The Enigmatic Spellcasters of the Megalopolis of Ominous Spells

By admin

The megalopolis of ominous spells is a chilling and enchanting place that captivates the imagination. This sprawling city is a haven for mysterious and foreboding magic. Its towering skyscrapers reach towards the sky, casting ominous shadows over the bustling streets below. Within this captivating metropolis, dark forces lurk around every corner. Witches and warlocks roam the crowded sidewalks, their black robes billowing in the wind. Sorcerers and enchantresses can be found in hidden alcoves and secret chambers, weaving their spells in secrecy.


Scarwall is definitely a substantial ruin, and inhabited by spirits; true any latent spiritual energies would likely be very *negative* energies and attempting to tap into them might come at a price, but in theory a case can be made for Scarwall having a power level that anyone with the Ruincaster feat can tap into. What level should it be set at, and would it diminish as the PCs attempt to lift the curse of Scarwall?

It has been shown in different shapes spherical, flat and oval, six-cornered and sizes from as large as a basketball to a softball ; the only thing that remained is the glowing red color. Juggernaut Transformation The incredible energies of the Gem can cause anyone that comes in contact with it to transform into Cyttorak s Exemplar, the Juggernaut, a nearly unstoppable individual.

The curse of the crimson gem

Sorcerers and enchantresses can be found in hidden alcoves and secret chambers, weaving their spells in secrecy. The city itself seems to pulse with a dark energy, a constant hum of magic permeating the air. It is a place where sorcery is both feared and revered, where the boundaries of what is possible are constantly pushed and challenged.

Skeletons of Scarwall (GM Reference)

Hopefully others can use this thread to clarify questions arising in this adventure. If you happen to see another thread, please link post a link in this one to try and keep things tied together.

Seems as if the pages have moved. Here's the revised listing.

1 person marked this as a favorite.
Ruincaster feat(Pathfinder Chronicles Campaign Setting) wrote:

. Benefit: When you are standing upon or within a Mwangi ruin that covers at least 500 square feet, you may tap into the latent spiritual energies still held by the stones of that place.

. It is up to your GM as to whether ruins outside the Mwangi Expanse possess power levels and what power levels they are.

Scarwall is definitely a substantial ruin, and inhabited by spirits; true any latent spiritual energies would likely be very *negative* energies and attempting to tap into them might come at a price, but in theory a case can be made for Scarwall having a power level that anyone with the Ruincaster feat can tap into. What level should it be set at, and would it diminish as the PCs attempt to lift the curse of Scarwall?

P. 60 Someone seems to have become carried away with dotted red lines on the map of the Hold of Belkzen. The dotted red line running east from the end of 'The Sunwall' line does not seem to match any current (4708 Absalom Reckoning) known national boundary (or even an internal boundary in Ustalav) detailed by the Campaign Setting, and at the southern end of the map the line which marked the eastern border of Belkzen has been (apparently) unnecessarily carried on into Nirmathas.
The southeastern corner of the Realm of the Mammoth Lords ought to bulge in more towards The Shudderwood, too.
The boundary between Varisia and The Realm of the Mammoth Lords has not been indicated.
Thank-you for providing a map of The Hold of Belkzen, though, and for marking on previous boundaries with Lastwall; this is the sort of useful little detail I find helps to convey a sense of history and to bring the setting to life, besides giving me something to think about from a DM perspective. :D

P. 60 'The Shuddermounds' are indicated (on the map) in the foothills of the Mindspin Mountains.
P. 62 'The Skittermounds' (ankheg nests) are referred to in the text as being in the foothills of the Mindspin Mountains.

So which version is correct- or are they both correct, but 'The Shuddermounds' is missing a text entry (if it refers to a different feature) whilst 'The Skittermounds' have been left off the map?
(Or they could both refer to the same feature, I suppose, the orcs calling them one thing, for example, whilst Shoanti refer to them as the other.)

James Jacobs Creative Director Oct 7, 2008, 03:30 pm
Charles Evans 25 wrote:

P. 60 'The Shuddermounds' are indicated (on the map) in the foothills of the Mindspin Mountains.

P. 62 'The Skittermounds' (ankheg nests) are referred to in the text as being in the foothills of the Mindspin Mountains.

So which version is correct- or are they both correct, but 'The Shuddermounds' is missing a text entry (if it refers to a different feature) whilst 'The Skittermounds' have been left off the map?
(Or they could both refer to the same feature, I suppose, the orcs calling them one thing, for example, whilst Shoanti refer to them as the other.)

In cases like this, it's generally better to go with the text rather than the map. Skittermounds it is.

How would one work the "Haunts" mechanic with Pathfinder RPG's new "channeling positive energy" ability, since there is no longer turning?

James Jacobs Creative Director Feb 25, 2009, 12:00 pm
Hsuperman wrote:

How would one work the "Haunts" mechanic with Pathfinder RPG's new "channeling positive energy" ability, since there is no longer turning?

That's something that we'll probably be addressing sooner than later in Council of Thieves or another product soon after the game releases. But what'll probably happen is that we'd just give haunts hit points. They already have Hit Dice; it's easy enough to give them hit points and say that in order for channel energy to hurt them, it just blasts off the haunt's hit points.

James Jacobs wrote: Hsuperman wrote:

How would one work the "Haunts" mechanic with Pathfinder RPG's new "channeling positive energy" ability, since there is no longer turning?

That's something that we'll probably be addressing sooner than later in Council of Thieves or another product soon after the game releases. But what'll probably happen is that we'd just give haunts hit points. They already have Hit Dice; it's easy enough to give them hit points and say that in order for channel energy to hurt them, it just blasts off the haunt's hit points.

I have been giving haunts a Will save equivalent to what an undead of their HD would have (1/2 HD + 2), and then having them save against the Channel DC. It's worked well enough so far.

I'm worried about giving them hit points, though, because of the implication that you can just pummel them into submission somehow (other than channeling, that is). Wouldn't giving them explicit Will saves make more sense?

Shisumo wrote:

I have been giving haunts a Will save equivalent to what an undead of their HD would have (1/2 HD + 2), and then having them save against the Channel DC. It's worked well enough so far.

I'm worried about giving them hit points, though, because of the implication that you can just pummel them into submission somehow (other than channeling, that is). Wouldn't giving them explicit Will saves make more sense?

So, does that mean, if the haunt fails its Will save, does it immediately become permanently disabled?

I think James' idea sorta makes sense if you think of the "hp" that a haunt has as just being a threshold for how much positive channeling damage you have to do to destroy it; the haunt would still be immune to physical attacks and such. Although, I wonder, can a cleric deal sufficient damage with a single channel to destroy the haunt? By level 11, the cleric should be able to deal 6d6 damage with a channel, and it looks like haunts have around 18 HD. Assuming one uses a d12 for hit-die for the haunts, that's an average of around 108 hp (6x18); so basically, it's essentially impossible for a cleric to destroy the haunt in one turn, assuming the cleric can a) notice the haunt, and b) get a higher initiative than the haunt. Is that right??

James Jacobs Creative Director Feb 25, 2009, 05:59 pm
Shisumo wrote:

I'm worried about giving them hit points, though, because of the implication that you can just pummel them into submission somehow (other than channeling, that is). Wouldn't giving them explicit Will saves make more sense?

That's why you give them "effective hit points" that can only be depleted by channel energy. I could see that expanded to let them be depleted by healing magic, the same way healing magic harms undead.

James Jacobs wrote: Shisumo wrote:

I'm worried about giving them hit points, though, because of the implication that you can just pummel them into submission somehow (other than channeling, that is). Wouldn't giving them explicit Will saves make more sense?

That's why you give them "effective hit points" that can only be depleted by channel energy. I could see that expanded to let them be depleted by healing magic, the same way healing magic harms undead.

CEDP (Channeled Energy Damage Points), that are 'aspected' + or - (Positive or Negative).

Not sure if this was brought up before or not, but I noticed that Skeletons of Scarwall is designed for 12th-level characters (up to 14th), but the previous adventure, A History of Ashes, is for characters from 10th to 11th. Was this gap a mistake or is there suppose to be some kind of filler in between?

The PCs in my campaign complete each module a more advanced level of what it is said in the beginning of the following module (We play with 3.5 ruleset). and all works fine. There is enough experience to reach level 12 at the end of module #10.

Iridal wrote:

The PCs in my campaign complete each module a more advanced level of what it is said in the beginning of the following module (We play with 3.5 ruleset). and all works fine. There is enough experience to reach level 12 at the end of module #10.

I guess I forgot to mention that my group is already done with A History of Ashes and they just reached level 11 after the final assault. It should also be noted that we are using the Pathfinder RPG "fast" experience track.

My group are finishing "Escape from Old Korvosa”. When we finished, they will be level 11. But we play with 3.5 rules (We don’t like PFRPG)

Probably you have this problem because the PCs earn less experience with PFRPG. The AP is designed to use the 3.5 experience track. Design some obstacles during the journey to Scarwall and be generous with experience. Give them a bonus for successfully completing “A History of Ashes”. Soon you will fill the gap.

I noticed there weren't any stats for Prelate Aruth (in room 37). Are we suppose to be referring to another source? Thanks.

Gamer Girrl RPG Superstar 2011 Top 32 Mar 10, 2009, 11:00 pm
Hsuperman wrote:

I noticed there weren't any stats for Prelate Aruth (in room 37). Are we suppose to be referring to another source? Thanks.

He's a Mummy Lord, 10th level Cleric, which is on pages 190-191 in the Monster Manual.

Gamer Girrl wrote:
He's a Mummy Lord, 10th level Cleric, which is on pages 190-191 in the Monster Manual.

Ah! Thanks! I guess I'm just used to seeing something like "MM 190" in the stat block to refer to the Monster Manual or whatever source, but I didn't see it this time so I was a bit lost. Greatly appreciated!

Sorry, folks, but yet another question:
Does the "Infused Soul" benefit that the PCs gain in the very beginning of the adventure (from the Spirit Blessing), which protects each of them from a single death effect, protect them from Zev Ravenka's Trap the Soul ability (which is essentially a save or die effect)?

Hsuperman wrote:

Sorry, folks, but yet another question:

Does the "Infused Soul" benefit that the PCs gain in the very beginning of the adventure (from the Spirit Blessing), which protects each of them from a single death effect, protect them from Zev Ravenka's Trap the Soul ability (which is essentially a save or die effect)?

No, trap the soul is classified as a Conjuration (Summoning) effect. No death ward for you!

Of course, you can rule otherwise if you are so inclined.

Greg A. Vaughan Frog God Games Mar 11, 2009, 03:02 pm
Hsuperman wrote: Gamer Girrl wrote:
He's a Mummy Lord, 10th level Cleric, which is on pages 190-191 in the Monster Manual.

Ah! Thanks! I guess I'm just used to seeing something like "MM 190" in the stat block to refer to the Monster Manual or whatever source, but I didn't see it this time so I was a bit lost. Greatly appreciated!

Hmmm, the page reference should have been in there. don't know how it got cut. Sorry about that.

Turin the Mad wrote:

No, trap the soul is classified as a Conjuration (Summoning) effect. No death ward for you!

Hmm. interestingly, though, I noticed that the "Handle With Care" text box on that page says "smart (or lucky) PCs have death wards going when they encounter the demilich--we also put a scarab of protection in the adventure to increase the chance that at least one PC will have protection against the demilich's attacks." But I presume that's for the Wail of the Banshee attack? Is there anything the PCs can do to prevent from being soul trapped? Oh, and where did you see that it is a Conjuration (Summoning) effect?

Hsuperman wrote: Turin the Mad wrote:

No, trap the soul is classified as a Conjuration (Summoning) effect. No death ward for you!

Hmm. interestingly, though, I noticed that the "Handle With Care" text box on that page says "smart (or lucky) PCs have death wards going when they encounter the demilich--we also put a scarab of protection in the adventure to increase the chance that at least one PC will have protection against the demilich's attacks." But I presume that's for the Wail of the Banshee attack? Is there anything the PCs can do to prevent from being soul trapped? Oh, and where did you see that it is a Conjuration (Summoning) effect?

The question was about trap the soul - which is classified as such in the PHB in the spell's header. I also missed the reference earlier - I remembered the demi-lich as a bishop, but not by name. :)

Referencing the demi-lich's supernatural ability of the same name, however, also does not explicitly state it is a death effect.

Frankly, given the flaw in the demi-lich's so-called 'immunity to magic', I'm not inclined to alter the ability at all - it's primary weapon for wiping out an entire group is its 'wail', which is handily stone-walled by means of death ward, a scarab of protection and other similar abilities/items.

I'm confused as to how the Statue of Kazavon trap/curse works. The Room 13 description seems to say that the statue gives victims the irresistible urge to climb the ladder into Room 22; but the curse ends 1 minute later (presumably, while the victim is sitting in the Room 22). However, Room 22 says that the statue bestows a curse that ends when another victim with the curse comes into the room. Doesn't this mean that if only one victim is affected and climbs up the ladder, he can easily climb out after a minute? I guess my qualm is that this doesn't seem like a very effective trap (if it even is a trap) based on the way it's worded. Could someone clarify?

So, not sure if I'm missing something, but how does the party gain entrance to the War Tower where General Gorstav and the Nessian Warhounds are in (rooms 19 and 34)?? I can't seem to find any obvious entrances.

Also, I noticed that in Kleestad's stat block, his claws deal "pain," which is later described later as a special ability. However, his bite, which deals "weakness," is not described. Anybody know what this does?

The way into the war tower was mentioned in the Scarwall Errata thread that was linked to above, basically because its such a complicated map, there were a number of rooms that got mixed up somehow and a few doors were left off. The link to it is here

As for kleestads weakness ability, that is a good spotting, I don't know what to do on that one.

Greg A. Vaughan Frog God Games Apr 20, 2009, 02:32 pm
Hsuperman wrote:

I'm confused as to how the Statue of Kazavon trap/curse works. The Room 13 description seems to say that the statue gives victims the irresistible urge to climb the ladder into Room 22; but the curse ends 1 minute later (presumably, while the victim is sitting in the Room 22). However, Room 22 says that the statue bestows a curse that ends when another victim with the curse comes into the room. Doesn't this mean that if only one victim is affected and climbs up the ladder, he can easily climb out after a minute? I guess my qualm is that this doesn't seem like a very effective trap (if it even is a trap) based on the way it's worded. Could someone clarify?

Sorry I didn't see this question earlier Hsuperman. The line about the compulsion ending after 1 minute was added to the manuscript in editing, evidently because James is a far more humane GM than I am. Nevertheless, as you have noted, it does seriously water down the curse's effectiveness to the level of pointlessness, so I would recommend disregarding that line of text altogether.

The way of breaking the curse is by magic, physical restraint, or being replaced in area 22 by some other schlub.

Greg A. Vaughan Frog God Games Apr 20, 2009, 02:33 pm
Tarlane wrote:

The way into the war tower was mentioned in the Scarwall Errata thread that was linked to above, basically because its such a complicated map, there were a number of rooms that got mixed up somehow and a few doors were left off. The link to it is here

As for kleestads weakness ability, that is a good spotting, I don't know what to do on that one.

As Tarlane said. with the addition, that I think James discussed the pain and weakness aspects in some thread hereabouts one time. Those were changes made after I turned the manuscript in IIRC, so I don't have the answer for that.

I didn't see the errata; thanks for pointing that out! Greg, as for the statue of Kazavon, the fix you suggested is exactly what I did when I ran it; thanks for the tip, though!

Sorry for continually asking questions regarding this chapter of Crimson Throne. My players will most likely be encountering Nihil in the tower (room 31) in tomorrow's session. I have a few questions regarding this encounter/room. How tall is it? It's described as a "tall, hollow tower," but I don't believe the height is listed anywhere. Also, judging by the description, it sounds like there are no stairs or mechanism to climb up the tower; the only options are either flight or physically scaling the walls via Climb. Is that right? To me, it sounds like Nihil will basically be hanging out way up in the tower, invisible, and casting nasty spells, while the PCs are on the ground floor trying to figure out what the hell is killing them; sounds dangerous! I like it! And one more thing, regarding Nihil, the text says, "as soon as one of her bone or bared devils perishes, she orders them all to retreat here to protect her." I noticed, though, that room 31 is locked with a superior lock. And since the devils can't teleport due to the dimensional anchor on the castle, I assume they have a key to gain access (which the PCs may find on the first devil body they kill?). Thanks for the help.

Greg A. Vaughan Frog God Games May 2, 2009, 05:50 pm
Hsuperman wrote:

Sorry for continually asking questions regarding this chapter of Crimson Throne. My players will most likely be encountering Nihil in the tower (room 31) in tomorrow's session. I have a few questions regarding this encounter/room.

Not a problem, Hsuperman. It's been awhile since I read through Scarwall, so I had to go back and look some of these up in order to answer them.

Hsuperman wrote:

How tall is it? It's described as a "tall, hollow tower," but I don't believe the height is listed anywhere.

The floors of Scarwall Castle are each 15 feet high (pg. 19, top of righthand column). Kazavon's tower covers a total of three levels per the map on page 40 (the bottom level of it, the level that is even with the roofs of the keep, and the lone top level with its battlement), though the top level is truncated with an exterior balcony around it. Therefore, the total ceiling height for the chamber is 45 feet, though the opening from area 33 is only 30 feet above the floor (as mentioned in that area).

Hsuperman wrote:

Also, judging by the description, it sounds like there are no stairs or mechanism to climb up the tower; the only options are either flight or physically scaling the walls via Climb. Is that right?

Correct. There is no staircase (Kazavon could fly, as can Nihil) but the ascending alcoves could probably provide purchase for a determined climber as could the many support beams (not shown).

Hsuperman wrote:

To me, it sounds like Nihil will basically be hanging out way up in the tower, invisible, and casting nasty spells, while the PCs are on the ground floor trying to figure out what the hell is killing them; sounds dangerous! I like it! And one more thing, regarding Nihil, the text says, "as soon as one of her bone or bared devils perishes, she orders them all to retreat here to protect her." I noticed, though, that room 31 is locked with a superior lock. And since the devils can't teleport due to the dimensional anchor on the castle, I assume they have a key to gain access (which the PCs may find on the first devil body they kill?). Thanks for the help.

That is probably a good tactic for Nihil, but it has a weakness.

Spoiler:

There is an opening into the interior to the tower from the top at area 33, so PCs can fly or climb the exterior of the tower and get up near Nihil if they think of it. That is also how the devils can get in to reinforce Nihil so that they do not need keys (which Nihil would likely not give them). Area 33 provides some additional information on this. Enjoy!

That's something that we'll probably be addressing sooner than later in Council of Thieves or another product soon after the game releases. But what'll probably happen is that we'd just give haunts hit points. They already have Hit Dice; it's easy enough to give them hit points and say that in order for channel energy to hurt them, it just blasts off the haunt's hit points.
Megalopolis of ominous spells

Despite the ominous nature of this megalopolis, there is a certain beauty to be found in its spellbinding architecture and spell-casting inhabitants. The buildings themselves seem to twist and contort, bending to the will of their magical occupants. But beneath the surface, there is an undercurrent of danger and Malevolence. The megalopolis often plays host to powerful and dangerous beings, who operate in the shadows and exploit the magic that thrives in this city. To navigate the megalopolis of ominous spells is to be constantly on guard, always aware of the potential dangers that lurk in every alleyway and behind every corner. it takes a skilled and knowledgeable individual to survive and thrive in this magical world. But for those who are bold enough to venture into the megalopolis, the rewards can be great. The knowledge and power that can be gained from interacting with the inhabitants and learning their dark arts are unparalleled. The megalopolis of ominous spells is a place of wonder and danger, a magical haven that both delights and terrifies. It is a city where the line between reality and fantasy is blurred, and where the impossible becomes possible. In this megalopolis, the main currency is power and the main goal is survival. It is a place where the darkest desires and the most frightening spells come to life..

Reviews for "The Dark Sorcery of the Megalopolis of Ominous Spells"

1. John - ★★☆☆☆ - I was really excited to read "Megalopolis of ominous spells" based on the intriguing synopsis, but I was ultimately disappointed. The pacing of the book was incredibly slow, and the plot seemed to drag on without any real direction. I found myself losing interest in the characters and their stories. Additionally, the writing style was overly descriptive to the point of being tedious. While the world-building was impressive, it failed to engage me and I struggled to connect with the story. Overall, it didn't live up to my expectations.
2. Sara - ★★☆☆☆ - I found "Megalopolis of ominous spells" to be a letdown. The characters lacked depth and development, making it hard for me to care about their struggles. The dialogue felt forced and unnatural, making it difficult to connect with the story. The book also relied heavily on clichés and predictable plot twists, leaving me feeling unsatisfied. While the concept of an urban fantasy with ominous spells was intriguing, the execution fell flat. I had high hopes for this book, but unfortunately, it did not resonate with me.
3. Emily - ★☆☆☆☆ - I struggled to finish "Megalopolis of ominous spells" as it failed to capture my attention from the start. The writing was disjointed and confusing, with multiple plot threads that never seemed to come together. The world-building felt incomplete, leaving me with more questions than answers. The characters were one-dimensional and lacked depth, making it hard to invest in their journeys. Overall, I found the book to be unengaging and disjointed, leaving me disappointed and unfulfilled as a reader.

The Haunted Places in the Megalopolis of Ominous Spells

The Otherworldly Encounters in the Megalopolis of Ominous Spells