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I just ran my second session in the Kopru Ruins. Intro to the situation is below.

Question:
(1) What do the Alleybasher do? Steal and run away, because the Kopru Ruins are so dangerous? Or stay for some reason?
(2) What does Skaven do?

First session, the players killed the skulvyn, got into the main dungeon, were scared off by Triel's traps (found them, afraid to disarm) and fought a bunch of Hill Folk. (In my campaign Greyhawk flavored campaign, Hill Folk are Maroons -- escaped plantation slaves -- from the Amedio and Olman people, working for the Ebon Triad to get weapons to fight Cauldron).

The best part was when the fighter fell in the water trap, the paladin tried to pull him out with a rope, and a Maroon Bull Rushed the paladin in, so both were drowning and being zapped by Blood Bloaters.

Second session, after 2 days recovery in town, the Maroons had gotten two ballistae and alchemist fire. The PC's defeated the ballistae crews and got in. They got into Triel's room, and with an amazing success on Intimidate, got her to agree to hand over her Wands of Control Water in exchange for letting her go.

She told them (vaguely) about undead Tarkilar and wizard Skaven and his spider friends.

One of the PC's (dominated by the kopru to want to clear the dungeon) then started a fight, and the PC's defeated her with Hold Person and some crits on Sneak Attacks.

They then killed more Maroons (Hill Folk) and blasted Alleybashers lying in wait at an entrance with a Fireball and other spells and arrows.

So Triel, 8 Maroons, and 4 Alleybashers dead on this second session, PC's beat up and low on spells. They returned to town to buy and sell gear, and told the Cauldron Guard where the lava tube entrance is.

I've decide what the Maroons and Alleybashers do. The Maroons get an Alleybasher to pick the lock to the armory and steal all the weapons they were promised, and escape through the lava tubes before the Cauldron Guard shows up.

So back to the question at the top: What do Skaven and the Alleybashers do? I'm thinking in terms of running them for their own interest, not "what is a good game". To me, a good game is when the monsters are thoughtful.


I've been searching online for that, and took a look in the SCAP hard cover, but I don't see an answer. Was there an official one from Paizo?

If not, I'm going to estimate 110 miles -- the approximate road distance from Leavenworth, WA up in the Cascade Mountains to the coast near Seattle. Seems right for a Paizo product.


What have other people done for the Flood Festival, besides the excellent Demonscar Ball scenario?

I want to have some fun with contests, and competition with the Stormblades especially.

Here's what I've come up with:

-- Drink Down the Flood. Day 1-6. As described in SCAP, except 3rd day opponent is Cora Lathemire (Con +1), 4th day is Zachary Aslaxin (Con +3), 5th day is Skylar Krewis (Con +2), and 6th day is Tieran Wispport (gnome alchemist rescued from Malachite Fortress, who I'm giving Con +4).

-- Crater Lake Monster Hunt. Day 2. As described in SCAP, except that Cora and Zachary are contestants, and Zachary has Luck (1 re-roll/day). Also, since this is medieval, the swimmers will either be nude or in undergarments. Cora and Zachary will be nude, and at the end of the contest, Cora will insult any male PC likewise attired, with Todd and Annah laughing about it.

-- Lakeside Idol. Day 3. Win 6 of 10 DC20 Perform checks to get picked as one of 6 finalists, performing for judges and a large audience at the Lakeside Pavilion. Best Perform check wins. Annah Taskerhill is Perform 10 (Lute). Judges are Lady Ophellha Knowlern, Lady Thifirane Rhiavadi, and Maavu Arlintal. Winner gets asked to compose an original work for the Cusp of Sunrise high-class club owned by Lady Knowlern.

-- Shot the Duck. Day 4. Shoot a small, floating duck target, moved further out each round. DC20 to start +1 per round. After 5 rounds, its down to any surviving PC's or Stormblades. Annah +4 on light crossbow, Cora +6 on masterwork composite longbow, Todd +6 on masterwork shortbow, Zachary +6 on masterwork composite longbow.

-- Boil the Cauldron. Day 5. Cooking contest. Best dish wins. Best NPC dish is DC30 to beat.

-- Demonscar Ball. Day 6. Not sure my PC's should get invited, but the winner of any contest above should get an invite +1.


We've all heard the trials of Keygan Ghelve, but I don't think anyone has asked this question about a humanoid monster.

My PC's just captured two goblin cooks and a hobgoblin soldier in the Malachite Fortress (the slaving operation in "Life's Bazaar").

As one of the PC's is a paladin and two are good, there's a good chance they will bring them back alive to Cauldron as prisoners for the City to deal with.

What would the city do with them? Execute them, banish them from the city, jail them, enslave them, let them go? With or without a trial?

If it matters, the backstory in my campaign is that the hobgoblins were mercenary guards working for Kozmojen. They were not involved in kidnapping people, but they were involved in guarding prisoners and protecting Kozmojen. They also helped Kozmojen defeat an earlier adventuring party, and ate them.

The goblin cooks worked for the hobgoblins for food and protection . . . not exactly slaves, not exactly free either . . . they never fought anyone, but they made sure the human prisoner cook (Gryffon Malek) didn't try anything, and they helped butcher dead adventurers for the hobgoblins' dining delight.

If allowed a trial, they'd claim "just following orders".

If allowed a defense attorney (seems unlikely), they might point out any or all of the following arguments:
1) "The Shackled City" (in my campaign) is built on the wealth of slave plantations, so they didn't realize slavery (of city citizens) was illegal, as they only recently arrived and never visited the actual city.
2) The city has no jurisdiction, since the Malachite Fortress is in the Underdark and Kozmojen was its ruler, by virtue of staking his claim over abandoned terra nullus.
3) The goblinoids are POW's, and since the war is over (PC's having beaten them all), they should be free to go.


So, we've just about finished up Life's Bazaar in my weird version of SCAP.

My campaign background: PC's gated in from WOTC's Forge of Fury as 2nd-4th level characters, are fighting their way through the Malachite Fortress. Another PC party (different players) long ago cleared most of Jzazidrune but got TPK'd soon after entering the Malachite Fortress.

2 of my 4 players (all over the age of 30) have asked to have 12 year olds join up.
-- One is the daughter of the oldest player. She's never played, is home schooled, and her dad assigned her to read The Hobbit before she can play.
-- The other is a nephew of another player. Supposedly, he's actually DM'd for his friends but the group broke up. I assume in 4e (we play 3.5e).
-- I'm 42, married to a non-gamer, no kids, and really don't know kids other than my nephew and niece (both under age 8). The last time I DM'd for a 12 year old, I was like 15.

So I'm thinking, they need an intro adventure to teach them the game, and since there are two of them, do it together.

The questions are:
1) Should I build something in the SCAP setting, since the "parental" party is there and they might join it later?

Or is SCAP too weird a setting for new players/kids, so I should run something more European medieval/hobbity? I mean kidnapping, an economy built on slavery (in my version), outer plane stuff, seems a bit unsavory. On the other hand, -I- wouldn't have minded it at age 12, and their guardians don't seem to mind either.

Assuming I go for a "build a 1st level beginning SCAP adventure", ideas? I'm thinking maybe a nerfed version of Drakthar's Way (which I was playing to skip anyhow).

2) Should their guardians play with them too? That would get us to 4 players. I think "yes", but I might be overlooking something here.

3) Should the intent be for them to join the main group? I guess there's no particular reason not to . . . but I've never DM'd at all with anything like this age difference. Maybe try it on first and see if it works as a more-or-less one-shot?

If you have advice, let me know.


I looked up the fate of the kidnap victims in "Life's Bazaar" (Chapter 1) and took notes on it, just because. I assume none of them show up in later chapters? Just over half can be rescued from the Malachite Fortress.

1) Tieran Wispwort - m gnome age 91 - alchemist. Not found. Missing 88 nights.

2) Jorl Seerkin - m gnome age 72 - law clerk. Not found. Missing 83 nights.

3) Azmi Dresker - f human age 19 - prostitute. Not found. Missing 81 nights.

4) Skellen Rycah - f human age 20 - prostitute. Not found. Missing 81 nights.

5) Krylscar Endercott - m human age 24 - drunkard, ex-militia. Warrior 2 in Room M18. Missing 74 nights.

6) Callum Sunnyrush - m halfling age 37 - groom for Lathenmire's. Not found. Missing 69 nights.

7) Gryffon Malek - m human age 33 - barkeep. Commoner 1 in M33. Missing 66 nights.

8) Szordra Callagher - m human age 35 - bookshop owner/sage. Not found. Missing 60 nights.

9) Tambor Kalavan - m human age 25 - minstrel. Not found. Missing 52 nights.

10) Irruth Mercadi - f human age 36 - chandler. Commoner 1 in M18. Missing 47 nights.

11) Deven Myrzal - m human age 18 - lamplighter. Commoner 1 in M18. Missing 45 nights.

12) Jeneer Everdawn - f halfling age 42 - jeweler's apprentice. Commoner 1 in M27. Missing 40 nights.

13) Lorthan Ironfold - m dwarf age 125 - cartwright. Not found. Missing 35 nights.

14) Sondor Ironfold - f dwarf age 127 - housewife. Commoner 1 in M27. Missing 35 nights.

15) Rikaldo Veskor - m human age 34 - skinner. Not found. Missing 31 nights.

16) Lestor Coldwater - m human age 26 - scribe/poet. Not found. Missing 26 nights.

17) Jelluth Sirlana - f human age 33 - shoemaker, Lestor's girlfriend. Not found. Missing 26 nights.

18) Ellethor Ashstaff - m half-elf age 58 - wizard. Not found. Missing 22 nights.

19) Maple - f halfling age 22 - thief. Rogue 1 in M27. Missing 18 nights.

20) Corystan Pike - f human age 35 - retired adventurer. Rogue 1/Sorcerer 2 in M21. Missing 16 nights.

21) Jasper Drundlesput - m gnome 74 - mathematician. Expert 2 in M18. Missing 9 nights.

22) Deakon Stormshield - m dwarf 20 - orphan. In M34. Missing 3 nights.

23) Evelyn Radavec - f human 9 - orphan. In M34. Missing 3 nights.

24) Lucinda Aldreen - f human 8 - orphan. In M34. Missing 3 nights.

25) Terrem Kharatys - m human 9 - orphan. In M34. Missing 3 nights.

I've also done some speculating on the fate of the missing. In my campaign, the backstory for the Underdark is based on Wolfgang Baur's "Kingdom of the Ghouls" in Dragon 70. That is, True Ghouls have made a kingdom in the Greyhawk Underdark, and are expanding. The "White Kingdom" of the ghouls is allied with the Cloakers, and fights against the Illithid (Mind Flayers) and Kuo-Toans. The Duergar and Troglodytes have already been badly defeated and are on the run (to the Forge of Fury in my campaign). And Kazmojen is a duergar, not a half-troll/half-dwarf (something that makes no sense in my campaign).

With that background, here is my groundless speculation of the fate of the missing:

1) Tieran Wispwort - m gnome age 91 - alchemist. Not found. Missing 88 nights. Kidnapped to order by the duergar, kept for making alchemist's fire at another location (the Forge of Fury).

2) Jorl Seerkin - m gnome age 72 - law clerk. Not found. Missing 83 nights. Acquaintance of Keygan Ghelve and Tieran Wispwort, he got too close to figuring out what was going on, and was abducted and killed (eaten by hobgoblins).

3) Azmi Dresker - f human age 19 - prostitute. Not found. Missing 81 nights. Sold to Kuo-toans for a sacrifice.

4) Skellen Rycah - f human age 20 - prostitute. Not found. Missing 81 nights. Sold to Kuo-toans for a sacrifice.

6) Callum Sunnyrush - m halfling age 37 - groom for Lathenmire's. Not found. Missing 69 nights. Sold to Illithids as a servant.

8) Szordra Callagher - m human age 35 - bookshop owner/sage. Not found. Missing 60 nights. Sold to Illithids for food.

9) Tambor Kalavan - m human age 25 - minstrel. Not found. Missing 52 nights. Sold to Illithids for food.

13) Lorthan Ironfold - m dwarf age 125 - cartwright. Not found. Missing 35 nights. Kept by duergar, moved to another location (Forge of Fury) to work as a craftsman there.

15) Rikaldo Veskor - m human age 34 - skinner. Not found. Missing 31 nights. Sold to Drow as a laborer.

16) Lestor Coldwater - m human age 26 - scribe/poet. Not found. Missing 26 nights. Sold to Drown as a laborer.

17) Jelluth Sirlana - f human age 33 - shoemaker, Lestor's girlfriend. Not found. Missing 26 nights. Sold to Drow as a laborer.

18) Ellethor Ashstaff - m half-elf age 58 - wizard. Not found. Missing 22 nights. Sold to drow as a sacrifice, escaped on the way to Erelhei Cinlu (the Vault of the Drow). Wandering the Underdark alone.

If it's interesting or useful to you, cool. If not, oh well, it amused me.


I don't know if anyone else is interested in this topic, but I'll hazard that some folks are, since Cauldron's default setting is Greyhawk, and it's easy to get a discussion going on topics like this for Greyhawk.

Political economy = the study of the interaction of politics & economics

I think Cauldron is light on this subject, but there's tantalizing hints of deep, dark stuff underneath, that could be "interesting" background in a campaign.

History first -- The history of neighboring Sasserine mentions that, about 110 years ago, Sasserine was conquered by the Hold of Sea Princes, and recently regained independence with the collapse of the Hold (due to it being conquered by the Scarlet Brotherhood). The history of Cauldron doesn't mention this, but I think it's interesting, so I'd port it onto Cauldron too. The Hold of Sea Princes comes with a lot of "interesting" baggage -- founded by pirates, with an slave-based plantation economy. If Sasserine and Cauldron were colonies of such a place until a decade or so ago, it stands to reason that it would still resemble the Sea Princes in some ways. I think there are hints in the setting that this was intended . . . perhaps removed to make Cauldron more portable, or less controversial, as a setting.

Economics --
"Cauldron's main exports come from two sources: mines and plantations. Both industries are based in the hills surrounding the city, and are managed by the various noble families who live in the area. Obsidian and diamonds are the primary products mined in the region. Plantations usually produce sugarcane and coffee. Most of those who dwell in the city itself are either merchants, scholars, or workers in the mines and plantations in the lowlands. Water is never scarce in town, but most of the city's food must be imported from Sasserine since the local fishing and farming enterprises are meager at best."

To me, the exports have hints of Hawaii/Aztec Empire (obsidian), conflict-torn west Africa and apartheid southern Africa (diamonds), the Caribbean (sugarcane), and either the Caribbean, Hawaii, Kenya, or Indonesia (coffee, AKA "Java" after the Indonesian island).

The idea of an elite living at high altitude with clean water, above the malarial jungles of the lowlands reminds me of imperial British "hill stations" in Kenya or India.

Combined with the elaborate dancing and carriages in the Demonskar Ball, and I'm thinking antebellum US South.

The key element of all this: plantations and an spoiled elite imply strong social inequality, most likely either slavery or indentured servitude. Indenture servitude is "voluntary", isn't an inherited status, is typically temporary (e.g., 7 years) and is usually to pay off the cost of immigration to a new territory (e.g., poor Europeans moving to colonial America or Indians and Chinese moving to certain British or French colonies).

For D&D, the point is: after you've gone to the Demonskar Ball and lived it up, once you get out of the city, you see where all that wealth comes from, and it ain't pretty.

Politics:
"-15 years Cauldron's newest noble, a generous human named Vhalantru, is welcomed into the city aristocracy after he donates huge sums of money to fund the rebuilding of the Town Hall . . . In light of his generosity, no one pries into the mysterious noble's background."

In other words, being a "noble" in Cauldron doesn't mean what it means in a typical feudal setting. It's not about being made a vassal to a king or other lord, and owing him military service in exchange for land.

Nope, it's about money -- and mostly, owning plantations. In other words, it's an aristocracy like the antebellum South, not medieval England. Breeding and tradition count, but there's no final arbiter of who is noble and who is not. That's very much like the early days of the Sea Princes in the Greyhawk setting too -- being a Keoland noble helped established credibility as a noble, but so did being a successful pirate captain.

So how is the Mayor chosen? In Chapter Nine, we see how that works -- it's about a consensus of aristocrats/oligarchs. An informal arrangement, again similar to the early days of the Sea Princes.

So questions:

-- Does slavery belong in Cauldron? Or are the plantation workers indentured servants (if so, why did they give up their freedom to work here)? Or if they are free, why do they choose to sweat on someone else's plantation? Regardless of the form of labor, who are the laborers?

My answer would be most of the labor are slaves, and that (using a Greyhawk setting) they are mostly Amedi (Suel primitive tribes, as in blonde-blue eyed types from an ancient empire, now back to Stone Age culture having fled to the jungle a millennium ago) from the nearby Amedio Jungle, plus Olman (essentially Aztec tribes, from their own fallen empire) from the Amedio jungle and outlying islands. This would be similar to the Sea Prince's labor sources.

This gives a slightly different take on the kidnappings and slavery in "Life's Bizarre" -- slavery isn't unusual, it's the kidnapping that is, and the destination in the Underdark.

Your answers will, of course, vary depending on taste. (There's a reason 2nd Edition D&D mostly banned any reference to slavery. It can be a dark part of human history to explore, or something folks just aren't comfortable dealing with. Demons killing people is less heavy in a lot of ways!)

-- What's life like for the plantation workers?

Not too pleasant, I would say. Dire poverty and hard work are inherent. I'd also say one reason they don't escape more often is that the jungle is crawling with dangerous monsters, and also with Malaria, Dysentery, and other jungle infections (looking at Paizo's "Heart of the Jungle" supplement right now, and I highly recommend it if you get interested in this stuff).

Of course, up in Cauldron, the climate is too cool for the malarial mosquitoes, and the lake water is magically cleaned. Kinda makes the Stormblades that much more intolerable, eh?

And Fharlanghn is a deep opponent of slavery (because it interferes with the freedom to roam the open road), so it's adds a dimension there too.

-- Who are the ruling class in Cauldron?

I would say they are, of course, the rich owners of plantations. Some came from Keoland (like the original Sea Prince) and would mostly be Suel themselves -- which means the slavery here is more about class/nationality (like Roman slavery) than race (like the Antebellum South). I think that's somewhat less distasteful. Other rulers from other places -- Cauldron clearly isn't picky about its aristocrats, as long as they are rich.

By appearance, the Taskerhills are Touv (black, from the island continent of Hepmonaland on the other side of Azure Sea), while Premiarch Vandervoren, Lathenmires, and Aslaxins are likely Suel (northern European types, likely from Keoland or the Hold of the Sea Princes). Todd Vanderboren and his mother look more Oeridian (Mediterranean European) -- perhaps from the southern parts of the Great Kingdom.

-- Where's the money come from in Cauldron? Just obsidian, diamonds, sugarcane, and coffee, or is there more here?

Where there's sugarcane, there's historically usually been unfree labor, and also RUM. Perhaps the rum distilleries are elsewhere, but with Cauldron isolated inland, I'd say the distilleries are here (rum is a lot lighter to move than bundles of sugarcane!).

Other plantation crops to consider include opium, "halfling pipeweed", or even coca leaves in the highlands (again, not to everyone's taste) and tropical fruits. To me, the tropical fruit part takes some of the edge off of what's otherwise becoming quite a dark background.

If Cauldron is the word's secret source of pineapple, bananas, durian, mangoes, or other tasty tropical fruits, that gives the setting some serious "flavor" and creates handy exports to make Cauldron rich.

Other plantation crops to consider include rice (grow in plantations near Charleston, South Carolina in colonial times, to feed workers around the British Empire), indigo (the dye in blue jeans), cacao (for making chocolate, grown in west Africa and Indonesia), and tea (like coffee, typically a highland crop, grown in east Africa, of course India, and Indonesia).

-- OK, lots on tropical agriculture -- so what do people eat in Cauldron?

Again, up to you whether you even care. I'd be inclined to go with some eclectic mix of real world tropical cuisines -- rice and beans, peanuts, and sweet potatoes as basic staples for plantation workers. Delicacies include pork and fried bananas/plantains. Other dishes might be more Southeast Asian, like satay (meat on a stick, beloved D&D food thanks to the Conan movie) with peanut sauce. Lots of spicy peppers with all this too, naturally.

Rich folks, however, might eat more bland, temperate climate foods (e.g., "European" imported foods). Imported cheese might be a delicacy, for instance. Ice cream -- which requires magical access to ice -- would be a superb delicacy.

The point is for the cuisine, like the rest of the culture, to be real-world related, yet oddly alien, and totally different from anything in a medieval European campaign.

Anyhow, that's enough of that -- let me know if you have thoughts on this.


You know how the original Dungeon issues claimed the adventures could be used separately, outside the adventure path? I've thinking about how to do that. What do you all think?

My own background with SCAP is that I was player, about 6 years ago, in two failed attempts at Life's Bazaar. The first resulted in a near TPK (my PC was one of two survivors) in Jhazidrun, and then a full TPK in the Malachite Fortress.

DMing my own campaign now, the PC's (mostly 4th level) are in the old WOTC adventure "Forge of Fury", a Moria-type setting. They've just encountered the duergar and troglodytes who occupy the main part of the fallen dwarven fortress. The campaign is Greyhawk (in the Yatil Mountains).

So here's what I'm thinking for my home campaign:

1) There's a gate between the Forge of Fury and the Malachite Fortress. It was created mostly for trade (weapons and armor from the Forge of Fury, for tropical fruit, coffee, diamonds, and obsidian from Cauldron). But it also as an escape hatch, through which some of the Forge of Fury's dwarves escaped the fall of their fortress 100 years ago. I'm toying with how its functionality is limited . . . perhaps it responds only to dwarves, or only Shackleborn dwarves in the direction coming from Cauldron? Perhaps it only works at certain times?

The gate is how the duergar -- and their trog allies -- got from the Underdark at Cauldron to the Forge of Fury. Why? Weapons and armor from the enchanted Forges, for their war against the White Kingdom (Kingdom of the Ghouls). If you read the intro on that old gem of a Dungeon issue, you'll notice it mentioning the Ghouls defeating duergar and trogs.

I'm thinking the Malachite Fortress operation is a duergar effort to make some cash for their war effort/recovery from refugee status. I'm thinking I should portKozmojen to being a durzagon or plain duergar. Half-troll, half-dwarf seems unnecessarily obscure to me. And who needs the riddle if you gate right there?

2) When the PC's go through the gate (and knowing the rogue, they will), they are temporarily stuck in Cauldron. They will come in at the scene of Kozmojen selling the kidnapped kids. I'm thinking, given their level, it won't be another TPK. :) I'll skip the Jhazidrun level, since most of it was already cleared by previous parties (from the older campaign) and the Stormblades could have finished the rest. The PC's killing the boss monster and rescuing the kids, after they slogged through Jhazidrun = good reason for the Stormblades to be mad at the PCs!

3) Flood Season. Run as written. Ebon Triad are the enemies here, but that doesn't matter much to the SCAP story arc or mine -- it's just a fun, colorful adventure.

4) Zenith Trajectory. Change of backstory here: the PC's actually travel through the Underdark (no Crazy Jared encounter) to reach the Kuo-toan fortress, which is otherwise the same. They realize by now they need Zenith to get home.

End it there, or with the Demonscar Legacy, or a bit later? In general, my players and I think 3.5e (which we love) becomes unplayably complex by about 15th level, thus the desire to jump back out/end the campaign early. Preferably not with a TPK this time. :)