
History Over 600 years ago, the towns of Redgorge and Cauldron were founded by Surabar Spellmason, a great wizard from Sasserine. Numerous profitable mines attracted prospectors and adventurers to the area. The rim of the extinct volcano acts as a natural defense against the local monsters. This, along with the discovery of underground complexes below the city, favored Cauldron’s growth over the centuries. Several decades ago, rainy winters resulted in massive flood damage to the lower reaches of Cauldron. As the local churches have successfully dealt with this annual problem, The Flood Festival is founded. Seven years ago, a plague of filth fever struck Cauldron. Several hundred people die before the plague is brought under control. Common Knowledge about Cauldron Cauldron’s Concentric Streets Obsidian Avenue (outer most) Magma Avenue Lava Avenue Ash Avenue (inner most) Crater Lake - lies at the center of the city Temples in Cauldron Cathedral of Hades • Obsidian Ave southeast • impressive tower, one of the most beautiful in Cauldron • responsible for dealing with unclaimed dead, and maintaining catacombs • maintained by a large staff of about 25 Church of Athena • Obsidian Ave north • two-story church with white marble walls with veins of vivid blue • the inscription above doors: “Within law lives hope” • maintained by a medium-sized staff Shrine of Aphrodite • Magma Ave south • simple yellow tower, 60 feet tall • maintained by a solitary cleric Temple of Lordly Might (Zeus) • Obsidian Ave southwest • simple stone two-story church; the lower floor is mostly a large open-air arena • many statues depicting creatures in competition • sponsor sporting events throughout the year • maintained by a large-sized staff Meeting Places Coy Nixie: high-class tavern and dancehall Cusp of Sunrise: high-society club; membership by invitation only Drunken Morkoth Inn: caters to traveling merchants and adventurers Laughing Horse Inn: lower cost inn catering to adventurers Minuta’s Board: low-cost inn and flophouse Slippery Eel Tavern: working-class watering hole Tipped Tankard Tavern: best food and drinks for the common folk Shops Back 0’ Beyond Outfitters: provides equipment for adventurers and hunters, including trap making supplies and bows Garthun Imports: specializes in alcohol, tobacco, gourmet sweets and seafood Gurnezarn’s Smithy: regarded as the finest smith in town; independent of the Lathenmire family Lathenmire Smithies (four locations): association of blacksmiths, weaponsmiths and armorsmiths; under the control of the Lathenmire family; near-monopoly of arms and armor in Cauldron Maavu Imports: specializes in rare and unusual books Skie’s Treasury: buys and sells magic items Sure-Foot Livery: the only livery in town Tygot’s Old Things: well-stocked antiquity shop; frequently buys old documents and art objects Weer’s Elixirs: alchemical items and potions Westkey’s Map Emporium: good selection of regional, local, building and treasure maps Zanathor’s Provisions: a general store with reasonable prices Other Points of Interest Bluecrater Academy: one of the tallest buildings in Cauldron; where most youth go to learn a trade; upper floors consist of libraries and research offices; maintains a registry of tutors, including arcane casters Duskhaven Moneylenders: offers reasonable loans; money changing services for associated guild members, including exchanges for gems; secure banking services Jarran’s Playhouse: local theater company; caters to middle-class merchants Lakeside Park: park along Crater Lake; popular fishing point for children; includes pavilion where the Lord Mayor makes occasional announcements Tinkers’ Guildhall: an odd-looking building made of a patchwork of materials and uneven surfaces; supplies and support for Cauldron’s non-traditional artisans Town Guard Barracks: the guard hires mercenaries; offers martial training; houses an underground prison Town Hall: land, property and historical archives are kept here; maintains a registry of legal advocates; money changing services for Cauldron citizens, including bars of precious metal for large denominations
Character Creation
Races : Standard PHB races of from Savage Species • Barbarian, Druid, and Ranger: The focus of the campaign will not be on the wilderness. While each of the classes will have their moments to shine, don’t spend too many character resources emphasizing wilderness abilities. A barbarian should emphasize the climb, intimidate, jump and listen skills. A ranger should emphasize animals, dragons, humans, goblins, orcs, and evil outsiders as their favored enemies. • Cleric and Paladin: Worshipers of Mecury, Garl Glittergold, Zeus, Moradin, Olidammara, Athena, St. Cuthbert, Loki and Yondalla will have an advantage in the campaign; there are churches and support structures already outlined in the campaign adventures. Additionally, battling undead will not be a focus of the campaign (though they do appear occasionally). Don’t focus feats on abilities to affect undead; consider alternate uses for your channeling abilities. • Wizard (and other item crafters): Downtime will be limited in the campaign, especially in later sections. So, crafting is not going to be too helpful • Prestige Classes: Do your DM a favor: if you are interested in taking a prestige class, tell him a soon as possible, before taking a level in it. Give him an opportunity to incorporate the class into the campaign. Taking a Prestige class is a life choice. Once you take a Prestige class you can not take a second Prestige class. One Prestige class per player. So, choose carefully. • Multiclassing: Do your DM another favor: don’t go crazy with the multiclassing. I don’t want to see characters with one level in several different classes. Please limit the number of classes for your character to around three, this is including your Prestige class. Alignment : choose any non-evil alignment; if you are non-good, provide some background or rationale for your character to cooperate with the other PCs. Region : Characters from Cauldron, Sasserine or Citadel are assumed to be from the Chattignon Empire. Character Background : Players who provide a written background of their characters will be given consideration for extra stat points, Backgrounds of at least 500 words will receive 24 points. Experience: All players present for an encounter will receive an equal share of the experience. When a player is absent, if they provide an up-to-date character sheet (and permission) for the character to participate at a minimum level, the character will receive half a share. Otherwise, the character will receive no experience award. Gaining Levels – When advancing a level, characters can gain their new level benefits after a good night’s rest. Characters cannot learn new abilities, feats or skills that they have not been exposed to. Gaining Fixed Hit Points – When advancing in level, if your character rolls less than the minimum amount given below, you receive that amount instead. Hit Die Size Minimum HP d4 2 d6 3 d8 4 d10 5 d12 6 Fumbles (DMG p28) – If you roll a 1 when attacking, or fail a spell casting attempt, make a DC 15 Dex check. If that fails, you fumble. The exact effect is left up to the DM’s imagination. There is a section explaining the ramification of fumbling. Fumbling is bad. Don't do it.