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Unfortunately, I won't be able to continue running the campaign due to four of the players moving away (including the DM). Since gaming time is at a premium with all the moving going on, I've regretfully decided to end the campaign prematurely. The party is finishing up Flood Season tonight, I hope, and I'd like some suggestions on a good way to end things. They've met the beholder, they've met Shebeleth, they've met the Stormblades, they met the Striders (albeit not as the Striders yet). They think that Terrem is the mayor's illegitimate son, which I might be able to work with. They killed Kazmojen, Orak, Drakthar and Tongueater, captured Triel and Keygan, and basically have the Flood Season adventure wrapped up.

My initial idea is that I could go with the illegitimate mayoral son idea, and have the beholder actually in the mayor's employ. That would lead the party to a knock-down drag out fight with the beholder, perhaps with Shebeleth's help (since the party doesn't suspect his true nature, I don't have to use it). Maybe the beholder assassinates Shebeleth, but it's weakened enough for the party to go after it themselves.

Any other ideas would be appreciated; I've got about two weeks to work something out.


Okay, so the party has returned from the Lucky Monkey...with Sarcem's body and that of their half-orc paladin companion (who got chopped and munched by Tongueater). There are only two priests in town powerful enough to do something about it: Embril Aloustani, and High Inquisitor Shebeleth (thanks, Delvesdeep!!!) of the Church of Pelor.

So, would Sarcem accept a Resurrection from either of them, considering he knows who they both really are? On the one hand, he's not going to want Adimarchus' help. On the other hand, he might want to come back to stop their plans.

Of course, that's assuming that anyone can afford the 10 Gs it would take to get one of them back in the first place. Which I doubt, even for the Cuthbertians; they've been stretched out a bit lately.

As for the fight with Tongueater...I really made a mistake giving my son's character that Wand of Scorching Ray. They actually fought Tongueater twice. I used the feralized version from the message boards, and he took the rogue-ranger down to about eight hit points in the first round. So far, so good, and the party has the fear of DM in them. Of course he's got the DR to keep them from getting serious hits on him...but it doesn't work on a Scorching Ray. And of course, my son rolls a 20 on his second attempt (first shot missed) and confirms a critical. So after getting a couple of hits from the party, Tongueater suddenly found himself in negative HP in the second round of the fight.

The party finishes off the baboons, but I wanted them to have a more memorable battle that 'fry him with a scorchy,' which will, I sense, become a recurring theme in the campaign now.

NEVER give a sorcerer a Wand of Scorching Ray.

Anyway, after they finish the baboons, I took advantage of DM fiat and Tongueater's Fast Healing ability and ruled that enough time had passed for him to get to 1 HP. I know, I cheated. Sue me. Anyway, as the rogue is ready to do some professional appraisal of the piles of loot, Tongueater jumps through the back door and escapes, trailing blood. The party lets him run off into the jungle, being abused enough that they don't want to mess with him so soon.

So they head down to the basement and rescue Shensen, then return to the kitchen to pack up Sarcem's body and head back to Cauldron. The rogue looks out the back door and hears the baboons in the jungle, chittering angrily at the two dinosaurs chomping on the body pile in the back. Shensen rolls a good Animal Empathy check, and the dinos end up going for some fresh meat in the jungle instead. As they're heading off into the trees, Tongueater returns, this time with his trusty falchion sword. The battle was on again. He knocked the cleric down to single digits in the first round, who backed out and healed himself. The paladin stepped forward and took a swing, which (typically) ended up embedded in the door frame (this player's dice are loaded to roll 1s, it seems). Tongueater took advantage and on a natural 20 (confirmed crit), killed him with a single blow (he was already wounded). I misread the critical hit description and thought that only the weapon damage was doubled, which took him to -3 hp, and the bite damage only did 5 points, keeping him alive. The cleric pointed out that everything except additional damage dice is doubled, which meant that the paladin was, in fact, dead, and the bite attack was Tongueater ripping out and swallowing the paladin's tongue.

Then my son rolled yet ANOTHER frickin' natural 20 and critted him again, putting him in single digits. Shensen hit him with a Stunning Fist, and the cleric did a two-handed slam with his morning star right on his pointy head, staving in his skull. This time they chose to forego any looting until after they'd made sure Tongueater was very dead. Very, very dead. They cut out his heart, decapitated him, stabbed the body another dozen or so times with the silver spear and silver dagger, then burned it to a char broil.

NEVER give a sorcerer a wand of scorching ray.


Here's Orak, revised. He's got a lot more skills, but he's not much of a combat monster. His base abilities are unchanged from the original.

Orak Stonehaven CR 4
Dwarf Fighter 1/Rogue 3
LE Medium Humanoid
Init +1; Senses Listen +5, Spot +5
Languages Common, Dwarf, Goblin

AC 11, touch 11, flat-footed 10
hp 36 (1d10+3d6+12)
Resist Evasion
Fort +6, Ref +4, Will +2

Speed 20 (4 squares)
Melee handaxe +5 (1d6+1/x3) or
Ranged handaxe +5 (1d6+1/x3)
Base Atk +3 Grp +4
Atk Options Combat Reflexes, sneak attack +2d6
Combat Gear handaxe

Abilities Str 14, Dex 13, Con 17, Int 10, Wis 12, Cha 6
SQ Trapfinding, Trap sense +1
Feats Combat Reflexes, Dodge, Weapon Focus (handaxe)
Skills Appraise +4, Forgery +4, Gather Information +2, Intimidate +2, Knowledge (local) +4, Listen +5, Sense Motive +5, Spot +5, Speak Language (goblin)
Possessions handaxe, eyepatch with ruby worth 200 gp

Any corrections are more than welcome. I'm not going to get to this part of the campaign for at least one more session, so I've got time to make revisions.


Okay, so during the fight with Kazmojen, Pyllrak does the 'You can't see me' trick and leaves. As written, he returns to his room, gathers his things and leaves the fortress while the players are dancing with the slaver.

Here's the thing: in our last session, the PCs went into Pyllrak's room, killed the two lemures, and left three freed prisoners there (the ones from the smithy), leaving them some weapons to protect themselves.

My thought is that Pyllrak is going to walk in, find them there instead of his lemures, and kill them. Either that or he'll enslave them and make them carry his treasure chest.

Any other suggestions? I think that killing the slaves would be the most dramatic action, enforcing for the players that sometimes even the best plans have tragic consequences.


Pretty straight forward question. I seem to recall reading somewhere that it's eight feet in diameter, and sixteen in the last chapter. Is that right? Not that he needs to be big; the looks on the player's faces when I told them what had just appeared before them was worth the wait. They were so pleased with themselves for taking out Kazmojen that they were ready to rip into the reinforcements summoned by Prickles' howling. Then the beholder shows up and we ended the session with the players in various states of shock and disbelief (literally; my son thinks it's an illusion).


I've got two problems with this adventure. First, the setup is too similar to Life's Bazaar; there's a secret entrance to the dungeon under someone's house, someone who is being controlled by the bad guys into doing what they want. The second issue is that the means needed to take down a vampire are too similar to what will be needed to take down Tongueater in Flood Season, meaning that a battle that has taken on legendary proportions on this board becomes a cakewalk since most if not all the party has the ability to slice through Tongueater's defenses thanks to taking down Drathkar.

I'm wondering about options to either heavily modify Drathkar's Way to avoid these issues, or just outright replace it with either a homebrew adventure or another Dungeon adventure. Any suggestions?


I'm using Delvesdeep's most excellent foreshadowing of Shebeleth, having him pose as an Inquisitor in the Church of Pelor who will come to Cauldron to 'help' investigate the deaths of the three Pelorian priests pre-campaign. Now I'd like to give the other players some background ideas to get them more involved in the backdrop. I'm also halving the XP from combat encounters to allow for more RP opportunities at various stages of the campaign and to throw in some side-quests and such.

What are some good ideas to foreshadow other members of the Cagewrights? I like Alurad being a known party-killer, but I'd like to introduce some of the others somehow. The party paladin took the Scarred Soul trait, which makes him a Shackleborn, and I'd like to have a member of the Cagewrights take notice of him. Thirifane will probably notice the birthmark at the end of Life's Bazaar when she's standing there invisibly while Vhalantru makes them wet themselves. Perhaps her master can take a personal interest in this 14th Shackleborn 'just in case.'

I've got the party rogue interested in developing some connection with the Last Laugh. I was thinking of having him have some kind of involvement with Jil, since they totally missed her in the alley in the opening scene. This would give me an opportunity to introduce her and personalize the Last Laugh. He's already said he's a freelancer, a wanderer, etc. Maybe he's been wandering so much because the Last Laugh isn't happy that they aren't getting their cut of his take.

Then there's the 10-year old sorcerer, who took the Wyrm Blooded feat. I figure it's easy enough to make Dhorlot his great-great-grandfather or something, and have the Dragon-father recognize him as being his descendant when they meat in the kuo-toa hangout.

Any other suggestions?


So...back for more. After a single week's hiatus due to DM commitments, the group reconvened for a second excursion into Jzadirune. When last we met...

Well, you can read the first post for that part. So after the half-orc was pulled out of the pit, and before the enlarge person spell wore off, he carted everyone across the tilt-a-pit, which had been jammed open. The rogue then began examining the two gear doors at the end of the corridor, while young Julian saw something odd about the wall. The map showed no wall, but there was a wall. "Maybe it's an illusion!' he said, and stuck his hand through it. Sure enough... So the party fond two more gear doors in the map room, both trapped, of course. Jack tried the eastern door, but although he knew there was a trap he found himself unable to disarm it. So instead he tried to disarm the western door, and was rewarded with jets of flame singing him. So he tried again, and learned that one of Jzadirune's charms is that the trapped doors always reset. After a second singing, he decided that discretion was the better part of survival.

Returning to the hallway, they tried the eastern door. This one dropped rats on them when he tried to open it, but the party was able to swiftly dispose of them. Finally Jack found some success with the western door, disarming the trap but finding the lock beyond his abilities.

Over Julian's objections, the party decided to return to the surface for two reasons: to rest up and regroup, and to try to figure out the runes on the doors. They also decided that they needed the help of the one person in Cauldron who might be able to help them figure out those locks: Keygan Ghelve. The problem now was the gaping pit, which afforded only a narrow walkway on either side for ten feet. Julian's first attempt to cross nearly saw him fall into the pit, catching himself on the pit's edge at the last second. So Jack crossed with a rope and tied it to one of the doors, while Rusk did the same at the other side. Using the rope as a guide, the party crossed safely and returned to the surface.

The party split up; Ulf and Jack went to the Pelorian temple to get the rogue fully healed, while Rusk and Julian went to Skie's Treasury, the only other gnome they knew of in Cauldron. Skie welcomed them and told them it was a simple alphabetical script, translating the runes they had and noting that all the letters in 'Jazdirune' were present except 'U,' which the party had not yet come across.

After relating the story to Skie, the paladin and his ward went to the town hall barracks to speak with Terseon Skellerang and try to convince him to release Keygan Ghelve into their custody. Despite Julian's heartfelt pleas for the sake of his sister, and Rusk's solemn word as a paladin, Terseon would not release the gnome without a condition: one of the city guards would accompany them, responsible for the safe return of Keygan Ghelve.

[OOC: This was an opportunity to introduce a new PC, as a new player was joining up.]

Over the strenuous objections of Keygan, the party, with the addition of Private Jester Reed, gathered again at Ghelve's Locks. Keygan was permitted to study his spellbook, the better to help ensure his survival. Now six strong, the group descended back into the gnome enclave. Keygan's first attempt was the door that Jack had successfully disarmed, which after much grumbling and muttering he was able to open. Entering the now-empty room, they saw two more of the new tunnels in the walls. They also found a secret door, which led to a long-abandoned and dust-filled closet. After an unfruitful search, the party elected to risk the tunnels. They took the northern tunnel, ending up in a short corridor ending in two more gear doors. Jack tried the western one, which nearly froze him as no fewer than six rays of frost shot out. He then let Keygan try to unlock the door, and once again everyone was informed that the Jzadirune traps reset. Keygan escaped harm, but both Rusk and Jester were struck by cold rays. Keygan then announced that Jack was a lousy trapfinder and wanted no more to do with any of the doors.

Meanwhile, Ulf had located a secret door in the northern wall, which led to a chamber with a tunnel and some chests. Searching the chests, they found a strange gray bag which Rusk took. Inside he found a small fuzzy ball, which, when thrown, turned into a rat. This impressed him enough that he kept the bag.

The party proceeded down the next tunnel, which led them to a room with an unfinished metal construct. As they approached, a strange creature that appeared to be a mummy ran off to the tunnel in the north wall. Jack got a crossbow bolt off, but no one else reacted quickly enough to stop the creature. They elected not to risk the tunnel in chasing it, and explored the room instead. Without any treasure to be found, they returned to the room with the three chests and tried the other tunnel there.

This tunnel took them far to the south, where they eventually came out in a gnomish theater. When the stage erupted into an illusionary show (which again Julian identified as illusory before anyone else did), Rusk began detecting evil, just in case. He was rewarded with the revelation of something evil underneath the stage. Forewarned, the party prepared for a fight. Rusk opened the trapdoor on the stage, and immediately had to fend off a very long arm that attempted to strangle him. Julian was quickest off the mark, firing a magic missile at the thing, forcing it back down. Jack threw a thunderstone into the crawlspace, then went down with his dagger drawn, enhanced by Ulf's magical prayer. The creature didn't hear him coming, and Jack killed it with a precise strike before it was aware of him.

Searching beneath the stage, Jack found some treasure, the first treasure the group had discovered so far. Keeping the cloak for himself, he returned with a locked book, a wand, and what appeared to be a key for some of the gear doors. Keygan confirmed that the book was a spellbook, and Jack claimed it for himself. Keygan also identified the wand as magical, and it was given to Julian for safekeeping, in hopes of finding its command word.

The party continued on, entering a hall with floating lights near the ceiling. They also found two more of the nearly-invisible kidnapping creatures, and after a brief battle slew them both, but not before Rusk took a nasty stab from a rapier.

Avoiding the gear doors (none of them matched the rune they had), they entered a tunnel to the north. This one led to the room with the open-gear door they had first encountered the day before. It also led to another part of the complex, where the tunnel suddenly turned straight up. Rusk climbed out first, but was met with yet another rapier. He suffered two blows before getting out, drew his sword and attacked. Julian followed, clambering up atop Jack's shoulders and pulling himself out of the whole. Spotting the creature despite its camouflage, he fired another bolt of magic into it. Jack stood on Jester's shoulders and fired a crossbow bolt right into the creature's skull, ending the battle.

While Ulf attended to Rusk's wounds, Jack found the catch to open the not-so-secret door on the eastern wall. Opening it, they found a chest with a cage on top of it containing a rat. Both the rat and Keygan became overly excited, and it was only Rusk's stern warning of silence that kept Keygan from shouting with joy as he was reunited with his companion. But then the chest suddenly grew a toothy grin and spoke to them. Keygan was fortunately able to translate, and the party learned that the creatures they had fought were called 'skulks.' They also learned that their goal was behind the door on the other side of the room: the elevator to the Malachite Fortress.

Unfortunately, it was a gear door, and they did not have the correct key. Jack recognized the door as the kind that summoned rats, and Keygan refused to try it without the proper key. At an impasse, the party decided to rest for the night. Using the key they had found, the entered the barracks room through the door in the mask room. Keygan wanted to return to the surface immediately now that he had Starbrow back, but the rest of the party refused, especially Julian.

In the morning, they awoke to a shock: Jack was somewhat transparent. Keygan went ballistic, screaming about the Vanishing. Plans to continue their explorations were abruptly altered, and they headed back up to the Church of St. Cuthbert. Jester took Keygan back to the town barracks, where Terseon ordered him to continue working with the adventurers, with Keygan in tow, until the children were safely returned and the kidnappers identified.

At the Church, Jenya was unfortunately unable to cure Jack of his condition, her power simply not strong enough to overcome the strange disease. She agreed to cover the expense of receiving treatment from the Cathedral of Wee Jas, with the money deducted from the promised reward. Jack agreed, and the party went to the Cathedral.

Here they met the high priestess Embril and her underling, Ike Iverson. Embril gravely assessed Jack's condition, and calling upon her divinely-granted powers, successfully removed the taint of the Vanishing. With a stern reminder that he owed his life to the Lady, she wished them the blessings of her deity in finding the missing children.

The group then went to Skie's once again, hoping to identify the items they had procured. Realizing that the items were from Jzadirune, Skie told them in no uncertain terms that she wanted nothing to do with them, especially after finding that Jack had contracted the Vanishing. Rusk attempted to demonstrate the bag's ability to summon a rat, but she ordered the entire party out, saying only that the bag was obviously a 'bag of tricks,' and that if they wanted any more information they could seek it elsewhere. So they took the wand to the Shrien of Pelor, leaving it in Kristof's hands to identify for them.

The party returned to Jzadirune, again with Keygan in tow (with Starbrow safely upstairs). They returned to the room with the dancing lights, then took the stairs. They found what appeared to be a bathing pool. Again Julian declared it to be an illusion. They saw a webbed husk on the ceiling, and in an attempt to cut it down they were attacked by a huge spider that was in the (illusory) water. After Rusk was poisoned, the spider was quickly killed by Jester and Jack. Then Jester attempted to cut down the webbed corpse, only to be attacked by two more spiders. Thinking quickly, Ulf threw a flask of oil at the webs, and Julian sent a spark of flame into them, frying the spiders and clearing the webs entirely.

The body was that of a skulk drained by the spiders. They found a bag of gems, which Rusk kept with him. The gear door in this room was opened by the key they had found, and they entered a long hallway with even more doors and a couple of archways. Through the southern archway they found still more doors. Jack disarmed one of them successfully, and with much prodding Keygan was able to open it.

Inside they discovered a long-dead carrion crawler and some discarded armor and shields. While the rest of the party left the stench-filled room, Rusk took it upon himself to search the rotting corpse, and was rewarded with two filth-encrusted wooden coffers. He took them out, and inside the party found a great deal of coin and some other treasures, including a pair of scrolls in a copper tube.

Heading north through the hallway again, they came to a room that was very outdoorsy, filled with trees and singing birds, etc. Julian sagely advised them that it was yet another illusion, to which Keygan replied, 'DUH!' Eschewing the northern staircase in favor of another tunnel, the party emerged in an abandoned kitchen. Here they fought two halfling-sized creatures that Keygan identified as the 'other' kidnappers. After the brief but intense battle, Rusk inspected the cabinet, which promptly fell on him. Amid the broken pottery within, they discovered a second key to the doors of Jzadirune.

At this point the session ended, ready to resume next Friday.


Yes, I'm actually starting a new campaign, the Shackled City. I haven't played in a couple of years since I left the last group I was in (the DM made his own PC the star of the show, and I got tired of being a cheerleader). I'm also a newcomer to 3rd edition, having gotten interested in it thanks to Neverwinter Nights. This will be my first 3rd edition game, but I've DMed enough that I can handle the game.

I've only got four players right now, with a fifth coming in at the end of the month (maybe), so I'm running a character for extra muscle myself. I'll be careful not to make him the focus of any adventures.

So far, the party consists of:

Half-Orc paladin (Scarred Soul trait)
Human rogue
Human cleric of Pelor
Human sorcerer (Wyrm-Blooded trait), played by my 10-year old son in his first-ever D&D game.
Dwarf Fighter (my DM-PC)

The new player coming in will be another player's brother, and it will be his first game as well (he's 19), so I have no idea what kind of character he'll play. All in all, it looks like it should be a fun game. I was impressed that the first player to sign up for the game picked the cleric.

We start Friday night...another Cauldron shall face its darkest hour.


I'm sure this question was answered previously, but I can't seem to find it.

Which books other than the core three are recommended for use by the DM during the STAP? Obviously Stormwrack will be on the list, as well as the Fiendish Codex. Any others that would be especially helpful?


Hello, everyone! Long-time lurker, first-time poster. I'm looking forward to the Savage Tide, feeling gooey about the Age of Worms, but first things first...

I'm trying to get a Shackled City game going. I haven't DMed for quite a while, and it's going to be a group of new players. One has expressed an interest in playing a half-orc paladin, with the goal of getting the Knight of the Chalice prestige class. I don't have the Complete Divine book (or Complete Warrior; I don't even know what book it's in), but I have the Defenders of the Faith 3.0 book that includes an earlier version of it.

The question is, would this prestige class unbalance the game, or would it be a REALLY good idea to have a full-bore anti-demon paladin running amok in the latter parts of the campaign?