankster) who attacks with wild kicks while playing his piano in battle. Partway through exploring Jzadirune he came into possession of a broken magical construct. He’s played by my seven-year old son.

Rabbity Castalle is a rabbitfolk waitress who works at the Tipped Tankard Tavern. A dancer and singer for the band Dinorabbit, Rabbity also has a pet panther named Panthy. She’s lucky, nimble, and quick, but a little skittish. A co-workers of hers, Griffin Malek, was one of the recently abducted people, so she was very keen to solve this mystery and return him home. Rabbity is a hydrokineticist played by my six-year old daughter, using the rabbitfolk race. Rabbitfolk are a Pathfinder Compatible race created by my daughter (with some help) which will one day be published in the upcoming Realms of Atrothia: Primary Expansion by Sunburst Games. Rabbity recently ‘befriended’ (she thinks) a vicious howler named Prickles. What could go wrong?!

The final member of our party is Aeris Caldyra, a local locksmith who was cajoled by her roommate, Rabbity, to join the band as a percussionist and set designer. With few friends to call her own, Aeris relented to the rabbitfolk’s request and is the least talented member of the band. The last worshipper of Alseta in Cauldron, with more than a few secrets and regrets, Aeris is a suli bloodrager with a chip on her shoulder. Always one to lend a hand, like her Grandfather Marzio once would have done, Aeris was determined to rescue the missing citizens of Cauldron. Aeris is my character for the Shackled City Adventure Path.


shackled city cauldron
The jungle city of Cauldron, located in the bowl of a dormant volcano.

The members of Dinorabbit and their newly liberated Cauldronites arrived in Cauldron to little fanfare. They brought the people they had freed from slavery to the Church of Abadar — the group who had hired them to find four missing orphans — and spoke with it’s current leader, Jenya Urikas. The authorities were called and the group had just enough time to ask about Terrem Karatys, one of the four children they had been tasked to save. Terrem had been free by our heroes only a few moments before a monstrous beholder had appeared and stole him away again. They admitted their failings to the Priestess, who looked confused.

“Oh? You didn’t save Terrem? Well, he is here safe and sound. He arrived on our doorstep before any others.” She counted out the coins she owed the group for saving three of the four children and handed it to them with a smile. “A pleasure doing business with you.”

My family was more than a little confused. Why would a beholder go to the trouble of stealing an orphaned kid that they had saved from slavery just to bring the kid home? And this beholder… He wasn’t the only one interested in Terrem. The Last Laugh Thieve’s Guild also wanted the boy. In fact, they had gone as far as tasking the orphanage’s janitor, Patch, with keeping an eye on him. Strange… Our heroes tried to speak with Terrem, but the boy would say nothing.

Suddenly the town guard arrived and everyone — victims, heroes, and even some priests — were brought to the Garrison for questioning. The PCs were interviewed over and over by the authorities. The guards looked for holes in their story. Incongruities that might show they had something to do with the kidnappings… They were lectured on the legality and dangers of vigilanteism. Informed that the entirety of Jzadirune and the Malachite Fortress were off limits — it was an active crime scene, after all. The poor musicians were so busy they barely had a moment to stop and breathe. After a few days they received one last warning from Terseon Skellerang, Captain of Cauldron’s city watch, and were sent on their way.

On the way out they ran into Krylscar Endercott, a town guard who was among those that had been abducted from his home by dark folk and then saved by Dinorabbit. Although he was badly wounded when they found him, he grinned at the sight of them and asked for a blade. The stubborn fool was a big help in getting everyone home safe. They chatted with him a bit, and bid him farewell.

cauldron.jpg

Upon re-entering the city for the first time in days they were shocked to discover that although their deeds were well known, their identities were not. A heinous crime! While Aeris returned to work at her locksmith shop, the rest of the band spent some time spreading word of their triumphs and of an upcoming performance — which they had yet to schedule. The next few days were marked with frivolities — writing, practising, performing, rumourmongering, and so on. Falco took these responsibilities very seriously, intent on milking their newfound fame for all it was worth.

Rabbity discovered that Griffin, the friend she had worked so hard to save, was out of a job. He had been replaced as bartender and was now stuck waiting tables. Also, Rabbity had been fired. She hadn’t been into work in nearly a week and left no word as to why, so that wasn’t too much of a surprise. Still, my daughter was a little insulted. She also worried about her pet howler, Prickles, who was currently locked inside the Malachite Fortress, hopefully not killing (or being killed by) the investigating city guards. Deciding they needed to sneak into Jzadirune and save him before he got into trouble, Rabbity concocted a plan. She looked into the people who they hadn’t saved and picked out one whose home was close to Jzadirune — 52 Ash Avenue, the home of skinner Rikaldo Veskar. Rikaldo had a tiny, blood-stained, stinky home that had been abandoned 37 nights. Knowing that he had been sold to unknown buyers in the Darklands and wouldn’t be returning, my daughter set out to purchase the building from the city. She sought guidance from her friend Ruphus Laro at the Church of Abadar and determined the steps to take to buy the building. It cost more than she had, but she managed to convince the group it was important. They pooled their money and bought the house. Then Rabbity asked Falco to start using his stone shape spells to tunnel out a passage from their new junky home to Jzadirune. With some luck and planning they’d be able to get to Prickles before he killed anyone. Hopefully….

Mick was equally busy. He spent a lot of time trying to figure out how he could legally get his hands on Jzadirune. Deciding he needed help he sought professional guidance from the Church of Abadar, just as Rabbity had. With their legal advice he put together a plan to legally acquire the underground complex. And so he set out to track down the original ownership paperwork, and the living descendants of Jzadirune’s founders. There weren’t many of them. Only six. So Mick set out to barter with them over ownership, in the hopes they would turn it over to him. Hopefully, when all is said and done, he could legally claim the property from the city.

Aeris spent her time working, patrolling the town, and looking for a sign that matched the mysterious Kingfisher symbol they had discovered on a letter written to the slaver Kazmojen. She discovered nothing.

There was plenty the group did together, as well. They visited the orphanage, Church of Abadar, and all the other people they had saved, double checking they were safe, healthy, and reintegrating back into society. Patch was fine and back at work. Apparently he had managed to keep his affiliations with the Last Laugh Thieve’s Guild a secret. The orphans were a little traumatized — all except for Terrem who seemed unconcerned over the entire ordeal.

Krylscar had returned home to find his parents hadn’t even been looking for him. Turns out they thought he had robbed them and fled the city — the jerks! He was trying to find himself a new place to live, but not having any luck. At work everyone treats him like a weirdo and he’s angry that they never saved him. In fact, he was generally an angry guy. Still, he had friends. He remained close with his pal Griffin, and often showed up to hang out with the members of Dinorabbit. They knew he wasn’t some shifty loser. They knew he was a good guy. (My family really grew to like this guy! Haha).

Jasper and Jeneer had gone back to work like nothing had happened. Jasper teaches math at Bluecrater Academy, and Jeneer is a jeweller’s apprentice. The group saw Maple, a suspected member of the Alleybashers gang, on the streets from time to time, but she never stayed to chat. And Coryston Pike, the retired adventurer, made it home, but hadn’t been seen around town since.

But, not everyone had recovered. Sondor (the dwarven cartwright), Deven Myrlzal (a teenage human lamplighter), and Irruth Mercadi (a chandler), were all traumatized by their experiences. They wouldn’t talk. They just sat still, scared, and sad. Currently they were at the Church of Abadar, but they would need to head home soon. As Priestess Jenya Urikas plainly pointed out, the Church of Abadar was not in the business of charity.

When the group discovered that Keygan Ghelve had been arrested they went to visit him. My kids were a little upset about his fate. Did he really deserve to be arrested? Out of fear he had helped the kidnappers and slavers, but he had also fought alongside our heroes to free them again. Of course, he had done that only because the group had forced him to… In time they realized that Keygan’s fate was out of their hands. Instead they offered to take care of his rat familiar, Starbrow, and his home. It took some bargaining and a signed contract, but Keygan agreed to transfer ownership of his home and locksmith shop to the members of Dinorabbit on the condition they took care of Starbrow, they did not sell any of his paintings or his grandfather clock, and they didn’t bring their meddlesome pets into his home. When he was released from prison, ownership of his home and shop would revert to Keygan. Keygan was grateful, and they began to feel a little better about this whole ordeal.

In time they discovered a vandalism problem in Cauldron. Someone had been painting words on buildings in goblin. Things like “Murrd wrote this!” “Snurk smells like dung!” and “Drakthar has bat ears!” Luckily, Mick could speak goblin and was pretty sure the culprits were a gang of goblins. Which was absurd! Everyone knew no goblins lived in Cauldron! Determined to prove he wasn’t crazy, the group stayed up late a few nights, attempting to catch the vandals red-handed. Although they came close, the only thing they managed to earn was a scolding from the guards for suspicious behaviour. Whoops!

One day the group received a summons from the Mayor’s Office. They hurried over and were told that the mayor — Lord Mayor Severen Navalant — wanted to host a ceremony in honour of their deeds. Although it was clear he was hoping to use their newfound celebrity status to bolster the public’s opinion of him, the band didn’t mind. They wanted to do the same to him, after all. Together they made some plans and the party was scheduled, with Dinorabbit making a headlining performance. The Mayor also asked about their experiences under Cauldron and their opinions on what should be done about Jzadirune, the Malachite Fortress, and the passages to the Darklands. Mick took this opportunity to share his plans to acquire full ownership of Jzadirune while Rabbity petitioned for her ‘beloved’ new pet Prickles to be returned to her at once! The Mayor smiled and assured them he would take it under advisement. The group was skeptical he would, but had little choice but to accept him at his word.

The days leading up to the festival were hectic, with even Aeris practising as much as she could. They put on a lot of other performances, both big and small. My family was happiest to earn themselves a performance at both the Cusp of Sunrise (a fancy social club that was for the nobility) and the Coy Nixie (a fancy restaurant where they first began their adventure). Before they knew it the party was upon them. Much to their surprise the mayor named them ‘Champions of Cauldron’ — a position which he later assured them had no real responsibilities to go with it — rewarded them the deed to Jzadirune, and gave them a new task: putting an end to the goblin vandals that have been irritating the town! Both shocked and pleased at this turn of events, the gang agreed. Not that they were given a choice…. Haha. After the ceremony the party began, and my family had a blast describing their performances and songs. The night ended with fireworks, and a few angry scowls from Captain Skellerang.

The next day would see them busy again. Plans had to be made for Jzadirune and Prickles had to be liberated. The Lord Mayor’s secretary informed them that the Malachite Fortress would be turned into a guard post for the Town Guard so that the entrance to the Darklands could be properly protected. This, of course, meant that they would need to have engineers remodel the entrances to both Jzadirune and the Malachite Fortress a bit. Both the members of Dinorabbit and the Town Guard had to be able to access different parts of the complex without traipsing through the others space. I handed my kids a map of Jzadirune and asked them for their ideas. They also got to make plans for the engineers to fix up some of Jzadirunes broken walls and tunnels while they were at it — courtesy of a small grant provided to them by the Mayor’s Office. A surprise my kids found very exciting! Even more exciting? The group got to visit Jzadirune and Rabbity retrieved Prickles. Happily he did not try to devour her. Yet.

By the time Dinorabbit left Jzadirune and began to walk home they were greeted by rain. More than that. It was a downpour. Fall had come to Cauldron, which meant the rains would continue for a few weeks more, at least. It was misty out. Cool and dark. There was a chilling howl on the wind — like that of a wolf. On the side of Aeris’ locksmith shop was more goblin graffiti.

“Who builds town in volcano? Stupid humans!”

The gang sighed.

Tomorrow they would need to put aside their ambitions and get to work. The had a gang of vandals to catch.


Behind the Screen

The Shackled City Adventure Path is a difficult to get your hands on adventure path published in eleven separate Dungeon Magazines, or available in hardcover from Amazon here or from Paizo Publishing’s website here. The first adventure, Life’s Bazaar is available in Dungeon Magazine #97 from Paizo Publishing’s website here. A copy of the premade player handouts is available from Paizo here.

Despite being a 3.5 Dungeons and Dragons Adventure Path, we’re running this campaign with Pathfinder (both the campaign setting and the ruleset). Our characters utilize content from many sources, some of which are listed below.

The shaman and the bloodrager classes, as well as the bloodrager archetype spelleater, can all be found in the Advanced Class Guide. The urban bloodrager archetype can be found in Heroes of the Streets. The Kineticist class can be found in Occult Adventures. The monk and bard are base classes found in the Pathfinder Roleplaying Game: Core Rulebook (or in a convenient travel-sized edition: Core Rulebook (Pocket Edition)  while the prankster archetype for bards can be found in the Advanced Race Guide.

Shackled City: Part Seven: Bad Luck

Welcome back to Cauldron, home of the The Shackled City Adventure Path! When we last left off our heroic musicians were investigating a series of missing person cases which recently culminated in the abduction of four children from a local orphanage. Fate led to our characters taking the rescue of these people upon themselves! Although they’ve defeated down the kidnappers, and rescued the children, there’s plenty of other missing citizens of Cauldron to save. And their captors? Slavers! They’ll have to work fast if they want to save their fellow citizens before they’re sold!

If none of this sounds familiar you can read this blog post, which details our characters, or continue on with this article to hear a quick summary and jump right into the action! You can also check out our previous adventures in Shackled City: Part OneShackled City: Part Two: A Mystery!Shackled City: Part Three: Jzadirune, Shackled City: Part Four: Enter the Malachite Fortress, Shackled City: Part Five: This Place is the Pits!, and Shackled City: Part Six: Kazmojen.

The Shackled City Adventure Path is available for purchase in its entirety here. The first volume, Life’s Bazaar, is available for purchase here.

shackled city adventure path d20diaries
The Shackled City Adventure Path is a 3.5 Dungeons and Dragons Adventure originally printed in Dungeon Magazine by Paizo Publishing.

The Heroes

Our eccentric heroes are all members of ‘Dinorabbit,’ a musical band that changes its name frequently and was most previously known as ‘Boople Snoot.’ The band’s lead singer and song-writer is Falco Rhiavadi, a foppish noble bastard of mixed Tien descent whose father was devoured by a dragon when Falco was just a boy. A well-groomed, handsome man with an easy smile and a winning personality, Falco’s a black sheep among his family. Mechanically Falco is an oracle of life whose familiar is a jealous and demanding thrush named Ruby. Falco is played by my husband.

Mick Frimfrocket is a gnome with dark blue skin, bright pink hair that stands straight up on his head, and light blue eyes with flecks of red around his pupils. He’s energetic, bold, and loves nothing more than a good laugh! Mick acts as the band’s pianist and creative director. He’s the driving force behind the band’s constant name changes, and over-the-top performances. Mick was born in Jzadirune but was brought to the city of Cauldron to escape the Vanishing. Orphaned by the mysterious events and with few memories of those early years, Mick was raised in the Lantern Street Orphanage — the very same orphanage that recently had four children kidnpapped right from their beds! Determined to save those little scamps, Mick was very excited to take up this missing person’s case and follow it to its conclusion — particularly when he realized that it led to his one-time home. Mechanically Mick is a monk / bard (prankster) who attacks with wild kicks while playing his piano in battle. Partway through exploring Jzadirune he came into possession of a broken magical construct. He’s played by my seven-year old son.

Rabbity Castalle is a rabbitfolk waitress who works at the Tipped Tankard Tavern. A dancer and singer for the band Dinorabbit, Rabbity also has a pet panther named Panthy. She’s lucky, nimble, and quick, but a little skittish. One of her co-workers is one of the people who was recently abducted, so she’s very keen to solve this mystery and return him home. Rabbity is a hydrokineticist played by my six-year old daughter, using the rabbitfolk race. Rabbitfolk are a Pathfinder Compatible race created by my daughter (with some help) which will soon be published in the upcoming Realms of Atrothia: Primary Expansion by Sunburst Games (Kickstarter coming in February!). Rabbity recently ‘befriended’ (she thinks) a vicious howler named Prickles. What could go wrong?!

The final member of our party is Aeris Caldyra, a local locksmith who was cajoled by her roommate, Rabbity, to join the band as a percussionist and set designer. With few friends to call her own, Aeris relented to the rabbitfolk’s request and is the least talented member of the band. The last worshipper of Alseta in Cauldron, with more than a few secrets and regrets, Aeris is a suli bloodrager with a chip on her shoulder. Always one to lend a hand, like her Grandfather Marzio once would have done, Aeris is determined to rescue the missing citizens of Cauldron. Aeris is my character for the Shackled City Adventure Path.

Although that’s the last of our PCs, that’s not the last of our party. The members of Dinorabbit are also travelling with a half-orc janitor named Patch! Patch is a big, stuttering, fool who works at the Lantern Street Orphanage — the very same place he was raised. Patch recently got recruited to the Last Laugh Thieve’s Guild and was asked to watch over an orphan named Terrem. Unfortunately, Terrem was kidnapped on the very evening that Patch went out to meet with with the guild. Distraught over the boy’s disappearance, Patch was pressured by Falco and Mick into helping them rescue the kids. And so, the poor one-eyed janitor finds himself heading into danger.

gms needs - tea and dice
My favourite mug and dice! Dice are Pathfinder Iron Gods Dice Set by Q-Workshop. Mug is Critical Hit D20 Mug by ThinkGeek.

The Adventure

Leaving behind Patch to watch over the children, our eclectic crew of musicians headed  out onto a mysterious bridge, intent on saving as many people as they could. Falco casts a spell, sinding a trio or glowing orbs of light along the length of the bridge, then under it. The span was over thirty feet across, and below was a drop of nearly fifty feet into frigid, flowing water. They crossed in silence, finding themselves on a narrow landing. Ahead was a sturdy double door flanked by two massive statues of dwarven warriors. To both the left and the right the ledge continued, eventually ending at a smaller door. Unsure which way to go, Aeris approached the left doors.

Mick, followed by his stolen, unreliable, half-broken construct — whose primary job now was carrying sacks of loot — placed a hand on Aeris’ elbow. “Be careful of those statues. I have a bad feeling about this.

“I can put those fears to rest, I think,” Falco remarked grandly. Ruby, his colourful, demanding thrush sat perched upon his shoulder. He wove his hands around and cast another spell, causing his eyes to glow brightly. With his vision now capable of detecting magical auras he examined the statues. “They not animated constructs. No magical auras of any kind.” With a nod, he winked at Aeris. “You’ll be fine.”

“Unless they’re trapped,” Mick pointed out.

“Yes. Well, they’re not magically trapped,” Falco clarified.

“Maybe just the normal kind,” Mick worried.

Aeris sighed. “I can handle a few traps. Besides, we don’t have time for this.”  Aeris approached the far left door, looked around cautiously, and opened it.

No traps. Yet.

The door opened into a large guard post, with a set of stone bunkbeds, a table, and some chairs. Another two doors exited the room at the far side. Sleeping in two of the beds were a pair of hobgoblin guards. Two others sat at the table playing some kind of gambling game involving stones and a rough dice.

Aeris leapt into action, charging into the room and swinging her sword at the nearest hobgoblin. Unfortunately, she wasn’t fast enough! The hobgoblins shouted out a loud alarm, waking their sleeping brethren and surely alerting any other enemies nearby. Aware that the last time a hobgoblin shouted an alarm down here they ended up fighting wave after wave of guards, the members of Dinorabbit knew they had to end this quickly!

From outside the room, Rabbity smiled at Prickles. “You stay here, okay? I’ll go check it out.” Rabbity rode Panthy into the room, took a quick peek around, and urged Panthy up onto one of the stone bunkbed’s top beds. Prickles listened and stayed behind.

That’s where our good luck ended.

You see, this past session we had the worst luck. Absolutely, the worst. We constantly — all four of us — rolled critical misses. Yup! A whole lot of ones. And our enemies? Critical hits! SO many critical hits! Despite coming up against weaker enemies nearly the entire session, we barely survived. And you know what? We counted ourselves lucky! It was brutal! Haha.

Back in the guard room the hobgoblins launched into action. They found chinks in our armour, gaps in our defences, and took advantage of our distraction! In short, they dismantled us! And those two armoured hobgoblins? They scored a whopping three critical hits before Aeris and Falco brought them down. As for the two sleeping hobgoblins? They leapt out of bed, grabbed a weapon, and fought unarmored. We missed them over and over again until — finally — Rabbity got a streak of luck (really, it was a pair of average rolls, haha) and took down those two wily hobgoblins in one kinetic blast a piece.

Heavily wounded and more than a little discouraged, our heroes remained alert for further enemies. Thankfully none came.

malachite fortress - d20diaries - crop
The Malachite Fortress!

They took a moment to loot the room, heal what wounds they could, and then moved on. Through the other door they found some swords swinging right at their faces! Yup, there were enemies on the other side of that door, and they were more than prepared for our heroes! With crossed fingers we headed into battle…. only to face more bad luck! Two hobgoblin guards battled Aeris in tight quarters, while another hobgoblin — this one with only one arm — brought a burning hot iron near the face of a captive female human woman across the room.

Aeris tried to get into the room and past the hobgoblins — no luck! She tried to distract the one-armed torturer — no luck! She resorted to fighting her way past the hobgoblins — no luck! Curse their fine armour!

Really, it was curse my luck! I never rolled higher than a 2, and those were the good rolls! We’re a fan of using critical hit and miss cards in our sessions, so my constant 1s caused me to stab myself, exhaust myself, and lower my own AC due to clumsiness.

Perfect.

Aeris’ allies offered support from behind. Falco threw hexes to curse the enemies, Mick performed some inspiring music, and Rabbity… Well she didn’t help Aeris. Instead she shot kinetic blasts past Aeris, through the doorway, and past the guards, in an effort to hit the torturer in the back.

Which miraculously worked. It was our only good roll of the fight! Angry, the torturer turned and left the prisoner alone, turning his attention to… Aeris. Cause she was in the way. Haha.

As the battle raged on Aeris was forced to retreat, and the hobgoblins filtered into the next room. This exposed the weaker party members to melee combat, but it also allowed more of them to attack the hobgoblins. In the end the members of Dinorabbit won the fight, but only due to greater numbers. And an angry howler who bit a hobgoblin’s head right off!

My daughter was very proud of Prickles. Until he leaped into the fray like a maniac and started eating the hobgoblins alive. The others backed up in worry. But, it wasn’t until Prickles approached the chained up human that Rabbity started to get nervous….

With great effort and distractions she managed to get the howler under control. Aeris quickly freed the woman — whose name was Coryston Pike — and helped her out of the room. They chatted with the poor woman for a short time — turned out she was an ex-adventurer — then brought her out to Patch. They repositioned the half-orc and his charges a bit, and asked them to wait. Mick called over his construct and searched through his sacks of loot. He pulled out a shortbow, arrows, quiver, short sword, and leather armour, and gave it to the woman. With well-practised hands she strapped on her armour and gear.

In a final parting, Falco asked Coryston, “How many others prisoners are there?”

Coryston looked grim. “Not nearly enough. Plenty were sold.” After a moment of thought she added, “No more than ten.”

My kids and husband checked their list of missing persons then frowned. If they only found ten more, lots would go unaccounted for. Rabbity hoped her friend, Griffin, would be among them.

Continuing on they found the cell block. Cell after cell was empty. Finally, near the end, they found a few prisoners. The first was a man who had been beaten unconscious. The second was a young man named Deven Myrzal who was huddled in the corner of his cell, terrified they were hobgoblins coming to eat him — as they had promised they would. The next cell had an equally scared and despondent woman named Irruth Mercadi. Rabbity tried to convince the pair that they were safe, but the sight of Prickles did little to help her cause.

Meanwhile, Aeris freed one more. Jasper Drundlesput, an obsessed mathematician who grinned at the sight of her.

“Ah, the odds! The odds indeed! Not in my favour, were they? And look! Here we are. Such a small chance of rescue! And YOU! Such a small chance of success! Smaller even, yes!”

Aeris gave her head a shake and continue checking the cells, while Mick bonded with the gnome. My son thought he was amazing. Haha.

And the rest of the cells? Empty. There were less than ten prisoners.

My daughter freaked out for a bit. Her friend wasn’t here! Was he sold already? She sure hoped not!

Falco healed the unconscious man and learned that his name was Krylscar Endercott, an ex-guard. The boisterous fellow demanded some gear and insisted on helping them out. With a shrug Mick sifted through the gear and gave him some armour and weapons. Falco and Aeris led the freed prisoners back out to Patch. Thus prepared, they continued on… Finding nothing. It was a dead end.

Mick pointed at the bare walls. “Check for secret doors! This place LOVES secret doors.” After only a few minutes they found one. It led to a strange shaped room with another construct in it! This one had big hammers for hands. The construct reached up and pushed on a lever. There was a loud grinding sound, but they couldn’t see what had happened.

Mick tried to command the construct like he did his own! …And it didn’t work. The construct tried to smash in his head.

“New plan!” Mick shouted as he ducked the hammer blows. “Break it!”

Easier said than done! The battle was tough, and just as they thought they had finally won the fight, Rabbity felt something whack against her ears! She look behind her, but only found a wall. Every turned and stared at the wall suspiciously… A few seconds later they saw a metal hammer swing right through the wall at Rabbity again!

Half of the group was super confused, but Mick grinned. “Illusion!” With a laugh he added, “That’s really clever!”

“It’s horrible!” Rabbity shouted.

Luckily, this construct turned out to be the only fight of the day where we didn’t have horrible luck. We had average luck. Which was a huge relief! Heavily wounded but alive, the group took a break.

“We should rest somewhere,” Mick said.

But Rabbity shook her head. “No! There could be more people here! And if we wait they might get sold! Or DEAD!” She said ‘dead’ with such drama. It was adorable.

With a begrudging nod, Mick agreed. “You’re right. Let’s go.”

Exploring the room they found another illusory wall hiding another room and lever. Nothing else. Curiously, they pulled the levers. A pair of blocks slid out of the way and disappeared into the wall revealing two more cell blocks. With a cheer of excitement, Mick and Rabbity hurried in.

The cells were empty.

Every one.

With a sigh and some frowns the group continued on. In time they found another secret door. Aeris stepped inside and the floor fell out from under her feet.

“Pit trap!” my son shouted with a laugh.

Aeris took a maximum damage — surprising no one — and clambered out. After some further healing the group moved on. With nowhere left to go they did a little backtracking and checked out some other doors. Eventually they discovered Kazmojen’s bedroom — which was disgusting. It was filled with mounds of bones, gore, and plenty of gross furnishings. Prickles wandered in and sat in a mound of mold that was clearly his bed. Deciding to let him relax there for a bit the gang continued on and discovered a hidden treasure chamber filled with gems, coins, armour, weapons, a massive gong, and a trio of treasure chests. My kids were very suspicious of the chests. One was bound in iron, one looked like it had a mouth and was covered in blood, and the third had a fancy dagger on the lid.

mimic - shackled city - malachite fortress
More bad luck!

“Mimic!” My son exclaimed. “That one with a mouth is BOUND to be a mimic! I know it!”

Aeris approached closer. She discovered the dagger chest was trapped, the iron one was locked, and the mouth chest….

Not a mimic!

But the gong behind the chest was!

“AHHHH! I DID NOT EXPECT THE GONG!” my son exclaimed. “But I should count as right anyway!”

The gong-mimic slammed into Aeris, (with a critical hit!) wrapped her up, and chomped on her. She fought and struggled, but couldn’t escape. “It’s like glue!” she told her companions. “Don’t touch it!” As the mimic kept gnawing on her she gave up trying to escape and instead pulled out a dagger, trying to wound the beast as much as she could before she died. The group tried their best to battle the beast from afar, but the mimic surged forward and slammed into Falco next (with another critical hit!). With both of them being crushed by the sticky mimic, it was up to Mick and Rabbity to claim victory.

critical fail 2Oh, look! More critical fails from our heroes!

In the end the group barely pulled through with both Falco and Aeris a turn away from death. Whew! We were lucky to survive!

Deciding we’d had enough bad luck for the night, we packed up our dice, markers, and papers. Whatever surprises were left for us in the Malachite Fortress would have to wait for another time.

Until then,

Jessica

life's bazaar d20diaries shackled city beholder
Life’s Bazaar is the first adventure in the Shackled City Adventure Path.

Behind the Screen

The Shackled City Adventure Path is a difficult to get your hands on adventure path published in eleven separate Dungeon Magazines, or available in hardcover from Amazon here or from Paizo Publishing’s website here. The first adventure, Life’s Bazaar is available in Dungeon Magazine #97 from Paizo Publishing’s website here.

Despite being a 3.5 Dungeons and Dragons Adventure Path, we’re running this campaign with Pathfinder (both the campaign setting and the ruleset). Our characters utilize content from many sources, some of which are listed below.

The shaman and the bloodrager classes, as well as the bloodrager archetype spelleater, can all be found in the Advanced Class Guide. The urban bloodrager archetype can be found in Heroes of the Streets. The Kineticist class can be found in Occult Adventures. The monk and bard are base classes found in the Pathfinder Roleplaying Game: Core Rulebook (or in a convenient travel-sized edition: Core Rulebook (Pocket Edition)  while the prankster archetype for bards can be found in the Advanced Race Guide.

Shackled City: Part Six: Kazmojen

Welcome back to Cauldron, home of the The Shackled City Adventure Path! When we last left off our heroic musicians were investigating a series of missing person cases which recently culminated in the abduction of four children from a local orphanage. Fate led to our characters taking the rescue of these people upon themselves! They’ve tracked down the kidnappers, and discovered an underground complex run by slavers. They’ll have to work fast if they want to save their fellow citizens before they’re sold!

If none of this sounds familiar you can read this blog post, which details our characters, or continue on with this article to hear a quick summary and jump right into the action! You can also check out our previous adventures in Shackled City: Part OneShackled City: Part Two: A Mystery!Shackled City: Part Three: Jzadirune, Shackled City: Part Four: Enter the Malachite Fortress, and Shackled City: Part Five: This Place is the Pits!

The Shackled City Adventure Path is available for purchase in its entirety here. The first volume, Life’s Bazaar, is available for purchase here.

shackled city adventure path d20diaries
The Shackled City Adventure Path is a 3.5 Dungeons and Dragons Adventure originally printed in Dungeon Magazine by Paizo Publishing.

The Heroes

Our eccentric heroes are all members of ‘Dinorabbit,’ a musical band that changes its name frequently and was most previously known as ‘Boople Snoot.’ The band’s lead singer and song-writer is Falco Rhiavadi, a foppish noble bastard of mixed Tien descent whose father was devoured by a dragon when Falco was just a boy. A well-groomed, handsome man with an easy smile and a winning personality, Falco’s a black sheep among his family. Mechanically Falco is an oracle of life whose familiar is a jealous and demanding thrush named Ruby. Falco is played by my husband.

Mick Frimfrocket is a gnome with dark blue skin, bright pink hair that stands straight up on his head, and light blue eyes with flecks of red around his pupils. He’s energetic, bold, and loves nothing more than a good laugh! Mick acts as the band’s pianist and creative director. He’s the driving force behind the band’s constant name changes, and over-the-top performances. Mick was born in Jzadirune but was brought to the city of Cauldron to escape the Vanishing. Orphaned by the mysterious events and with few memories of those early years, Mick was raised in the Lantern Street Orphanage — the very same orphanage that recently had four children kidnpapped right from their beds! Determined to save those little scamps, Mick was very excited to take up this missing person’s case and follow it to its conclusion — particularly when he realized that it led to his one-time home. Mechanically Mick is a monk / bard (prankster) who attacks with wild kicks while playing his piano in battle. Partway through exploring Jzadirune he came into possession of a broken magical construct. He’s played by my seven-year old son.

Rabbity Castalle is a rabbitfolk waitress who works at the Tipped Tankard Tavern. A dancer and singer for the band Dinorabbit, Rabbity also has a pet panther named Panthy. She’s lucky, nimble, and quick, but a little skittish. One of her co-workers is one of the people who was recently abducted, so she’s very keen to solve this mystery and return him home. Rabbity is a hydrokineticist played by my six-year old daughter, using the rabbitfolk race. Rabbitfolk are a Pathfinder Compatible race created by my daughter (with some help) which will soon be published in the upcoming Realms of Atrothia: Primary Expansion by Sunburst Games (Kickstarter coming in February!)

The final member of our party is Aeris Caldyra, a local locksmith who was cajoled by her roommate, Rabbity, to join the band as a percussionist and set designer. With few friends to call her own, Aeris relented to the rabbitfolk’s request and is the least talented member of the band. The last worshipper of Alseta in Cauldron, with more than a few secrets and regrets, Aeris is a suli bloodrager with a chip on her shoulder. Always one to lend a hand, like her Grandfather Marzio once would have done, Aeris is determined to rescue the missing citizens of Cauldron. Aeris is my character for the Shackled City Adventure Path.

Although that’s the last of our PCs, that’s not the last of our party. The members of Dinorabbit are also travelling with a half-orc janitor named Patch! Patch is a big, stuttering, fool who works at the Lantern Street Orphanage — the very same place he was raised. Patch recently got recruited to the Last Laugh Thieve’s Guild and was asked to watch over an orphan named Terrem. Unfortunately, Terrem was kidnapped on the very evening that Patch went out to meet with with the guild. Distraught over the boy’s disappearance, Patch was pressured by Falco and Mick into helping them rescue the kids. And so, the poor one-eyed janitor finds himself heading into danger.

the team - malachite fortress
The team!

The Adventure

Our eclectic crew of musicians, janitors, and locksmiths, retraced their steps and re-entered the forge. Our heroes had battled enemy hobgoblins and goblins here two sessions ago in an effort to free three citizens of Cauldron who had been labouring here. With the battle won they sent their travelling companion, Keygan Ghelve, off with the freed prisoners. It was his job to bring them back up to the city and see them safely to the Church of Adabar.

In the time since they had taken down dozens of hobgoblin guards, but knew there could be more. Seeing nothing amiss Mick headed over to the door they had yet to peek through. He listened against it but couldn’t make out anything. Opening the door led to a large dining room lined with benches and tables. It was empty at the moment, but stray dishes on the tabletop and a distant murmuring told them that enemies were not far away. The group quickly did a sweep of the room, listening at all the various doors. Three were silent, one sounded like a kitchen, and the last was very noisy. My family discussed their options. Noise might mean trouble,  but the kitchen probably mean someone banging on a loud pot which could sound an alarm. And silence meant…

They weren’t sure.

Curious, my kids decided they should check out the quiet room first. They found a threadbare living room that slept at least three people, a pantry, and a larder. Nothing of interest. They moved towards the kitchen, when suddenly Panthy prickled up her ears. She wandered over to the noisy door and growled….

getting ready for game night - shackled city - malachite fortress
Game night!

“What is it, Panthy?” Rabbity asked. “You hear something?” Rabbity pricked her ears around. “I think… I think I hear a kid crying!”

“Well hurry up!” Mick exclaimed.

“Wait!” Falco proclaimed. He whispered something to his bird.

Ruby tweeted back melodically.

Mick drank a few defensive potions, Aeris drew her sword and Patch worried. When they were prepared, Falco quietly cracked open the door and peeked inside.

The room very large, with a raised stage in the back topped by three iron posts. Chains dangled from the top of the posts, ending at the manacled hands of three children. The kids from the orphanage! On the steps stood a strange figure in ill-fitting armour who looked like a mix between a dwarf and a troll. He clutched a fourth child by a chain around its neck and waved the kids face in front of another figure, this one a soft-looking gnomish fellow with blue skin, orange hair, and massive glasses.

“He’s good!” The troll-man bellowed.

“Oh, I don’t know about that Kazmojen!” the gnome-like creature argued. “I agreed I’d pay fifty gold for each child, but this one… This one is defective! There’s something about him I just can’t put my finger on.”

“Nonsense!” Kazmojen argued. “He’s got… spirit! Yes! Break him and he work harder than others. Forty-five!”

The gnome shook his head. “Oh, much too much work… And he spits!”

As if to punctuate this point the child spit in the gnome-like creature’s face. “I bite too!” he grinned.

Kazmojen yanked the child around by the chains clamped tight around his neck. Behind them a strange beast shifted. The quills that coated its back shook back and forth at the movement. The beast stretched its quadrupedal form and growled. It looked like some sort of quilled dog monster. A very large quilled dog monster.

While the trio argued over the cost of the kids, four other hobgoblins guarded the chamber. Two at a pair of double doors, one at a door across the room, and one at the door that Falco was peeking through.

“That’s Terrem they’re f-f-fighting over!” Patch whispered.

“The child that the Last Laugh Thieve’s Guild wanted you to protect?” Min asked back.

Patch nodded with worry.

“Ruby!” Falco whispered. “Do the thing!”

The bird fluttered into the room, chirping insults loudly in it’s sweet little voice. “HEY UGLY, OVER HERE!”

As the various ugly enemies turned to look at the offending bird, Rabbity shoved an invisibility potion in Panthy’s mouth with a clever grin. Then she pushed the door open hard so it smacked the hobgoblin on the other side in the back of the head. Rabbity clamped a hand over her mouth and giggled. Then she crouched down and whispered into the ear — she hoped — of her invisible panther.

Patch was too worried over the children — Terrem in particular — to wait any longer. He hurried into the room pointed at the people talking and stammered, “L-l-let the children g-g-go!”

Panthy slunk away from Rabbity — although what the panther was doing was a mystery. Mick stepped casually into the room and whistled a little tune. Then he made a funny face at the hobgoblin guard near the door. The guard let out a laugh. Then a giggle. With a confused look on his face he started laughing at the top of his lungs, then fell to the ground and laughed some more. Mick gave the hobgoblin a wink and casually stepped over him and into the room.

Aeris dashed into the room and held her sword out at the two slavers. “Leave the children or die!”

Falco stepped into the room and whacked the laughing hobgoblin in the head with his fine walking stick. Meanwhile, Ruby continued to taunt the hobgoblins. Rabbity managed to send a blast of water at another hobgoblin before the tall figure — Kazmojen — let out a loud laugh. He pointed at Patch. “You can’t have those three,” he said with a gesture at the crying chilling chained to the posts. “Them bought already. But you can have the biter. Forty-five gold!” Then he turned his hideous face on Aeris and pointed at her. “Kill.”

The dog-beast let out a loud howl and took a few paces forward.

“Now, now, Kazmojen. Kill HER you mean! Yes? Not kill me! Certainly not!” The little gnomish fellow hurried  up the steps to the back of the room and hid behind an iron post.

Finally the hobgoblins leapt into action. One tried to shoot down the irritating bird, while the others moved to attack Patch. He took a few heavy blows and already looked near death! The battle had barely even started! Clutching his daggers tightly Patch fought back against the hobgoblins, with Mick soon joining him.

facing off against kazmojen
The epic battle against Kazmojen, Prickles, and his minions! My daughter can be seen calculating the results of her rolls on the flip-mat.

Aeris swung her blade at Kazmojen, but struck only his sturdy armour. Seeing her outnumbered, Falco hurried over and placed a hex on the leader, lowering his AC. Suddenly Panthy leapt upon Kazmojen, biting, and clawing, and tearing! His armour deflected most of the blows, but Panthy’s teeth tore a hole in the back of his leg. Kazmojen roared in pain and anger, while Rabbity laugh.

Kazmojen pointed at the Panthy. “Prickles, KILL.”

Prickles looked from Aeris to Panthy, trying to decide which looked most tasty. Apparently deciding the panther was the winner, the dog-beast turned on Panthy.

“NO!” Rabbity exclaimed. She raced closer to the dog-beast, pointed at Kazmojen, and shouted, “KILL, Prickles! KILL MASTER!”

Kazmojen scowled at the rabbitfolk. Meanwhile, Prickles turned to consider this predicament. After a few moments he bit Kazmojen! The troll-man roared in outrage and swung his axe at Rabbity, but the nimble little kineticist dodged backwards. Taking advantage of his distraction Terrem yanked his chain away from Kazmojen’s grasp and made a break for it, running across the hall an out of the main doors.

“I’m out of here!”the strange gnomish fellow exclaimed. Then he, too, turned and fled. One of the guards fled with him.

The battle raged on. Mick and Patch took down the hobgoblin guards with daggers and wild kicks. Falco kept up his hexes, lowering Kazmojen’s defences and foiling his aim. Rabbity shot water blasts at Kazmojen from afar, while Aeris fought him in melee with her sword. It was a tough fight! Patch went down halfway through and, with no time to go heal the poor fellow, all they could do was hope he would survive. Kazmojen turned most of his attention to Aeris, nearly knocking her unconscious multiple times. If not for Falco’s constant healing near the end of the fight she would have died.

A short while after Terrem fled they heard his scream. A deep, gravelly voice told him “YOU SHOULD NOT BE HERE, TERREM KARATYS.”

Mick dashed over to the main doors and whipped them open, hurrying off to help Terrem. He caught a glimpse of a massive floating head, covered with eyestalks and a huge central eye.

A beholder!

“COME TERREM! I SHALL RETURN YOU TO YOUR HOME.”

There was a sudden flicker of magic, and the beholder and Terrem both vanished.

“B… Be… BEHOLDER!” Mick stammered in shock. “He… Kid… OH, NO!”

By the time Mick rejoined the fight, Kazmojen had fallen and Prickles was eating him.

Exhausted and bleeding from dozens of wounds, Aeris dropped her sword and fell to her knees. Falco and Mick quickly gave her and Patch what healing they could. They drank the rest of their potion reserves and searched the room in the hopes of finding more. Aeris freed the children, while Patch gave them all hugs.

“Terrem?” Falco asked Mick.

Mick shook his head. “Kidnapped by a beholder,” he whispered.

“What? Why would — Huh?” After a moment of shock Falco shook his head and hurried over to the other exit. He peered through the door and saw a bridge, but no signs of the gnome.

“We have to hurry and follow that weaselly guy! He might be about to leave with some slaves.” Mick urged.

Falco walked over to the children. “What’s that way?” he asked them.

Most were too scared to reply, but one of the children, a dwarven boy named Deakon, found his voice. “Cells! That’s where they kept us! Over the bridge and through the door. There’s a whole hallway lined with cells. I… I don’t know how many had people in them, but at least some did. I could hear them.”

Falco thanked Deakon, then beckoned Patch over. “We need to hurry and free everyone else. Patch, you’re in charge of the children. Wait here and wait for my signal. When its safe you can cross the bridge after us. We’ll keep it up as we explore, all right? Hopefully we can keep you guys safe, but if not, it’s up to you to flee with the kids. Get them back to the church.”

Patch nodded with a look of determination in his eye. He tried to stammer out an affirmation, but couldn’t find the words. Instead he nodded again. Then he kept Deakon and the two silent girls close.

Rabbity stood over the quilled dog. “Can we keep him?” she asked the others.

Aeris shook her head. “Rabbity, that’s… that’s not a dog. You can’t keep it as a pet. It’s a howler. They’re foul creature from the Abyss that feed on fear.”

Rabbity shook her head. “What? Nonsense! We’re going to be the best of friends! Aren’t we, Prickles?”

Prickles looked at Rabbity a moment. He growled… then stopped. He stretched his legs and back, and growled.

“We can’t keep it Rabbity,” Aeris repeated. “In fact, we should probably kill it.”

“Nuh-uh! He’s my friend! And he’s coming with us.” Rabbity hopped on top of Panthy, adjusted her saddle, and  loped off towards the door and bridge.

Prickles watched the rabbitfolk go. Then he looked long and hard at Aeris with eyes that showed far more intelligence than a normal animal. He growled at her.

Aeris adjusted her stance and clutched her blade tightly. Howlers were fierce opponents…

Prickles growled some more, then snorted in derision. It turned from her and followed Rabbity out onto the bridge.

“Well, shit.” Aeris remarked.

And so, having ‘befriended’ a howler, Rabbity, Mick, Aeris, and Falco continue hurried across the bridge, intent on saving what people they could.

As I packed up our gear and calculated experience, my daughter grinned. “Prickles is going to be my best friend.”

I tried to explain just how horrible a howler was. Even pulled out its picture.

My daughter just grinned. “Aww, cutie!”

“It’s not cute at all,” I retorted.

“Yes, it is! And we will be best friends! And Panthy, too!”

Faced with her chipper smile, I laughed. If she wanted to try to befriend a howler, I wouldn’t stop her. It had been raised to be a guard dog. And Rabbity was both great with animals, and diplomatic. Perhaps she could control it. But, control wouldn’t keep a howler alive or content. They lived to sow terror, and kill.

Rabbity would have her hands full.

How could it go wrong?! Right?

Wish her luck!

Jessica

life's bazaar d20diaries shackled city beholder
Life’s Bazaar is the first adventure in the Shackled City Adventure Path.

Behind the Screen

The Shackled City Adventure Path is a difficult to get your hands on adventure path published in eleven separate Dungeon Magazines, or available in hardcover from Amazon here or from Paizo Publishing’s website here. The first adventure, Life’s Bazaar is available in Dungeon Magazine #97 from Paizo Publishing’s website here.

Despite being a 3.5 Dungeons and Dragons Adventure Path, we’re running this campaign with Pathfinder (both the campaign setting and the ruleset). Our characters utilize content from many sources, some of which are listed below.

The shaman and the bloodrager classes, as well as the bloodrager archetype spelleater, can all be found in the Advanced Class Guide. The urban bloodrager archetype can be found in Heroes of the Streets. The Kineticist class can be found in Occult Adventures. The monk and bard are base classes found in the Pathfinder Roleplaying Game: Core Rulebook (or in a convenient travel-sized edition: Core Rulebook (Pocket Edition)  while the prankster archetype for bards can be found in the Advanced Race Guide.

 

Maps, Jzadirune and Laundry–Oh My!

Another weekend has come and gone, and this one was busy! Between swimming classes, birthday parties, errands, and the weekly trip to the laundromat, there wasn’t much time for other activities. We played some board games with my daughter, my son started work on an ambitious dinosaur puzzle, and I posted in the horde of play-by-post games I’m involved in.

My family and I had a bit of time to play Shackled City. Aeris, Mick, Falco and Rabbity headed deep underground through forgotten secret passages and stairwells with Patch and Keygan (very unenthusiastically) accompanying them. They stepped foot into Jzadirune and explored a strange room where they heard birds chirping, gnomes laughing, and felt a breeze blowing on their skin. Massive masks hung on the walls. As they moved into to illusion-draped room to look around they discovered two strange doors–like giant gears that roll into the walls, these were the Doors with Teeth. My children were thrilled! But seeing a glimmer of light coming from the cracks around one of the doors, Aeris and Mick went to peek inside, while Falco moved deeper into the room.

Suddenly the masks on the wall began to sing, welcoming them to Jzadirune and warning them against pilfering. Although my kids loved it, and asked me to sing the song to them over and over, it wasn’t so great for their characters. The illusory song caused the figures beyond the lit door to notice the heroes. Quickly camouflaging themselves, the skulks vanished. They lay in wait to ambush the PCs, but after only one round of battle they ran off, deeper into Jzadirune through makeshift, rough tunnels that had been drilled through the walls.

Our heroes gave chase, engaging in a series of skirmishes against a pair of skulks. Eventually they came to a room with a strange mechanical construct in it, clearly the source of the roughly drilled tunnels. There a dark creeper ordered the construct to attack the intruders, in gnome. Mick laughed and told it to stop. The pair argued and bickered, giving the construct contrary orders until the creeper gave up and fled. Mick was thrilled with his new, neat, half-broken construct, and the group was off again, charging blindly through the tunnels, deeper into Jzadirune.

One battle into this place and they’re already super lost! Haha. But by then we were out of time, so further exploration would have to wait. I can’t wait to see what happens next!

In other news, Pathfinder recently announced a new product coming out soon. A new style of flip map tiles, which honestly look awesome. Similar to their old flip-tiles, these are double-sided, can be used with dry erase markers, and connect wonderfully to one another. The differences are in size (these are a bit bigger, and are square), and in number (these have a whopping 42 tiles per pack, as compared to the old ones which had  18). The tiles look great, and I’m curious to see how they’ll look and handle in person. The map tiles are due out in April.

PZO9488The other exciting release is for a book called ‘Disciple’s Doctrine‘ Like the other ‘Faith’ books before it (Faiths of Balance, Faiths of Purity, Faiths of Corruption, Faiths & Philosophies, etc.), this book is a soft cover intended for players that takes a look at a dozen complex philosophies that are found throughout Golarion. Including the Esoteric Order of the Palatine Eye, Magnimar’s mystery cults, and the Oracular Council of Po Li, this book is filled with a wide variety of doctrines. The one I’m most excited for? The Prophets of Kalistrade! FINALLY! What are they? I have no idea! What I do know? They’ve been name-dropped since way back in the first Pathfinder release, they’re important, they follow strange taboos, they wear white and gold, they wear gloves, and they like making money. Anything else? Nope! I’ve got no clue! I’ve been curious about this ‘faith’ for years, so I’m excited to find out. Like all the player intended soft covers, this book has a lot of traits, feats, spells and archetypes in it to make use of. I’m curious to see what it contains!

One final bit of excitement happened around my house this week. My husband decided he’d like to play a campaign with just me and him. So I named him the ones I have that he hasn’t played (not a very long list, haha) and he thought about it for a while. He narrowed it down quick, but was torn between Wrath of the Righteous and Iron Gods. So while he debates between two awesome campaigns, I’m going to crack out my first volume of each and give them a reread. It never hurts to be prepared!

That’s all for today. Thanks for checking in with us here at d20 Diaries. We’ll talk again soon.

Until next time,

Jessica

 

Shackled City: Part Two: A Mystery!

Hello! Welcome back to Cauldron, home of the Shackled City Adventure Path! When we left off our heroic musicians were retiring to their homes to contemplate a series of missing person cases which recently culminated in the abduction of four children from a local orphanage. Fate led to our characters taking the rescue of these people upon themselves! (If none of this sounds familiar, read this blog post first.)

shackled city cauldron
The city of Cauldron, an important location in the Shackled City Adventure Path.

Although the time between reading Part One and Part Two of our adventures is only a moment away for you, it was not so for my son. We paused here for a few days, and let me tell you, my son’s imagination went WILD! He spent two days straight CONSTANTLY working out theories and suggestions about the riddle they received from Jenya Urikas, and coming up with possible connections between the missing persons (for a full list of missing persons, click here). On the walks to school, during dinner, at bedtime… CONSTANTLY. And there were A LOT of theories. Surprisingly, some of his ideas were pretty close to accurate. Still, I said nothing aside from: “Mick will have to wait and see.” and “You think so?” He got out his detective’s notebook–a copy of Detective Murdoch’s notebook from Murdoch Mysteries that he adores–and began writing all of his ideas and theories down with a big red crayon.

Dark blue skin
Art chosen to represent my six-year old son’s gnome bard (prankster), Mick Frimfrocket. Mick has dark blue skin and red eyes. For image information see Pinterest.

Obviously, my son was insistant that the locks and keys were very important. He had a ton of theories about why, all of which were crazy, but whatever the reasoning, he settled on them being literal locks and keys. He alto took the curtain and cauldron part of the riddle literally, insisting everyone check behind their curtains at home, and at the orphanage, and that everyone look underneath every cauldron they own or come across.

He had no idea what was up with the doors with teeth, but was pretty sure he would recognize a giant mouth door when he found one, so he wasn’t too worried about that. My daughter was though, and had a few-hour-long fear of doors, worried as she was that they might grow teeth and chomp on her.

My son was very excited with the next part of the riddle: descend. He knew that meant going down, and he was very hopeful that would lead us to his character’s birthplace: Jzadirune. An underground enclave of the gnomes, Jzadirune was hit by a mysterious vanishing plague, and shut down when Mick was only a child. Many people died, and although Mick made it to the surface, he was orphaned by the experience. Nearly all of his madcap theories involved Jzadirune in one way or another. He was pretty sure that whatever was going on, Jzadirune was either a secret base for the bad guys, or a way to get to their secret base. He didn’t know what the bad guys might be, but he was hopeful it was invisible evil gnomes.

Cropped.shadify_zayarmello
My five-year old daughter’s rabbitfolk kineticist, Rabbity Castalle. Art is by Shadify and is Armello fanart. For more image information see Pinterest.

My son does understand the concept of slavery, so he was pretty sure that was involved because of the next line in the riddle. After giving it some though he decided it probably wasn’t invisible evil gnomes after all, but duergar. He’s got a decent knowledge of the races and monsters of D&D and not only does he know that duergar are evil underground dwarves, he also knows they’re slavers. With those his current suppositions, he made a TON of crazy ideas about what’s going on, why it’s going on, and how it’s going on. Magic showed up in his detective’s journal a lot. How’d they get in? Magic. How’d they stay silent? Magic. How come there were no footprints? Magic. Also, the doors with teeth? Were they a real toothy door? Or a monster’s mouth? Was it magic? He thought it might be a literal monster’s mouth we’d have to enter, which would be pretty awesome…

The next time we sat down to play the Shackled City, the PCs had breakfast together, chatted a bit, and headed out to the Lantern Street Orphanage to begin their investigation. The headmistress, a halfling by the name of Gretchyn Tashykk, was suspicious of the group–and rightly so! But Mick and Aeris managed to earn her trust. Aeris often donated money (from her occasional midnight criminal activities) to the orphanage, and Mick had grown up here. Although Gretchyn hadn’t been there to raise him, she did recognize him.  Occassionally he came by to tell jokes to the children.

Aeris Caldyra
Artwork chosen to represent Aeris Caldyra. Artwork is from the illustrated novel, Caldyra, by Suzanne Helmigh.

After explaining their purpose, the characters asked for information on the abductions, and for permission to interview the staff. Gretchen agreed. She told them everything she knew, and gave them a tour, then introduced them to each member of the staff in turn. They learned a bit from Gretchyn–which is listed below:

  • The children who are missing are Deakon, Evelyn, Lucinda and Terrem. Two boys and two girls.
  • The orphanage has two common bedchambers on the second floor: one for boys and one for girls. Two children were taken from each room.
  • None of the children slept nearest to the windows or door. They did not sleep beside each other. No one saw or heard anything.
  • The orphanage has lockable windows and doors. In addition to the orphanage locking during the night, the bedchamber rooms are locked as well.
  • There were no signs of forced entry and nothing was broken.
  • The PCs aren’t the only ones to investigate the children’s disappearance. The day the children were discovered missing the town guard came by, looked around and spoke with everyone. Two days ago a pair of half-elf investigators sent by the Mayor’s Office came by to look around and speak to Gretchyn. Yesterday that young priest came by offer help  and speak with the children (Rufus Laro). And today the PCs arrived.

Aeris set out to inspect the locks on the doors and windows, while the characters asked further questions of Gretchyn, and spoke to the children. Mick ran a ton of crazy theories past her, but Gretchyn had no insights to offer.

Falco Rhiavadi
Sima Zhao from Dynasty Warriors 7. Art was chosen to represent Falco Rhiavadi.

Shortly, Aeris had confirmed that there was no signs of a break in. The locks were of fine quality and were in working order. There was no sign they had been picked. She decided to check the other locks in the building, while the others started interviewing the staff.

They started with Jaromir Copperbeard, the dwarven gardener who seemed to genuinely love the children despite his gruff demeanour. He also informed the group that one of the children, Terrem, was a troublemaking brat. He couldn’t imagine HIM going quietly. He confirmed he had found no signs of a break-in that night, and found no prints in his flower beds or scuffs along the outer walls.

Then they visited Neva Fanister, the old human nurse. Neva was always busy tending bruises, cuts and wounds. Kids were rough and rambunctious. She knew the kids quite well and confirmed that Terrem was a handful and was often in her care for scrapes and bruises he received in fist-fights and play-wrestling. The others were very different from him. Deakon was a smart, hard-working dwarf boy who had been with them a long time (dwarves grew up slowly), Evelyn was a sullen, quiet girl, and Lucinda was a happy but superstitious child. They didn’t have much in common with one another. Although, they did have their good health!

The characters tried to visit the half-elf schoolteacher, Willow Atherfell, next, but finding her overwhelmed with trying to handle the children, they moved on to see the cook, Temar Flagonstern, instead. Temar was a relatively new addition to the orphanage, having only worked there three years–the same as Willow. He complained about the huge amount of labour he had to do, and told the characters that he barely knew the children. He spent all his time cooking for them, washing their dirty dishes and cleaning up after their messes, only to do it all over again. Clearly a grumpy fellow, Temar seemed to be telling the truth. In addition, he confirmed that one of the children, Terrem, was a hall-raiser and was constantly making huge messes in the dining hall. Temar was NOT impressed.

Patch
Patch, janitor at the Lantern Street Orphanage. For image information check out Pinterest.

Then they went to speak with the janitor, Patch. Patch was a strong half-orc with an eye patch over one eye, a nervous demeanour and a stutter. It was immediately clear that Patch adored the children and knew his way around the place well. In fact, Patch had grown up here and took work as a janitor when he was too old to stay any longer. Of course, it was also clear he was stupid. My son was immediately suspicious of the poor half-orc and soon Falco, Mick and Rabbity began asking questions about the orphanage, the children, the Last Laugh and the night of the abductions. Eventually, the nervous, stuttering fellow admitted he did know something but that he couldn’t speak about it here. Falco responded by doing what any fine gentleman would do: he invited Patch for tea at his flat.

Aeris rejoined them before they left the building. She had discovered that all the locks were in fine working order and great quality. In addition, she recognized the maker’s mark. It was a competitor of hers, Keygan Ghelve. As the others headed off with Patch to Falco’s flat, Aeris decided to separate from them for a while. She took the list of missing persons and visited all the places she thought she would be able to gain access to in order to examine their locks. If the locks truly were the key to finding the missing people, as the riddle had suggested, then perhaps there was something in common between them.

After inviting Patch inside and giving him a tour of the house, Falco, Mick and Rabbity sat down for tea with the awkward fellow. Patch was wary at first, and clearly had information to share that he wasn’t sure he should. But working together, the characters diplomacy was through the roof, so Patch soon believed he could trust them. Patch told the group in his stuttering, nervous way, that the Last Laugh wasn’t responsible for the kidnappings. A few years ago, when Terrem came to the orphanage, a man approached Patch while he was drinking away his earnings at the Slippery Eel Tavern. He was a halfling who was missing both of his pinkies and introduced himself as Regis Two-fingers. Patch and Regis became pals, and soon, Regis told Patch that he had a favour to ask him–as friends. Patch accepted (having not many people who he could call friends) and learned that Regis was a member of the Last Laugh Thieve’s Guild, a group that had a very keen interest in ensuring that a young orphan named Terrem was kept safe and in the orphanage’s care. Patch was confused. How did Regis even know about that little human child? But, he agreed to watch over Terrem and keep Regis informed of his health. Patch promised, more than a little scared for his life, that Regis would be the first to know if anything happened to Terrem. The day that Terrem and the other orphans went missing, Patch had slipped out to tell Regis as soon as he could. And Regis was furious! Patch swears that the Last Laugh wants to protect Terrem, and get him back, not hurt him or take him someplace else.

Wait… What?

The PCs were a little confused. They asked Patch some clarifying questions and discovered that Patch was out drinking the night the kids went missing, and returned late. He slept like the dead, and felt horribly guilty that he didn’t hear anything happen at all that night!

The group pressed him further, using his guilt and his love of the children against him, until Patch had told them everything he knew (which wasn’t much more) and promised that if they found out who had taken the children, Patch would go with them to help save  the children. Satisfied, they took Patch back to the orphanage, asked the overwhelmed school-teacher Willow a few questions, and bid everyone farewell.

Before heading out to regroup with Aeris, the PCs decided to pay a visit to the Mayor’s Office in the hopes of pooling their information with the half-elf investigators that had been sent to the orphanage. Upon arriving the secretary, Lucia Reynald, asked their business. When they inquired about the Lantern Street Orphanage investigation she told them that she was not privy to which guards were placed on which cases. That was up to the guard Captains. When they pressed for information about the Mayor’s special investigators she informed them they were mistaken–the Mayor’s Office employs no investigators at all. Certainly not a pair of half-elven ones!

The plot thickens!

On the way out of the Town Hall and Lord Mayor’s Office the characters ran into a chipper, young woman named Cynarra Navalant, who turned out to be the mayor’s daughter. Falco introduced himself politely, but Mick was too scared! He didn’t want to get in trouble for talking to important people like the mayor’s daughter! He ignored her completely and hurried out into the streets. The others followed him–after a polite farewell.

Keygan Ghelve
Keygan Ghelve. Official Shackled City artwork.

Regrouping with Aeris after a hard day’s investigating, the players shared information with each other. Aeris was skeptical about the Last Laugh’s ‘benevolent’ involvement, and Patch, but there were more pressing things to consider. She had checked the locks at six other sites of disappearances and discovered none of them had been tampered with. In addition, they were all crafted by the same locksmith–Keygan Ghelve. With a new suspect (or at least accomplice) in mind, the group set off straight for his shop, Ghelve’s Locks.

Arriving late-afternoon they found Ghelve’s Locks open for business and went right in. Keygan was there on a pair of stilts covered by long pants. He strutted around the place comfortably, and wandered over to ask how he could help his new customers. And then he recognized Aeris (his competition).

With a scowl, he asked her to wait while he handled his customers, but Aeris cut in and assured him they ALL had business with him. Business regarding the recent disappearances. Surely he must know something about them, right? They all used his locks!

Keygan told the group to get out, but Falco stalled, using diplomacy to try to get some answers. Keygan looked nervous, and began gesturing with his head and eyes to a curtained back-room. Mick was pretty sure that Keygan wanted to hug and kiss him or something, but Falco understood his meaning: Keygan wasn’t alone, and whoever was with him was back there…. Beyond the curtain.

Unfortunately for Keygan, the group proved less keen on playing along and pretending to leave than they did with tearing through the shop to get past the curtain. Mick seized a pile of what he hoped was stinky, smoky leaves and tossed them onto the fireplace’s flames, while Rabbity hopped on Panthy, Aeris pushed her way past the curtain, and Falco moved to follow her. Keygan had had enough! He cast a spell at the trio, just as Mick summoned his piano and began to taunt the little locksmith with his mock ability. Solely focused on Mick now because of his rude insults, the gnomes battled it out with wits, words and magic spells in the shop front while Aeris charged into the darkness of the storage room. Three steps into the room and she recoiled in pain. Looking down in shock she realized she had been shot by a crossbow bolt.

“Someone’s… here!” she grunted through the pain. Rabbity and Panthy charged into the room, Falco healed Aeris and then moved to open the window curtains, revealing their attacker was up on the landing of the stairs to the second floor. An unnatural calm came over Aeris as her goddess’ will and purpose overtook her. Replacing her fiery temper and impulsiveness with an eerie calm and righteousness, the now bloodraging Aeris stalked up the steps to engage her enemy.

Her companions soon joined the battle, and in a few short rounds it was done. The mysterious, grey skinned figure was unconscious, and the trio rejoined Mick and Keygan–who promptly surrendered.

shackled city adventure path d20diariesAeris scolded the man and began blaming him for his crimes, causing Keygan to break down in sobs. Keygan explained that a few months ago strange humanoids had come up from his basement and attacked him! They stole his rat familiar, Starbrow, and asked him tons of questions about the city. Keygan told them everything they wanted to know, and they left–but they took Starbrow with them. In addition, one of them stayed behind in his home to ensure he never spoke about them to the guard. Keygan was a prisoner in his own home and his beloved pet was their hostage! Not long afterwards they demanded Keygan make them a set of skeleton keys which could open any lock he had crafted. He did so, and worried in silence as they began rifling through his records. Every few nights since they’ve taken a few addresses from his books and headed off into the city, only to bring unconscious Caudronites back down into the tunnels below his home…

Keygan was ashamed, and regretful, but not truly sorry. He would do it again to save Starbrow. Aeris was disgusted and wanted to turn both Keygan and the gray-skinned man over to the town guards, but Falco had a different plan. Falco told Keygan that they were going to go underground and rescue the missing people (and rats!) but that Keygan would have to come with them. Seeing no other choice, Keygan agreed.

They tied up the gray-skinned man, tossed him in a trunk, and then tied up the trunk from outside with thick ropes, before sitting down to speak. They had some questions, and Keygan would have to tell them everything he knew if they were going to succeed. Luckily, Keygan had plenty of information.

  • In his basement are old tunnels that were sealed up long ago and lead to Jzadirune. (At this news my son jumped for joy). This is where he assumes the kidnappers are currently lairing.
  • The doors in Jzadirune are gear-shaped and designed to roll to one side or the other. Most of them had traps that only the gnomes could safely bypass. Unfortunately, Keygan was too young to remember much more than this. He knows they had keys that looked like long sticks. He also knows his father had a leather map that showed the layout of Jzadirune (though whether or not it’s accurate he has no idea).
  • The kidnappers took Starbrow someplace dark within one mile. Through his empathic link with the rat, Keygan can tell he is hungry and scared.
  • There are two kinds of people who come up from his basement: ‘tall ones’ and ‘short ones’. Neither of them seem to like the sunlight. The tall ones resemble naked, hairless, genderless humans with blue pupilless eyes, and grey skin that changes colour, allowing them to blend perfectly with their surroundings. They are usually encountered in pairs or threes and often leave the shop wearing cloaks. They carry repairs and light crossbows.
  • The short ones are sinister gnome-like creatures with pallid skin, large noses and black hooves for feet. They wear black cloaks and cowls that help them hide in the shadows. The wield filthy looking daggers.
  • The kidnappers share a common language that Keygan doesn’t recognize.
  • If the kidnappers have a leader, Keygan hasn’t seen it. They seem to get along fine without one.

With this information, Rabbity, Panthy and Mick stayed behind to keep an eye on Ghelve and study the map of Jzadirune, which was old, faded and unlabelled. Aeris went home to fetch a backpack no one had seen her wear before that contained a surprisingly large number of objects useful for breaking into places and adventuring in the dark… Falco also left. First he did some shopping (he was rather ill-equipped for adventuring!) and then he went by the Lantern Street Orphanage to get Patch.

Together, this motley group of heroes, cowards, crooks and musicians are about delve beneath Cauldron to a gnomish enclave abandoned for over 75 years, braving the dark, the unknown, and the myserious disease known as the Vanishing, to find the missing citizens of Cauldron or die trying.

Wish them luck!

shackled city player handouts


The other side of the screen: 

Welcome to the other side of the screen, a place where you’ll find GM notes related to the recent game sessions you’ve read, and links to the adventures themselves. If there’s something different in the adventure, or things I’ve changed and added, you’ll find it here!

So what’s different in this session? Not much!

The major change came right near the end: Patch and Keygan Ghelve are not intended to join the player’s on their quest below Cauldron. However, Falco’s diplomacy checks came out absurdly high, and the characters managed to leverage the things those NPCs cared about to their advantage (Starbrow, guilt, and the fate of Terrem and the children). This coupled with the deadliness of their upcoming adventure, the PCs small group size, and the likelihood of my children making poor tactical decisions during combat, caused me to decide that instead of offering other types of aid, Keygan and Patch would join them. However, that meant that their statblocks would need to be updated. Although using their 3.5 stat blocks included in the Shackled City Adventure Path is fine for a battle or two, if they were joining the party they’d need to be proper Pathfinder characters. Patch was originally written as a commoner 1/rogue 1, while Keygan was an expert 3/wizard 1. While converting them to Pathfinder I streamlined their levels, making Patch a rogue (acrobat) 1, and Keygan an illusionist wizard 1. Despite these changes their tactics, gear and the general build and feel of the stat blocks remained true to their original intent.

The Shackled City Adventure Path is available for purchase in its entirety here. The first volume, Life’s Bazaar, is available for purchase here.


Thanks for joining us on our adventures in Cauldron! Tune if later this week for an update on an ongoing Reign of Winter campaign, and a review of Paizo’s Iron Gods Adventure Path!

Jessica

 

Shackled City: Part One

With our characters made, minis picked out, and some free time on our hands, the members of Boople Snoot Dinorabbit set out to try their luck at the deadly Shackled City Adventure Path! (No idea what I’m talking about? Check out this blog post for more details).

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The city of Cauldron, a major location in the The Shackled City Adventure Path by Paizo.

Our story begins on a dreary evening, near sunset. The clouds are dark, the sky is red, and the first fat raindrops begin to fall from the sky on the city of Cauldron. Despite the gloomy atmosphere, tonight is a special occassion! For tonight is Dinorabbit’s one year anniversary! To celebrate, Falco Rhiavadi has insisted the entire band join him for a fine dinner at the Coy Nixie (on his family’s tab, of course!). Always happy for a new experience, Mick Frimfrocket agreed immediately, and soon they were off.

The characters showed up underdressed, and had a fun opportunity to role-play their way through the restaurant. Falco convinced the snooty greeter, Odell, to escort them to a table by name-dropping his relatives. The whole group managed to befriend the waiter, Relveth, with an astoundingly high diplomacy check led by Falco. They ordered fancy sounding meals, and settled in to eat. During the meal they realized they could hear beautiful music, but couldn’t find the band–a mystery which set my son’s imagination ablaze. They also discovered the murals on the wall were like massive search and finds. Each painting was of a different aquatic scene and had a number of nixies hiding within. As they ate and examined the paintings they also got to eavesdrop on the other patrons and socialize.

Falco Rhiavadi
Sima Zhao from Dynasty Warriors 7. Art chosen to represent Falco Rhiavadi.

The manager, Narissia Delacour, was curious which Rhiavadi was dining at her establishment and paid them a courtesy visit. Although she was disappointed it wasn’t anyone important, Falco made a good enough impression that they were allowed to stay and given good service.

Nearby guests included Tabitha Aslaxin, a studious business-minded woman who once attended school with Falco–before he dropped out to join the music program. Tabitha sat with her younger sister, Averil, who had only recently come of age and seemed extremely excited to be present in her finery. The Aslaxin family owns the Coy Nixie and many other establishments in Cauldron. Although the curious members of Dinorabbit took notice of these noble ladies, they chose not to attempt to speak with them.

Other nearby notables included a trio of sisters from House Taskerhill. Mick and Falco managed to overhear that the younger sisters, Monette and Carmine, were scolding the eldest sister, Annah, for her dangerous ways. Bored with life among the nobility, Annah had joined up with a group of other nobles and was spending her free time ‘adventuring’ for the good of Cauldron. As the sisters worried over Annah’s health and their family’s reputation, Annah assured them no harm would come to her. That’s what her companions were for…

Aeris Caldyra
Artwork chosen to represent Aeris Caldyra. Artwork is from the illustrated novel, Caldyra, by Suzanne Helmigh.

Lastly, Falco recognized a few familiar faces at a nearby table: his cousin Venser Rhiavadi, and his Uncle Hasserton Rhiavadi. Falco greeted them warmly, but received a rude, disinterested greeting from his uncle. In his uncle’s defence, Hasserton was his mother’s husband’s brother (and therefore not truly related to Falco at all). Falco’s cousin was equally cold, though he did take the time to make fake-pleasant conversation (for a few minutes). When his patience was worn out Venser bid Falco a curt farewell and returned to his meal.

With their dinner at the Coy Nixie complete, the members of Dinorabbit headed out into the rainy, dark streets. Rabbity tossed her leftovers to Panthy, her beloved pet black panther, and then danced and played in the rain for a while. As the group began to move down they road they heard a scream for help. Rabbity hopped on top of Panthy and urged her forward, followed closely by Aeris. As the two turned a corner they caught sight of a man, with his face painted half-black and half-white with the grinning visage of a jester, blocking the way into a nearby back alley. And from that alley issued the cries for help.

Cropped.shadify_zayarmello
Rabbity Castalle bending water to her will. Art by Shadify. For more image information check it out on Pinterest.

Aeris recognized the strange face paint as the signature of the local Last Laugh Thieve’s Guild, and immediately drew her blade. The Last Laugh had killed her beloved Grandfather Marzio, last High Chamberlain of Alseta, and she’d be damned if she let this hoodlum get away with whatever he was up to!

Rabbity and Aeris were the first into battle, but Mick and Falco weren’t far behind. Rabbity launched blasts of water at the Last Laugh thief, urging the puddles in the street to surge forward and smash into her enemy. Aeris used some of her elemental assault ability to make her sword crackle with electricity as she fought. Shockingly, the thug didn’t fall. Instead he drew a greataxe and swung it at Aeris, nearly cutting her open completely. Falco was there in a flash, healing Aeris’ wounds. Mick hurried to the fight as fast as his little legs would carry him, then used his magic to summon his favourite piano. His inspiring songs filled the streets, echoing over the sounds of the heavy, pounding rain.

As Rabbity and Aeris knocked the thug unconscious, Falco caught sight of a man down he alley–a priest by the look of him–getting beaten and bullied by two more Last Laugh thugs.

asault
A fateful encounter! The Last Laugh Thieve’s Guild attacking a priest in the dark of night.

“Leave the orphanage alone, priest, if ya’ know what’s good for ‘ya!” they growled.

The young priest begged for help.

The characters all ran in to help him, of course, and with Panthy’s fangs, Rabbity’s water blasts, Aeris’ sword, and Mick’s grooving tunes, the battle was quick, but hard. Aeris took a decent amount of damage that fight and tore through half of her daily rounds of blood rage, all of her rounds of elemental assault and all of her uses of destined strike.

Falco healed the priest, and together they ensured the thugs weren’t in danger of dying. Once everyone was safe, Aeris and the priest suggested they turn in the Last Last Thieve’s to the town guard. The other characters agreed, so they hoisted the thugs up over shoulders and onto backs, and began the long, slippery trip uphill to the Garrison. Along the way the characters chatted with the priest.

The priest’s name was Rufus Laro, and he was an acolyte at the local church of Abadar. He was sent to the Lantern Street Orphanage earlier that day to check on the children and offer aid–only three days ago four children were kidnapped in the dead of the night from the orphanage. On the way home he was ambushed and set upon by thugs! He had thought they were going to rob him, but their threats were clearly meant to keep him from further interference at the orphanage. Though why any thieves would be interested in a run-down orphanage he had no idea… The young priest was quite shaken by the ordeal, and asked his saviours to escort him back to his church after they all finished giving their statements to the guard.

Ruphus Laro
Rufus Laro. Priest at the Church of Abadar. For image information check it out on Pinterest.

My kids had a blast talking with Rufus. My son, especially. They asked him questions and bragged about their various gear, music and pets. Rufus found Panthy quite intimidating, which Rabbity thought was hilarious. She tried to prove to Rufus that Panthy was well trained, but her handle animal checks all failed, and Panthy chose that time to ignore her commands completely. This did little to set Rufus at ease…

As the group arrived at the guard post with unconscious men thrown over their shoulders, the guards came out to accost them. The guards sighed and rolled their eyes when Aeris informed them that she had apprehended some criminals–clearly they know her and don’t like her very much. Aeris is in the habit of reporting all the crimes she witnesses to the guard, while the guard in turn thinks Aeris is a lying, busy-body.

Rufus’ account of the group saving his life did get them motivated, though, as did the tell-tale face paint marking the thugs as members of the Last Laugh. The entire group of characters was ushered into the offices to give their statements. During the interviews, Falco managed to overhear some exclamations of surprise from the jail cells. Apparently the Last Laugh thugs they brought in were also members of the town guard! Falco was more than a little intrigued. Unfortunately, no further information was forthcoming, and the group left with Rufus to escort him to the church of Abadar.

It was another wet trip through the pouring rain, although this time the reception was kinder. The group was ushered into the elaborate church and offered dry towels, snacks and refreshments. Rufus gave the heroic musicians his heartfelt thanks and asked them to stay awhile. He was sure his superior would like to reward them! Then he disappeared deeper into the building. While the characters waited they had a bit of time to eat, warm up, and chat with a pair of low-level acolytes in Abadar’s clergy. Tiefling sisters, named Tirabeth Drissant and Orellia Drissant. Despite her more obvious fiendish traits, Orellia was the more social of the two sisters, while Tirabeth was more insular and studious.

Jenya Urikas
Jenya Urikas, Priestess of Abadar. Official Shackled City Artwork.

It wasn’t long before the group was brought before Priestess Jenya Urikas, the acting head of the Church of Abadar in Cauldron–at the moment. Her superior was off at a meeting in the far-away city of Eleder and wouldn’t be back for some time. Jenya introduced herself and thanked the PCs for rescuing Rufus. The characters introduced themselves in turn, and they all made a good impression. Jenya hesitated only a moment before offering them a job.

She explained that recent kidnappings and disappearances have plagued Cauldron for the last few months. In that time twenty-six people have been abducted in the dead of night, without witnesses or leads. The last four were all children at the Lantern Street Orphanage. Feeling for the children, and worried that the town guard were getting nowhere in their investigations, Jenya decided to have the Church of Abadar get involved. To that end she compiled a list of all the missing persons, and sent a few of her priests out to get what information on them and their disappearances  they could. Rufus was sent to the Lantern Street Orphanage. In addition, she used a holy relic of her church, The Star of Justice, to get more information. This holy mace was capable of using a sliver of Abadar’s wisdom in order to divine the future. In the hands of the faithful it could answer a question, though its responses were often difficult to comprehend. The Star of Justice was only supposed to be used by the head of their church in times of great need, but Jenya felt justified on calling upon its powers in order to save the lives of four innocent children. She prayed to Abadar, took the Star of Justice from its altar and asked it:

“Where are the children who were abducted from the Lantern Street Orphanage?”

The answer came back in prose:

“The locks are key to finding them. Look beyond the curtain, below the cauldron. Beware the doors with teeth. Descend into the malachite ‘hold where precious life is bought with gold. Half a dwarf binds them, but not for long.”

Jenya shared this information with the characters and asked for their help. Would they be willing to take up the investigation into the children’s disappearance on behalf of the Church of Abadar? If so, she would provide them each with a potion of healing as an act of good faith, and she would pay them a small fortune upon completion of the investigation. over 2,000 gold pieces.

The characters conferred amongst themselves for a moment…

Dark blue skin
Artwork chosen to represent Mick Frimfrocket. Note: Mick has dark blue skin and red eyes. For artwork information check it out on Pinterest.

Mick was always up for new experiences! He had never been a hero before, or a detective, or saved children, so he was very excited to get started! And THAT RIDDLE! Oh, boy was he excited about that riddle! Plus, those poor kids… Mick had grown up at the same orphanage they were taken from! So sad…

Rabbity sadly recounted that a friend of hers from work, Gryffon, was among those missing persons. He had been abducted from his home three nights before his wedding to another of Rabbit’s co-workers, Imelie. Poor Imelie hadn’t smiled since… Hoping to find Gryffon, Rabbity also accepted the mission.

Aeris had no hesitation and accepted immediately. She kept up with local news and was well-aware of the kidnappings. Despite only being a locksmith, she aspired to be like her grandfather–a heroic leader of the community and paladin of Alseta. He had always fought against injustice and crime. Aeris always attempted to do the same. Plus… the Last Laugh seemed to be involved. She had promised her grandfather at his funeral that one day she would put an end to the gang of thieves that had killed him. She wanted to discover how deep they were wrapped up in this!

And Falco? Well, Falco was a good man who was more than a little too confident for his own good. Of course he wants to help the orphans!

With the group all in agreement for one reason or another, they accepted Jenya’s offer, were given a potion of cure moderate wounds each, a copy of the riddle, and a list of all the missing persons. Of course, it was too late to begin the investigation NOW, the Lantern Street Orphanage was all closed up for the night. So they headed home and spent the evening stewing over the information that had been given to them.

They had a lot to contemplate…



Note from a GM:

The Shackled City Adventure Path is available for purchase in its entirety here. The first volume, Life’s Bazaar, is available for purchase here.

Very little has changed from the adventure as written to our game table so far. The most noticeable change is the campaign opening. As printed, The Shacked City takes place in Cauldron, and begins with the characters walking down the road in the rain, late at night, when they hear someone call for help. Although I’ve got no problem with coincidental openings such as this, my children love roleplaying with NPCs and I’ve found that giving them opportunities to have dinner at a restaurant, shop, or make a new friend in character adds a lot to their gaming experience. To this end I began the campaign at a fancy dinner at the Coy Nixie, instead of on the street. This turned out to be a fun role-playing encounter for our whole family, and really let my children have a chance to try out their characters before hopping right into a fight.

The second change made so far wasn’t so much a change as an expansion. Plenty of NPCs were given names and faces in order to make the surrounding city and the people in it come to life. This is an easy to do addition that really adds a lot of depth to the gaming experience, and is definitely going to continue throughout the campaign.

Lastly, some changes were made due to setting. Cauldron was placed in Pathfinder’s world of Golarion, in the Mwangi Expanse. The nearest major settlement is Eleder. All instances of the god Abadar and his church were used to replace the 3.5 Dungeons and Dragons deity, St. Cuthbert. Their functions and beliefs are similar, making it a simple, seamless change.


Thanks for joining us on our adventures in Cauldron today! I hope you enjoyed the ride. Another update for Shackled City is coming later this week, followed by our first glimpse at an ongoing Reign of Winter campaign. Stay tuned!

Jessica

 

Appreciate a Dragon Day

January 16th is Appreciate a Dragon Day. A day that encourages everyone to explore the cultural significance of the dragon in your society and history. Dragons are a powerful symbol in mythology, from Europe, to Asia and throughout the world. So whoever you are and wherever you’re from, take a second and give a little love to these awesome mythical creatures.

Here at d20 Diaries, we’re celebrating Appreciate a Dragon Day by sharing our top five dragon adventures, because what would Dungeons and Dragons be, without dragons?

Answer? A lot less awesome!

So without further ado… my five favourite adventures that showcase dragons!



Guardians of Dragonfall

Guardians Of Dragonfallis a 3.5 adventure intended for level 11 characters.

Guardians Of Dragonfall is a 3.5 Dungeons and Dragons written by Anson Caralya and printed by Paizo Publishing. Intended for 11th level characters, this adventure takes the characters to a legendary dragon graveyard on behalf of an aging gold dragon who has spent the last fifty years living as a human scholar. Upon arriving they discover something has gone horribly wrong. The eternal guardians of Dragonfall have abandoned their posts, leaving the graveyard unprotected–an event unheard of in the history of Dragonfall! This adventure takes the group through a wide variety of cool locations including the labyrinthine trenches of the Bonefield, the Emerald Shrine where green dragons deliver their sacrifices, the Throat of Shearphorus at the centre of the graveyard, and the Hall of Guardian’s Rest. This adventure has a few cool draconic characters, including the ghost of the previously mentioned gold dragon, and an insane bronze dragon. It also has a variety of draconic enemies including draconic skeletons, a tribe of half-dragon satyr’s, and even a draconic mohrg. This adventure is big, bold and tons of fun. Most importantly, it makes the player’s feel awesome. After all, sometimes even dragons need a hero!

The Black Egg

The Black Egg is a 3.5 Dungeons and Dragons adventure written by Steven Montano for Issue #106 of Dungeon Magazine. Intended for 12th level characters, this adventure begins with a meteor falling from the sky which completely obliterates a small town. Investigation sets the characters on a collision course with a mad wizard, a cult of half-dragons, and a powerful artifact that can summon and army of fiendish dragons to conquer the nation–perhaps the world! With some cool side characters including a group of mercenaries also intent on investigating the crater; some great twists and turns, and a ton of unique half-dragon enemies, this adventure’s sure to be a blast. To make it even better, make sure the town destroyed is a place your characters have been before (preferably more than once!) or a place they needed to visit. And what’s in the depths of the crater? I won’t give away much more, but I will say it’s called the Fane of Scales, and within is the mysterious Black Egg. An egg that’s nearly ready to hatch…

The Dragon’s Demand

The Dragon’s Demand a Pathfinder Adventure for 1st level characters.

The Dragon’s Demand is a Pathfinder module written by Mike Shel. Intended for 1st level characters and meant to bring them all the way to 6th, or possibly 7th level, this is a mega-adventure! It sets the player’s characters up to be heroes of the small town of Belhaim, only to have their efforts interrupt the plans of a fierce green dragon. The dragon eventually makes his displeasure known by attacking the town and demanding a massive amount of gold and treasure as tribute. Unable to pay, the characters are given one final job by the citizens: kill the dragon! But killing a dragon is no easy feat–especially not for low-level characters! They’ll need to prepare themselves, use their wits, and pray for some luck before taking on this bad-boy! With cool side locations including a deceased wizard’s home and secret laboratory, the tomb of a dragon-slayer, and a dragon’s lair (of course!), The Dragon’s Demand does an awesome job of showcasing what a dragon should do (or at least a classic villainous D&D dragon!): make plans, amass treasure, scare the heck out of everyone, subjugate entire tribes and towns, and kill whoever fails to obey! It makes dragons feel dangerous and powerful, something that’s often missing when dragons are used in adventures. With theatrics and a great use of build-up and suspense, this dragon feels like a challenge too tough to handle. It’s sure to get your player’s quaking in their boots! I highly recommend this module to anyone who wants to enjoy a great dragon adventure at lower levels.

Into the Wormcrawl Fissure

One of the highest level adventures on this list, Into the Wormclaw Fissure is intended for 19th level characters. Seriously! It’s the second last instalment of the Age of Worms adventure path put out by Paizo publishing back in 2006. Like The Dragon’s Demand, this adventure makes awesome use of foreshadowing, build-up and suspense to make the biggest, baddest, coolest dragon possible–Dragotha, an incredibly powerful dracolich. By this point in the campaign, the player’s have known their characters are going to have to oppose Dragotha in order to stop the Age of Worms for quite a while. They’ve curried assistance, cashed in on favours and done all they could to learn about her–which paid off. The previous adventure is spent hunting down and destroying her phylactery in the Citadel of Weeping Dragons (an awesome dragon adventure in itself!). With that taken care of, the characters can finally enter the Tabernacle of Worms to confront this terrifying undead dragon, and put an end to her for good. …If they can! This wicked foe is protected by huge undead chimeras, an awesome derro psycho mounted on a fierce wyvern, gargantuan worm beasts, and an entire cult to do her bidding. And if they do manage to defeat this terrifying CR 27 beast, her treasure trove is astounding! This adventure is awesome! If you ever get a chance to play the Age of Worms adventure path, I highly recommend you take it!

The Frozen Stars

Note: If you’re playing in my Reign of Winter Campaign, do NOT read this next entry!

The Frozen StarsPart 4 of the Reign of Winter Adventure Path.

The final adventure on this list is filled with as many dragons as you could possibly imagine–and more! Taking place on a wintery planet of dragons, in the middle of a war between the Drakelands and the Skyfire Mandate, The Frozen Stars is part four of the Reign of Winter Adventure Path. So what’s up with this war? The Drakelands are a tyranny of dragons of all kinds and colours as well as their draconic brethren (like wyverns, kobolds, and half-dragons) who believe that dragons should dominate the planet. The Skyfire Mandate is a coalition of Triaxians (furry elves primarily) and their Dragonkin allies (large sized, intelligent dragons who can wield weapons and objects in their front limbs, and who form life-long bonds with their riders). That’s right: it’s an evil dragon country versus a bunch of knights mounted on weapon wielding dragons! AWESOME! The characters land amidst this chaos in their Dancing Hut on the trail of Baba Yaga’s keys. One key lays with each side of the army, and they must determine how they’re going to get them. They can choose to ally with the Skyfire Mandate, earning themselves the chance to bond with a dragonkin of their own and fly through the skies on dragon back to oppose the draconic armies of the Drakelands! Or they can instead choose to ally with the mighty armies of the Drakelands and oppose the other, weaker races of Triaxus. Or they can try anything else they can think of: allying with both, double-crossing either side, double-crossing both sides, siding with none… The list goes on! The players get to discover this awesome conflict on this wicked planet and come up with any plan they want to obtain the keys they require. But, whatever they choose to do, your player’s characters are sure to fight or fight alongside dragons, dragon-kin, and a ton of draconic and winter themed beasts. The most powerful foes of all? Commaner Pharamol, the stalwart leader of the Skyfire Mandate’s Dragon Legion of Spurhorn, mounted atop his gold dragonkin Amerenth; the terrifying General Malesinder, a silver dragonkin and commander of the Drakelands army besieging Spurhorn; and finally, Yrax: Lord of the Howling Storm, one of the most powerful dragon warlords of the Drakelands! Come on! You know you want to play it! I know I DO!


And that’s all for today! Do you want to play any of the adventures listed above? What’s your favourite d20 adventure featuring dragons? Did I miss it? Let me know in the comments below!

Thanks for stopping by! I hope you discover the wonder of a dragon today!

Jessica

d20diaries dragon

The Shackled City

After playing a Pathfinder Society Scenario a while back with my husband and children, I expected to be playing a few more in the near future. They’re short, fun, and don’t require a long-term commitment. Since my husband’s already playing in two other long-term campaigns with family (Reign of Winter and Mummy’s Mask), and a campaign with my children (Carrion Crown), I figured this would work out well.

And we had fun! So much fun my husband got an itch to start another new campaign. Just the other day he asked my kids if they wanted to play Shackled City with him. They said yes, obviously, and they started planning characters together.

Great!

Wait. Shackled City?

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Cover art for the hardcover edition of The Shackled City Adventure Path by Paizo Publishing. For more Shackled City artwork check us out on Pinterest.

For those of you who don’t know, Shackled City is a HARD campaign. Awesome. But hard. We’ve played it before and gotten up to the end of of chapter one with a whopping six character deaths. SIX. And I have a crew of great players.

And there’s my children, chattering happily with my husband over character concepts.

This was going to take some work.

Now, I’d need to put a fair amount of work into running Shackled City anyway. It’s an adventure path written for 3.5 and these days we play Pathfinder, so there’s some conversion required. Not much, but some. Pathfinder characters are stronger than 3.5, so that should work in our favour. But it was written for a group of 4-5, and we would be running three. Of course, my kids enjoy it when I play with them, so perhaps I’d make a character to be their fourth party member. Still, this campaign would be tough and, as much as my children know that sometimes our characters die and that’s okay…. They’re five and six. I’d rather they not have their little paper dreams tattered and torn and tossed in the trash.

I spent some time thinking while my children and husband worked on their character concepts. What would our creation guidelines be? How could we make this work and have a reasonable chance of success? There’s plenty of ways to allow your player’s a bit of a boost for their characters, but I wanted to keep it simple. I decided to have them create level two characters (instead of level one) with a 25 point buy for their ability scores (we usually roll 2d6 and add 6). They got to take one of the Shackled City traits (which provide a benefit and a penalty) and two Pathfinder traits with the option to take a drawback to gain a third Pathfinder trait. I granted them background skills, which is essentially an extra two skill points each level that must be spent on less-useful skills like perform, profession and craft. Rules for background skills can be found in Pathfinder Unchained. They got 1,000 gp for their starting gold (which is the wealth expected of a second level character). And lastly, I made a character to join them and round up the party size to four.

In only two days my husband and both of my kids had their characters ready to go, complete with a reason to know each other. The reason?

They’re in a band.

But before I tell you about their characters, I’m going to tell you about what they’re going to play.


THE SHACKLED CITY

The Shackled City is an eleven-part adventure path printed in Dungeon Magazine from March 2003 through until November 2004. In 2007 it was compiled in a hardcover edition that included supplemental articles, a collection of maps and player handouts, and an entire additional adventure. Shackled City was created for 3.5 Dungeons and Dragons and is intended to bring characters from level 1 to 20.

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Cauldron, from the Shackled City Adventure Path. For more Shackled City art check us out on Pinterest.

The Shackled City takes place in Cauldron, a merchant metropolis built into the caldera of a long-dormant volcano. Located amidst jungles teeming with dinosaurs and demons, Cauldron is far from any other major urban centres, although a few small villages exist nearby.  Shackled City is an urban adventure path that has a heavy amount of dungeon crawls and political intrigue. It’s an awesome, fun campaign with a lot of twists and turns but, as mentioned above, it’s very challenging for low-level groups.

Evil schemes are afoot in Cauldron. Driven by the dreams of an insane demon prince, bizarre cultists known as the Cagewrights are plotting something foul. Something they’ve been working towards for centuries. To prevent their agenda and save Cauldron, your player’s will have to explore cursed underground complexes, brave haunted jungle ruins, slay mighty dragons, and perhaps, even bind themselves to a layer of the infinite abyss.

The first adventure in the series, Life’s Bazaar, begins with a chance encounter that soon sees our characters investigating the abduction of four children from a local orphanage. But these children are not the only ones to go missing, dozens have disappeared over the last few months alone. And their fate lays entirely in your player’s hands…


Without further ado, let’s take a look at our band (literally) of brave characters!

Falco Rhiavadi

Falco Rhiavadi
Art chosen to represent Falco Rhiavadi. Art is from Dynasty Warriors 7 (PlayStation 3) and depicts Sima Zhao.

Falco Rhiavadi is a member of the prominent Rhiavadi noble line. A rich and powerful family, the Rhiavadi’s are currently lead by Falco’s aunt, Thifirane. Unfortunately, Falco is clearly a bastard. His father was a foreigner by the name of Kenji Ozawa. Unable to hide his parentage, and refusing to give the boy up, Falco’s mother kept him close, and treated him as any other member of the family. Brazenly keeping Falco around caused no small amount of friction within the Rhiavadi family. Much of that anger was directed at Falco’s mother, while Falco was treated as an outsider and an embarrassment.

Despite this, Falco was given a thorough education at Bluecrater Academy, where he again disappointed his family by ending all of his practical studies and joining the music program. He made plenty of friends there, including Mick Frimfrocket (a gnomish pianist and comedian), Rabbity Castalle (a rabbitfolk dancer with a pet panther), and Valius (an artist and cleric of Shelyn). Valius inspired Falco to find faith in Shelyn, the goddess of love and art, while Mick and Rabbity eventually formed a band with Falco, named Boople Snoot. Recently the band’s name was changed to Dinorabbit. Falco plays the flute, and is an accomplished orator.

When Falco was a teenager, his father, Kenji, heard tales of a dragon outside the city and set out to pay homage to the proud beast. Unfortunately, dragons in the Inner Sea are not the same as dragons from Tian Xia, and Kenji was devoured. In grief, Falco called out for the power to keep those he cared about safe. A colourful thrush appeared to him–clearly a gift from Shelyn herself! The bird said its name was Ruby, and promised Falco the power to keep the people around him healthy. She even hinted at the possibility of bringing Kenji back to life. Elated, Falco took the bird home with him, and they’ve been inseparable ever since.

Unfortunately, Ruby is a rude, cantankerous bird, who is very protective of Falco. She gets offended and complains whenever Falco prays to Shelyn instead of Ruby herself. Ruby acts like a normal songbird in public, sweetly whistling as an accompaniment to Falco’s flute music. In private, Ruby complains, demands fealty, and generally is a grouchy pain in the butt. Falco loves her dearly.

Now twenty years old, Falco is a well-groomed, handsome man with an easy smile and a winning personality. He lives in a small flat paid for by his family, and rarely ever attends noble gatherings or does anything practical. Instead he spends his time making music with his bandmates, visiting his friend Valius’ art studio, or socializing in the Tipped Tankard Tavern. He also volunteers to use his healing powers at the local church of Kurgess. His love of life, art and music is boundless, and Falco is the driving force behind his band’s performances and music. He is the heart and soul of Boople Snoot Dinorabbit.

Mechanically, Falco is a shaman who has formed a lasting bond with the life spirit. Ruby is his spirit animal and conduit to these spirits. He’s a human of mixed Taldan and Tien descent. With the ability to channel positive energy, and the healing hex, Falco is a healer first and foremost. He selected extra channel, and selective channel as his feats to further enhance his healing powers. As a shaman, his spells prepared can change each day, but so far when expecting danger he’s prepared burning hands, entangle, obscuring mist, and his spirit spell: detect undead. His favourite orisons include detect magic, dancing lights, daze and stabilize. Though he prefers not to engage in violence, Falco began the campaign with an elaborate dagger, and a very fine walking stick which he is more than capable of using to defend himself. Falco is my husband’s character (and his third character to attempt the Shackled City Adventure Path).

Mick Frimfrocket

Mick Frimfrocket is a gnome with dark blue skin, bright pink hair that stands straight up on his head, and light blue eyes with flecks of red around his pupils. He’s energetic, bold, and loves nothing more than a good laugh! Mick grew up in the gnomish enclave of Jzadirune, located underneath Cauldron. He was brought to the surface when he was only a child, in order to escape a strange disease afflicting the enclave, called the Vanishing. Unable to remember much of anything from this time, but plagued with nightmares of people fading away to nothing in front of him, Mick is curious about his youth, and the family and home he cannot recall. Once he reached the surface, Mick was taken in by the poorly funded Lantern Street Orphanage. Due to his fondness for playing tricks on people and making jokes, he got into a lot of scuffles with the other kids, and quickly learned his way around a fist-fight. His time at the orphanage was happy, but LONG, as Mick was never lucky enough to be adopted (apparently prospective parents don’t like it when you put salt in their tea instead of sugar, trip them in the hallway, or make illusions of dinosaurs stomping through the adoption office…). Most of the staff he once knew who worked there have moved on now, or passed away.

Upon reaching adulthood and moving out into Cauldron on his own, Mick took the the street corners to tell jokes, play pranks, and generally have a laugh as a busker. He made enough coin to enrol in the music program at the Bluecrater Academy, where he learned to sing and play the piano. There he met Falco Rhiavadi, and Rabbity Castalle, an eclectic pair of people who soon became his best friends and bandmates. In addition, Falco also invited Mick to live at his luxurious flat with him, and they became room-mates.

Mick is an inspiring, funny, exuberant fellow who constantly tries new things. He’s worshipped at least four different gods, eats the strangest things he can get his mouth around, and is constantly insisting the band change their name. The most recent change was from Boople Snoot to Dinorabbit. An ironic change, since it was him who suggested they be named Boople Snoot in the first place. He likes to make fires when he’s bored, both illusory and real, and finds constant joy in the fact that no flame ever flickers the same. He has an obsession with pigs–though he’s never owned one–and collects every piece of art, or toy pig he can get his hands on. He’s also a fan of learning new languages, and currently can speak seven: Common, Dwarven, Elven, Gnome, Halfling, Sylvan and Tien.

Mechanically, Mick is a multi classed monk and a bard (prankster). He’s carries no weapons, instead fighting with his fists or throwing whatever objects happen to be nearby as projectiles. He also carries alchemist’s fire, LOTS of alchemist’s fire, but has never had a chance to actually THROW any alchemist’s fire. This saddens him greatly, as he thinks it would be a spectacular sight! He uses his bardic performances to inspire his allies and mock his enemies. He makes use of his gnomish magic to make magical lights, phantom sounds, perform minor magic tricks and speak with animals. With his bardic magic he can detect magic, set flammable objects on fire, and summon his favourite piano. He can also cast cure light wounds and biting words, a spell that lets his words physically harm an enemy. He chose weapon focus (unarmed strike) as his feat, while monk granted him the feats improved unarmed strike, stunning fist and throw anything. Unfortunately, Mick’s not very clever, which doesn’t let him take advantage of the monk’s bonus AC ability. Despite this, Mick doesn’t wear armour. Instead he has a collection of potions he drinks to increase his AC, including mage armour and shield. Mick is my six year old son’s character.

Rabbity Castalle

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Art chosen to represent Rabbity Castalle. Art is Armello fan art created by Shadify.

Rabbity Castalle is a rabbit folk with soft white fur and a few patches of blue on the tips of her ears. She wears fancy clothes, and lots of beautiful jewelry, all in her favourite colour: blue. Sapphires are her favourite gemstone. She loves water and rain, and thinks its horrible that the government has let the lake at the centre of town become so stinky and polluted! She has a connection to water of all kinds and can make it obey her commands–most of the time. In addition to shooting it from her hands, and using it as a shield, she can create water, clean water, create mild currents in bodies of water, make extremely slippery puddles of water appear on surfaces or objects, and dry wet creatures. The heat never seems to bug her.

Rabbity is lucky, nimble and quick. She’s a beautiful dancer, and eventually saved up enough money to attend Bluecrater Academy. She joined the music program, and further honed her craft. There she met Falco Rhiavadi and Mick Frimfrocket whom she eventually started a band with.

Rabbity’s best friend is a panther named Panthy, who she has trained to let her ride on its back. Panthy can also act terrifying, follow Rabbity, and perform minor tricks like rolling over, shaking a paw, and dancing. Rabbity and Panthy typically perform together before the band goes on stage.

Rabbity works at the Tipped Tankard Tavern as a waitress. Because of this, the Tipped Tankard has become a meeting place for her bandmates, and they can often be seen there, eating, drinking, or performing in their band. Rabbity rents a room from her friend, Aeris (a local locksmith), and eventually Rabbity convinced Aeris to join their band as a drummer.

Mechanically, Rabbity is a kineticist tied to the element of water. Her panther is purchased and trained, but not an animal companion. She is my five-year old daughter’s character.

Aeris Caldyra

Aeris Caldyra is a locksmith born to the historic Caldyra family,  and the business-minded  Halar’s. It is said that the first Caldyra were brothers who accompanied Surabar, the founder of Cauldron, deep into the jungles in order to bless any settlements and boundaries he erected with the aid of their goddess Alseta. A respected but sparse family, the Caldyra name is still remembered fondly by historians. Aeris and her father, Edwin are the last of the Caldyra’s in Cauldron.

Aeris Caldyra
Artwork chosen to represent Aeris Caldyra. Artwork is from the illustrated novel, Caldyra, by Suzanne Helmigh.

Her mother’s side of the family are successful merchants and businessmen from far off Qadira. Practically nobility, the Halar’s were rich beyond imagining and powerful, maintaining the ears of both the Satraps and extraplanar beings. Magical powers and the blood of elementals has long been recorded in their family histories. They have spread throughout the world, although the local Halar’s are little more than rich merchants and business-men. Unlike the Caldyra’s, the Halar’s are a vast family, with dozens of them living in Cauldron at the moment. Although Aeris’ mother, Kiriel socializes with them often, Aeris has always felt out of place among her extended family.

Despite being surrounded by a bustling family of merchants Aeris Caldyra has always felt less interested in business than she has in the gods. She felt like an outsider among the Halar family and with her parents. Only her Grandfather Marzio, a High Chamberlain of Alseta and the last of his faith, truly understood her. They were incredibly close, and despite her parents protests that she take up a worthy trade and get her head out of the clouds, Marzio trained Aeris in the ways of Alseta’s faith. She went with him on tours throughout the city to bless doorways, gateways and arches, to inspect the city walls for defects and repairs, and to ward peoples homes and businesses against danger. He knew a great deal about engineering, the history of the region, demons and, of course, religion. He was a good man and a good priest, but his focus was always more on helping people and Cauldron than it was on proselytizing and spreading Alseta’s worship. His followers were small in number, but many respected him and his work. He had working relationships with all four of the other churches in Cauldron as well as the Mayor’s office and the town guard. Alongside him, Aeris learned her religion and what it meant to be a good priest and a good person. Unfortunately, when she was only eight years old Marzio died. …And it was all her fault.

Aeris had accompanied Marzio on his rounds throughout Cauldron to inspect the walls and gates. By mid-day she was tired and begged her grandfather to take her for a treat at a local candy shop. He told her to wait until they were finished for the day, as he had packed them a picnic lunch, but Aeris had insisted, and Marzio never could say no to his beloved granddaughter. On the way to the candy shop they passed a mugger painted with a black and white face (a member of the criminal gang the Last Laugh) accosting a banker of Abadar. Marzio leapt in to assist the man, brandishing his holy symbol and attacking with his longsword, but he was ambushed by the muggers comrades. Stabbed in the back, Marzio fell, and faster than Aeris could blink the gang was upon him: beating, stabbing and stealing his coin. Aeris’ screams summoned the guard, but by the time they arrived Grandfather Marzio was dead, both he and the priest of Abadar had been robbed and the Last Laugh thugs had fled. Aeris snatched up his holy symbol and sword — the only valuables the thieves had left behind — and cried for days. Her grandpa was dead because she was a spoiled brat who wanted a candy! This was all her fault! Broken hearted, Aeris couldn’t bear to tell anyone he was dead because of her.

Life moved on. Aeris’ parents sold Marzio’s home and shrines to members of the Halar family. They were torn down and remodelled. The few followers of Alseta’s faith turned to Abadar for guidance, and soon the only place Grandpa Marzio’s religion lived on was inside Aeris herself. She was a poor excuse for a devotee and knew she would never be a Chamberlain like her grandpa had been. Aeris’ parents insisted she take up a trade and prepare for running her own business one day, so she studied to be a locksmith. Her locks could protect people. It was a trade her grandfather and Alseta would appreciate. When she became an adult Aeris was gifted a townhouse of her own, with a business space downstairs. She turned it into a profitable little locksmith’s shop. She rents out her spare room to Rabbity, a quirky little rabbitfolk who was in need of a home.

Aeris Caldyra
Art chosen to represent Aeris Caldyra. Artwork is from the illustrated novel, Caldyra, by Suzanne Helmigh.

Now twenty years old, with blond hair, braided on one side, and mismatched eyes (one blue, one green), Aeris is a charismatic, cheeky woman. She’s always smiling or ready with a quip. She endeavours to be kind, honest and courteous. She doesn’t brag or lie (often). She’s strong of faith, but never proselytizes. She tries to keep up the duties her grandfather did. She blesses doorways (as she installs locks), prays to Alseta as she passes through thresholds of all kinds, inspects public archways and gateways for damage and repair work, and patrols the town walls looking for damage and wear.

Aeris never interacts with people she suspects of being criminals. When she discovers such people she always ends her interactions with them immediately and reports them to law enforcement. Most of the town guard think she’s a rubber-necker or a liar—another nosy citizen who makes fake and unnecessary reports. When she can stand it not more, Aeris takes the law into her own hands, seeking retribution against the criminals no one will punish. She sneaks into their homes and safe houses to rob them before slipping out again. She donates her stolen goods to fund civic projects, charities or local churches. Despite the good that comes of these misadventures she always feels horribly about it afterwards, believing her grandpa and Alseta are displeased with her actions. Her prayers the days following are always filled with promises to never steal again, which she inevitably breaks.

To this day Aeris has an intense hatred of the Last Laugh Thieve’s Guild, and to a lesser extent other groups of gangs and organized crime. She’s always tries to step in and help stop crimes when she sees them (another reason the town guard is not fond of her). Despite her hope that she’ll be able to foil or disassemble the Last Laugh one day in honour of her grandfather, she is disregarded by them. A fact that hurts her more than she admits.

Aeris aspires to embody the four virtues of Alseta’s faith: Courtesy, Duty, Honesty and Humility. She believes that it is very important to protect people. She thinks that undeath and portals to dangerous planes are thresholds that should never have been opened and in the off chance she encounters such threats she would react strongly to stop or close them. As a follower of Alseta she also believes she must act as a fair arbiter to disputes. She tries to uphold the law.

Recently, Rabbity convinced Aeris to join her band as a percussionist. A fateful decision which caused her to meet Falco and Mick, and will inevitably set her on course to save her entire city….

Mechanically, Aeris is a suli bloodrager (spelleater and urban bloodrager archetypes). Instead of causing her to get out of control, Aeris’ bloodrage manifests as an unnatural calm, as she more fully embodies the will of her goddess. In addition to empowering her body, Aeris gains fast healing 1 while bloodraging. Aeris is the group’s trapfinder and main melee combatant. She has the destined bloodline, as she’s blessed by Alseta to achieve great deeds. Her suli blood, courtesy of the Halar side of the family, grants Aeris energy resistance to acid, cold, electricity and fire, the ability to speak a wide variety of exotic languages, and the ability to wreathe her weapons in the elements for a few rounds a day. Her feat is incremental elemental assault, which lets her use her elemental assault ability one round at a time instead of all at once. Aeris is my character for the Shackled City. Although strong, quick and skillful, nearly all of Aeris’ abilities only function for a certain number of rounds each day, meaning she’s likely to run out of them FAST. Especially in an adventure so combat heavy in the beginning.


With our characters created, and the campaign prepared, the members of Dinorabbit (the band formerly known as Boople Snoot!) head out to dinner to celebrate their one year anniversary at a fancy local restaurant, the Coy Nixie.

But fate has bigger plans for this quirky band of friends. Cauldron needs them!

I hope you enjoyed reading about our new characters who are going to brave the Shackled City. Check back soon to read about their continuing adventures.

Have you ever played the Shackled City? What kind of character would you make for this campaign?

Let me know in the comments below!

Until then, enjoy!

Jessica


The Shackled City Adventure Path is a difficult to get your hands on adventure path published in eleven separate Dungeon Magazines, or available in hardcover from Amazon here or from Paizo Publishing’s website here. The first adventure, Life’s Bazaar is available in Dungeon Magazine Number 97 from Paizo Publishing’s website here.

The shaman and the bloodrager classes, as well as the bloodrager archetype spelleater, can all be found in the Advanced Class Guide. The urban bloodrager archetype can be found in Heroes of the Streets. The Kineticist class can be found in Occult Adventures. The monk and bard are base classes found in the Pathfinder Roleplaying Game: Core Rulebook (or in a convenient travel-sized edition: Core Rulebook (Pocket Edition)  while the prankster archetype for bards can be found in the Advanced Race Guide.

Crown of the Kobold King: Part One

A few days ago my son decided he wanted to make a villain to join me and my daughter’s evil characters on their dark and shady adventures. We spent some time together, and Professor McMaan was born! But where, oh where, would a bunch of villains hang their hat? And what kind of adventures would they go on?

A good question!

When my daughter first told me she wanted to make an evil girl, instead of another hero, I thought long and hard about where she would live, and what she could do. Would she live in a large city and try to hide her misdeeds amongst the masses? Would she live on the outskirts of a secluded village and hide her evil under a cover life of lies and deception? Would she live someplace where no one cared what she did, and shady dealings were considered normal? For answers, I turned to my daughter.

“Who are you?” I asked her. “What kind of evil girl are you going to be? What does she like to do that’s so bad?”

“Oh, Mom!” she exclaimed happily. “I was a nice doctor lady, who lived near the woods and made medicine and stuff.” Suddenly she switched to her ‘spooky voice.’ “And one day I was out in the woods and I found a rabbit! Oooooo! But it was not a normal rabbit, it had wings like a fairy and it looked very… very… adorable!” She wiggled her fingers in an ominous fashion and make more spooooooky sounds. “Oooooo! So I took the little rabbit home and it made whispers in my head! It taught me magic! But ya’ know what?! It was a demon rabbit! And the demon rabbit told me to do mean things like make zombies! And I liked it! And now I am a necra– necROmancer!”

“Oh! I almost forgot!” she exclaimed. “I am also very nice and pretty, and that is a LIE! I am pretty and very mean! But I act nice because the demon rabbit taught me how to lie really good. Oh! And I can shoot fire at people.” She made some expert fire blasting sounds for emphasis: “WHOOOOOOSH! Burny burn!”

Absorbing this for a few moments, I concluded. “Dear… That’s awesome.”

We ended up making her character an aasimar witch with the grave walker archetype and a flying rabbit familiar tied to the elemental patron. Witches have a variety of spells that let them create undead, including zombies, skeletons, and (later) more powerful undead like ghouls and ghosts. The elemental patron would add some damage dealing spells to her list including the level one spell: burning hands, which will let her shoot a cone of flames at her enemies. The gravewalker archetype, found in Pathfinder’s  awesome hardcover: Ultimate Magic, would allow her some nifty death themed spells in addition to the elemental spells granted to her by her patron and two awesome abilities: aura of desecration, which empowers negative channeled energy and makes undead harder to harm with positive energy, and bonethrall, which lets her take control of any undead within her aura of desecration that isn’t hers. The only downside: gravewalkers have creepy dolls made of skin for familiars instead of animals.

Farris
Artwork chosen by my daughter to represent Farris, her demon rabbit familiar. Artist unknown. (If you know who created this let me know in the comments below so proper credit can be given).

With big teary eyes (my daughter can cry at will), and her bottom lip stuck out sadly, my then four year old daughter tried her best to convince me it would be alright if she had a demon rabbit instead of a demon rabbit doll. Knowing it was only us playing–and mostly verbally on walks to and from kindergarten–I caved. Besides, she’d already found some artwork she wanted to use as her familiar (pictured on the sidebar) and decided on a name: Farris.

With her class decided, my daughter chose an alternate racial trait for aasimars, which grants them sharp nails or claws. She chose the cauldron hex, granting her a witches cauldron and the ability to brew magical potions. She finalized her spells, feats and traits, chose her gear and named her: Lorelei.

Then it was my turn. But before I made a best friend for the good doctor, I needed to know where we lived.

Lorelei
Artwork chosen to represent Lorelei, a gravewalker witch. Artist unknown. If you recognize the signature let me know in the credits below so proper credit can be given.

Taking into account her backstory, we decided Lorelei and Farris lived on the outskirts of a secluded village. She hides her evil deeds and necromancy behind a public life as a doctor, midwife and herbalist. Her maxed out ranks in bluff and diplomacy should keep her ‘friendly’ cover intact at low levels, and as long as she didn’t do anything too absurd she should be able to successfully lead a convincing double life–for a while at least. But where, exactly would this small village be?

Since Pathfinder’s my favourite RPG and Campaign Setting, it would be in Golarion, of course. But Golarion’s a large place and there are plenty of little villages that could fit the bill. I ended up choosing one that has a special place in my heart: Falcon’s Hollow. As the old Dungeon magazines published by Paizo came to an end back in 2007, Paizo launched a series of modules and variant rules for Dungeons and Dragons which would eventually become their own ruleset, Pathfinder, while Dungeons and Dragons branched off into 4th edition. With no desires to relearn the rules to 4th when I had only recently accomplished mastering 3.5, I decided to give the budding Pathfinder campaign setting a try. The first adventure I got my hands on was the very first one they printed: Crown of the Kobold King. This dark little adventure took place in the awful, horrible town of Falcon’s Hollow, and its surrounding forest, the Darkmoon Vale. With a free prequel adventure, Hollow’s Last Hope available for download online (STILL a free download, give it a try!), a sequel, Return of the Kobold King, due out shortly thereafter (ALSO a free download), and a supplement book (Guide To Darkmoon Vale) available for purchase, I had plenty of time to grow to love the little town and its dreary desperation.

Falcon’s Hollow is better understood as a lumber camp run by a greedy, amoral lumber company known as the Lumber Consortium. The lumberjacks work long hours in the dangerous, fey-filled forest and live in dismal shacks provided by their employers. All the shops that sell gear and food are controlled by the Lumber Consortium–who charge massive fees for basic necessities–as are the law courts, and the town guards. Even the hardest working and thriftiest lumberjacks soon fall so deep into debt to the Consortium they have no chance of getting out of it. These people work non-stop just to get by in this hopeless, dreary town. Their families find what work they can, either working as lumberjacks or in the few shops and bars around town. The Consortium in Falcon’s Hollow is run by a corrupt, mean fellow named Thuldrin Kreed, and his right hand man is Boss ‘Payday’ Teedum, a pug-nosed man as vile as his employer. The only source of justice is the sheriff–who refuses to bow to the Lumber Consortium despite threats of violence and worse.

Against this backdrop I placed Lorelei’s herbalist shop, replacing the town’s original herbalist with her (for now…). And her first adventure? Hollow’s Last Hope. It was perfect! So when a mysterious sickness made more than half the town ill, and Boss Teedum came knocking on her door to bully her into curing this plague–or else!–even my daughter’s evil girl was moved to finally find a cure.

It’s been quite a few short adventures since then, and Lorelei and Farris have had a blast. With burning hands and grasping corpse her go-to level one spells, and boneshaker her level two spell of choice, she’s had a lot of fun shooting fire, making dead bodies trip and grapple her enemies, and painfully grabbing peoples skeletons and dragging their bodies around the battlefield. She keeps a collection of corpses, carried around in a cauldron by her skeletal minions, for the inevitable time when her current undead minions are destroyed (always keep some raw materials laying around!).

In addition to saving her town from illness, she’s gone grave robbing, treasure hunting, and visited cursed locations in the hopes that more powerful undead can be researched there–and that she can learn the secrets to crafting them (or at least mind control some!). As for undead under her control, she’s had zombie crows, human skeletons, kobold zombies and her current favourite: the ghost of a cannibalistic druid.

Blood Kineticist
The wonderful art that inspired Kilarra Bloodborn, a blood kineticist with more than a few disturbing habits. (If you know the artist let me know so proper credit can be given)

She’s made friends along the way (and killed others!), including her best friend, Kilarra Bloodborn. A tiefling kineticist (blood kineticist archetype (from Occult Adventures, one of my favourite d20 books of all time) and dark elementalist archetype (from Horror Adventures)) who sacrifices humanoids to her demonic patron, Shax, in order to gain dark powers. When she shoots blasts of blood at her enemies the howling faces of her sacrifices can be seen in its depths, bound to her in their torment. With a skeletal hand that loses flesh the more she uses her powers, and regains flesh each time she rests, shrunken heads woven into her hair, and the habit of painting cards with the images of the people she’s sacrificed, Kilarra’s one disturbing room mate. She was heavily inspired by this amazing art shown in the sidebar.

The first time I described the very creepy Kilarra with her skeletal hand walking through Falcon’s Hollow, my daughter smiled.

“Oh, Mom! My girl runs right up to her and looks at her hand. She takes it and she tells the scary lady: ‘You’re beautiful!’ Because I think her IS beautiful. My girl wants a skeleton hand! But, I don’t think people would like doctors with skeleton hands much.”

It was a friendship forged in blood and corpses.

463e6d75d9d255bf69ee4ea181d1267d
Beautiful art by Redreev George that inspired the creation of Kiyla, a young ranger who loves to dance. And hunt. And combine the two.

There’s other’s she met along the way. Kiyla, a little girl who fights with a unicorn’s horn as a sword and loves to dance. The only problem? The music she loves best is the cries of tortured, wounded animals. I swear I didn’t make that up. It was my daughter. And let me tell you, it is creepy as heck when this pretty little girl starts to dance ballet whenever an animal’s in pain.

And now, Professor McMaan, my son’s mad scientist who likes to trap souls inside the bodies of the dead or dolls that he’s created. His piece de resistance is his pig familiar, within which he trapped the soul of his rival, Professor Piggs.

But on what adventure would the newly expanded four person party embark upon?

An old favourite: Crown of the Kobold King.

Having made a name for herself saving Falcon’s Hollow, Lorelei, Kilarra and Kiyla recently returned from an extended vacation where they visited haunted locales in the area. Coming back to Falcon’s Hollow to find a new herbalist has moved into town in her absence–Laurel (that witch!)–Lorelei decides she needs to make this backwater town remember why they need her!

Meanwhile, another new face recently arrived in the area: Professor McMaan, a foul scientist from Sandpoint who was forced to abandon his research and flee before the law caught up with him. Newly arrived to Falcon’s Hollow he spent the last of his savings on building a new secret laboratory, underneath an old hut in the woods outside town. After settling in he went to check on his nearest neighbours, expecting lumberjacks or thugs, he was surprised to discover a herbalist’s shop–with strange moaning sounds coming from it’s basement. After sneaking into Lorelei’s home and discovering the necromantic experiments hidden in her secret lair, Professor McMaan has been biding his time, anxiously awaiting the moment his delightful new neighbours return home from their trip!

As soon as Lorelei, Kilarra and Kiyla get back home, Professor McMaan’s at their door, knocking happily and introducing himself as “a fellow bad guy and professor of dead things!”

Lorelei was intrigued and insisted Kilarra NOT sacrifice him. Yet.

My kids had a blast introducing themselves to each other, sharing dinner at Lorelei’s home, and giving each other tours of their secret labs. By far, the majority of our session was spent on them talking and play acting as their characters, showing off drawings they’d made of their homes and pictures they’d discovered on Pinterest of their furnishings. Professor McMaan had a particularly dashing shelf of pickled eyeballs and brains to share that my son found on a halloween board.

51-tp0DAuzL._SX382_BO1,204,203,200_
Crown of the Kobold King,a 3.5 adventure easily adaptable to the Pathfinder rules set. Written by Nicolas Logue. Printed by Paizo Publishing in 2007.

Unfortunately, their dinner party was interrupted by a rude knocking. Boss Teedum was back, demanding that Lorelei get her things together. Five kids in town–Mister Kreed’s son included–have gone missing, and they’re sending guards to get him back (him, not them, because all Mister Kreed really cares about is his own son). They’re expecting the kids to be hurt–the stupid brats!–and they’re going to need a doctor in case Kreed’s boy is hurt.

Realizing this is her chance to make the folks of Falcon’s Hollow remember why they need her, Lorelei graciously accepts the Boss Teedum’s ‘offer’ (orders) on one condition: her friends accompany her.

Not caring whether or not Lorelei’s weirdo friends die, Boss Teedum accepts, telling Lorelei that the guards set out in only a few hours. Then he stomps off.

Lorelei is thrilled. She quickly hurries to her necromancy lab to pick some of her weaker, more lively-looking undead. She selects two zombie rabbits and two zombie crows from her collection, each kept in cages (they’re not under her control right now, and are very dangerous) she picks them up carefully and puts them in her cauldron (it’s an animated object now, and can walk around on its own. Usually she rides inside it). With some backup undead ready to go, and her handy ghost cannibal creepily haunting her every step, Lorelei’s excited to set off for the Darkmoon Vale.

The guards are creeped out by their new travelling companions, but it matters little. The cannibal ghost kills them in their sleep, and soon the four heroes villains are by themselves.

They follow the trail of the children (Kiyla’s a magnificent tracker) to a burnt down orphanage long thought to be haunted. It seems the children dared each other to spend the night camping nearby. After exploring the campsite they decide to check out the ruins in case any delightful new undead are lurking in its halls. They’re not, but they do find signs that whatever fire claimed the orphanage was not what it seems. They find a secret torture chamber made to contain and harm a werewolf. A werewolf that seems particularly small sized… The werewolf is nowhere to be seen–burnt in the fire, perhaps, but the orphanage matron is there, long dead with her throat torn out.

Lorelei decides she doesn’t want that body, and uncharacteristically leaves it behind. Why? We’ve accidentally stumbled upon one of my daughter’s recent fears: lycanthropes.

Jeva
Jeva, a werewolf from Crown of the Kobold King, by Nicholas Logue.

Nervous and jumpy, my daughter expressed fear. Now, this might seem normal, but my daughter’s encountered lycanthropes in D&D before, and never had a problem with it. The last one she met was a wereshark by the name of ‘Bloody Frennick’ who she made friends with and insisted join her pirate crew.  In all honesty, I thought she’d welcome a little werewolf girl into the group as a friend! Deciding it was best to let my children fight the mysterious werewolf and put an end to the suspense rather than leave it out and have them nervous and paranoid the rest of the adventure, we took a short snack break. When we continued they met a young girl, who tried to trick them into the deep, dark forest, with promises of how she and her friends were ambushed and dragged into the woods. She gestured to the trail that… yes, it did seem to belong to the five children, but Lorelei knew better. This girl was NOT a child from Falcon’s Hollow! She was a werewolf!

A battle ensued with Lorelei hatefully exclaiming: “She’s lying! I think she’s a werewolf! Kill her just in case!”

Although it should have been a tough fight, Lorelei’s cannibal ghost made quick work of her, and she was unable to escape. Lucky for my daughter’s conscience, it was a werewolf, as she proved when she transformed during the fight.

With the terrifying werewolf dealt with we wrapped up for the night.

But not before Professor McMaan scooped up the girl’s body for his experiments.

Concluding our first session of Crown of the Kobold King, we packed up our dice and minis and put our villains aside for a while. Even undead need a rest sometimes. The children of Falcon’s Hollow would have to wait for rescue for another day.

Soon it was dinner, and my kids moved on to play Pokemon in the other room while I cooked.

I learned a valuable lesson that day: Werewolves are terrifying. Weresharks are not.

I don’t know about you, but I’d be WAY more scared of the shark.

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