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*Bows*

*holds out a wooden bowl*

"Please sirs can I have some more?"

*does puppy dog eyes and pet-lip*


Richards wrote:
Gallameed wrote:
I would love to see an ecology of the Pseudodragon.

Then you need to pick up a back issue of Dragon #269, where you'll find "The Ecology of the Pseudodragon." Granted, it was written in the AD&D 2nd Edition days, but the information should all still be relevant - you'll just need to mentally "convert" to 3E as you read through it.

Johnathan

cool, thanks mate, I'll check that out! :)


I have decided to make the clerics water purification of the central lake, one of the local taxes in Cauldron.

I would love some advice on how often the lake is magically treated by the clerics and how the clerics would go about collecting the coin.

I could then do a little side-trek adventure or filler-quest where the players are fooled into giving their money to a couple of con-men posing as Cauldrons official debt-collectors.

This could even tie into the corruption in the watch.

It could be fun, sometimes when the whole game group cant make it to a session I could run a little "minor" adventure like this and have it start and wrap up in one session, this allows our group to play even though all our players arnt present, and the missing player wont miss anything to big and important.


I would love to see an ecology of the Pseudodragon.

I'd also love to see a Forgotten Realms creature called the Tressym get an ecology article.

:)


Cool, Mr Jacobs thanks for the response. :)

I didnt realise that the book of vile darkness had been used that much, I just remmember that one adventure (The Porphyry House Horror) that Dungeon #95 had in it around the time of the books release.

I hope you continue to use elements from Vile and I would love to see somesort of adventure for an evil group of player characters in the future, things from the book of exhalted deeds could be used against the "evil" players.

I'm gonna have a go soon at doing an aliens'ish "difficult-surrival-horror" Underdark adventure using the Kython from the book of vile darkness. If my players like it and I can get a few people to check it out and they think its good, how would I go about submitting it to you guys?


How about an adventure or a side trek using some Kython from the book of vile darkness?

The book of exhalted deeds and the book of vile darkness never seem to be used in anything, its a shame because these books are really good, you wouldnt have to make the adventure very "mature" to use the creatures and do an "Aliens film" style adventure or something to that flavour.

Will dungeon ever use material from these books again?


I put Cauldron just south of the Lake of Steam, right in the chaos of the Border Kingdoms, on the northeastern edge of the Jundarwood, this way the city is on volcanic ground, near a warm southern forest and the region is full of political turmoil and social change.

The region has also had trouble in history with the old Beholder empire and its thrall armies and also a bit of strife with neighboring Calimshan.

The Border Kingdoms are made up of independant city states and change in rulership is often brought about because of meddling adventurers.
In the Forgotten Realms book it says powerful adventuers some times decide to take over and rule towns/cities in the manner they want to!

So who knows maybe if my PC's are lucky, by the end of the adventure path they could become the rulers of Cauldron, I know of one PC (a chaotic neutral fire genasi, wilder) has mentioned this already.

I like this area because its not to far away form different cultures, so it give players lots of different options for class/races etc. Also the regional climate fits. :)

I made a few chages to fit in with the realms etc:

St Cuthbert = Red Knight
Kord = Tempus
Pelor =Lathander
Weejas = Kelemvor
Fharlanghn = Shaundakul

"The Striders of Fharlanghn", became "Shuandakul's Wayfarers" in my version of Cauldron.

I felt as though the Harpers are everywhere, and in my realms the church of Shaundakul has it's own league of adventuring do-gooders already, although they tend to be a bit more neutral than the Harpers and think of "the greater good" when it comes to making their choices.

I've made the church of Weejas into a church of Kelemvor and included an npc who is an ancient old head priest that is secretly an ex-Myrkul follower who is trying to steer the church to the former god of deaths ways and philosophies... Old habits die hard and all that! :)

I read somewhere that Kelemvor's churches and temples are made up of those that at one time belonged to Myrkul (former god of the dead), so you could expect something like the above to happen in some far-flung areas, (nearly lawless places) like the Border Kingdoms.

I have added a nearby monastry of monks of the Red Kight, known as "The Vermillion Judges", a creation of my own, they act as a wing of the church in Cauldron, founded only 25 years ago their numbers are few (only 32) they train with the longsword and use the feat from the Ebberon book that allows flurry of blows with a longsword.

The Monastry has been theirs for the past 23 years after they took it from its fomer owner an Air genasi warlord who owned it at the time and used it as a base from which to raid carravans etc. The fortress it carved from black and red volcanic glass and lies northeast to Cauldron a day's hard ride.

Once a year a Vermillion Judge comes to the Lantern Street orphange to take a couple of children back to the monestry where they are indoctrinated into the faith of the Red Knight and become a Vermillion adept, this is a great honour and only the most thoughtful, strong and able children are picked, not all of the trainees make it either.

I've made Shar one of the forces behind those Dark ones and I plan on dropping a bit of Bane into the game at some point.
Havent thought about the triad much yet, would like to include Cyric but will have to check which gods will actually work together...
Like Paul Rizzo, Im using a blue dragon for Hookface. :D

My players are pretty excited about the adventure path and the poster map of Cauldron has really capture their imaginations, here's what they are playing as:

One of my players is playing a fire genasi wilder, who grew up in the lantern street orphanage, angsty, angry, hot-headed, failed monk of the Red Knight.

Next is a wildelf druid of Rillifane Rallathil who has dedicated himself to stopping the Chult dinosaur trade and has a velosoraptor dinosaur companion.

Third, is a lightfoot halfling rogue with a big mouth and a lust for gold!

Forth is a female human fighter with a elven bastard sword thats been passed down through her family line for generations and lives for battle, she also has an elven grandparent that lives with her family in Caudron. (a newbie players first time at roleplaying!)

Fifth, we have a simple-minded (dropped on his head as a baby), human fighter who is the adopted brother of the halfling players character, the halflings "big" little brother.

Lastly, we have another former orphan from Lantern street, a moonelf rogue who intends to be the Indiana jones of the Realms!


I've put a little shrine to the whole Seldarine in the clump of trees southeast on the Cauldron map, near Westkeys map market.

"The Shrine of the Arimo'Sel'thithir" or "Arvandors Seed"

The shrine takes the form of a silver/grey tree with odd looking knots and a spiral of (what looks like) elven script that runs right around the trees thick trunk from the base to just over an elf's head height. The elven "writing" looks like it has been somehow "grown" into the tree, not carved.

The tree looks like a cross between a silver birch and a small hardy oak. In summer its leaves are an olive tone, fading to a light coppery brown in the autumn. In the winter the tree strangly keeps its leaves, but they turn white (sometimes with a tint of silvery blue under moonlight) and once spring comes around again they become a strong golden yellow colour.

Some of the "knots" upon the trunk have formed natural bowls where rain collects and birds like to bathe/drink from them. Each knot is often thought to represent a member of the elven pantheon. It has become an elven custom in Cauldron to kiss your fingers and lightly touch your gods knot at the end of a prayer.

A local cleric of Correllon Larethian* tends to the tree and has fought to keep the tree around over the years, a few years ago a local noble wished to build a private gentlemans club on the site, the elven comunity of Cauldron stood against the proposal and the matter was dropped after a long and lengthy debate (curiously the towns dwarves sided with the elves when usually they are known to be rivals in most matters.)

*the cleric, Armithó Kelthari (male, age: 359, AL: CG.)
(6th lv clr/1st lv ftr/1st lv wiz) was a travelling swordsman from the far west, he came to Cauldron nearly 150 years ago.
Armithó intended just to pass through Cauldron on his way east (to a popular fighting arena) but found himself at this strange young tree while looking for a place to practice his sword-play.
Armithó had some sort of spiritual awakening the moment he laid his eyes upon the tree, gave up his glory-seeking lifestyle and knew in his heart he had found his calling here, in Cauldron, to become one of Correllon Larethian's faithful and tend this sacred place.

Armithó was one of the last people to go missing/kidnapped during the "Lifes Bazzar" module.

Armithó is a tall, slim, moonelf with the thumb missing on his left hand, he has dark-blue eyes and waist length black hair. He tends to look as if he is always on the verge of laughter and has a deep and throaty voice for an elf. He normally wears a dark charcoal grey robe of well spun wool and carries a beautiful white oaken staff that secretly hides the blade of his magical longsword inside it.


I'd also like to see some large poster maps of important battle areas/scenes in the next adventure path.

In our games we like to use miniatures, and I always have trouble drawing out a suitable representation of strange temples, hellish planes or underdark caverns on our dry/erase board.

A poster map like the "dragons lair" one given out recently in Dragon or Dungeon would help me a lot.

Pictures of nice looking magic items/weapons that the players can find would be nice as well.

I'd like to see sidebars or a web add-on, with a good chunk of information for us DM's who like to play in the Forgotten Realms and/or Ebberon. Telling us who, what, where, when, if and how to add the adventure path into these settings perfectly, correct time etc.

Oh yeah! :D On the npc subject:

If you can, please include an elf (preferably a winged avariel type) called "Gallameed". Pleeeeeese! go on, you know you want to... money is in the post... :)


Yeah, I would love to keep Cauldron around in my Forgotten Realms games from now on.

I'd like to see a new map of Cauldron as well.

Will Dungeon ever run another adventure in the "new" Cauldron?

Maybe, you could even just give us a new map online?


Good job there mate!

I'd love to swap and share npc ideas with you guys, I have yet to start expanding on Cauldrons MANY people yet but once I have a few good ideas down, I will post them.

I'm thinking of making a local sage/wise woman who is known as a bit of a nutter and lives with a small house full of stray animals she's taken in.

How about a local drug dealer? We dont have to get into too many details but it could be fun?


WOW!, I cant belive it! Something very simular is happening in my game! (We play in the Forgotten Realms setting.)

One of my players is going to play a elf who grew up in the Lantern Street Orphanage and left to become a rogue! He is intent on becoming: "The Indiana Jones of the Realms".
He wants to uncover the mysteries of his past, and find artifacts etc, unique to the region!

A timeline would help so much!

I'm about to start playing the adventure path soon!

A timeline would be great for me, anyone have any ideas on how old Cauldron is, or how long the Lord Mayor has been in office?


I would like to see a more in depth adventure involing multiple linked character playing.

Characters would efectivley play two characters at once but set in different realities, dream-selves or what not.

At different points in the path players characters would effect their "other-selves" and happenings in each reality and would send ripples into the on going story line.

kind of like a D&D version of the Invisibles or to a lesser extent, the matrix.

Full Name

Karri Chouk

Race

Human

Classes/Levels

Sorceror (Tattooed) 6 / Black Fire Adept 1 | HP 44 | AC 14 FF 12 T14 | Saves +6/+6/+8 | Init +6 (+10) | Percep +2

Gender

Female

Size

M

Age

18

Strength 8
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 21

About Karri Chouk

This Character is reserved for Curse of the Crimson Throne

Background:
Karri was the only daughter of a well-to-do merchant in Westcrown. Her parents encouraged her when she expressed an interest in learning magic. She went to a brand new academy in Egorian where she was tested and found that she had a natural talent for the Arcane. It was soon after that when she was asked to go to very elite training facility in the hills outside of town.

She does not remember much of what happened after she arrived at the new training. It is all a blur of pain, pleasure, all induced by the school's master with the intention of making a new vessel of power for his use. Karri's blood was tainted with demon's blood. Her soul marked as property and simply waiting for its eventual Abyssbound descent...

The Master taught her to channel her newfound power, but all the while, the spark that was her old self railed against what had happened to her. She barely slept and was prone to mistakes in her training. These errors were always punished severely; her back bears many scars as a mute testimony to her trials.

It was a fortunate day when a group of adventurers met her Master in a set of ruins he was exploring. The Master and the adventurers met, discussed their goals, which the Master lied and said he was a Pathfinder. The Master set Karri to stay with the adventurers. The railing in her soul latched onto them; they would become her salvation. Almost as soon as they were away from her Master she told them what had happened, or she tried to before the bonds the Master forged in her asserted themselves. She watched helplessly paralyzed while the would be heroes discussed their plan of action. It was a young swashbuckler that became her advocate. He insisted that the whole set up was suspicious. Why would a Pathfinder use a slave like this? Especially a Pathfinder that claimed to be from Varisia? The champions agreed to confront the Master, but Karri knew it would end badly for them and especially for her. Karri was surprised by how skilled the adventurers were; her Master died, quick and bloody. Freed from his bonds, if not the Demons that infested her, she gladly accompanied her saviors.

The young duelist that had been her voice when she was helpless was named Velaro Otinzo, and his home was in Korvosa. After arriving he used some of his wealth to buy a small home for them to settle into. Karri was both terrified and ecstatic. Never in all her fevered nightmares did she think she could find someone that would accept her as she is. Damaged. Tragedy struck in the first month though. Velaro was known as a man of means, and he had a wicked wit. It was late at night and Karri was awake, trying to push back against her demons, to gain some measure of control when there were heavy footsteps outside and a knock on the door. She answered it and saw a guard sergeant. He was brief. "Come with me. You need to identify a body."

Karri was shaken to her core. Her hope for normalcy disappeared when she saw Velaro's beautiful face frozen in death. He was still smiling, the assassin's blade was that fast and sure. Without a tear, the scarred girl nodded and walked away. Days later she ws forced from her home with no means to pay the rent. She found hard work in a laundry, until one of the other women saw a scar shift on her arm. Karri tried to hide it, but it was no use. She was back out on the street.

A purpose. Karri needed a purpose. Finding Velaro's killer became her purpose. She began rooting in the seediest corners of Korvosa for her answers...

Karri found the answer to her lover's murder. Her Legion celebrated that the answer was more slaughter. Part of her reveled in it, too. Most of her spirit reviled the bloodshed. In a bit of soul searching she asked for guidance from a different kind of spirit: Madame Zellara, the ghost of the Varisian Harrower that guided Karri and her friends to Lamm's lair. Once Lamm was dead, Karri's purpose was spent until Madame Zellara offered the advice that maybe Korvosa was worth saving for its own sake. Not really convinced, Karri is trying to pull herself into that belief, and the Legion seems content. Almost as if the Legion can sense the impending violence...

Appearance:
Karri is an attractive young woman. Her flesh is scarred, and the scars stir under her skin, ever changing. Had it not been for her experiences under her master, she would surely be lovely. AS it is, she keeps her eyes averted and her skin covered. Her green eyes are very intense, as she often behaves as if she can see through things, to the truth. What she is really seeing is things as her demons would like them to be; despoiled, broken. Her black hair has a distinct purple tinge that comes out in bright light.

Crunch:

Karri Chouk

Female human (Chelaxian) blackfire adept 1/sorcerer (tattooed sorcerer) 6 (Pathfinder Campaign Setting: Inner Sea Magic)
CN Medium humanoid (human)

Init +10; Senses Perception +2
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)

hp 44 (7d6+14)

Fort +6, Ref +6, Will +8

Resist electricity 5
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Offense
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Speed 30 ft.

Melee dagger +2 (1d4-1/19-20) or
. . dagger +2 (1d4-1/19-20) or
. . dagger +2 (1d4-1/19-20) or
. . dagger +2 (1d4-1/19-20) or
. . morningstar +2 (1d8-1)

Spell-Like Abilities (CL 7th; concentration +14)
. . 3/day—acid splash

Sorcerer (Tattooed Sorcerer) Spells Known (CL 6th; concentration +13)
. . 3rd (4/day)—summon monster III
. . 2nd (6/day)—bull's strength, scorching ray, summon monster II
. . 1st (8/day)—cause fear (DC 16), color spray (DC 16), magic missile, mudball[ARG] (DC 17), summon monster I
. . 0 (at will)—acid splash, detect magic, jolt[UM], light, mage hand, ray of frost, read magic
. . Bloodline Abyssal
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Statistics
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Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 21

Base Atk +3; CMB +2; CMD 14

Feats Alertness, Augment Summoning, Combat Casting, Improved Initiative, Sacred Summons[UM], Spell Focus (conjuration), Superior Summoning[UM], Varisian Tattoo[ISWG]

Traits desperate focus, love lost (widowed)

Skills Bluff +9, Intimidate +19, Knowledge (arcana) +10, Knowledge (planes) +11, Perception +2, Sense Motive +6, Spellcraft +11, Use Magic Device +15

Languages Abyssal, Common

SQ bloodline arcana (summoned creatures gain DR 3/good), bloodline tattoos, familiar tattoo

Combat Gear gloves of arrow snaring; Other Gear dagger, dagger, dagger, dagger, morningstar, bracers of armor +2, cloak of resistance +2, headband of alluring charisma +2, belt pouch, chalk, inkpen (2), journal[UE], sack, 4 pp, 138 gp, 6 sp, 9 cp
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.

Bloodline Arcana: Abyssal (Ex) Summoned creatures gain DR 3/good (doesn't stack with other DR).

Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.

Combat Casting +4 to Concentration checks to cast while on the defensive.

Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.

Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.

Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.

Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to

Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action

Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Speak with Familiar (Ex) You can communicate verbally with your familiar.

Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

Superior Summoning When summoning more than one creature, summon an extra one

Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.
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