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THEShackled
City
Adventure Path Campaign
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Evil schemes are afoot in
Cauldron, a metropolis of merchants built into the caldera of a
long-dormant volcano. To foil the agenda of evil cultists, a band of heroic
adventurers must brave haunted jungle ruins, slay mighty dragons, and bind
themselves to a layer of the infinite Abyss. Will their swords and spells
be enough to save the Shackled City?
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The Shackled
City is the next campaign I plan to run and I may follow it up with the Age
of Worms or possibly Savage Tide. A
group has been assembled for this adventure path campaign but for now there
is no start date but I’m going to begin planning now and we’ll see what
happens.
Why a
pre-published campaign? I found
that with the early chapters of my Eberron Campaign: Echoes and Shards the pre published
material was well thought out and the Shackled City is as good if not
better. Also, while the pre-published
adventures required a great deal of work it was still easier to fit game
prep into my schedule than creating a grand story from scratch. I learned a lot from those early
adventures and I think the Shackled City Campaign will be better for them.
The
Shackled City also offers a great deal of empty canvas that I can fill with
character driven side plots.
--Locke1520
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Cauldron
Small City
Cauldron forms the hub of the campaign and has seen many
adventurers over the years. The
town’s buildings tightly packed and built from volcanic rock and wood line
the inner bowl of a nameless dormant volcano. Cobblestone roads form concentric circles around a small lake
of cold water, which fills the volcano’s basin. Although the town’s sewage seeps into the lake, local clerics
routinely purify the water for the citizens in exchange for charitable
donations to their temples.
A
fifty-foot-tall fortified wall of black malachite encircles the city,
tracing the outer rim of the volcano.
Four roads descend the outer walls of the volcano, becoming major
thoroughfares that lead to other towns and distant realms. The districts nearer the rim of the city
tend to be occupied by upper class families and elite merchants. The closer one gets to the center of
town (and closer to the pungent odors of the central lake), the shoddier
the construction and the more dangerous the dark alleys.
Most
people get around Cauldron on foot, although the town has its share of wagons
and carriages, most of them owned by merchants and nobles.
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Chapter One:
Life’s Bazaar
Christopher Perkins
Enter the city of Cauldron, a
Metropolis recently besieged by a rash of disappearances. The citizens are nervous, but the
abductions became personal when four orphans vanished from their beds three
nights ago. The lord mayor is
stumped, and the city needs new heroes to uncover the mystery of the lost
Caudronites.
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Chapter Two:
Drakthar’s Way
Christopher Perkins
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Chapter Three:
Flood Season
James Jacobs
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The
Adventure Path’s are set in a generic world compatible with the content of
the Player’s Handbook or The World of Greyhawk. This campaign will be run
as a non-canon Greyhawk Campaign. Not using a strict interpretation of
Greyhawk allows the cool new races, magic, and dragonmarks from Eberron to
find a place in the world. Eberron
is easily one of the coolest and most innovative campaign settings ever
released without being a complete revision of D&D and I want to capture
some of those sleek new elements in the Adventure Path.
--Locke1520
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An evil cult conspires against the city of
Cauldron. Only your band of brave adventurers
can stop its diabolical plan!
Embark on the most ambitious continuing adventures ever published.
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