Mummy’s Mask: The Canny Jackal

This past Friday was game night around my house, and we played Mummy’s Mask. Currently on Book 2 – Empty Graves, we played through one of the parts of this campaign that my children were most excited about–an auction at the Canny Jackal. Now, my children don’t actually play in Mummy’s Mask on Friday nights, but they did help me populate and pre-test the auction, so they were literally bouncing in excitement all day.

Having recently finished exploring three tombs within Wati’s Necropolis, my player’s characters have earned the right to place their artifacts up for auction at the Canny Jackal. They’ve selected their lots, priced their goods, and spent a good deal of coin on proper attire for the festivities. Because of their exceptional performance in the lottery, they were granted a writ for 1,000 gp each to be spent at the auction by High Priestess Sebti of the Grand Mausoleum. That combined with an estimate of how much they’ll be making at the auction, and their wealth from previous delves, left my player’s with a heavy coin purse. Knowing that one of my players, my sister-in-law, loves all things Egyptian, I decided to go all out on the auction. I fully populated the Canny Jackal and it’s guests, and made a player handout listing all the objects up for bid which I handed out to my players the session before. After arriving, browsing the catalogue of artifacts, and socializing with the guests, they settled in to spend a lot of coin!

Insula Mater

MIKE
Art chosen to represent my husband’s character, Arc Goodstorm, a herb witch with a rabbit companion who carries a miniature garden on his back. Art is by ‘onionholk’ and was discovered on Pinterest. For more awesome character art, check us out on Pinterest.

In the hours leading up to the auction my characters passed by the Insula Mater, a small building run by the Grand Mausoleum’s Auntie Jehuti, which cares for pregnant women and their infants. One of my characters, the recently heartbroken catfolk Nazim Salahadine, is a pious worshipper of Pharasma and has even invested skill ranks in Profession (midwife). Another, the herb witch Arc Goodstorm, is a healer and herbalist who always offers assistance to the sick. As the group passed by Insula Mater for the first time they got immediately interested in the building. They chatted up some of the pregnant women, offered advice for their ailments, and Arc used his entire day’s worth of poultices and cure-alls to make medicine for the various women’s aches, pains and illnesses. They offered a sizeable donation to Auntie Jehuti, asked for extra jars so Arc could bring by more poultices in the coming days, and even set out to buy care packages for the many women in the building, including blankets, clothes, wooden chew toys, and baskets for the newborns. In fact, they took such an immediate shine to the women they spoke to, they each invited one of them to the Canny Jackal later that evening for a night out and some fine food. Two of the women accepted, Pahetti, a middle to upper class woman from Wati’s sister town of Tephu, who was in the market for a husband. Pahetti threw herself at the ever-awkward Arc and was hopeful she could woo him into making an honest woman out of her. The second, Manat, was a peasant woman with many children who lives on the poor end of Asp and works as a dyer on Mender’s Row. With hands stained purple, and plenty of births under her belt, Manat was immediately adored by the whole party. They loved her lack of shame, down-to-earth attitude and strong work ethic. After ensuring that nothing weird was expected of her, Manat decided to give the auction a go–they were offering guests free dinner, and she couldn’t even imagine what kinds of things rich folk might eat! Some other women turned down their offer, and so the trio set off with their ‘dates’ to the market. There they insisted on buying their guests fine clothes and enough jewelry to make a good impression, as well as a bath at the local inn. Manat balked at the extravagances, but they assured her after the evening was over she could keep it, and sell whatever she wanted, a kingly gift that would provide Manat more money than she and her husband made over the course of a few years. Stunned at the group’s generosity, she accepted, planning to feed and clothe her children, and see them tutored in… smart things! Perhaps they might even move into a nicer home. Fully clothed in proper attire for a night at the Canny Jackal, the group (Arc, Nazim and Kasmet: collectively known as the Fateway Five), their pets (Arc’s rabbit familiar and his silvanshee friend), and their guests (Manat and Pahetti) entered the Canny Jackal for an evening of food, drink, and entertainment.

The Guest List

Nazeem Salahadine
Artwork chosen to represent Nazim Salahadine, a catfolk devotee of Pharasma. Nazim looks like a fat, overgrown housecat and, unlike this image, wields a khopesh and shield and wears a keffiyeh upon his head.

The auction at the Canny Jackal can be as detailed or streamlined as you wish, but I had a feeling my group would love it as detailed as possible, so I made sure there were plenty of people around to chat with and influence. The guests present at our auction included four major types of people: Nobility: who were here to socialize or spend money; Representatives: people who were here on business for a company or a collector and were here to acquire objects of value; Suppliers: adventurers and other dealers who were here to sell their products in the auction; and Officials: people who were here on behalf of their government or church in order to represent their organization and possibly acquire relics related to their group’s interests. So, without further ado, let’s take a look at our guests! Note that none of the artwork below or linked to is my property. For artist information check out the signatures on the images, or find the links on our Pinterest page.

Employees

The Canny Jackal is owned and operated by Minnothet, a shrewd business woman with a silver tongue, and a well-trained group of historians, appraisers, guards and labourers in her employ. Her establishment is the finest auction house in Wati, and caters to the nobility and well-off collectors. By this point, the player’s characters will have interacted with Minnothet a few times, to register for the auction, to have their relics brought in for verification, and to organize their relics into lots.

The two employees most interacted with by patrons are Ahteb and Hamapetra, servants who are dressed in revealing ancient-styled attire, and who greet, serve, answer questions and generally tend to the needs of the auction house’s patrons. This duo will be the first people that the player’s characters see tonight, and are likely to be familiar faces. Ahteb and Hamapetra will have greeted them on all their prior visits to the Canny Jackal.

Plenty of other workers are seen during the auction, including servants who carry water and food around to guests, and guards who patrol the building and it’s display rooms.

Suppliers

In addition to my players, the Fateway Five, plenty of other adventuring groups put forth the goods up for auction tonight. Some of them are in attendance. The first is a person that is new to my player’s: Aladwen Enns, a member of the Four Lanterns, an adventuring group from Andoran who were hoping to spread a message of freedom throughout Wati. Aladwen is an artist whose main purpose in the group was to document their findings. He is found in the display area, sketching a picture of some of the objects up for sale. Aloof and engrossed in his work, the player’s are unlikely to catch his attention. However, if they manage to he happily draws their portrait alongside some of their finds, and may seek them out later in the evening, when the auction comes to a sudden end.

The second adventuring group the player’s are likely to encounter are Lirgana Ahmose and Verichi Denger, members of the Flickering Four. The only two members of this team in attendance, Verichi is seen peering into one of the display cases and examining the artifacts inside with magic, while Lirgana is chattering away in excitement. These two were likely met during the Lottery within the Necropolis, and should be familiar faces to the group. In addition to Lirgana chatting away with the group about what objects she’s interested in bidding on, Verichi’s action may cause clever PCs to examine the displays with detect magic themselves, allowing them to catch a few objects that may have been undervalued. Lirgana is chipper and excitable, and can easily be convinced to bid on your group’s items if the player’s give influencing her a try.

Melu, of the Amethyst Dragons is in attendance, socializing with the nobles in the parlour, and attempting to enchant one or two particularly rich, lone guests. During our auction, Annen Essesh was her target of choice, who is detailed later on. Melu will be memorable to most groups, as she was another team who was met in the Necropolis. She likely tried to enchant one of the player’s characters into helping her, and (if the group has had their ears to the ground for rumours) word is that she lost a whopping six companions (two sets of three) to the dangers of the necropolis. Still, Melu looks no worse for wear and seems to be about to make a killing on selling her relics today.

Partway during dinner, three final adventurers arrive representing the Daughters of the Desert: the mysterious Twins and Sigrun Firehair, a personal favourite in my house. Although the Twins are here to examine the relics and choose a few objects to bid on, Sigrun is here to have a good time, and hype up the crowd in the hopes of her lot selling for big money. Sigrun’s grandstanding, epic tales and obvious marketing skills are likely to make your player’s suddenly realize that they can do that too. I’d suggest letting your players each choose one item to really push. Contrariwise, they could choose to go the opposite route, and try to convince the guests to bid on relics other than the ones that your player’s want to buy in order to lower the prices. Either way, Sigrun is great fun, and your player’s are bound to have a blast interacting with her.

Nobility

Wati is home to plenty of nobles who live in the Morning Sun district. Some of them are present at the auction to represent their family’s, some are present out of genuine interest, and some are just at the Canny Jackal to have a good time.

While travelling through the showroom, the party will encounter their first group of nobles: Maru and Namaru Meshhoten. This pair was a hit with my players. Maru is an old woman and grandmother to Namaru. They’re currently peering into a display case filled with risqué objects. While Maru laughs and chats happily, Namaru blushes brightly and scolds her grandmother for being crass. As the group arrives, Maru smiles widely at them and can share rumour four.

Maru: “Greetings strangers! I’m Maru Meshoten, and this is my granddaughter Namaru. You were among the ambitious explorers who delved into the Necropolis, I take it?”
*Listens to the players.*
Maru: “Yes! Of course! I’ve heard of you! You must be skilled to have come out of it alright. I hear most groups didn’t. Nine groups vanished, the Sunrise Fellows were betrayed by one of their own, the Scorched Hand are all dead, and I hear the Amethyst Dragons lost six members!”

When it’s time to bid the player’s farewell, Maru offers the group handshakes. If there are any handsome men among the group she tells them: “Oh, bring yourself in for a hug, dearie! You’re a handsome, strapping thing!” As that player walks away Maru watches them go, loudly exclaiming: “Mmmm, mmmm, mmm! Get’s the blood flowing, doesn’t it?!”

Namaru blushes brightly and exclaims: “Grandmother!” in embarrassment.

The rest of the nobles arrive fashionably late, and are likely in the parlour chatting and socializing when the players finish their trip through the display cases in the warehouse. The nearest group of nobles consists of four women, one of whom is a dwarf. Here, Amanakha Tejuht (wife of the Archbanker of Abadar and a shrewd businesswoman), Baketra (a notorious gourmand known for her extravagant and scandalous dinner parties), Lady Neferebi (a spoiled, proud noblewoman who was carried here on a palanquin), and Meehr Zet (a dwarven woman whose father owns the Tarworks, making him the richest man in Wati. She uses her father’s wealth to buy her way into fine events like this one), all chat about the objects up for auction, and the effects of mumia, allowing the group to learn rumour five if they join the conversation.

Baketra: “Did you know that mumia can protect you against mummy rot? I’d never take the stuff myself–it’s made from actual mummies, you know, not to mention illegal–but I’m sure some of those adventuring types in the city these days don’t have such scruples.”
Amanakha: *nods* “It costs a tidy sum.”
Lady Neferebi: “Oh, Baketra, you’re horrible!” *laughter*
Meehr: *looks confused* “That can’t be very good for your health…”
The other ladies then laugh at Meehr.

Nearby is a smaller group of young noblewomen: Yuya Mahfre (of the distinguished House Mahfre: the only nobles who remained in Wati throughout the aftermath of the Plague of Madness) and Denae Shepses (a pious Pharasmin of the distinguished House Shepses, cousin of the Commander of Voices, Nakht Shepses, and descendant of the man who founded the Grand Mausoleum, the Necropolis and revitalized Wati). Yuya and Denae are friends and both are here to represent their families with honour. Unfortunately, as a Mahfre, Yuya despises members of House Okhenti, particularly the swaggering bastard Teos who is present tonight. Throughout her conversation with Denae, Yuya casts glares at Teos from across the room. If the player’s join the young women in conversation, Yuya can be heard to share rumour two.

“Naturally, the Okhenti’s will throw their vulgar coin at anything with a blade–if they haven’t already spent tonight’s share on companionship and liquor, of course!”

The next group consists of the aforementioned Teos Okhenti, one of many bastards from House Okhenti, and his half-brother Khammayid, a Scion of House Okhenti and a true descendant of their line, Khammayid has recently returned from studying abroad in Absalom and is at the Canny Jackal to obtain a respectable artifact to present to his father upon his return home later tonight. Unfortunately, his half-brother, Teos is here representing the Okhenti family, and fully intends to make Khammayid work for it. Teos knows that Khammayid thinks he’s superior to him, so he is currently spending his time teasing and cajoling his half-brother into a foul mood. For his part, Khammayid despises Teos, believing his father’ many bastard to be a mark of disrespect upon their House.

Khammayid: “Cease your prattle. I’ve no desire to speak with you.”
Teos smiles and throws an arm around Khammayid, loudly proclaiming to the group: “My brother has been gone for years and this is the greeting I get!”
Khammayid: “We’re not brothers.”
Teos: “Of course we are!” *To the group he adds:* “I’m Teos Okhenti and this rude fellow is Khammayid Okhenti.”
Khammayid: “I am a Scion of House Okhenti.”
Teos: “He thinks he’s better than me.”
Khammayid: *Turning to the group* “If you’ll excuse me. I tire of the company.” *leaves for the showroom.
Teos: *laughs* “We have different mothers.”
If any women are in the party, Teos then hits on them shamelessly, and kisses their hand. After excusing himself he struts over to go hit on Yuya Mahfre, despite the angry looks she gives him. A short while later Yuya stomps off, with Denae in step behind her, heading into the showroom.
If the group is still nearby Teos tells them: “She wants me.”

The final group of nobles present is a large and eclectic one. Consisting of two couples, an elderly man in absurd attire, a foreign nobleman and Melu the enchantress. The first couple, Yakarab and Maihiri Sekhenkhet, have recently purchased their noble title and are extremely pleased to be here. They’re confident, proud and strut about with wide smiles. They’re here to make big purchases to fill their lavish home, and to socialize. The second couple is Basif Iosep, a nobleman who makes his money off his coffee plantation located just outside of Wati. A half-elf, Basif is here to acquire any paperwork he can in the hopes of discovering more about his ancestry. Alongside him is his current girlfriend, Lady Nubumshaset. Although beautiful, Lady Nubumshaset knows her time with Basif is numbered. Having lost his wife many decades ago, Basif keeps his girlfriends no longer than a few years at a time. The old man is none other than the Grand Justice Euclid Menephes an out-of-touch man who’s here to socialize. Annen Essesh is the final noble in the group, a Vudrani merchant who owns the only textile mill in Wati. Though friendly, he dislikes the Grand Justice immensely. Annen knows that culture is not always about the rich, and is fascinated in artifacts owned by the everyman. His family worked itself up from nothing, and he wishes to ensure that the lives of the poor are not forgotten. Unfortunately for Annen, Melu has set her sights on him, and shortly after the conversation he become enthralled with the woman. By joining this group’s conversation players can learn rumours one and two.

Judge: “Absolutely dreadful the way the church is opening our history to so many foreigners!”
Annen: “Foreigners?”
Judge: “Not you, of course, Lord Essesh. You live here. You’re Osiriani.”
Annen: “I am Vudrani, Euclid, and living here doesn’t change that.”
Judge: *Pauses…* “Haty-a Oshep Kahmed is going to increase the taxes on travellers from beyond the sister cities to recoup the cultural damage.”
Basif: “He’ll do no such thing! The opening of the Necropolis is good for our economy–as it is throughout the country!”
Annen: *nods*
Melu: “And how nice is it to see the Pharasmins on board?”
Maihri: “Mmm hmm! Let’s you know the relics are real. My husband got taken for a fortune on a ‘Second Age’ chest last year. Looked ancient enough, but turned out the damned thing only survived a house fire in An!”
Yakareb: *smiles and shrugs* “What can you do?”
Judge: “You can’t trust the veracity of anything up for sale, no matter how old it looks. That’s why all legal transactions are vetted and approved by historians.”
Yakareb: “Ah, who said it wasn’t legal?!”
Judge: *huffs* “If you’ll excuse me!” *leaves*
Annen: *turning to the party* “And you, friends? What have you to say on the matter?”

Representatives

Unlike Wati’s nobility, many powerful people are present at the auction to make purchases on behalf of their organizations. These people are all found in the showroom, examining the displays with serious looks, some of them making notes on a piece of paper or in a journal as they do so. These scholars and businessmen include: Smendes Arun, the pompous curator in charge of acquisitions for the Sothis Exhibitory (Osirion’s grandest museum). Smendes is interested in historically important objects and true relics–nothing that has been repaired or altered; Takhat Elazul, a nobleman and patron here representing the Great Library of Tephu. He is here looking for pieces to add to the library’s archives. Though proud and aloof, Takhat is impressed if he learns that the group put up valuable documents for auction (and took care of them). Secretly a member of the Sacrosanct Order of the Blue Feather, Elazul is scheduled to make a reappearance in Mummy’s Mask Book 3 – Shifting Sands, and may prove to be a recurring contact for the player’s. Menaat Heshwah is a serious, humourless buyer for the Sothis Trading House. She refuses to be distracted by the players. She is interested in acquiring furniture, housewares and pottery. Tenet is a calm, focused scholar who wears a simple silver chain around his wrist and is seen examining masks and historical objects. Unbeknownst to the group, Tenet is a member of the Silver Chain, and a secretive member of another group that’s going to harry the party in the future. Tenet will make another appearance further into Book 2 – Empty Graves, but for now is calm, courteous and distant. Dakar Sonbef arrives late–probably just as soon as the group is about to leave the showroom–and immediately begins looking around for something. He is friendly and joyous, and says he’s an exporter here for the same reason as most people–To make money! He wears a silver chain around his wrist (which matches Tenet’s) and seems nervous. Canny players might realize he doesn’t seem very interested in any of the relics.

Two final representatives are more interactive. These are Ranjetti, a friendly member of the Aspis Consortium (which is a group in good standing in Osirion). Ranjetti is standing alongside another woman, Meru Sehebre, of the Pathfinder Society (a group that is in poor standing in Osirion). Ranjetti smiles and laughs, teasing and chatting with Meru while she examines an ancient map. Meru clearly despises Ranjetti, and ignores him as best as she can. Unfortunately for Meru, Ranjetti adores harassing her, and moves to follow her around the showroom like a shadow. During the auction he bids on everything she chooses to, willing to drop a large amount of coin just to irritate her. Although Ranjetti is here on behalf of his organization, Meru is here on a private matter. She’s in Wati to help a friend of hers–but won’t say more with Ranjetti around. Although interested in the objects on display, she’s here as a fortuitous opportunity, not to purchase anything specific for her organization.

If the players can distract Ranjetti and get Meru some time free of the man she happily tells them her true purpose in Wati. “A friend of mine–a dwarf scholar in Tephu–found clues regarding something that’s peaked his interest. I came to see if there was any truth to it. Unfortunately, access to the Necropolis is hard to come by. I haven’t found any proof at the auction, yet.” *gives the group a discerning look* “If you go back into the necropolis, keep your eyes open for a symbol for me: a stylized owl’s face, eyes open, beak pointing down. No text or hieroglyphs present. Agreed?”

Clergy

All three of Wati’s churches are represented at the Canny Jackal tonight. Amanakha Tejuht, though not a clergy member herself, is here on behalf of her husband, Archbanker of the local church of Abadar, the Sanctum of Silver and Gold. In the showroom, the group will see a familiar face: Elder Neferaba, one of the oldest and most respected member of Pharasma’s clergy in Wati, and the Grand Mausoleum’s chosen representative. Elder Neferaba was likely met by the group on one of their may visits to the grand Mausoleum, and is the cleric they would have been referred to if they if they had lingering ability damage or curses that needed lifting. Elder Neferaba is currently staring into a display which holds grave goods, and canopic jars. He looks solemn and somber.

Neferaba: “This is a sight I thought I would never see… The treasures of our holy necropolis on display like commodities… We were lucky here. The Grand Mausoleum holds great influence in Wati. The tombs in other places were… treated with much less respect than our own. Still, much of this needs to be returned… Canopic jars and funerary masks…. The relics of the first Pharasmins.  With their protection gone I worry about the state of the Necropolis…”

True to his word, Elder Neferaba is here to buy back what relics he can on behalf of the church, as well as any artifacts that contains people’s remains that they may be returned to their rightful place in the necropolis.

After speaking with Elder Neferaba for a moment another voice can be heard. Turning, the group discovers a woman with a shaved head, an Arcanist of Nethys by the name of Intef Karam, and an acolyte under her care, the serious looking Djat Masakhet. Intef is here on behalf of her church, the Temple of Arcana Unbound.

Intef: “Why, Neferaba! I thought of all people you would have been able to stop this.”
Neferaba: *smiles widely* “My dearest Intef! Surely you are not suggesting that I would do something drastic?”
As Intef and Neferaba laugh and share a hug in greeting it is clear they are friends.
Neferaba: *introduces the group to Intef and Intef to the group*
Intef: “A pleasure. This is Djat Masakhet, and acolyte under my tutelage.”
Djat: “…Greetings.” *whispers to Intef, then leaves for the showroom*
Intef: “I am here looking for relics of my faith. The Nethysian church were among the original builders of Wati–along with the agents of the Pharaoh. That’s a lot of honoured priests who were recently… disturbed.”
Neferaba: “Yes, the Ruby Prince is certainly progressive.” *Offers his arm to Intef and they excuse themselves*

Ptemenib Face
Ptemenib of the Grand Mausoleum. Art by Miguel Regodon for the Mummy’s Mask Adventure Path by Paizo Publishing.

Once final member of the Pharasmin church arrives later in the evening: Ptemenib. Although this is Ptemenib’s first scheduled meeting with the group, I introduced Ptemenib earlier, way back during the group’s first visit to the Tooth and Hookah, and have had the party meet him in passing a few times since (at the Grand Mausoleum, or in the Veins). Ptemenib enters the showroom distracted and speaking to himself (actually his invisible companion, Qasin). He clearly looks around for someone. If he’s known to the group he greets them and chats for a moment but is clearly distracted. Soon he remarks, “If you’ll excuse me, I’m on important business.” Then he walks away and asks “Where?” After a few steps one way he suddenly veers off course and heads a completely different direction. Curious characters can follow Ptemenib to discover he’s following and spying on Dakar Sonbef, an exporter mentioned above.

Other

Among the other guests, there are a few who fit into no category above. The first whom the party will meet is Menya the Whip, an up and coming armoursmith who’s recently purchased a shop that faces the Sunrise Market. Menya is here to network with as many nobles and adventurers he can in the hopes of winning either a patron or customers. He’s also here looking for an interesting centrepiece for his shop. Menya is a fun, down-to-earth guy and is likely to get along well with you players. He’s a good smith, and if the group is kind to him they could earn themselves a discount at his shop in the future. He’s also easily swayed to bid on any particularly interesting and large relic that the player’s have put up for auction, if they suggest it, so long as it’s a good conversation piece for his shop. Menya can be found in the parlour well before the evening begins, waiting to greet everyone who enters the Canny Jackal.

Khim-ali Set is a perfumer who the group may have interacted with before this evening–if they went out of their way to purchase fine clothes and attire for the auction. His perfumery, Threshed Souls Fragrances, is the finest and most well-respected in town, and is located in the Morning Sun district. Khim-ali is polite to his customers, but otherwise makes a beeline through the parlour straight into the showroom. Curiously, Khim-ali examines all of the lots that include mummies.

The last of the uncategorized guests includes Teht Blackblossoms and Terhk Fourwinds. Teht and Terhk are lovers and entrepreneurs. Teht is a well-informed gossip and information broker who owns the Whispering Stone, a local tavern. Diplomatic and exotic, Teht has many admirers. Terhk is a massive half-orc who looks both stupid and fierce. He growls at any nobles who get to close, causing Teht and Terhk to have a large amount of space in the parlour to themselves. Terhk is actually a scholar and historian who loves ancient relics. He’s the owner of Terhk’s Expeditions, a company that organizes caravans and mercenaries for cross-desert treks. Teht claims she was gifted tickets to the event by an admirer and is here to purchase jewelry and perhaps a new relic for her bar. In reality, she herself purchased the tickets knowing that Terhk would love to attend the event and invited Terhk along to join her. Terhk acts terrifying, but can be seen perusing the showroom with a smile, and examining the scholarly documents with a pair of tiny glasses perched on his nose–which he quickly removes as soon as Teht warns him anyone is nearby.

Government

The final category of guests include the two most prominent and powerful people at the auction. The first is introduced with a fanfare as soon as your player’s have had a chance to mingle with guests in the parlour and browse the showroom. Djoser Kahmed, son of the Haty-a (governor) of Wati is in attendance. As servants announce him, everyone in the building bows to him respectfully. Then, suddenly, he bows, deeply and nearly to the floor, as another is announced to a chorus of gasps: Lady Hemetre,  cousin of the Ruby Prince. Everyone in the auction house suddenly falls to their knees and bows to the cousin of the Pharaoh. Anyone who doesn’t will be publicly scolded by Minnothet until they do, or they are removed from the auction house.

Despite being another hour until the auction is scheduled to begin, Lady Hemetre announces “The auction may begin,” and struts into the bidding hall. Djoser Kahmed follows, trailed by Hemetre’s many servants and guards. Minnothet and her workers hurry to have the auction start early.

The Auction

As the auction officially begins, your players should have had a chance to walk through the showroom and examine the artifacts. If you haven’t given them one already, make sure they get a copy of the items up for auction. The items I provided my players are included on a sheet near the bottom of this post. Give them time to look this over, as they’ll likely want to bid on an item or two. If any of the members of your party have an interest in the old gods, be sure to alter some of the items on this sheet to include those gods. In my group’s case, this was the goddess Bastet, hence the large number of items sacred to her on the handout. In addition, ensure you know what objects your players are putting up for auction and who might be interested in them. If your player’s tried to influence the prices of any objects now’s the time to make sure they’ve made a check or two to do so, and to decide if they’ll succeed. Once everyone’s ready, Minnothet strides proudly onto the stage and says a few opening words, being sure to flatter the Lady Hemetre at every opportunity. Behind her, lot one is rolled onto the stage, and the auction begins.

For every object brought on stage, Minnothet announces and details it thoroughly, while her servants move objects on and off the stage. Describe the bidders interested in the pieces, and then pause, allowing your players to decide if they want to bid. If they do, let them know the highest bid which will win without their interference, and let them decide if they’ll put in a final, winning bid. You’ll be surprised how often the players will cast a bid for something just to foil one of the people they’ve met whom they disliked, or how they’ll refrain from bidding against someone they particularly liked. Some members of my group even purchased objects for other people–their guests, and Menya the Whip–when they were outbid. Be sure to describe the bidders vying for the relics the players put up for auction. This will grant the player’s a great deal of satisfaction. Partway through the auction, be sure to describe Dakar Sonbef leaving the auction, followed by Ptemenib a half-minute later.

There’s one extremely important thing to note here: Lady Hemetre. The good lady is not here for entertainment or to pick up an object of interest, she’s here to ensure the people of Wati are following the Pharaoh’s decrees. That means she is here to ensure that the objects for auction sell for high profits, and that they are not purchased by the people who might ‘lawfully’ own them, or by someone who is just going to return them to where they were taken from. To this end Lady Hemetre opens the first few bids herself, bidding so that the other nobles and people who desire her favour bid in turn. At any point during which the auction is lagging, or a piece only has a few bidders, she bids in order to inspire the other nobles to start a bidding war to impress her. If Elder Neferaba bids on items he’s obviously going to reinter, she bids as high as necessary to acquire the items in question–unless someone else bids on them. She also refuses to let anyone related to a tomb acquire their relics back. This is of particular importance for Lot 42 which includes the remains and grave goods of a member of the Mahfre family. As Yuya bids on her ancestors remains in outrage, Lady Hemetre will spend any amount of coin to see the object not fall into Mahfre hands. A point needs to be proven. Such is her purpose here. Luckily (or not) for Yuya Mahfre, Teos Okhenti is here to bid on the object on her behalf–if the player’s don’t get involved, and all it will cost her in return is a few drinks and a favour.

The Lots up for Auction

Lot 01 – Collection of six clay lamps and a simple clay solar disk. Taken from the home of a labourer. Opening bid: 20 gp

Lot 02 – Collection of grave goods from a textile mill. Goods include five wood-bead bracelets, a ceramic ring, six hand-carved wooden animal figurines and six ceramic jars. Thought to have belonged to the mills slaves and labourers. Opening bid: 25 gp

Lot 03 – Collection of thirteen rough depictions of a smiling dwarf face—the god Bes. Various materials include clay, ceramic, stone, bone and wood. Largest is four inches in diameter. Retrieved from a series of peasant homes and presumed to be hand-crafted by the home-owners in order to ask Bes to protect their homes and families. Opening bid: 25 gp

Lot 04 – Collection of wood and bronze farming implements. Goods include pitchfork, three sickles, a scythe, as well as shovels, trowels, nails, etc. Opening bid: 30 gp

Lot 05 – Collection of housewares. Ceramic and wood. Unadorned. Includes plates of various sizes, bowls, cups, jars, jugs and utensils. Opening bid: 30 gp

Lot 06 – A collection of charcoal sketches of the tripartite tomb of Lord Rab Wadjitor’s favourite concubines: Lady Ever Grace, Mistress Silken Glory and Madame Gilded Lotus; as well as charcoal rubbings from the interior of the tomb. Opening bid: 30 gp

Lot 07 – Set of four ceramic statuettes of a humanoid cat figure in suggestive poses. Six inches tall. Presumed to be Bastet, Sly Enchantress, goddess of cats, pleasure and secrets. Retrieved from the Cat’s Pleasure brothel. Opening bid: 30 gp

Lot 08 – Collection of ceramic and wood grave goods found in a grocer’s store. Pieces include protective amulets, bead bracelets, jars, pots and miniature Pharasmin spirals. Opening bid: 40 gp

Lot 09 – Twenty-two ceramic canopic jars (condition varies) and six bronze canopic jars. Retrieved from a textile mill and thought to belong to the mills slaves and labourers. Opening bid: 50 gp

Lot 10 – Collection of twenty ancient coins, various denominations. Opening bid: 50 gp

Lot 11 – Six matching bronze sconces, two incense bowls and one large lamp, all featuring jackal motifs. Taken from the tomb of Neb-at, and Anubisian priest. Opening bid: 50 gp

Lot 12 – Collection of perfume and make-up. Includes seven scented oils (perfumes) in ceramic containers, various tubes of kohl, green, blue and gold eye shadow, and henna lip smear. Retrieved from Cat’s Pleasure brothel. Opening bid: 50 gp

Lot 13 – Collection of papyrus scrolls and scroll tubes from a scribe’s office. Extremely fragile. Contents unknown. Opening bid: 50 gp
Note: Examination of this lot with detect magic reveals that two of the scrolls contained therein are magical, but its aura is too dim to determine the scroll’s purpose or type.

Lot 14 – Collection of ten ceramic statuettes depicting everyday life in lower-middle class Wati. Size varies between four inches tall and eight inches tall. Opening bid: 50 gp

Lot 15 – Collection of apothecary tools. Materials vary. Tools include weights and scales, mortar and pestle, jars of various sizes, spoons, cups, bowls, vials and a tea set. Also includes ten jars of dried herbs (potency and types undetermined), seven vials of essential oils (potency and types undetermined), and a variety of tea. All tools still function. Opening bid: 50 gp

Lot 16 – Collection of two hundred preserved insects labelled by their ancient names and in framed glass display cases. Many species of scarab, beetle, scorpion and butterfly are represented. Particular attention is paid to aquatic insects. Specimens were preserved by being coated in lacquer. Opening bid: 50 gp

Lot 17 – Collection of seven wands found in a Nethysian shrine. Materials and motifs vary. Wands no longer magical. Opening bid: 50 gp

Lot 18 – Set of six ceramic wall hangings of an erotic nature. Imagery depicts the cat goddess Bastet engaged in carnal acts with various other deities. Retrieved from the Cat’s Pleasure brothel. Opening bid: 60 gp

Lot 19 – Four foot by five foot painting of a smiling dwarf face—the god Bes. Bes is known as the Guardian Fool and was considered the god of households, luck, marriage and protection. In some ages he was also considered a god of childbirth, protector of children, guardian of sleep, and protector against evil spirits and dangerous beasts. The painting is hung in a wood frame carved with ancient prayers to Bes and images of a family going about typical household life. Opening bid: 70 gp

Lot 20 – Set of ten matching scarabs crafted in gold and semi-precious stones. Exceptional quality. Opening bid: 75 gp

Lot 21 – Collection of fine housewares. Painted ceramic, carved wood. River motifs. Includes plates, bowls, jars, jugs and utensils. Opening bid: 75 gp

Lot 22 – Complete set of mummification tools. Materials vary. Opening bid: 75 gp

Lot 23 – Collection of polished marble erotic tools and well-preserved erotic manual. All exquisite quality and working condition. Retrieved from the Cat’s Pleasure brothel. Opening bid: 100 gp

Lot 24 – Collection of ten bronze animal statuettes. Sizes vary from three to ten inches in length. Animals depicted include the cat, lion, jackal, crocodile, cow, scorpion, ibis, falcon, scarab and the ram. Opening bid: 100 gp

Lot 25 – Ceremonial crook, flail, mask and headgear of an Orisisian priest. Cereamic and gold. Opening bid: 100 gp

Lot 26 – A pair of sandstone warrior statues wielding khopesh and shields. Measures one and a half feet square by four feet tall. Retrieved from Crocodile’s Pride training centre. Opening bid: 100 gp

Lot 27 – Mummified crocodile with golden collar. Eight feet long. Opening bid: 100 gp

Lot 28 – A collection of two-hundred and seventy-six viable ancient seeds salvaged from a greenhouse in Wati’s Necropolis. Thirteen of these seeds are of extinct species; seventy-three seeds are of rare species and forty-seven are unidentified. Opening bid: 100 gp

Lot 29 – Lacquered wooden trunk filled with noble-woman’s clothing. Articles include various linen sheath dresses and pleated dresses, a pair of rush slippers, a pair of leather sandals, four linen shawls, three beaded belts, two beaded collars and one wig. All items have been magically repaired. Opening bid: 100 gp

Lot 30 – A collection of grave goods belonging to Lady Ever Grace, one of Lord Rab Wadjitor’s favourite concubines. Includes a silver diadem, silver armband, silver jewelry, glass bead collar, ivory hair comb, black kohl, silver and ivory funerary mask, silver rings and silver and ivory canopic jars. Opening bid: 150 gp

Lot 31 – Preserved food and liquor from a noble villa. Three jars of honey, small clay jar containing nine preserved dates (no longer edible), large ceramic jug of wheat, small sealed jar of vinegar, one large clay jug of beer (no longer drinkable), three unopened bottles of wine (no longer drinkable), one bottle of fine unopened gin and one bottle of fine unopened whiskey. Opening bid: 150 gp

Lot 32 – An exceptionally well-preserved, unique tome detailing the gods worshipped in ancient Wati, their stories, areas of interest, prayers and ceremonies. Written by a scholar dedicated to the worship of Thoth, Lord of Divine Words and god of magic, the moon, wisdom and writing. Opening bid: 150 gp

Lot 33 – Magically preserved map of the Osirion empire during its height. Map is of exceptional quality. Framed for preservation in a wood and glass frame. Opening bid: 150 gp

Lot 34 – Collection of eight silver statuettes depicting psychopomps – otherwordly beings said to lead the soul into the afterlife, or guard it. Sizes vary from 6 to twelve inches. Beings depicted are the scarab, whippoorwill, jackal, nosoi (falcon-like), esobok (dog-like creatures with skeletal crocodile heads), vanth (skeletal bird humanoid), Anubis (jackal-headed god of death, funerals, tombs and mummification) and Pharasma (goddess of birth, death, fate and prophecy). Opening bid: 150 gp

Lot 35 – Exquisitely crafted silver sceptre in the shape of Ptah, Lord of Eternity’s holy symbol (which incorporates the ankh, djed and was). Opening bid: 170 gp

Lot 36 – Winged solar disk crafted from gold and semi-precious stones, meant to be hung on a wall or used as a centre-piece for an altar or shrine. The solar disk is the holy symbol of Ra, King of the Heavens and god of creation, rulership and the sun. Measures two feet by two and a half feet. Opening bid: 200 gp

Lot 37 – A collection of chairs and side tables. Extremely fragile. Opening bid: 200 gp

Lot 38 – A collection of twenty copper holy symbols featuring ancient gods. Deities represented are: Anubis: Guardian of the Tomb (jackal head), Apep: Devourer of the Dawn (coiled serpent), Bastet: Sly Enchantress (cat), Bes: Guardian Fool (laughing dwarf face), Hathor: Mistress of Jubilation (solar disk with horns), Horus: Distant Falcon (eye of Horus), Isis: Queen of Miracles (knot of Isis), Khepri: Humble Hand (scarab), Maat: Feather of Truth (ostrich feather), Neith: Ruler of Arrows (shield and two crossed arrows), Nephthys: Mistress of the Mansion (basket atop a palace), Osiris: Lord of the Living (crook and flail), Ptah: Lord of Eternity (staff composed of ankh, djed and was), Ra: King of the Heavens (winged solar disk), Sekhmet: Lady of Slaughter (seven arrows), Selket: Mistess of the Beautiful House (scorpion), Set: Lord of the Dark Desert (sha head), Sobek: Raging Torrent (crocodile), Thoth: Lord of Divine Words (scroll with solar disk and cresent) and Wadjet: Green Empress (uraeus). Opening Bid: 200 gp

Lot 39 – The mummified pets of Nanjut Elatep, a noble woman who outlived her husband and eight children and was said to have found solace in her menagerie of pets. Pets include twenty-nine cats, seven songbirds, four snakes, two small dogs, one cow, one ibis, one falcon, one ram and a leopard. Each pet wears a ceramic protective amulet labelled with their name. Opening bid: 200 gp

Lot 40 – The Eternity Lotus. This miraculous blue lotus blooms each day and withers each night only to sprout again each morning. Discovered in an ancient shrine dedicated to Osiris, Lord of the Living; god of fertility, rebirth, the afterlife and resurrection. The Eternity Lotus requires neither care, air, soil, water or sunlight to flourish. Opening bid: 200 gp

Lot 41 – A collection of five ankhs. One silver, one bronze, one gold, one gold with rubies, one gold and platinum. Opening bid: 250 gp

Lot 42 – The canopic jars and funerary mask of Entef Mahfre, ancestor of the distinguished Mahfre noble line. Canopic jars are made of white marble and amber, funerary mask is made of polished silver, ivory and amber. Opening bid: 250 gp

Lot 43 – A collection of grave goods belonging to Mistress Silken Glory, one of Lord Rab Wadjitor’s favourite concubines. Includes silver jewelry, silver armband, glass bead collar, a silver hand mirror, silver comb, hair beads, black kohl, perfumed oil, silver funerary mask and a wooden trunk which magically preserved ten exotic articles of silk lingerie and three scrolls of erotic poetry written by the entombed. Opening bid: 250 gp

Lot 44 – A collection of grave goods belonging to Madame Lotus Bloom, one of Rab Wadjitor’s favourite concubines. Includes amber bead jewelry, amber bead collar, amber comb, incense, incense bowl, amber wall decorations, amber funerary mask, amber holy symbol of Maat (goddess of justice, law, order and truth) and fourteen manuals regarding enlightenment and physical perfection. Opening bid: 300 gp

Lot 45 – A set of six gold statuettes depicting Pharoah Djederet II, founder of Wati, and his family. Pharoah Djederet measures one foot in height, while his family members each measure approximately eight inches tall. Opening bid: 300 gp

Lot 46 – Large copper water clock. No longer functions. Opening bid: 300 gp

Lot 47 – Collection of bronze weapons from the Crocodile’s Pride training centre. Includes 8 khopesh, four kukri, three spears, two curved daggers, two flails, two falchions, one short sword, one quarterstaff and six javelins. Also contains the deteriorated remains of two bows, one sling, and nine arrows in a rush quiver. Opening bid: 300 gp

Lot 48 – A glass jar filled with a semi-precious stones. Opening bid: 325 gp
Note: When examined with detect magic, three of the stones inside are revealed to be cracked ioun stones. A cracked amethyst pyramid, a cracked dusty rose prism, and a cracked tourmaline sphere.

Lot 49 – A collection of silver ceremonial objects. Includes a censer, lantern, ankh, quarterstaff and an exquisite silver dagger of masterwork quality. Opening bid: 350 gp

Lot 50 – A pair of falcon feathers retrieved from a shrine dedicated to Ra, King of the Heavens and god of creation, rulership and the sun. Functions as a feather token (ram) and a feather token (fan). Opening bid: 400 gp

Lot 51 – A lacquered wood palanquin with gold leaf detailing. Opening bid: 400 gp

Lot 52 – Large collection of stone tablets retrieved from a record room in a Shrine to Thoth, god of magic, the moon, wisdom and writing. Of the few currently deciphered, two are official records, one is instructional and two are repositories of knowledge. Opening bid: 500 gp

Lot 53 – Three life-size, painted stone statues of Lord Rab Wadjitor’s favourite concubine’s. Featuring the maiden Lady Ever Grace, the sensual Mistress Silken Glory, and the poised Madame Lotus Bloom. Opening bid: 500 gp

Lot 54 – Nine foot tall black stone statue of Anubis, Guardian of the Tomb and god of burial, the dead, funeral rites and mummification. Features gold accents. Opening bid: 500 gp

Lot 55 – Regalia of a priestess of Bastet, the Sly Enchantress and goddess of cats, pleasure and secrets. Includes a fine silver sistrum, a silver ceremonial dagger with a handle shaped like a walking cat in profile, gold and white linen headband, gold armband, glass bead collar with a pair of gold cats as a decoration, an armoured kilt with a gold holy symbol of Bastet as a central decoration, a single cat’s claws (tekko-kagi), and an aegis (buckler) enchanted to look as if it were made of gold that features a lion’s face upon its outer side and protective prayers to Bastet upon its inside face. Cat’s claws, armoured kilt and aegis are all of masterwork quality. All items in this lot were protected by divine preservative magic, making them in perfect, fully functional condition. Opening bid: 650 gp

Lot 56 – Collection of extravagant housewares. Gold and crystal. Solar disk motif. Includes plates, bowls, decanter, glasses and utensils. Opening bid: 700 gp

Lot 57 – A foreign merchant’s ring. Crafted from smooth red and blue porcelain and wrapped with threads of copper, this ring magically protected its wearer from the heat and cold of his travels. Functions as a ring of inurement. Opening bid: 750 gp

Lot 58 – A phylactery with a preserved scarab inside. Sacred to Khepri’s faith (The Humble hand; god of freedom, the rising sun and work). Functions as a phylactery of faithfulness dedicated to Khepri. Opening bid: 800 gp

Lot 59 – Collection of magical arrows in a black lacquered quiver retrieved from a slave market. Contains five sleep arrows and three vine arrows. Opening bid: 900 gp

Lot 60 – A magical glass lens mounted in a round silver frame that fits snugly in the eye orbit of any small or medium sized humanoid. Retrieved from a scribe’s workshop. Functions as an antiquarian’s monocle. Opening bid: 1,000 gp

Lot 61 – A collection of women’s gold jewelry taken from Maiden’s Joy jewelry shop. Pieces include ten necklaces (fine to thick chains featuring designs of a cat, jackal, bird, feathers, ankh, knot of Isis, waves, basket, moon, and sun), four bracelets (two fine chain, one bangle with engraved feather detailing, one medium chain with seven star charms), two armbands, six rings (two plain bands, two knot-detailings, one with a winged solar disk, one with cat) and seven pairs of earrings (one hoop, two dangling, three disks, one stud). Opening bid: 1,000 gp

Lot 62 – Wargear of a priest of Sekhmet. Includes a pair of golden rosettes (meant to be worn over the nipples of a man or woman), fine armoured kilt died red with blood, a battleaxe with seven arrows engraved along the blade, a heavy wooden shield carved with the face of a roaring lion and stained with blood, and three potions (two of cure light wounds and one of rage). The battleaxe and wooden shield are of masterwork quality. Opening bid: 1,000 gp

Lot 63 – The cursed belt that killed Haty-a Chepren. Made of gold and ivory, this belt appeared to be able to augment the aging Haty-a’s health, when in fact, it sapped it from him until he died. Functions as a belt of weakness. Although it is unknown who delivered the belt to the Haty-a, it is presumed by many to be his advisor Bunefer, who was named Haty-a after Chepren’s death. Opening bid: 1,000 gp

Lot 64 – An empty sarcophagus retrieved from the tomb of Amadjawat the Many Veiled, of the Turanhotep noble line. The Turanhotep’s were master illusionists and prominent members of the Nethysian clergy. Sarcophagus is of stone and draped with illusions of polished gems and gold. Opening bid: 1,000 gp

Lot 65 – Two magically and alchemically treated plant bulbs with a root growing out of each that loops around it like a handle and are capable of causing plants to grow in any terrain. Also comes with a folded papyrus scarab capable of multiplying into a swarm of papyrus scarabs with the completion of a final fold. Function as greensurge bombs and an origami swarm. Opening bid: 1,100 gp

Lot 66 – Exotic looking blue leather boots with a knife motif worked into them and curled up toes. Retrieved from an unmarked building. Function as bondbreaker’s boots. Opening bid: 1,200 gp

Lot 67 – A platinum chain with three platinum protective talismans upon it: an ankh, a scarab and a feather. Each talisman can protect its wearer once before crumbling to dust. Functions as lesser protective talismans (ankh, scarab and beneficial winds). Opening bid: 1,400 gp

Lot 68 – A trio of javelins once owned by a member of the Haty-a (governor) of Wati’s personal guard. Two javelins are of masterwork quality and one is a javelin of lightning. Opening bid: 1,600 gp

Lot 69 – A magical tight-fitting silk corset with thin bone ribbing sewn into it, beautifully embroidered with images of birds and clouds. Comes with a matching (non-magical) embroidered silk collar. Functions as a corset of delicate moves. Opening bid: 1,600 gp

Lot 70 – A magical crocodile skin belt with a gold buckle discovered in the tomb of an unnamed warrior. Functions as a belt of superior maneuvers. Opening bid: 1,700 gp

Lot 71 – A pair of boots cracked and weathered from the desert sun. Functions as dunestrider boots. Opening bid: 2,000 gp

Lot 72 – Canvas and leather gloves stitched with invocations to Ptah, Lord of Eternity and patron of architects, engineers, alchemists and crafters of all kinds. Discovered in the tomb of Alamed Neptus, a master architect and trapsmith who was ritually sacrificed and entombed after completing his labours as lead architect on the tomb of Haty-a (Governor) Neftet Ankametep. These magical gloves impart the wisdom of Alamed Neptus upon the wearer, granting mastery over mechanical devices. (Functions as engineer’s workgloves). Opening bid: 2,500 gp

Lot 73 – This Pharasmin ritual blade used during ceremonies sacred to the Lady of Graves, such as the cutting of umbilical cords, or to lay beside the bodies of honoured Pharasmins as their spirits travel through the Boneyard. The magical blade is etched with spiderweb designs and the hilt is shaped like a skeleton that has been laid to rest. Functions as a fate blade. Opening bid: 2,600 gp

Lot 74 – The khopesh of Manut the Mad, captain of Wati’s town guard from 2490-2499 AR. Captain Manut was the first high profile victim of the Plague of Madness. He slaughtered every prisoner in his custody, six guards, fourteen slaves, one noble, and eleven passersby on his way home before finally murdering his neighbours. Manut was killed by his wife who is reported to have succumbed to the same plague only three days later. Khopesh is of masterwork quality and forged from adamantine. The grip is crocodile skin; the pommel is topped by a fierce crocodile head carved from polished river stones; and the neck of the blade is engraved with ancient hieroglyphics meant to invoke strength and military prowess. Opening bid: 3,000 gp

Lot 75 – The Rods of Gehentet the Merciful. These matching metamagic rods are each crafted from magically hardened marble, one black and one white. Both rods were once wielded by High Priest Gehentet of Nethys’ church. Called ‘the Merciful’, Gehentet was known for never killing his enemies. Instead, he knocked them unconscious and tithed them to the Nethysian church as slaves. The white rod is a lesser merciful metamagic rod, and the black rod is a lesser selective metamagic rod. Opening bid: 4,000 gp

Lot 76 – A buckler belonging to Theban Ahmose, leader of the Sha-beasts, a notorious thieves guild that operated for one hundred years (ending at the Plague of Madness). The buckler is made of black wood and carved to resemble the face of a sha with painted red eyes. Functions as a burglar’s buckler. Opening bid: 4,200 gp

Lot 77 – A magical staff found in the tomb of an unknown Nethysian priest who died during the start of the Plague of Madness. Images from his tomb depict him as charitable, attractive and beloved by all. He seems to have had no wives, but was buried with four children who died before him. It is presumed the children were either adopted, bastards, or young acolytes. The staff is made from gold and capped by a white orb on one end and a black orb on the other. It is functions as a Staff of Blessed Relief. Opening bid: 6,800 gp

And that’s it!

Or is it..?

As Minnothet proudly takes the stage she announces one final lot up for auction…

Lot 78 – Discovered in the tomb of Wati’s first Haty-a, kept in magical stasis for well over 6,000 years, Sallal–honuored slave-girl. Sallal is a child, despite being over 6,000 years old. She only speaks Ancient Osiriani and is new to our ways of life. The knowledge within her is vast, but to keep her unsullied she has been asked as few questions as possible. Her secrets are yours to discover. Opening bid: 5,000 gp.

Now, for good reason, this last lot up for auction is probably going to upset your characters. For starters, slavery is horrible, and this is a child we’re talking about, but keep in mind this is Osirion. Slavery is legal here and a ton of bidders are going to be interested in Sallal. Unfortunately, no matter how much coin your players can throw at her, Lady Hemetre is destined to win the slave girl. Many people cast bids, some in excitement, some in curiosity and others in distaste, but none can beat out Lady Hemetre’s final bid of 12,500 gp. If for some reason your player’s can, she bids higher.

Quickly, Minnothet wraps up the auction with a speech and informs guests to mingle in the parlour. They’ll be called up one by one to finalize their purchases and either bring their goods home now or schedule a convenient time for delivery. So let the player’s stew over their losses and brag about their wins with the others guests, cause soon, shit is going to hit the fan.

While they socialize be sure to highlight a few social encounters…

Maru has won a lot of scandalous objects–much to her granddaughter’s embarrassment. Have Teos Okhenti stroll up to the old woman and jokingly ask for her hand in marriage, or if he can pay her a visit later. The old bird will laugh him off and give him a farewell hug–perhaps even a slap on the butt. Unforunately, Teos is in trouble, as Yuya Mahfre slaps him in the face for buying her ancestor’s remains at auction. Teos thoroughly embarrasses the young woman by insisting she thank him, he spent that coin for her, after all! And all it will take for her to get her great so-and-so back is a romantic evening at his estate! Meanwhile, Sigrun Firehair, Baketra and Maru Meshoten find they have a lot in common, as they chat and laugh together. Melu tries to enchant the Haty-a’s son only to be caught in the act by Intef Karam of the Church of Nethys. At her command Melu is arrested and lead from the auction house immediately.

Soon, the group is called in to speak with Minnothet. Allow them to see their goods and carry whatever they want with them. For those objects they don’t pick up be sure to schedule a delivery time. Figuring out what they have with them is very important.

As the group leave Minnothet’s office, they are overcome with a strange feeling, as if a pulse of very subtle energy flowed through them. Elder Neferaba is the only other guest who seems to notice.

Suddenly a banging can be heard at the front door… As Ahteb and Hamapetra go to open it the door bursts open in a shower of wood and splinters. Knocked to the ground and bleeding uncontrollably, Ahteb and Hamapetra are buried under the debris and stepped on by the newest guests to the Canny Jackal… A horde of newly risen dead!

I hope one of your player’s chose to bring a weapon tonight! Cause the dead have come to party!


My players and I all had a blast playing through he auction, literally from start to finish! Even my kids were thrilled, and the spent their time sneaking out of their bedrooms to eavesdrop, plan what they would buy, and shout at my husband what his character should buy for them.  I gave my player’s their handouts of the lots early, and they spent over a week reading and rereading the lots available for purchase and trying to decide what to bid on. They made friends among the guests, influenced prices to their benefit and were positively distraught that they didn’t have enough money left to buy the poor slave-girl Sallal. With most of the group dressed in their finery, and a bunch of new friends to save, they get to spend the next week or two wondering who they’re going to save…

Will it be Ahteb and Hamapetra, the poor, friendly servants they’ve met a few times, or Grandma Meshoten and her daughter? Will Menya the Whip escape unscathed, or will they choose to defend the nobles of House Shepses and Mahfre instead? Can they keep their pregnant guests Pahetti and Manat safe?

I can’t wait to find out!


The Other Side of the Curtain:

Today’s Auction at the Canny Jackal is from Mummy’s Mask Book 2 – Empty Graves, by Paizo Publishing. The Canny Jackal is the opening scene in the book and, although hugely expanded upon, my version of the auction includes and is based upon the information in this section of the adventure, as well as information on the city of Wati found in Mummy’s Mask Book 1: The Half-Dead City. In addition, the character of Sallal is from Wayfinder Volume 12, available as a free download here, although I changed her purpose entirely.

I hope you find use for some of these additions in your home version of Mummy’s Mask, and that your players have some fun with it. This auction provides a great way for your player’s to get to know a bunch of people they’ll soon have to defend while simultaneously getting to shop and spend their hard earned coin. By the time the auction is rudely interrupted, they’ll be lulled into such a sense of safety it will take them completely by surprise. Of course, once it’s underway, wait and see how long it takes them to realize that Sallal might still be in the building… They wouldn’t rob the great Lady Hemetre! Would they?

We’ll see!


That’s all for now!

Until next time,

Jessica

 

Dwarven Forge

I watched a strange little documentary last night on Netflix called Dwarvenaut that follows a little company called Dwarven Forge. Dwarven Forge isn’t new, they’ve been around for twenty years, in fact, but their product is new to me. They make game terrain. But not just any terrain! Oh, no. They make AMAZING game terrain.

The pieces look awesome, are easy to build with, are super durable and come entirely painted. The downside? Price! These are super expensive. Take into account the exchange rate and the absurd cost of delivery (they’re American, and I’m Canadian), and WOW! That is SO outside my budget.

Still, they look amazing. It’s definitely going on my Christmas List. Or birthday list. Or, the ‘when I win the lottery’ list…

My daughter and I spent a bit of this morning checking out their website, watching the videos and tutorials, and generally geeking out over them. Her solution? Buy them for my son for his birthday! Haha. Way to get what you want, without giving up your own gift, my dear!

Cheeky little thing.

You can check out these nifty products on their website: Dwarven Forge. Let me know what you think!

Already own some Dawrven Forge products? Cool! Let me know how you like it in the comments below!

Until next time,

Dream big!

Jessica

Iron Gods Adventure Path

As you may have already read, my husband and I are about to start a campaign for just the two of us, to play in the evenings when my children are going to bed. I own a lot of cool campaigns, but my husband has also played a lot of them. From among the ones he hasn’t played we debated for a while between two choices: Wrath of the Righteous and Iron Gods. In the end we chose Iron Gods.

So what IS Iron Gods, anyway?

Iron Gods is a six-part Pathfinder Adventure Path that fuses sci-fi and fantasy into one awesome campaign. Obviously a ton of inspiration spread out across all kinds of media that clearly influenced this campaign, but all in all if I had to name a few things this campaign feels like, I’d mention the Borderlands Video Games (Borderlands Triple Pack – PlayStation 3, Borderlands – Xbox 360), Mad Max: Beyond Thunderdome (Blu-ray), Outlander (the film about vikings and aliens, not the tv show about time travel) and the old classic: He-Man and the Masters of the Universe. This campaign has an aged, grungy sort of atmosphere about it, and does an excellent job of blending sci-fi themes and worn out advanced technology with typical fantasy fare. This campaign isn’t Starfinder, or some kind of new Sci-FI d20 game. It’s the Pathfinder you know and love, with a some sci-fi themes and loot mixed in for your players to encounter.

This campaign takes place in Numeria, a land of insular barbarians that was struck by strange objects falling from the sky in the distant past. These objects are considered cursed by locals, but are sources of wealth, wonder and knowledge to foreigners. Over time, scholars, treasure hunters and adventurers moved to Numeria, intent on taking all the relics from the sky as they could. Now, Numeria is run by the Black Sovereign, a barbarian King, and the Technic League, a group of unscrupulous, tyrannical scholars who are determined to keep all the lore and technology within the country to themselves. Within this volatile nation lays the town of Torch, the starting place of the campaign and home (or temporary home) to the PCs of Iron Gods.

Torch is known for its bright purple flame that burns constantly atop a massive hill the town is built around. This flame is perfect for smelting sky metals, and is the town’s major source of income and tourism. Recently, the Torch has sputtered out. Knowing this spells disaster for the town, various groups have looked into the matter and only one had any success: Khonnir Baine. Khonnir is a town councillor and wizard who returned a while ago with a deactivated robot he discovered under the town of Torch. Believing that the source of the purple flame also lay under the town, he dropped the robot off at his home and returned underground. He never came back. In desperation the town council has offered a sizeable reward to anyone who can restore the purple flames or find Khonnir Baine. And the PCs happen to be the next group to accept the challenge!

The way I see it, there’s two basic kinds of characters you can make for Iron Gods: characters who accept technology and characters who don’t. Characters who accept technology are probably going to be interested in using technology or figuring out how it works. Whatever their reasons for doing so–greed, curiosity, convenience–they’re the kind of character who’s going to pick up a laser gun and either use it or sell it. Characters that don’t accept technology are going to do the opposite. They’re not going to use the tech they find and chances are, they’re going to try to break it.

Obviously, for either type there’s a ton of characters you can make, and these characters are likely going to have different attitudes and outlooks regarding technology. But for us? We’re going to be a small party, so I would prefer to make a character with the same outlook as my husband. So what was he going to play? I’d have to wait and see…

I set about perusing the many classes archetypes and character options available to me and came up with a few ideas that really tickled my fancy.

First up? The sorcerer. A native Kellid who manifested a bloodline tainted by nanites, this sorceress would have been cast from her tribe when her powers manifested. Left to wander the wilds, she reached Torch and stayed out of desperation. Now working as a scrapper, this sorceress is strong and fit. She knows about technology and hates it with a passion, just as she hates her own powers. Bitter, rude and blunt, I would have a blast playing this character. The nanite bloodline has some cool powers. At low levels you can use the nanites inhabiting your body to coat your weapon and poison your enemies, or use the nanites to improve your skills. At later levels you can use the nanites to heal your own wounds, avoid critical hits, and even become a living swarm yourself. Cool!

Second, a character who loves technology so much it borders on worship. A cleric with the iron priest archetype. This character believes that the Rain of Stars which brought technology falling from the heavens was a divine event. The gods intended these objects as a gift for the people of our planet to use as they desire. You know that dirty, crazed weirdo sitting on the street corner preaching about the end times? THAT’S who this character would be. Minus the whole end-times thing. Haha. With the ability to cast make whole and greater make whole spontaneously, and the ability to channel energy that harms or heals constructs instead of undead, this would be one weird cleric. And if there’s anything I love playing, it’s an eccentric! Although worshipping Brigh would be tempting, I think I’d prefer to worship Nethys, and take both the Destruction and Protection domains, believing that the technology was a gift from Nethys–just another form of magic!

The third character concept I’m interested in is the gunslinger. more specifically, the tech slinger archetype. There’s not much description needed here, really. I mean, if you’re going to play a gunslinger, there’s no better time than during a game that’s bound to give out a few guns! The techslinger archetype swaps out some of the gunslinger’s deeds with new deeds that involve using technological guns and gear instead. It’s quirky, it’s thematic, and it’s a chance to finally play a gunslinger! I’m seriously tempted.

The fourth character concept I’m contemplating–possibly my favourite–is an investigator with the scavenger archetype. Scavenger’s make tiny gadgets to deliver their spells instead of brewing potions and extracts. They give up their poison abilities to get some cool thematic abilities that make them good at making, controlling, harming and healing constructs. Finally, instead of using their inspiration for free on knowledge checks, linguistics and spellcraft, they can use it for free on disable device, appraise and knowledge engineering. This archetype is just… awesome! I love the flavour and abilities and I think it would be a great fit for the town of Torch and the Iron Gods campaign as a whole.

But there’s one concept left I’m super excited for… A psychic! Psychic? Yup! More specifically, a psychic with the mindtech psychic discipline who specializes in using psi-tech. In short, this psychic can communicate with electronic machinery and technological devices. They can amplify and focus their powers through the technology around them, and can essentially mind-control constructs and override their programming at higher levels. There’s a host of cool psi-tech abilities which they can take in place of phrenic amplifications or feat, including the ability to shoot lasers, make force field, and even upload their consciousness into technological devices like robots in order to become an AI. Weird. Cool. Awesome. My only problem? Since Iron Gods doesn’t start with technology in the hands of its players, it could be a while before her powers see good use in the game.

So, while I contemplate my character options, I’ll give my player’s guide a read. I’ll crack open my adventure path volumes and ready the awesome Iron Gods Pawn Collection I got for Christmas.

Let me know your thoughts on Iron Gods and your character ideas below! I’d love to hear them!

Jessica


Sources and Products

Iron Gods is a six part Pathfinder adventure path by Paizo Publishing. The Player’s Guide is a free download, available here. The campaign consists of: Part 1 – Fires of CreationPart 2 – Lords of RustPart 3 – The Choking TowerPart 4 – Valley of the Brain CollectorsPart 5 – Palace of Fallen Stars, and Part 6 – The Divinity Drive. The entire campaign is easy to get your hands on, and each volume is available (at the time of writing this blog post) for between $20 and $30 Canadian on Amazon. There’s plenty of supplemental material written for the campaign, two of which I highly recommend: Iron Gods Pawn Collection, which has a ton of unique pawns for use in this campaign, and The Technology Guide, a book which is packed full with rules and loot you’ll be using throughout the course of the Iron Gods Adventure Path, and some nifty archetypes. Although the Pawn Collection is a steal of a deal, the Technology Guide is currently out of print and costs a pretty penny. It’s available for much cheaper as a PDF download on Paizo’s website, here.

What classes did I talk about today? Clerics and sorcerers are from the Core Rulebook or the Core Rulebook (Pocket Edition). Gunslingers are from Ultimate Combat. Investigators are from the Advanced Class Guide and the Psychic is from Occult Adventures.

The nanite bloodline is from People of the River, a book about the River Kingdoms and Numeria and the people who live there. The iron priest archetype for clerics was published in The Technology Guide, as was the techslinger archetype for gunslingers. Scavenger was from Blood of the Beast, a wonderful little player’s book about animal-inspired races including catfolk, grippli, kitsune, ratfolk and more. Finally, the mindtech discipline for psychics is from Occult Realms.

 

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

 

Reign of Winter: Part One (ish)

d20 gaming happens plenty in my house, but Friday nights is special. Friday night is for adults only! While my kids and my brother’s kids run around, eat popcorn and have a movie night together, we parents play some Pathfinder. If all four of us are free we play Mummy’s Mask, and if only three of us are free we play Reign of Winter.

And this week? Reign of Winter.



The Campaign

Reign of Winter is a six-volume Pathfinder Adventure Path by Paizo Publishing. The campaign begins in the village of Heldren in the nation of Taldor during mid-summer. A blizzard appears out of nowhere, blanketing the nearby Border Wood with snow. When a wounded caravan guard delirious with frost-bite and fatigue staggers into town telling crazy stories about ice fairies, mass slaughter, and a kidnapped noblewoman, the village leaders urge the PCs to investigate his claims. Tasked with finding the missing noblewoman, discovering what happened to the guard’s caravan, and investigating the cause of this unnatural winter, the heroes set out to the Border Wood. Deep in its depths they discover a magical portal to the frozen land of Irrisen, whose supernatural winter will soon engulf all of Golarion unless the PCs can discover the fate of the otherworldly witch Baba Yaga. But following her trail of bread crumbs will take them far from home… Through the eternally frozen lands of Irrisen, and into even stranger lands beyond.

Though the premise is simple–find Baba Yaga and end this unnatural winter before it freezes the whole world–this campaign has a ton of twists, turns, and surprises. Each and every adventure in the series is well-written, fast-paced, and loads of fun. It features a lot of awesome locations, some of which are bound to take your players completely by surprise (parts four and five, here’s looking at you!). One of my favourite parts? Reign of Winter doesn’t always assume what your players do. It leaves it up to them. Although they have destinations to reach and a task that must be completed in each volume to keep them working towards their goals, how they go about achieving it, and who they decide to help or hinder is almost always up to them. This is awesome to see in an adventure path, and really lets the player’s be in control of their destiny, despite being in a pretty tight, ‘on-the-rails’ style of campaign.

In terms of supplemental material, this campaign works well with nearly everything Pathfinder. It’s particularly well-suited to the addition of occult classes and mythic tiers. Surprisingly, gunslingers will also have some distinct advantages during part of the campaign. The only class I don’t recommend is the paladin. Although mechanically they will have a ton of opportunity to shine, and they’re not forced to commit evil acts, the players will not always be able to fight the evil they see. In addition, this campaign’s major goal is to find and save Baba Yaga, an evil witch of tremendous power. Most paladin’s would have a hard time justifying this. Although it can be done, this campaign is much more enjoyable for everyone involved without being constrained by such a strict moral code.

The most important thing to keep in mind is that this is almost entirely a cold-weather campaign. Your characters will need to find ways to deal with the winter’s chill as soon as possible. But, that doesn’t limit character choices. In fact, as much as playing winter-themed characters can be fun, it’s more beneficial to go in the opposite direction. You are fighting against winter’s spread, after all. In a practical sense, many creatures native to frozen climates have resistances to the cold and weaknesses to heat. Preparation and adaptation to the cold is more important than being at home in cold climates.

I have read a lot of adventures and campaigns over the years, and I can honestly say that Reign of Winter is one of my all-time favourites. Top three, for sure! If you ever get the chance to play, read or run it, I highly encourage you to do so!


The Characters

My group of players for Reign of Winter is incredibly small. I GM it, while my husband and my brother play it. That’s it. Three people, with a two-person party. Obviously, this brings up some challenges, which will be discussed later. But for now, let’s meet the heroes of my Reign of Winter Campaign: Huxley Rangvald and Aesir Havelok.

Aesir Havelok

KRIS
Art chosen to represent Aesir Havelok. For artist information check out Kimberly80 on deviantart.

Aesir Havelok is a hunter and fisherman of Ulfen descent. During the summer months he lives in the Taldan town of Heldren. During the fall he travels north by ship to meet up with his cousins, and during the winter months he joins his cousins in their longboats, hunting great sea-beasts. He is a cleric of the agathion Ylimancha, the neutral good empyreal lord of seafarers, coastal waters, and creatures that fly. Aesir is particularly good with a bow, and has a way with animals. In addition to summoning creatures to aid him in combat he began the campaign with two beloved pets: his dog, Bjorn, and his seahawk, Bronna. Along the way he also became the proud master of a combat-trained warhorse, Ulbricht, and a wild, giant weasel, Brigga. For a time he was master of a glorious white stag he dubbed Loki.

Aesir is friendly and likeable, but not around Heldren much. He’s not quite considered a local, and is more of a welcome outsider. He’s brave and bold, and tries to inspire others to be the same. He dreams of hunting epic sea monsters, and making a name for himself that his ancestors and future descendants can be proud of! Aesir is my brother’s character.

Huxley Rangvald

Mike
Art chosen to represent Huxley Rangvald. Art is by Kent Hamilton, features the Iconic Occultist Mavaro, and is from Pathfinder’s Monster Hunter’s Handbook

Huxley Rangvald is a man of contrasts. Raised in a museum with an Ulfen father who longs for adventure, a Taldan mother with a head for business, and a horde of siblings and cousins, Huxley has become a fusion of cultures. Descended from an Ulfen warrior who once protected Taldan royalty and earned all the wealth he could carry as his pay for a decade’s work, Huxley’s great-grandfather used his eye for quality to fill his arms and backpack with priceless relics, valuable antiques and historic artifacts. But instead of heading home, he founded a museum, married a wealthy woman and lived a life of leisure.

Huxley himself grew up well-educated and wanting for nothing. But, living among the relics of legends and heroes, surrounded by history, he yearned to do more. He loves hunting for relics and bargaining for new acquisitions, and has managed to expand his family’s collection tremendously. Huxley is an occultist who uses historic artifacts to unlock and channel his own psychic powers. He is my husband’s character.



The Story so Far…

My group is currently on book one of Reign of Winter, The Snows of Summer. Having set out from the town of Heldren into the Border Wood, the duo fought against strange creatures, frigid icy fey, and the ever-encroaching cold to rescue a missing noblewoman from a group of bandits. But clues discovered in the forest led them to believe that the source of the arctic weather lay within the woods itself. After returning the noblewoman to Heldren and resupplying, Huxley and Aesir returned to the depths of the frozen woods and travelled to its centre, deep in the Somir Valley. Along the way they met a strange doll in a small house within a haunted ice maze. Made from the soul of a child by someone foul, the doll seemed an oddity at first. But as the doll began to act of its own volition, they believed it was haunted, and finally, alive. Aesir though it was creepy and should be destroyed, but Huxley thought it was amazing! He treated the doll kindly and befriended her, learning that her name was Thora. With the creepy doll in Huxley’s care they soldiered on. The cold intensified, and more strange creatures foreign to the woods appeared. After combating terrifying foes amidst a howling blizzard they followed the impossible storm to its centre and found a portal. Suddenly the doll screamed and fought like crazy to prevent them from entering.

Guardian Doll port final
Thora the Guardian Doll. Art by Miguel Regodon for Paizo Publishing.

Huxley had learned much about the doll during the journey, not only from speaking with her, but from examining her with his occultist abilities and vast arcana knowledge. He knew that whoever had killed the human Thora had captured and used it’s soul to create a dangerous construct known as a guardian doll. Such dolls much follow their creators commands, and can be given tasks to carry out, but are intelligent and cunning. In addition, they lash out against those that they loved in life. But, the dolls are still influenced by the soul used to create them, and as evil as its commands might be, the child inside the doll–little Thora–was a good girl. Huxley had finally discovered the dolls purpose: to prevent anyone from approaching the portal. Knowing Thora would attack them to the best of her ability, he bound her and blindfolded her, and stuffed her inside his bag. Although it was cruel, he hoped that upon leaving the portal behind, the doll would no longer be compelled to harm him. Then her actions would be her own again.

And if she still wanted to harm him? Well, that was her right. He did tie her up and stuff her in a bag….

Just as they were about to approach the portal a nearby tree moved, revealing itself to be a moss troll, the final guardian of the strange portal. Dealing with Thora and the troll at the same time proved a challenge, but Huxley and Aesir triumphed and moved to examine the portal. Huxley determined that the portal was the cause of the unnatural winter, and by closing it they could return the local weather to normal. Unfortunately, the source of the portal wasn’t here, it was on the other side of the portal. Knowing they would be stuck on the other side, wherever that was, they decided to pass through. Only to have something come out of the portal!

A tall figure in black armour, bleeding from many wounds, and clearly near death. The armoured knight removed his helmet and fell into the snow, revealing himself to be an incredibly old man. But this was no mortal… This was Dark Midnight, the Black Rider and one of three Heralds of Baba Yaga’s return. As he was dying, the man drew the others to him and imparted upon them both wisdom and knowledge.

Every hundred years the Great Witch, Baba Yaga, returns to her country of Irrisen to place a new daughter upon the throne. But this year, something went wrong. Queen Elvanna, ruler of Irrisen, did not wish to give her throne to another. Forgetting that the throne was not hers to give, it was Baba Yaga’s, Elvanna set out to kill the Heralds of her return, kill all those loyal to Baba Yaga, and take the entirety of Golarion as her throne. To this end, she has placed magical portals throughout the world, with the intent of spreading endless winter across the globe. Millions will perish, and Elvanna will rule over the frozen world that remains.

The source of this portal was close, within a few days travel once they passed through the portal, in a place called the Pale Tower, but the other portals throughout the world? They were farther, and they were many. Huxley and Aesir would not be able to shut them all down alone, and with even one remaining, the eternal grip of winter would continue to spread.

But Dark Midnight offered them hope.

Baba Yaga is always prepared for betrayal. She set a contingency in place–left a trail of breadcrumbs for the Herald’s to follow. But death was coming for the last of her Heralds, and the PCs would have to take up his cause. After saving their home by destroying the portal in the Pale Tower, they would need to travel to Whitethrone, the capital of Irrisen. There Queen Elvanna had imprisoned Baba Yaga’s Dancing Hut as a symbol of her power. If they could free the Hut and step inside they could travel anywhere–even across planes and to other worlds. But to do so they needed the keys to the hut. Objects mundane in appearance but attuned to different locations. Combining these objects provides navigational direction for the Hut to follow. Elvanna had deactivated the keys, but Baba Yaga had already placed a few keys in hiding for her Heralds to find, and Dark Midnight has done so. With these keys, they can follow Baba Yaga’s trail, rescue her from whatever prison she is trapped in, so that Baba Yaga can destroy the portals–all of them.

But Baba Yaga has a way of testing even those who she desires to aid. The keys are but the first in a series of trials. Where they will take the heroes, Dark Midnight doesn’t know, but he does know that there will be more. More keys to find, more clues to follow, and more trials to face. In the end, they will find Baba Yaga and Baba Yaga will put an end to Elvanna’s foolishness. But until then, they would need a final boon from him. For only Baba Yaga and her Heralds can enter the Dancing Hut. To save their world, they would need to become Her Herald in Dark Midnight’s place. They would need to usher in the return of Baba Yaga.

They hesitated only a moment. Huxley needed no incentive to accept a mission involving a MAGICAL LEGENDARY HUT! While Aesir was bound by honour to save the town of Heldren. Accepting Dark Midnight’s offer, the Herald gave them the keys to the hut, and then passed onto them, his powers. The man in the armour had died. But Dark Midnight lived. Huxley Rangvald and Aesir Havelock took on the mantle and responsibilities of the Black Rider, and with it came great power. They achieved their first mythic tier, and charged through the portal only to come out… in Irrisen.

Eventually, Thora stopped screaming and trying to murder Huxley, which made him very happy, but he did not release her from the bag. Not yet. He needed to be sure she was under no further orders before allowing her more freedom.

Nadya Petska.
Nadya Petska, from Reign of Winter Part One: The Snows of Summer.

In time they heard screams on the wind, and hurried off to find the source. Finding a caravan of dogsleds and their riders under attack by a massive praying mantis–a creature native to the Border Wood back in Taldor. Huxley and Aesir helped fight the beast off and introduced themselves to the people they had saved. Turns out it was a group of importers, returning to the nearby town of Waldsby after weeks away acquiring supplies. They thanked Huxley and Aesir, but had no time for chatting. A storm was coming, and they hoped to reach shelter before becoming trapped in it. Together, they all rode off. But they could not outrun the storm. It came upon them before arriving in Waldsby, and they sought shelter in a cave. There they settled in for the night and had a chance to socialize. Huxley and Aesir shared their tale, and their goal to visit the Pale Tower to save their town, but left out all mention of Thora, Dark Midnight and being Heralds of Baba Yaga.

The caravan was run by a woman by the name of Nadya. It had once been her husband’s business, but his death a few years ago left her in charge of the supply runs. Her husband’s business partner and good friend, Laszlo, stayed on to help her, and was here as well. The third member of their group was Inuq, a foreign woman who was the owner, breeder, and trainer of the dogs they used to pull the sleds, as well as owner of the sleds themselves. Typically, the three were the only ones in the caravan, but this last run had been long, and a few more hands had volunteered to join them. Laszlo’s son, Andrei, who had almost been eaten by the mantis, and Nicholai, Nadya’s neighbour, who was a friendly fellow, but didn’t seem comfortable this far from town. As the night wore on, they settled in to sleep, only to have a visitor arrive–a forlarren musician on her way from Waldsby to the Pale Tower. The group begrudgingly let the fey join them in the cave, but clearly the mood was tense. Nadya covered for Huxley and Aesir, lying about their purpose and claiming they were distant relatives of hers. They went along with the lies, knowing something was off, and managed to avoid confrontation with the ice fey. But as she played some local music for the group, she watched the PCs keenly, curious if they knew the words and clearly trying to discover what part of their tale was lies.

Lazlo Negevi
Art chosen to represent Laszlo Negevi, Nadya’s business partner.

The evening was tense, but in time everyone went to sleep. When they awoke it was to the sounds of Nadya screaming in pain. Something had hurt her! Huxley and Aesir charged in to see what had happened to find the forlarren gone, and Nadya wounded from intense cold–a magical spell most likely. The group muttered and worried over the attack, and wondered how the forlarren could slip away so quickly, but Huxley felt a nagging worry. He checked his bag to find Thora there, but unbound, and her tiny footprints heading toward Nadya’s tent. At the back he found a small section of canvas cut away by a sharp object, just large enough for a doll to peek through.

It wasn’t the forlarren that had attacked Nadya. It was Thora. But why?

Huxley kept this news to himself and chatted with the others. They set out for the day and Huxley continued his prying. Eventually he discovered that Nadya had three children. Two boys and a girl named Thora. While Nadya was away on a supply run the Lady of the Pale Tower and her Guard had come through Waldsby on a surprise visit. Thora had been heard making a joke about the witch, and dragged back to the Pale Tower as a prisoner. Her babysitter, Nicholai and his wife, was distraught, and told Nadya what had happened as soon as she returned home. Nadya rode for the Pale Tower, begging for her daughter back, and was promised that if she could bring back more than double her typical shipment of goods to the Pale Tower, her daughter would be released. Nadya agreed and hurried back to Waldsby. Laszlo and Inuq prepared to join her, but to bring back double would be a long trip, and they would need more sleds. Inuq had plenty of sleds and dogs, but they would need others to drive them. Nicholai volunteered out of guilt, knowing that little Thora had been in his care. Laszlo’s son volunteered out of pride and excitement, hoping to join his father on an important journey. Now Nadya was returning to Waldsby, and then on to the Pale Tower to get Thora back.

Inuq (Dogbreeder)
Art chosen to represent Inuq, a Varki dogbreeder.

But she wouldn’t get Thora back, would she? For the witch of the Pale Tower, Nazhena Vassiovna, had killed Thora, captured her soul, and turned her into a guardian doll, sending her through the portal to the Border Wood to stalk and kill all who attempted passage.

Huxley had Thora. And as a guardian doll, Thora would be compelled to lash out and kill all those who she had loved in life. Including her mother, Nadya, and her brothers… Worrying over what to do, Huxley kept his theories (and Thora) to himself. The journey continued, and they triumphed over the dangers of the frozen woods and plains.

But as Walsby came into sight, Huxley made a decision. Taking Nadya aside he told her about Thora’s death, and her rebirth as a doll. Nadya didn’t believe him, and was angry, but as Huxley pulled out Thora, Nadya broke down in tears. The doll wore her daughter’s clothes, and her daughter’s real hair had been used in the doll’s creation. After crying over the fate of her child, Nadya lashed out at the doll, tossing it into the snow. That abomination wasn’t her daughter. Her daughter was dead. That thing needed to be destroyed.

Aesir agreed, but Huxley and Inuq did not. And as Huxley cradled little Thora in his arms, he vowed he would not let anyone harm the girl, whatever form she might be in. Meanwhile, Aesir convinced Nadya that they would seek vengeance against the White Witches on Nadya’s behalf–or alongside her, if she desired.

Setting out to Waldsby with grim determination, the group entered town in order to resupply and rest. Huxley and Aesir would set out for the Pale Tower the next morning, with–hopefully–someone to guide them there.

But Waldsby was not what they expected. It was strange. A mirror image of Heldren in both layout, and its citizens, Aesir and Huxley were both creeped out. They resupplied and socialized, but found the people here hard, and cold where the citizens of Heldren had been welcoming and warm. Huxley determined that the two towns likely lay along the same ley lines, which made the town connected by both magic and psychic powers despite the distance between them. Things occurring in one place would echo across the ley lines and affect the other. Intrigued, Huxley explored the town. Although they made a few friends, more often than not these interactions ended poorly.  In the end they decided to leave their animals in Inuq’s care for the night, and sleep in Laszlo’s tiny house.

But the evening was interrupted by the sounds of guards approaching. The Pale Tower Guard were here! Deciding they didn’t want Laszlo to be punished for harbouring them, Huxley and Aesir slipped out a back window and waltzed into the town square. They were immediately approached by the Pale Tower Guard who ordered them to see their commander for questioning. Aesir loudly refused, causing a loud ruckus. Although both groups resorted to intimidation and threats for a while, it ended with violence. Aesir and Huxley defeated the first few guards, but more were on the way. Aesir whistled for his animals, and Huxley used his magic and sword skills. But soon the rest of the Pale Guard were upon them–all nine–as well as their Sergeant. The battle was hard, but together, the group triumphed. With the bodies of the Pale Tower Guard around them, bleeding in the streets, Nadya insisted they leave. More guards would come, and if they were to get vengeance for the death of her daughter, they would need to leave now. Inuq and Laszlo also offered to join Aesir and Huxley on their battle at the Pale Tower.

While Huxley stripped the dying guards of their gear, and the townsfolk yelled at the outsiders to leave, Aesir called the town to arms. Surely SOME amongst the citizens of Waldsby would fight back against the oppression of the Pale Tower Guard and the White Witches? Some seemed convinced, and to these people he bestowed the weapons and gear of the Pale Tower Guard. These people would be the town’s defenders!

Huxley was pretty sure these people would die.

With all the goods they could carry, Huxley, Aesir, and Aesir’s many pets set out with Inuq, Nadya and Laszlo by dogsled to the Pale Tower. The time had come to destroy the winter portal, kill Thora’s murderer and save the town of Heldren.

If they can…



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?

At its core? A bit. In the details? A lot.

For starters, it’s NOT expected that anyone will try to keep the soul bound doll containing Thora’s soul as a companion. Most groups would have left the creepy doll alone. Those that understood what she was would likely consider destroying the soul gem inside her a way to set Thora’s soul free into the afterlife–which it is. Even those groups who kept her with them for a while would likely turn on the doll the first time she tries to attack, harm or hinder the group.

Mine didn’t. No matter how many times the Thora doll tried to hurt, enchant or thwart the PCs progress, Huxley was there to stop her non-violently. He understood Thora, her impulses and her limitations. Plus, she’s a freaking magical doll! Huxley LOVES things like that. This meant that I had to put a lot of thought into what exactly, Thora’s orders were, who she was compelled to listen to, and who she was compelled to attempt to kill if she met them. It’s also important to keep in mind that guardian dolls are subtle, disturbing creatures–not straight up combatants. This turned out to be great fun, and through it all, Huxley still managed to keep her. How much longer he’ll manage when Thora’s mother is travelling alongside them–a person she is compelled to murder–we’ll see. But honestly? I’m rooting for Huxley and Thora! If they can get her through the Pale Tower, destroy her creator and keep her away from the people she loved in life, Thora has an opportunity for growth and a second chance at life. And if they can’t? It will be a heart-breaking climax to a budding friendship between a creepy soul-bound doll and a kindly eccentric.

The second minor change to this campaign so far, was characters. There’s a great primer in the Snows of Summer for both Heldren and Waldsby, which can be used to great effect in the campaign. It’s honestly my two of my very favourite towns to play in. If done well, it will be both memorable and disconcerting for your players. To compliment this collection of quirky townsfolk, everyone was given face pictures to represent them, and characters who had no names (like Nadya’s four helpers) were given identities, personalities and families. Of all the townsfolk in the campaign so far, my players have felt the most connection with Yuln Oerstag, the wounded caravan guard who initially set the PCs out on adventure back in Heldren; Nadya Petska, Thora’s mother and the importer destined to be your guide to the Pale Tower; Laszlo, Nadya’s business partner and a grizzled old hunter; and Inuq, the Varki dog breeder who supplies Nadya with her dogs and dogsleds. Of these, only the first two had names and images in the published adventure.

The major change I instituted was the mantle of Dark Midnight. In the book, accepting the position as a Herald of Baba Yaga grants you a permanent increase to an ability score, a few boons that will come up throughout the campaign (like the ability to enter the Dancing Hut) and a compulsion that makes your characters want to save Baba Yaga. However, shortly after the printing of this book, Mythic Adventures was released. In fact, Baba Yaga herself was one of the first stat blocks I had ever seen printed who had mythic tiers. Taking into consideration that I had a group of only TWO characters, I decided that this would be a great time to try out the mythic rules in one of our campaigns. And thus, taking on the mantle of the Black Rider granted the PCs their first mythic tier. Throughout the course of the campaign I expect them to get a few more. I’m very excited to see how this change affects the campaign. I think it’s going to be a wonderful fit!

Reign of Winter is a six part Adventure Path by Paizo Publishing.  It’s player’s guide is available as a free download here. The first volume, The Snows of Summer, is currently out of print and can only be found for a lot of money on Amazon. However, it is available for much cheaper as a PDF download on Paizo’s website, here. The other volumes in this series are all quite affordable on Amazon, at around fifteen to twenty-five dollars (Canadian) each, which is an awesome deal! For those of you interested, the rest of the Adventure Path includes, Part 2 – The Shackled HutPart 3 – Maiden, Mother, CronePart 4 – The Frozen StarsPart 5 – Rasputin Must Die, and Part 6 – The Witch Queen’s Revenge. To further complement this awesome adventure path quite a few game supplements were released. I highly recommend picking up the Reign of Winter Pawn Collection. It’s a steal of a deal, and provides a bunch of unique minis to use in the campaign.


That’s all for now! Thanks for joining us on our continuing adventures in the Reign of Winter Adventure Path. This one’s going to be a wild ride!

What do you think of the campaign? Is it one you’d like to play in? More importantly, what would you PLAY if given the chance to make a character for Reign of Winter? I’d love to hear your thoughts in the comments below.

Until next time,

Jessica

 

Shackled City: Game Aids (Parts One & Two)

Looking for Game Aids related to the Shackled City Adventure Path? Look no further! What follows is a compiling of the player’s handouts, and necessary maps for the beginning of the first adventure in the series, Life’s Bazaar.

If you haven’t read about our ongoing adventures in the Shackled City, check out our characters in this blog post, our first session here, and our second session here.

Enjoy!


The Riddle

Given to the group by Jenya Urikas of the local Church of Abadar, this riddle is the result of divinations that enquired “Where are the children who were taken from the Lantern Street Orphanage?”

The riddle reads:

“The lock 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.”

You can also find an image of it here.



The Abduction Victims

There have been a lot of missing people in Cauldron over the last few months. And whether your player’s get a list of them from the town guard or the Church of Abadar, they’re sure to ask an important question: “Who exactly went missing?” Be sure to look through this listing ahead of time and choose a few people on it that a PC or two knows either well, or in passing. Perhaps an old friend, a co-worker, or a shopkeep whose store closed suddenly. The missing persons are:

Tiervan Wispwort – male gnome, age 91: A local alchemist, lived with two cats and ran a marginally successful business. Disappeared from his home 88 nights ago.

Jorl Seerkin – male gnome, age 72: A law clerk who worked for a local gnome barrister named Aeryk Gylbar. Disappeared from his home 83 nights ago.

Azmi Dresker – female human, age 19: A known prostitute who plied her trade at the Slippery Eel Tavern, she disappeared from her residence 81 nights ago. She and a coworker, Shellen Rycah, rented the house from an old woman named Martira Hathaway, who was asleep in the house that night and didn’t hear or see anything.

Shellen Rycah – female human, age 20: Another prostitute who frequented the Slippery Eel Tavern and shared a house with coworker Azmi (above) and their landlord. Disappeared 81 nights ago.

Krylscar Endercott – male human, age 24: Kicked out of the local militia for drunk and disorderly conduct, he vanished from his parents’ home 74 nights ago. Neither parent saw or heard anything suspicious, but they believe Krylscar may have robbed them and fled town in disgrace.

Callum Sunnyrush – male halfling, age 37: He groomed horses and ponies for the Lathenmire noble family. He vanished from his room at the Laughing Horse Inn 69 nights ago.

Gryffon Malek – male human, age 33: He worked as a barkeep at the Tipped Tankard Tavern. Disappeared 66 days ago, three days before his planned wedding to tavern barmaid Imelie Deranti.

Szordra Callagher – female human, age 35: A self-proclaimed sage, she ran her own small bookstore. She was last seen 60 nights ago by her 18 year old son, Leagan, a mason’s apprentice.

Tembor Kalavan – male human, age 25: A local minstrel of some repute, he vanished 52 nights ago from his room at the Laughing Horse Inn.

Irruth Mercadi – female human, age 36: A local chandler who disappeared from the apartment above her shop 47 nights ago.

Deven Myrzal – male human, age 18: A lamplighter who vanished 45 nights ago. Guards found his pole (used to unhook lanterns) in the street a few blocks from his home (which was not robbed).

Jeneer Everdawn – female halfling, age 42: A jeweler’s apprentice who did volunteer work at Bluecrater Academy. She disappeared 40 nights ago.

Lorthan Ironfold – male dwarf, age 125: A skilled cartwright. He and his wife, Sondor, vanished from their home 35 nights ago.

Sondor Ironfold – female dwarf, age 127: Wife of Lorthan (above). Assists her husband in his labours.

Rikaldo Veskar – human male, age 34: His ransacked home contained blood droplets and blood-encrusted knives—not surprising as he works as a skinner. He disappeared 31 nights ago.

Lestor Coldwater – male human, age 22: A trained scribe and struggling poet. He and his girlfriend, Jelluth, vanished from her home 26 nights ago. His home was no robbed.

Jelluth Sirlana – female half-elf, age 33: A struggling shoemaker who inherited her father’s failing business. She vanished (along with Lestor, above) from her home 26 nights ago.

Elethor Ashstaff – male half-elf, age 58: A wizard and trickster who occasionally performed minor feats of prestidigitation at birthday parties for upper-class children. A dead rat—possibly his faimliar—was found in his home. He vanished 22 nights ago.

Maple – female halfling, age 32: Last name unknown. Rumoured to be associated with the Alleybashers (a small street gang). She disappeared 18 nights ago.

Corystan Pike – female human, age 35: A retired adventurer who was living on stolen loot. She walked with a cane and disappeared from her modest home 16 days ago.

Jasper Drundlesput – male gnome, age 74: A reclusive and eccentric mathematician who worked at Bluecrater Academy. Believed to have vanished 9 days ago. Pieces of parchment covered with numbers and symbols litter the floor of this ransacked house.

Deakon Stormshield – male dwarf, age 20: A bright dwarf, Deakon was taken from the Lantern Street Orphanage three nights ago. he orphanage took him in when he was six years old when his parents failed to return from an adventure.

Evelyn Radavec – female human, age 9: A quiet, sullen girl, she was taken from the Lantern Street Orphanage three nights ago. Her father and mother succumbed to the filth fever plague that struck Cauldron seven years ago.

Lucinda Aldreen – female human, age 8: A gregarious but superstitious child given to the Lantern Street Orphanage at age four by her poverty-stricken mother. Lucinda was abducted three nights ago.

Terrem Kharatys – male human, age 9: A dour and temperamental lad taken from the Lantern Street Orphanage three nights ago. His parents died shortly after his birth (circumstances unknown).


Ghelve’s Locks

Ghelve’s Locks is the first major location that has a map in the Shackled City Adventure Path. For information on the rooms and building, check out the adventure itself. The hardcover edition is available here, while the first adventure in the adventure path, Life’s Bazaar is available here. You can find the map for Ghelve’s Locks here.


The Map of Jzadirune

The final player’s handout we’ve come across so far, is an old map of Jzadirune. This image is for giving directly to your players! Let them pore over it all they like. It’s no longer accurate anyway…


That’s all the player’s handouts we have for you today. See you again soon!

Jessica

shackled city adventure path player handourts

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.

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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.

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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.