Allen Billings 11's page

Goblin Squad Member. 30 posts. No reviews. No lists. No wishlists.




I've reached the point where my party is ready to leave Sandpoint and head out to a bigger city. I'm gonna try and keep them in Sandpoint to handle the Chopper's Isle sidetrek, before having the Mayor ask them to take Nualia to Magnimar.

What I'd like to do, is take this thread and turn it into a list for DM's who'd like some ideas on what happens in Magnimar. For example:

1. Thieves War. The Gargoyles and Night Scales gangs arrive at a nobles house one night, each going after the same item. With both gangs getting into a battle over who has what turf in town. Will the PC's join one side or the other, or stay out of the war entirely?

2. Missing runner. Since Magnimar is quite large, a quick package / delivery system comes into service, that transports small items about the city within hours. This delivery service, called Fleetfoot, has become disrupted when several of it's runners don't return on certain runs. Can the PC's find out what happened, and where's the packages they were to deliver?

3. Rummage sale. Stolen from an old Dungeon magazine. A known mage in town is retiring, due to old age. Most of his magical items have been given away or sold to private buyers, but some minor stuff remains. What is up for auction?


I'm just about ready to start up Burnt Offerings here soon, and while reading over the other people's posts, I wondered what might be usable as a mini-side trek for the group.

Once the sheriff in town departs, and the group remains to keep the citizens calm, I got to thinking that might be the time to run a small side adventure in town. Perhaps a small group of traveling Varisian's arrives to visit Risa at her tavern, only to have one of them become accused of murder.

The party has to discover who was killed, as well as who really murdered the deceased, and why.

But that's as far as I've gotten on my own. Any further ideas from my fellow DM's?


Anyone have any ideas on what music would do best in the Shackled City?

I've a few good pieces of music from various movies that will work, but I'm looking to expand my library to include some new tunes.

I've a few Celtic CD's that go great for traveling and for during the Flood Season festival, so that's covered.

Any other ideas for certain points in the story?

I have several of the Midnight Syndicate CD's but not the one they created for D&D.

Any help would be appreciated.


I've been curious ever since the magazine edition came out about this area near Cauldron. Has anybody ever set up anything in the Haunted Village area?

When I first ran the campaign, I slipped in an image of the village by using a map from the wizards site. Namely this one: http://www.wizards.com/dnd/images/mapofweek/city803.jpg

Then, I grabbed Dungeon #84 for the 'Dungeon of the Fire Opal', which was from 1st to 5th lvl. This was the dungeon under the ruins, and allowed me to play the part of Skazzyg, the Tiefling mage who was studying the dungeon. She made a deal with the party. They help her clean it out, and she would leave the area once she'd finished her research.

After reading the SCAP book, I'm changing all of that, to include the updated region information. Namely, that the village ruins are now being under the control of the Necrocants. So, here's my idea on what's going on.

The Necrocants have learned that the reason that Kozomagon was able to raise the undead in an attempt to assist in helping Redgorge against the demon army, was from a very powerful magical staff. The staff of skulls, as it was called, would allow the mage to cast summon undead 4th, grant the user mage armor at will, and could also allow the user to release a blast wave of negative energy in a fifty foot radius around the user. Any undead that were damaged previously, while within the negative blast, would be healed instantly of 3d8+10 points of damage, while all living beings must make a Fort SV 18 to avoid the effect as well.

Unfortunetly, any other powers or abilities have been lost to time, yet the Necrocants believe that they can find the staff.

Since the Cagewrights are interested in Cauldron, it's possible that they may decide to lure the PC's off track and to delay them from interfering in their operatins. This could be done by having Vhalantru send them out to investigate the Necrocant's activities near the Haunted Village, or maybe drop the information upon the party by other means that I'm sure you other DM's could easily come up with.

The trick, as I see it, would be to use it right after Flood Season, which would allow the PC's to gain enough experience to go up at least one level. This way, once they get thru Zenith, they'll have enough XP to reach 8th lvl, the minimum for the Demonskar Legacy.

So, any ideas my fellow DM's?