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At which stage did your party/players meet Lord Vhalantru?

How did the meeting progress?

How did you play him?

How many other times did they or will they meet him?

Delvesdeep


If there is no other information than Mauve Castle and the AP James would know so...Have a go yourself if you are keen. I know I for one would find the organisation interesting reading.

Have a look in the Manual of the Planes about the Astral Plane (actually I think the DMG has a brief write up too), such spells as Astral Projection and perhaps devise some abilities and motivations from the organisation from this reading. Even creatures such as the Myriad (the mirror travelling people found in the Demonskar Legacy) or the plane of Dreams could offer some ideas along these lines.

In any event go by the reasoning - 'if it hasn't been made yet... then I will make it'. Works for me ;)

Delvesdeep


What do you think of the idea of replacing the Cusp of Sunrise with the Aquirers headquarters. I could have the party meet with Celeste here and it would make sense for an organisation such as the Acquirers to partake in gambling such as 'Gems' in their parlour.

Would this case any problems?

Delvesdeep


James Jacobs wrote:
It's pretty much left up to the DM, if I remember right. The point of the encounter is to scare the PCs with a beholder and to plant a seed of "there's a beholder in the area."

Sounds reasonable to me and sets up the plot/villian also. Do you recommend me having the big fella arrive post battle, halfway home or before the battle?

And you are right Vhantru will certainly scare the buggery out of my party. Looking forward to it!

Is their anything I should have my party do after the Life's Bazaar in preparation for the new adventure that is written up for before Flood Season? Speak to anyone to set the mood?

I'll try and stall them in any case in the hope of recieving my HC before they begin Flood Season. They have not yet entered the Malachite Hold so there is still hope isn't there...

Thanks again James

Delvesdeep


infomatic wrote:


It's not made clear in the adventure. Tomorast is plainly interested in ancient lore of all sorts, and this could simply be his windmill to tilt at.

The newest Dungeon, with the "Chambers of Antiquities" Maure add-on, contains some additional information on the Lost City and the Maure's explorations of it, so it's conceivable that the only reason Tomorast began studying Maure Castle was to gain additional knowledge of the demiplane.

Thanks for your reply Infomatic. I was curious to know whether the City is sourse of great power/spells/arcane resorces or simple where their are very powerful beings who could potentially 'teach/metor' Tomorast.

I will be lookking forward to looking through the new levels and see if this sheds any more light on the situation.

Thankyou once again

Delvesdeep


So would you guess that on average each adventure would take around 20 hours of game play to work through? Or is this an under estimation?

We are only half way through Life's Bazaar and it has taken us 4 six hour sessions so far.

Delvesdeep


walter mcwilliams wrote:
Has anyone developed anything on the Order of the Silver Dream mentioned in LoO on page 53? Will their be any details on this in the hardback?

Can you give us a bit of a description and maybe some of your own ideas?

Delvesdeep


delvesdeep wrote:

If this question has been answered just humour me and pretend it hasn't please ;). OK now to my question -

The Lost City of Elders.....??? What do people know about it and why is it so 'addictive' to Tomorast?

Can anyone help me out?

Delvesdeep


James Jacobs wrote:


Basically... I felt it was just too convenient to have Vhalantru show up the instant the PCs rescue Terrem. The reworked encounter has Thifirane scrying now and then on Terrem. She and Vhalantru have decided to allow Kazmojen the chance to make a little money on the sale (since they plan on bullying some of that money from him eventually); they intend to swoop in to collect Terrem once his ownership transfers to whoever comes next. Basically... the change means that you should stage the arrival of the beholder for some point that's dramatic to the adventure—you don't have to run it one round after the fight with Kazmojen ends.

So...does Vhalantru need to show up at all? If he is scrying the situation and witnesses the 'rescue' of Terrum by the party and perhaps even hear them discuss returning the children (including Terrum) back to the orphanage, is there a need for him to appear at all?

What sort of dramatic event do you recommend - the end of the fight with Kazmojen? The end of negotiations? Halfway through the dungeon? As they reach the surface with the children?

Is this now left up to the DM disgression?

Thanks for your reply James (as always:D) and your tremendous advice in general. Looking forward to getting the Hardcopy (only just over a month to go...)

Delvesdeep


If this question has been answered just humour me and pretend it hasn't please ;). OK now to my question -

The Lost City of Elders.....??? What do people know about it and why is it so 'addictive' to Tomorast?

Delvesdeep


zoroaster100 wrote:
This organization could be very useful for a DM with a rogue in the party. Thanks for posting this.

Thanks zoroaster100. It is always nice to get positive feedback!

I've yet to introduce the party to the organisation myself so any comments about it (good and bad) are most welcome so I can try and iron out any potential problems or focus more on strengths, before the party is exposed to them.

I have introduced Pockets and Raltar to the party before the party descended into Life's Bazaar.

The party had been conned into assisting a charismatic halfling thief who feed them a sob story about retrieving a 'sentamental heirloom' from an evil nobles estate.

While travelling the streets of Cauldron the party came upon a stray cat being set upon by a pack of mangy dogs. Half the part wanted t keep walking while the two girls of the party (Cleric and Ranger respectively) choose to save the cat and scatter the dogs.

Later the party was introduced to a halfling who claimed to be a dark sheep of his family who had been cared for by an old man since he had travelled to Cauldron decades earlier. The story went that he had treated his grandpa poorly and shown no gratitude towards the kindly old man before stealing the one thing the old fella had cherished the most - an old heirloom from the Motherland.

Recently the grandpa had fallen ill and the rogue was determined to get the heirloom backl redeem himself and make his grandpa proud. It was a touching story that worked beautifully on the party.

In reality the thief had been part of a successful Acquirers search party who had found the object and he had stolen it sold it to an interested buyer and now he hopes to resteal it so he could sell it once again.

To make a long story short the party believed the halfling (I think the Irish accent swayed the decision;)), broke into the creepy manor and was captured by the strange noble who also turned out to be an accomplished wizard. The thief was revealed as a fraud and the telepathic noble allowed them to live only when one of the party recognised the cat that sat purring in the nobles lap was the very same one they had recently rescued from the dogs.

To redeem themselves the party agreed to take the object back to its orginally owners (the Acquirers) and reimbursing the noble what he had payed for the object in the first place.

The party then had to take the object to the Tipped Tankard where they met with Pockets and Raltar. Pockets ended up being an old 'friend' of the thief who conned them having travelled to Cauldron together (and having the same Irish accent too).

This senerio proved effective to introduce both the strange exotic noble and the Acquirers (via Pockets & Raltar) in one hit.

Sorry for the story (especially since no one actually asked for it ;)).

Thanks once again for all your comments

Delvesdeep


I'm sorry I don't have my copy of the Demonskar Legency or Test of the Smoking Eye handy so I am just going on memory.

Does the party have to leave right then and there? If I can remember correctly it doesn't really have any real impact on events as such. Maybe allow the party to return to Cauldron, meet up with the Ranger and then have the 'wolf in sheeps clothes' arrive and start the adventure.

Another alternative is to have the Ranger linked to the baddy(sorry I have forgotten his name). Perhaps the baddy rescued the Ranger as he attempted to rejoin with the party and was set upon by.... This would also assist you in getting into the players confidences and lowering their defences.

If it is essential to leave immediately perhaps have the player role up another character for the voyage. Not my favourite alternative but a suggestion all the same.

Anyhow good luck

Delvesdeep


James,
My party is about to enter the Malachite Hold to retrieve the missing children. You mentioned in an early post in a similiar thread that you had made some minor adjustments to Valantru's 'arrival' . Can you share any more on this? I'm concerned that my party will move through this encounter before my preordered Hardcopy arrives and as written I feel it is very disempowering to the party (especially at the climiax of the adventure).

Anyhow thanks for your time

Delvesdeep


Chef's Slaad wrote:

delvesdeep, I read your article with a lot of interest. I even printed it to read on my train ride home. It's pretty long (9 pages... phew.) Don't worry that it no-one read this, or doesn't appreciate the work you did. It's a big well thought out and very well written article, and it deserves a well though out response.

I like the amount of detail you put into the member's background. You obviously put a lot of effort into this piece of work. And it looks like you have a knack for writing these kinds of things. So keep up the good work.

Thankyou Chief's Slaad (great name by the way:D) I appreciate you taking the time to read through the article and for your praise.

Now, is this something I could use? Yes! Could I use it in the shackled city AP? Unfortunately, No. At least, not in it's current state.
My main critiscism is that it's pretty generic.

I left it pretty generic so it could be sloted into any campain world whether it is Greyhawk, FR, Eberron or other. In terms of Cauldron, there are plenty of links to established characters, locations and AP adventures. More could probably be added - any suggestions?

Why is the Greyhawk museum interested in Cauldron? Why are these members in the area?

My idea with the organisation is that it is definitely in its infancy in Cauldron having only moved into the region in the last few months. The Chapter was set up to plunder the ruins of the ancient civilisations in the region - Spell Weavers, Kopru, Koa-Toa etc - plus other 'ancient empires' that I have used the region in the past (read - further background/ places to slot in additional side adventures/plots).

I have created Raltar (The Art Dealer)- with his passion for Aquatic CIvilisatons - to link in with the Flood Season & Zeniths adventures. I will allow the PCs to bring back statues/relics from these adventures to sell to Raltar and provide further connections to the organisation.

The use of Greyhawk Museum was a choice of location. In my world I use a completely different Museum but because Cauldron is set in the world of Greyhawk it seemed the obvious choice. The reason why Greyhawk Museum is interested in Cauldon and its Environs is due to its relatively unexplored, untamed and uncharted nature. It is a frontier land for humans yet has many unexplored and unplundered ruins from lost civilisations. Relics, art works etc from these ruins would prove a huge asset to a Museums displays/treasures.

What ddoes Vhalantru think of this powergroup in His city? How about the cagewrights?

Vhalantru (similiar to the Cagewrights) has currently taken a wait and see approach to the organisation. They are not directly opposed to any of his or the Cagewrights work and are more than happy to just plunder and send at the moment. Their are other more directly opposed and dangerous opponents to deal with at the moment for Vhalantru but eventually the Acquirers will become a target.

As the game progresses their involvement and opposition will increase and it is then that Vhalantru and the cagewrights will act. More than likely this will happen through the Last Laugh as it will appear as just a 'turf war'.

See, Vhalantru has been very carefull about allowing high-level characters into his city. Especially if they are good or a threat to his power base. He kills of adventurers if they go beyond a certain level (about 9). He goes through a lot of trouble to discredit and destroy the Chisel.

He even killed of the previous two high-priests of Pelor a few months before the beginning of the AP (again, in my campaign).

I like this idea I may use it myself!

[/b]The only organisation that is sort of good and operating in Cauldron are the striders. And only because they have been able to stay hidden from Vhalantru.[/b]

I can see your point here but my rationale here would be (as I mentioned above) the limited time they have had in Cauldron.

So my main feedback would be to find a way to integrate this organisation into Cauldron.

Hopefully I have gone some way in doing this (length of time in city, list of allies in city etc)

Give it a well thought out reason for being there. What kind of ruins/sites are they interested in? Why? What do they hope to learn?

I think I answered this above but tell me if you want further information.

Give it a good reason for being accepted.

They opperate as a business, paying well for services and in return offered much appreciated business to other organisations in the city. They are allied with some shops, groups who have similiar likes/interests.They don't step on anyones toes (currently) as their business is relatively unique in Cauldron. All his would go a long way to making them accept in Cauldron.

Are they being used? Do they hand over the majority of their finds to the cagewrights?

I like your idea here. There is no reason that the agent/s they are selling/giving the works to to be sent 'home' is not infact an agent of the Cagewrights/Vhantru. I'll have a think about this one.

Anyway thankyou for your well thought out reply. If you have any other comments or even better - ideas or suggestions, I would love to hear them.

Thankyou once again

Delvesdeep


Hurmferd wrote:
Wow Delves! This is some incredible work! I may just "borrow" it for a thief in my own campaign.

Thankyou very much Hurmferd! I'm glad you like it and are contemplating using it for your own campain. :)

Quote:


1. My players include a cleric and druid, so I'm guessing that they'll be interested in healing the leader of this organization. For that matter, I'm guessing that Jenya of the Church of St. Cuthbert would've also, by association, sought to heal him. Any thoughts as to the nature of that disease and why it's resisted healing efforts?

I'm using the cure as a later plot device either linked to an extra side adventure or possibly within one of the AP adventures - Ruins of Shatterhorn ('Serpent People') or an early adventure such as the Secrets of the Soul Pillars.

Quote:


2. Have you played out or written up the initiation requirements and ceremony? This might be a fun one! :)

I was just going to introduce the rogue via Pockets or even Raltar. Have them gain their trust and then have them introduce the rogue to Geneth.

Do you have any 'requirements' in mind?

Maybe they need to undertake an 'Acquisition Expedition' - retrieve a particular item for the organisation or acquire a certain amount of items/relics (worth a certain amount perhaps). I'll have athink about it but if you come up with anything let me know.

Quote:
3. I'm likely to use this material with a few minor changes, but I'll need to plan out how the Last Laugh will work against, or outright attack, this organization.

I had an idea that the Last Laugh would eventually make a assassination attempt on the 'Research Team' via Many the cook and then, if this fails, make an all out assult later.

I would imagine that the Last Laugh would not like any other Rogues organisation working in Cauldron. The Acquirers, on the other hand, would consider themselves anything other than common thieves and would not cut into any of the normal Last Laugh operations.

Where they may collide is with their allegences. The Acquirers would be opposed to any damage done to their headquarters, opertation, their allies and Cauldron in general - all of which the Last Laugh allegence to the Cagewrights would cause.

I see the Last Laugh and the Acquirers taking a cautious approach to each other initially but as the Path progresses the ill feeling and then conflict will gradually esculate.

Have you got any ideas on this perhaps a rough timeline?

Quote:

Thanks for your hard work! I'll post a few more comments as I work it into my campaign.

Hurm.

Thanks for all your comments. I was worried that no one was going to read it! I have a few other ideas about how to use the organisation with certain adventures in the Path if you are interested.

Delvesdeep


I guess this wasn't such a good idea after all :(. Has anyone read it? I don't care if you think it is a terrible organisation just a little feedback would be nice.

Anyhow in the vain hope someone actually read the organisation and wanted to hear more (I think I'm dreaming here!) I'll post up the rest.

Exploration & Acquisition Division for the Greyhawk Museum of Cauldron Headquarters

The Headquarters of the Division was purchased and renovated just under a year a go. Since this time the Division has gone a long way to creating a workable base for their operation.

Street Front
The headquarters are built on a slab of malachite 5 feet above the level of the street and most importantly, the lake. A small flight of stairs leads up to a reinforced oaken door and a sign that swings above it displaying a compass, tower and crescent moon (combined symbols of the Acquirers and Museum). The door itself has a small slit that allows the guard to peer out onto the street before allowing entry.

Gazing up from the street at the four story building reveals a tall, narrow building with a shingle peaked roof, shuttered windows beginning from the second story and an attic window near its zenith.

Ground Floor

Entrée
Walking through the front door reveals a small entrée chamber with doors to the left and right and ascending stairs straight ahead. A cloak rack hangs to the right of the door and a long, low locked box sits beneath it.

The House butler greets members, takes their cloaks, hats, staves, bulky weapons and shields and places them in the security box by the door. Geneth brought with him an elvish butler to act as both servant and guard to the Headquarters. Hallow is a skilled swordsman but has the etiquette and organisational skills to make an excellent butler. Hallow possesses a caring and king manner and is tolerant yet stern. Hallow is almost as old as his long time employer Geneth and they share a mutual respect and understanding built over decades of trust.

Parlour
The door to the left leads into a comfortable parlour with cushioned coaches and chairs, a decanter and crystal cabinet and a large fireplace. The members use this small room to relax, talk, read and meet. Glasses of spirits and wine are swilled here along with mugs of frothy ale, hot coffee or tea. Small meals are also served up in this room to valued members such as a bowl of spiced mushrooms and potatoes, cheese and warm bread, fruit platters or a hot soup.

Sitting on an old coffee table between the weathered cushioned coaches is a huge leather tome bearing the symbol of the Acquirers – the tower, crescent moon and compass. The tomb has a small lock (DC 25) that can only be opened by a small silver key given to each member upon joining. This is large leather bound book is 3 feet by 2 feet in dimensions and is affectionately known as ‘The Rumour Mill’ to Acquirers.

Within the tome a reader can find hundreds of rumours, pieces of gossip, stories and information from Cauldron, its environs and further abroad. Each piece of information has a rating as to its credibility. Members are expected to regularly ‘check in’ to the Divisional Headquarters to speak to Geneth and make an entree into “The Rumour Mill’.

Acquirers using ‘The Rumour Mill’ to Gather Information gain a +5 bonus to their skill check

Dining/Meeting Room
The door to the right reveals a larger room with a long wooden table that seats twelve. A large, high backed, cushioned chair sits at the top of the table to the right of the door with a great tapestry covering the wall spun to depict a map of the Inis Kingdoms and surrounding islands. The remaining chairs that encircle the table are small but comfortable.

This is the dining room and meeting room of the Headquarters. It is rarely used except for gathering and official meetings. The Division holds a meeting once every three months to discuss general business, missions, acquisitions and other prominent issues. Accolades, rewards and promotions are also given during these meetings.

Geneth, Ralter and Falliwing usually have their meals brought up to them in their rooms or have them together in the Parlour or Library.

Off the Dining Room sits the small kitchen and storeroom. The House Cook has been recently employed but has proven more than adequate given her minimal wage. Geneth found the middle aged lady attempting to sell food at a stall in the town market and was able to produce some excellent meals with little ingredients. Geneth asked the needy lady who called herself Mandy, to cook for his household for a week on a trail basis. Mandy has been there 2 months now.

What Geneth is unaware of is that Mandy is not the poor middle-aged cook she appears. In fact Mandy was using her cooking skills as a front to case perspective targets for the local thieves guild. The Last Laugh guild is extremely pleased with the turn of events and use Mandy as a spy and possible assassin if the need arises.

The Storeroom is jammed with died foods, barrels, jars, bottles, boxes and other containers all brimming with food and drinks. The Research team have particular tastes in alcohol and meals which are well stocked.

Second Floor

The stairs ascend to a large landing before continuing up, with two doors leading from it, one to the right the other straight ahead. Both doors are iron and have excellent locks that only the research team and Pouches have a key for.

Library

The door straight ahead swings open to reveal a small library. The Divisionary Library takes up a good 2/3 of the whole second floor and in divided into sections. The library is predominantly filled with historical tomes, scrolls, books, diaries, maps and documents dedicated to ancient civilisations in which the Frontier Land is most famous for. Tucked in amongst the overflowing shelves are small candle lit desks where members can research and study undisturbed.

Hidden behind a bookshelf, which is opened when a notch in the right side of the case in depressed, is a secret door revealing a descending flight of narrow stairs. These stairs lead down to the secret cellar.

Research Skill Bonus +5 to +10 to specific study on ancient civilisations found in the local area.

Relic Room

The door to the right of the landing swings open to reveal a room packed with crates and boxes.
Three security measures are always in operation here to protect the treasures
- The first is an Alarm Spell that is linked to every member of the research team alerting them if the door to the room is opened.
- The second is teleport trap that teleports all those who open the door and do not immediately speak the words – ‘Behold the wonders of the past for the future to marvel at for all time’. The spell teleports would be thieves directly into the Headquarters cellar and into the small prison cell the Division has installed there.
- The third measure is a permanent ‘Hallucinary Terrain’ spell that makes the room appear featureless except for old empty boxes and crates.

Within the room the Division locks away their acquired artefacts and relics before they are transported to Greyhawk and the Greyhawk Museum.

Third Floor

The narrow staircase continues to ascend past a landing that leads onto a long corridor. Paintings and portraits decorate the walls. Six doors lead off the corridor, four positioned close together while the last two are separated from the others.

Guest Rooms

Four small, simple rooms were built to house Acquirers and guests but one has been converted into the permanent residences of Hallow the butler. Mandy, the house cook, has her own home where she returns to after supper every evening before arriving back to prepare breakfast for the household every morning.

The three remaining guest quarters have room enough for a single bed with a reasonably comfortable straw mattress with clean bedding, a small fireplace, cupboard and desk. Shuttered windows look out over the city but do little to protect the sleeper from the cities chilly night winds.

Hallow’s Room

The second door on the left leads into Hallows room. Hallow leaves in locked at all times and enjoys his privacy when ‘off duty’. The room has a four-poster, comfortable bed with a tapestry depicting a trickling stream within a lush ferny forest adorning the wall behind it. Hanging over the left bed head post is Hallows sword – a beautiful magical, gold basket hilted rapier gifted to him by Geneth decades ago.
A cupboard contains Hallows colourful and stylish clothing and footwear while a locked wooden chest contains his valuables.

Ralter’s Room

The last door on the left leads to Ralters room. Ralter the unashamed academic, spends a large proportion of his time locked away within this room or the Relic Room analysing art works, reading through text or dabbling in sculpture himself.

Relic’s room is approximately twice the size of the standard guest rooms and is organised chaos. Artworks, books and piles of paper litter every available portion of floor space and the bed is often difficult to find hidden beneath works.

A number of large glass fish bowls sit around the room containing weird, wonderful, beautiful and alien small aquatic creatures. Some are warmed by small magical rocks and all are well cared for and spotless in direct contrast to the state of the rest of the room.

Geneth’s Room

Geneth, the Divisionary Leader of the Explorers and Acquisition Team, is meticulous and particular with his possessions and operation. Geneth organises and cleans his room consistently to ensure he is always ready and prepared for any event.

Stepping across the threshold reveals a large room adorned with paintings, candelabras, a large fireplace with a sword and hammer crossed above the mantle and a large opulent, canopied double bed. Geneth ensured he could get the most luxurious bed available when he arrived into the city explaining that after decades of sleeping on the ground in armour, it was time to give his body the comfort it had missed all those years.

A copper bathtub sits near the window with potted plants nearby. An affixed washbasin stands to the left of the tub in the room’s corner and a large cupboard remains locked between the basin and the bed.

A small, round table rests to the right of the bed with four wooden chairs and a silver candelabra sitting in its centre. A large desk sits tucked into a corner of the room to the doors immediate right, with books and writing utensils positioned neatly.

A weapon rack hangs upon the right hand wall within reach of the table, looking out of place in the otherwise luxurious room. Beautiful axes, hammers, swords, spears and pole arms adorn it, all well oiled and looked after and many bearing obvious signs of use.

Various remnants and keep sakes from Geneth’s previous ‘life’ rest here and there about the room, positioned upon small pedestals, resting upon the fireplace mantle or hanging from the wall. Many are there for reasons other than mere decoration.

Falliwing’s Attic

The stairs reach their zenith at the foot of a narrow door. The old wooden door has an iron ring knocker in its centre and a crystal imbedded above this.. Knocking on the door invokes one of three responses –

1) The Door swings open and Falliwing greets the guest warmly

2) A voice echo all around the door asking about the persons business and intentions

3) The crystal glows and a spell emerges from its depths and targets the unwanted intruder. (Falliwing can see, hear and cast through this crystal by gazing into the crystal on the end of his cane.)

Stepping through the door reveals a small, cramped room with sloping walls mimicking the incline of the roof with a large roaring fireplace to the right and a small attic window on the far wall. The room is stifling hot even on the coldest of days and the fire is continually burning.

A small bed is piled with blankets and furs against the left wall and a large table sits to the left of the door blanketed in vials, bottles and alchemy equipment. Jammed between the table and the bed is a desk with hundreds of tiny vials of ink and a large variety of pens and writing quills. Shelves of scrolls and books hang above the desk affixed to the wall.

On the opposite side of the bed to the desk is a small bedside table with a bowl of water, a candle and a book. Squashed up next to this and the corner is a large cupboard packed with thick, heavy robes and clothing with an extensive collection of furs. Thick boots sit beneath the hanging clothes and woollen hats and beanies sit above them on the self. Positioned to the right of the window in the corner is a short bookcase filled with texts and books. Hanging above the fireplace is a faded stone tablet.

The Secret Cellar

The secret Library stairs spiral down 20 feet to a damp, cold room. In the northeast corner stands to jail cells with reinforced wooden doors and small barred windows. A sparing dummy sits in the centre of the room and a weapon rack rest along the west wall. A Archery Target is pushed up against the west wall.

Hidden behind the weapon rack is a loose block which in turn hides a small pulley ring. Lifting the ring up causes the secret door behind the weapon rack to click open revealing a short corridor. This corridor is a death trap to the unwary and ill prepared. Pit traps, posioness darts and scythes and falling blocks are just some of the dangerous waiting alone this unassuming stretch and this is even before mentioning the magical traps.

The corridor ends in a iron door with an amazing lock that opens into the Divisional Treasury. Great iron chests hold thousands of gold and silver coins, gems and jewellery sit in cases, and magical items sit on display. A good proportion of this was transported over to help fund the operation but an increasing amount of the wealth is now being generated by the sale of ‘Acquisitions’ to the museum and treasures found on expeditions.

Geneth holds the only key to the Treasure Room.

Thanks once again. I hope someone actually reads it......please.

Delvesdeep


I have been coming up with potential allies/mentors for my party and currently these ideas -

Ranger = Strider of Fharlanghan
Cleric = St Cuthbert (+ a few more....complicated story)
Wizard = Local Mage (another story)

But....for the Rogue? The only opinions seem to be the evil Last Laugh organisation or the Alleybashers (also evil).

So I thought I would come up with my own. Tell me what you think.

Explorers & Acquirers Division of Greyhawk Museum

The Explorers & Acquirers Division of Greyhawk Museum of Cauldron is a currently a small group of 14 members that currently comprise of one sage/historian, one art expert, one wizard, 9 warriors, six rogues. The wizard and three of the rogues are all recent recruits to the Division while the others have travelled to Cauldron at the request of the Museum Doyen – Lorian Dorcemetry, to scowl the frontier lands for ancient remnants of the ages before man.

The Division is still in its infancy but has already made some progress in its task securing a handful of artefacts from a small Spell Weavers ruin. Currently the Division operates from a large four-story house near the Tipped Tankard Tavern. The Division is divided into two teams – Research & Acquisition.

The Research Team

The Research team are the ‘brains trust’ of the Division and are the only members that have a permanent residence in the Head Quarters. There are three research members – Geneth Taliwar (Division Leader), Ralter Swir (Art Expert) & Falliwing (Magician).

Geneth Taliwar – Division Leader

The Division Leader and sage/historian of the group - Geneth Taliwir, is an elderly dwarf with a silver monocle, an eye patch overing his left eye and a short, well-groomed white beard. Geneth walks with the assistance of a wooden cane covered with smooth metal protrusions and has a noticeable limp. Geneth always wears worn leather pants and boots that look as old as their wearer, dons a silken red tunic and has bejewelled rings on each finger.

Geneth Taliwar was originally an infamous explorer, adventure and rogue who specialised in ‘acquiring’ exquisite and expensive artwork, relics, artefacts and jewellery from homes and ruins alike. When the overly ambitious rogue led a team into the ruins of Mauve Castle, where his team were all killed and he was left for dead, he was rescued by an ‘Acquisition Team’ from the Greyhawk Museum.

Crippled from the expedition, Geneth spent his recovery learning more about his rescuers and researching about the treasures of the past. Division Leadership of an Acquisition Team was not a far cry from his old life. Geneth surprised himself by the pride he felt when the Museum Doyen asked him to travel to the Frontier Lands and base himself in Cauldron to head up a team to explore, map, discover and acquire artefacts from the unexplored wilderness of hidden ruins and mysterious monuments.

Ralter Swir – The Art Expert

Ralter Swir worked at the Greyhawk Museum as an art expert specialising in sculptures, architecture and carvings. Raltar has always been particularly fascinated with works from ‘Sunken Civilizations’ and aspires to collect a substantial and priceless collection of artwork from these ancient underwater empires.

Raltar is a rock gnome with a long brown moustache, a baldhead and thick spectacles that sit precariously on the end of his large nose. Bumbling and jittery, Raltar is quiet and unsure during normal conversation but becomes increasingly passionate and confident whenever he discusses or is presented with a valuable work. Geneth has learnt to value the unassuming art expert’s opinion on visual history and other historical obscurities.

Raltar unexpectedly volunteered to join Geneth and his small team to face the dangerous and unexplored lands of Begedis only days before the expedition began. Many of his learned colleges tried to persuade the normally quite and reclusive art expert into reconsidering his ‘rash’ actions but all for nought. Raltar saw a chance to experience the adventure of discovery and the opportunity to be the first to unlock a piece of history.

Falliwing

Falliwing is a recent recruit to the Division and has become an important asset to Geneth and the team. Falliwing is a gaunt sickly man with a long, pointed brown beard, a flat cushioned hat and thick layers of fur that assists to disguise his frailty and keep him warm. Falliwing leans upon a crystal topped staff that contains golden vein that swirls about within it. While the disease that is slowly eating Falliwing away is not contagious to others, most people give the obviously sickly mage a wide birth.

Gurp, Falliwings toad familiar, sits inside the magician’s robes making strange noises from time to time. Falliwing has become completely oblivious to Gurps noises but these can be quite disconcerting to the unaware.

Falliwing grew up in Sterich in his youth and became an apprentice at a young age. As soon as he was made a full wizard Falliwing joined an adventuring group and jumped aboard an exhibition bound for the newly settled Frontier Lands. Falliwing and his group spent months trekking through the wild lands combating its monsters and searching through its ruins before he and the rest of his party were contaminated by a mysteriously disease.

Falliwing is now the last of his group. The rest have either succumb to the disease or one to many risky exploits. Falliwing saw in the ‘Acquisition Division’ an opportunity to find an answer to the disease that is slowly making him waste away to nothing. Within the one of the ruins of an ancient Serpent People Falliwing contracted the strange illness and it is within similar ruins the ever-hopeful mage hopes to find its cure.

Falliwing struggles to breath some days and is wracked by fits of coughing. Falliwing always feels continually cold even in the Sub Tropical climate of Cauldron and ensures he is smothered in furs and his large fireplace rages with stifling heat.

Falliwing acts as the Acquisition Teams magical liaison and assists with research and supplies of potions and scrolls whenever he is able. Falliwing also possesses numerous magical items he uses to assist the group in any way he can. In exchange for his aid Geneth has allowed Falliwing to stay in the Divisional Headquarters where he now dwells on the top floor attic. Geneth ensures Falliwing has everything he needs including components, an alchemy lab and plenty of fuel for his fire and warm meals to dull the aching cold.

Members of the Division frequently buy scrolls, potions and even minor magical items from Falliwing for half the normal cost. Falliwing is always looking for clues to his cure and in the shorter-term methods of relieving his pain, cough and cold.

Exploration & Acquisition Team

The ‘Acquirers’ are the ground troops of the Division, devoted to gaining artefacts, relics and art works from the region and particularly the lost civilisation ruins they continuously strive to uncover. Currently there are six members of this team but occasionally others are hired for specialised jobs. The Division is always on the lookout for loyal recruits that fit the mould.

Pouches - (Acquisition Leader)

Sebastian Destumtree or ‘Pouches’ to his friends, is a Fiddlekin with an insatiable appetite for adventure, risk and reward. Pouches was a cutpurse that Geneth rescued from execution when he chose to steal the wrong person. Pouches had his left hand removed from the incident and then was then left unconscious bleeding to death in the street by his would-be target. Geneth dragged the tiny halfling from the streets and into the Greyhawk Museum and nursed him back to health.

Pouches was a reluctant recruit initially but the good treatment, skills, focus and rewards Geneth gave the capable young halfling quickly earned both his respect and loyalty.

Pouches is now no common thief. Infact Pouches only uses his skills to legitimately ‘acquire’ treasures for the Museum, never purely for profit. This is not to say Pouches isn’t fond of coin - he is, it’s just that he receives more than enough rewards for his retrieval of such goods from his benefactor.

Pouches acts as Geneth’s general, leading his ‘Acquirers’ and weeding out disloyalty and acts of petty thievery from the ranks. Those who wish to join the Acquirers ranks need to prove their worth, character and loyalty before they are accepted and Pouches is always the first port of call.

Membership into the Exploration & Acquisition Division of Greyhawk Museum

Membership into the Division gains many benefits including –

1 Acquirer Ring
Silver with an in signature of the Acquirers imprinted upon it (Compass & Tower)
Grants:
+ 3 to Search & Disable Traps
+2 to AC(creates a haze around wearer that makes it more difficult to target the owner).
Ability to Intuit Direction

2 Cheap Equipment
From 10 to 50% off all Thieves Equipment, Low Level Arcane Scrolls, Potions & Magical Items

3 Safe house
The headquarters of the Acquirers have two rooms they leave for members in need of a place to stay or hide.

4 Research
The second level of the Headquarters is allocated to the Divisional Library and Art Collection and contains a comprehensive selection of historical tomes, texts, scrolls and tablets. Research checks on ancient civilisations in this library give the researcher a + 5 to +10 modifier.

5 Rumours
With a group of street smart ‘Acquirers’ at your disposal Geneth has each member in a Tome Known as The Rumour Mill. The Rumour Mill is a collection of rumours members have heard in their travels which they write in the tome when they report in. The rumours always include a date and validity rating.

Gather Information Checks about Cauldron or its Environs are made at +5 with the use of the Rumour Mill.

6 Connections
The Acquirers have a growing list of contacts that include the ‘Off the Map’ store, Tipped Tankard Tavern, Church of St. Cuthbert, Skye’s Treasury, Frontier Merchant Coster & many others. Showing the Acquirers Ring gives members benefits ranging from cheaper prices to special favours. Members are likewise expected to return favours when these establishments need help.

7 Allies
The Acquirers are a small organization with a strong sense of loyalty to each other. If the need is dire the whole Division will take up arms to defend one of it’s own. Recently The Last Laugh thieves guild has began to try and poach the Divisions members and Geneth suspects his two newer recruits have ties to the guild. Geneth has tossed up the idea of making tentative alliances with the guild but dismissed the notion. Geneth wants to keep his organization legitimate and his Acquirers focused on ‘legitimate’ finds and exploration not petty theft, smuggling and burglary.

I have more on the Chapters Headqauters but I thought that was more than enough for now.:)

Let me know what you think

Delvesdeep


I thought this was the place for suggestions? Do you think that they don't really read this forum? If you think this is true then tell me where to send it and I'll email it through.

I like the idea of playing around with prices/uses here though. Do you want to give it a try?

Delvesdeep


My group has recently begun the Shackled City Adventure Path and are just preparing to enter the Malachite Fortress.

I only award 50% of the XP given in any encounter to slow the level advancement (we found this a problem in the past - long story) so if I ran the AP as written the party would find themselves quickly under powered.

SO.... I basically need an extra adventure for every level.

[color=blue]What I would love so help with is ideas for adventures that I could use in and around Cauldron without upsetting the AP plot/storyline.[/color]

Thanks

Delvesdeep


What would a Beholder eye fetch and what could it be used for? What about a stirges beak, a stag betteles horn, a Gricks tentacles, a trolls claw or a vampire's tooth?

There must be thousands of valuable monsters body parts that could be retrieved by adventures and sold to a interested buyer for a nice profit. But what parts and what monsters? And what use could these parts have?

My request is to have an article to do with Monster Parts - there sale price and uses.

Sample Buyers would also be great - store, patron, marketplace etc

Thanks

Delvesdeep


Probably a silly question but how practical and difficult would it be to run both adventure paths similtaneously if the players needed double the XP to advance levels (ie requiring them to undertake double the adventures)?

I'm sure the notion is unachievable for an infinite amount of reasons but all the same I am curious about what people think.

Delvesdeep


Before your cleric went down would have been a perfect opportunity for some 'fudge rolls' and great acting on your party. Rather than have the party completely go down give the characters a chance to escape or have the monster 'miss' a few times. I know it sounds like cheating and against the spirit of the game but nothing spoils a great fun game more than having to throw all your/their hard work down the drain and start again. At first level a few 'terrible rolls' by the DM at key times is almost mandatory due to the ease of death for such groups.

Anyway just my opinion.

I haven't recieved my copy of the adventure yet but is it particularly difficult? Is there a good likelihood of TPK?

Delvesdeep


Dryder,
I've tried twice now to write up some of my parties adventure to date but to no avail. Everytime I try and then post what I have written nothing seems to come up. It's getting very frustrating!

So anyway I try again.

Is their any particular aspects that you wish to hear about ?

-Character Background
-First Meeting
-Trip to Cauldron
-Exploration of Cauldron
-Beginning the Adventure

Let me know if you are interested in hearing about any of these or none at all.:)

Delvesdeep


James,

Is there Striders in other locations or are the Striders of Cauldron all that remains?

There is no mention of it in the adventures but are there an Striders in any of the nearby communities (ie Sassarine, Redforge etc)?

Do the Striders have any abilities/items to assist in there fundamental goal of defeating the Cagewrights?

Thanks again

Delvesdeep


I would love to see an article giving players and DM's a like strategies to increase the pace of combat and/or offer rules to improve this.

Currently as the party rises in levels the amount of attacks each gains also increases. A Ranger can have as much as 7 attacks a round and a wizard can cast two spells.

Monsters number of attacks and abilities also increase making combat a slow and extremely lengthy ordeal. Many fights can take the whole gaming session to complete.

Any article addressing this problem will be extremely helpful.:)

Delvesdeep:b:


size=3][color=blue]Possible Cauldron Platinum Coins[/color][/size]

Cauldron only minted one batch of platinum coins at the demands of the nobility. They are extremely rare in the town.

Platinum 'Cusp'
The Cusp of Sunrise is a very old, traditional and exclusive club in Cauldron. It was formed very early in Cauldron’s history and has always been a haven for nobles and the wealthy from the toils of modern living. The common citizens of Cauldron are as likely to be allowed membership into this club as they are to own one of Cauldron rare platinum coins and Cauldron’s nobles are the only ones likely to possess a platinum coin in the first place.

It is a fact that Cauldron’s nobility rarely use platinum coins for little other than as ‘chips’ in the game of ‘Gems’ in the club or to pay for drinks, food or services therein.

This is where the term ‘Cusp Coin’ or simple ‘Cusp’ originated.

Platinum ‘Plodder’
Cauldron Platinum coins are both rare and extremely valuable. The common citizen could spend his entire life toiling away to merely survive without ever seeing one. In fact it is a common myth that if you added up all the coppers and silvers you earned in a lifetime it would equal a platinum.

There is a saying in Cauldron –‘A lifetime of plodding earns but a platinum’ and it is from this that the slang: Platinum ‘Plodder’ derives.

Platinum ‘Prison’
There is an old myth that states that over a thousand years past, in and around the extinct volcano that Cauldron was eventually built within, was used to imprison the local people. Stories tell of a time when terrible evil bulbous creatures of slime and acid created a massive prison and made the slaves mine for gold and platinum that was found deep beneath the volcano.

The term Platinum ‘Prison’ originated from the this time.

Delvesdeep


Thankyou very much James! This is exactly what I was after. I am really greatful that someone who obviously spends a huge amount of time working with dungeon would spare the time to answer my question so quickly.

I really respect you for that.

Thankyou once again

Delvesdeep


Thanks for your responses GlassJaw and your insight James,

Just another couple of questions on the subject if you have time -

What are the pre-requistites to join the Striders in general? How do you join?

Are the benefits you mentioned above granted to all Striders or only those who have taken the prestige class?

Do the Striders have any specific symbol, language, code to communicate?

Is there currently only 4 members in all of Cauldron?

I'm looking forward to the release of the Hardcover but am keen make the Striders a more active ally to my party ASAP.

Thankyou for all your help

Delvesdeep


Besides being directly opposed to the Cagewrights and being a neutrally aligned organisation what do the Striders have to offer?

Why I ask is because I have an elven Ranger who I thought would make a great member but without much other knowledge other than what I have mentioned already why would they want to join?

What benefits are there from joining the Striders

Who can join and what do theyn have to do?

Is there any negatives from joining the organisation?

Is their only 4 Stiders in Cauldron?

Delvesdeep


I just started a campain using the Shackled Path putting my players through the Life's Bazaar adventure.

Should I be swapping campains?

I'm only awarding 50% XP to slow down level advancement so can I...

Play both Adventure Paths similtaneously?

Delvesdeep


A couple of more possible Cauldron Gold Coins

Gold ‘Monkey’
At one time it was quite fashionable to own monkeys taken from the nearby jungles surrounding Cauldron. Spider monkeys were used as companions, ferocious baboons trained to guard noble’s estates and mighty gorillas used for their strength. Cauldron Hunters began to develop a Monkey Trade where they transported caged monkeys to local and distant cities to be sold.

The Last Laugh during this time actually had some of the dexterous, nimble little Spider monkeys trained to act as distractions for their pickpockets. Some of the most clever monkeys were even trained to pick pockets themselves, always targeting the wealthy and always targeting their gold!

When people lost their money or their gold coins were spent they would claim that the ‘Last Laugh Monkeys’ or ‘Laughing Monkeys’ took them whether this was the truth or not.

This is where the term ‘Laughing Monkeys’ or simply ‘Monkeys’ originated.

Gold ‘Gambler
A extremely popular game in pub and organizations alike in Cauldron is the game of Gems. Most ‘official’ games found in clubs only allow bets in gold pieces on the table.

From this the term Gold ‘Gambler’ originated from.

Delvesdeep


Thanks Walter and Maveric for your comments and praise. I hve another Cauldron Coin Possibility to add if people are interested and feel free to post your own if you get half a minute.

[size=3][color=blue]Possible Cauldron Gold Coins[/color][/size]

[u][size=3]Option One-[/size][/u]

Gold 'Tumbler'
Cauldron was initially colonized, founded and eventually constructed as part of a distant kingdom. The king of the time was proud of his new city in the distant Frontier Lands and decided to visit Cauldron to celebrate its growth. For months the citizens of Cauldron were forced to pay increased taxes in preparation of the royal visit. Much of the local food and produce began to be stowed away for the Royal celebration and many of Cauldron’s poor began to go hungry By the time the King had made his lengthy journey to the city, the citizens of Cauldron were disgruntled and far from welcoming.

As the king arrived with much fanfare and paraded through the city he could sense the peoples obvious hostilities. In an attempt to alleviate their anger the King choose to board a local fishing boat, fill it with food, sail around the inner lake and toss the food to the hungry citizens. What happened next became legendary in Cauldron.

Whether it was the weight of the food or the barrage of vegetables that the citizens hurled back at the astonished sovereign, the boat overturned sending the beleaguered king tumbling into the dirty water. The roar of laughter as the king bobbled in the watery mix of food and flotsam was enormous while the royal dragged himself to the shore thoroughly embarrassed and looking like a drowned cat. He left for home that very night, the celebrations were cancelled and the food distributed back to the markets and onto the citizens table.

To this day the Cauldron gold coin has the depiction of this king on one side but only a few educated individuals know or care what his name is. To them he will always be the king who tumbled into the lake and this is where the term ‘Gold Tumbler’ comes from.

More on the way:)

Delvesdeep


Thankyou Dryder & Sean for you interest and advice.

Dryder I'll be more than happy to share how my game is progressing though I'm not sure how exciting it will be.

Sean, I had a couple of ideas planned to address the issues you pinpointed (Extra Treasure/MagicResources & Interuptions in flow of adventure due to training) which I hope will fix them somewhat.

[u]Extra Treasure
What I will do -[/u]

One - Training cost
The majority of the extra money that is acquired during the 'filler'/'roleplay' adventures set between the AP will go towards paying for training.

Two - Treasure Subsitution
I intend to paw through the AP adventures are 'move' magical items/treasure from these adventures into the 'Filler/Roleplay' adventures. This way the characters are still being rewarded will the same amount of treasure but have it spread over more adventures.

[b[Three - Nothing[/b]
I do intend on leaving some of the treasure written in or that I include in the adventures. Looking over the threads written in this forum I keep reading how many character deaths have occured while running the Adventure Path. This leans me towards slightly overpowering my party rather than underpowering them. Having a few extra magical items/extra resources & allies may go some way to achieving this.

[u]Interruption due to Training
What I will do -[/u]

It is my belief that training provides additional avenues for roleplay, resources, allies and direction. It is also (particularly early on) a great model for players to measure their own character up against in terms of personality, motivations, ethics and goals.

I also see it as simple logic. While not everything needs to be realistic in D&D I like to believe that D&D has its own logic and believability. Learning a new feat/skill/spell without being taught it defies this in my humble opinion.

The problem with this though, as was correctly pointed out earlier, is that the AP was not designed with 'Training Breaks' in mind and nor was most 3rd/3.5 Edition adventures. Some of the AP adventures are set on a strict timeline making training even more difficult.

What I intend to do here is to 'tweak' adventures where I can (where it is not going to damage the feel, flow or goal of the adventure) or leave it to the party to make the final decision. Stay or go. Can make for some great roleplaying though despite the issues.

I have already done this in the 'Lif's Bazaar' adventure allowing the party to move up into the city to train all the while the poor little children where being held below. I provided an escape clause for both the parties conscious and sense of reality by having Jenya use the Star of Justice to ask St Cuthbert if time was of the essence. I had Jenya come back with a cryptic message giving the party time to train and one week more until the children will be sold.

Anyway this is just some of my thoughts. If you see any potential issues I have missed let me know.

Delvesdeep

P.S. Dryder, we are playing tonight so I will let you know what happened ASAP.:)


Thankyou both for your advice and for the address to the Web Enhancements. I have just downloaded them all just now!:)

As to the XP I understand your concerns especially hearing that many people need to run additional adventures between the path 'steps' to have their party at the required/recommended level. I did read one post yesterday mentioning that after running Life's Bazaar his party was infact higher than 4th and once completeing the Flood Season Adventure his party was around 8th! he may have been the exception rather than the rule but this was interesting non the less.

My group have each come up with detailed and interesting background stories that I would like to elaborate on. I thought by reducing the XP this would allow for more time between the Path 'Steps' for adventures specific to these background stories.

For example one of my party is a cleric of Heironeuos(sorry about the spelling :( ) who wanted to play is more like a Knight Templar than a standard mace swinging priest. So I was quiet pleased when I remembered the adventure - 'Provincial Prior Cause' in Dungeon #96 that is written for a 1st level party. So I had the party thrown together initially and fleeing their home country to escape the gaurd who was intent on capturing all members of the Knighthood and clergy of the 'Chivlars' (think Templars of Heironeous) which included the young squire from the party.

The party fled to the frontier lands where the Chivlars had sent a high ranked member of their order to establish one of two bases. This was the backdrop of their escape but not the reason for their choice to travel to the frontier lands and Cauldron. Adventure was their aim.

But...to make a short story long the party is now halfway through Life's Bazaar and I intend to run the 'Provincial Prior Cause' (adapted somewhat) after this is completed.

Similiarly I intend to do another such adventure after Flood Season for one of the other party and so on.

Anyway I better go but thanks once again for all your advice and help.

Delvesdeep:b:


I have collected the Shackled Path Adventure Path and am currently running my party through the first of the adventures which they are truly enjoying.

I have noticed throughout the series mention to Web Enhancements/extra material that people can access on various organisations, individuals, locations etc. So my first question is a simple one -

Where do I find these extra pieces of information?

I am particularly interested in information on the Striders.

In addition we have chosen to reduce the XP awarded by 50%. We did this for a multitude of reasons the foremost being the sheer pace in which the characters increase in power. It was our feeling from the last campain we played that players never had a chance to roleplay or become comfortable with their chacters abilities before they were given a whole magnitude of new abilities/powers.

Running through the AP do you feel this will make any impact?

Will I have to run/organise an additional adventure in between each AP adventure?

This is my first time I have read through these forums and I really like the banter.:)

Thanks for you help.

Delvesdeep:b:


This is my first browse through the paizo boards and I thought I would scan through the existing threads when I chanced upon your own.

I haven't got any earth shattering ideas here and the volcano-themed idea certainly has merits (ie malachite coins=copper or even a lower/more common coin than this!) but I have chosen to have an attempt at just using the common metals at this time for my idea.

All coins printed in Cauldron have a small 'hole' cut in their centers. Initially this was done for to very practical reasons -

1The first was to reduce the 'cost' of the currency by reducing the metal needed even if the saving was not substantial.

2The second reason was to thread the coins together on a thick string to carry around a persons waste.

Today the practice is still retained for traditional reasons and to symbolize Cauldrons volcanic foundations within the dormant volcanoes mouth.

[size=3][color=blue]Possible Cauldron Copper Coins[/color][/size]

[u][size=3]Option One-[/size][/u]

Copper 'Common'
When debate about the currency of Cauldron was first being debated amongst the new nobles, dignities and businessmen of the new town, the copper coin was almost not included in the currency. The nobles of the town argued that the copper coin found in most countries of the world were unsightly and rarely used except by the commoners. Eventually the merchants and businessmen convinced the nobles to print the coin so that the 'commoners' would have a coin to use.

This is where the term 'Copper Common' comes from. A coin for the commoners.

[size=3]Option Two-[/size]
Copper 'Cobbler'
The Cauldron Copper is a square shaped coin with a small square hole in its centre.

The slang 'Cobbler' came from early in Cauldrons history when the local builders and workmen helped build the unique town under the direction of the gnomes who had lived in the regions for hundreds of years.

The workmen at the time had great difficulty with the rocky slopes, loose rubble and jagged stones found within the volcano basin and their poorly constructed shoes, sandals and boots offered little comfort or protection under the conditions.

In response the practically minded gnomes of Jzardine set about building hundreds of shoes and boots for the workers each bearing a copper buckle and offered them the footwear as part of their payment.

From this point on the workmen would take their footwear to the locale gnome cobbler for repairs as part of their weekly payments. The copper buckles frequently fell off and trading copper buckles to make running repairs became a common and recognizable part of the blossoming currency. Long after the style of shoe had vanished and the town was built the copper buckles or 'cobblers' were used by the workmen for payment until coins began to be minted resembling the workmen’s copper buckles from their gnomish-crafted shoes.

This is where the term 'Copper Cobbler' came from and is even attributed to the shape of the coin.

[size=3]Option Three-[/size]
The Copper Clasp
The Copper 'Clasp' is a circular coin with a small round hole in its centre. A symbol of a claw clasping a flame is embedded on one side while the symbol of Cauldron is emblazed on the other.

The slang term - 'Clasp' comes from the discovery of a skeletal dragons claw found buried alone the lakeside within the basin when the town was first being constructed. Many believe that Hookface's mother once called the dormant volcano its home thousands of years previous until she met her end fighting another of her kind - perhaps even Hookface himself! Others state the claw was of a copper dragon slain by Hookface himself as a youth.

[size=3][color=blue]Possible Cauldron Silver Coins [/color][/size]

[size=3]Option One-[/size]

Silver 'Steadier'
The criminals of Cauldron are executed in front of the town hall for the most heinous of crimes. Before the headsman swings his axe to behead the wrong doer must pay the headsman his wage - a silver piece - ensuring a quick death. Criminals who choose not to pay the headsman can expect a haphazard job sometimes taking numerous blows before the unfortunate criminal is finally beheaded and feels no more.

Paying a silver to 'steady' the headsman’s axe is considered money well spent and is where the term ‘Steadier’ comes from.

[size=3]Option Two-[/size]

Silver 'Salt'
The nobles and rich citizens of Cauldron often hold banquets and meals where they invite fellow noblity, loyal followers and visitors. The host sits at the top of the table or at a long table at the front of the hall where they sit with others of importance.

Salt in Cauldron is both expensive and difficult to acquire and rarely used except at meals such as these. Only those close to the host or are impotant to them are able to use salt which is kept in a great silver bowl or shaker, resting before the host. Those who are considered lower or of lesser impotance and seated further down the table or room.

This is where the term comes from - 'Below the Salt' and also where the term 'Silver Salt' derives from - salt is always kept in a silver shaker or bowl and silver is a coin of value but still below the gold.

[size=3]Option Three-[/size]

Silver Silho
The Silver Silhouette or 'Silho' comes from the out dated practice of the locale brothels having small rooms where their girls would work. Instead of doors the girls only had a thin piece of fabric covering the entrée to their rooms. When a new client would arrive the girls would come to the curtain so their silhouette would be seen and the eager gentleman would make his choice and pay his silver/s coin/s to the matron before stepping through the curtain.

This is where the slang - 'Silver Silho' derived from.

I've run out of time but will try and work on the gold and platinum next time.

Delvesdeep:b:

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