Worlds of Adventure

Online Resources for Locke1520’s Table Top Role-playing Campaigns

 

THEShackled City

Adventure Path Campaign

 

ENter Main site

 

 

 

 

 

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?

 

 

 

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

 

 

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.

 

 

Chapter One:

Lifes 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.

 

 

 

Chapter Two:

Drakthars Way

Christopher Perkins

 

 

 

Chapter Three:

Flood Season

James Jacobs

 

 

 

 

 

 

 

 

 

 

 

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

 

 

 

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.

 

 

 

 

ENter Main site

 

 

 

 

 

 

 

 

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