The Shackled City Table of Contents Adventure Path
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THE SHACKLED CITY TABLE OF CONTENTS ADVENTURE PATH INTRODUCTION . 5 CHAPTER SEVEN: Preparation . 5 SECRETS OF THE SOUL PILLARS . 198 Campaign Background . 5 Wherein the local clergy makes the terrible mistake of not Cast of Characters . 9 hiring enough assassins for the job. Cauldron . 11 Cauldron’s History. 11 CHAPTER EIGHT: Regional Timeline . 12 LORDS OF OBLIVION . 222 Life in Cauldron. 13 Wherein a charming local noble woman’s party comes to Rumors in Cauldron . 14 a sudden and gruesome end. Exploring Cauldron. 16 Exploring the Cauldron Region . 27 CHAPTER NINE: FOUNDATION OF FLAME . 248 CHAPTER ONE: Wherein the weather takes a turn for the worse. LIFE’S BAZAAR. 32 Wherein an overzealous merchant from deep below CHAPTER TEN: harvests too aggressively from a local orphanage, and THIRTEEN CAGES . 268 overstays his welcome in the foundations below. Wherein a group of diverse and talented allies learns the folly of not working together against a common foe. CHAPTER TWO: DRAKTHAR’S WAY. 76 CHAPTER ELEVEN: Wherein a tribe of goblins attracts too much attention STRIKE ON SHATTERHORN . 288 and brings unwelcome guests to its master’s den. Wherein the last fragments of a once-powerful organization are finally reduced to ruin. CHAPTER THREE: FLOOD SEASON. 94 CHAPTER TWELVE: Wherein a solid plan to ransom captured wands turns ASYLUM . 304 sour for three friends and their employees, and a local Wherein a trip to the other side results in an unforseen luminary loses his tongue. adjustment to a prisoner’s cage. CHAPTER FOUR: APPENDIX I: ZENITH TRAJECTORY . 124 MONSTERS . 322 Wherein a tribe of the Sea Mother’s children suffer for sparing the life of a mad prisoner they probably should APPENDIX II: have eaten. FEATS, SPELLS, AND MAGIC . 334 CHAPTER FIVE: APPENDIX III: THE DEMONSKAR LEGACY . 148 PRESTIGE CLASSES . 340 Wherein three sisters, an exiled demon, a twelve-foot-tall smith, and a man made of mirrors meet grisly ends. APPENDIX IV: CREATURE STATISTICS . 346 CHAPTER SIX: TEST OF THE SMOKING EYE . 174 APPENDIX V: Wherein a sorcerer’s attempt to claim a land for his own CHARACTER CREATION. 400 T A S ends in sudden betrayal at the hands of his allies. B T L N APPENDIX VI: E 3 E O T HANDOUTS . 404 F CON FOREWORD ho really runs the world? When I was way: How o�en do you get to brainstorm a campaign working on Dungeon, the other maga- outline, then hire people to actually write if for you? W zine staffers and I spent hours on this I quickly coerced Chris into writing the first adven- and other nonsensical topics when we probably should ture. With his intimate familiarity with the core ideas, have been working on the magazines. Some editors I wanted him to lay the groundwork for the authors to think the yuan-ti run the show. But me—I think mind come. What followed is one of my favorite Dungeon flayers have the edge. Just as impressive mentally, their adventures of all time: “Life’s Bazaar.” being lawful makes them perfect secret world des- Each adventure that followed carefully built up pots. Mind flayers also have the mental domination the plans of our sinister villains, a group dubbed the shtick on their side. All ideas, new or recycled, must Cagewrights. They were to be utterly vile, and the ad- stem from their tentacled clutches. It was reassuring ventures would take groups across the Multiverse. I to know that I wouldn’t have to think for myself in a wanted each adventure to be something the author world run by mind flayers. They come up with all the would be excited about, so I worked up a campaign schemes and ideas—we would just be their pawns. packet that detailed all the recurring NPCs and plots at These sorts of conversations contributed to making work and sent it out to authors as they were assigned each day working on Dungeon an adventure, no pun individual adventures. I also kept rigorous control intended. But when I became editor of Dungeon in over which prominent characters could be killed (and April, 2001, things changed. No matter what anyone says, when), where the Adventure Path would take the PCs, the power goes to your head. When you step into that and when key plot elements could be revealed to PCs role, you want to leave an imprint, a legacy—something playing through the adventures. greater than the sum of the blood, sweat, and tears that We also drew on the best artists available to us in an goes into every issue. But as my favorite super-hero, the industry full of great artists. We wanted the adventures to Tick, says, “Absolute power is a sticky wicket.” When you be as much about a visual immersion in the campaign as add the extra complication of following in the footsteps they were about great story and fantastic adventure. Folks of Chris Perkins, one of Dungeon’s most illustrious edi- like Chuck Lukacs, Tom Baxa, and Jeff Carlisle consis- tors and contributors, you’re facing a tall order. tently delivered inspiring art that pushed the boundaries I immediately felt pressure to produce something of anything the magazine had printed before. cool that would blow the readers away. I’d seen letters to One of the guys who really made the city of Cauldron Dungeon for some time requesting more serialized ad- come to life for me, though, was Christopher West. I’d ventures following the successful “Mere of Dead Men” wanted Chris, one of the industry’s nicest and most series, which wrapped in issue #72. I always believed talented guys, to draw every map for the entire cam- that the magazine was at its best when it did as much paign, and I never regretted that decision. With each of a DM’s work as possible. I’ve also always believed that adventure, he continued to blow us away with amazing bigger is better. What could I do, I thought, with a huge map a�er amazing map. adventure series that made a DM’s life as easy as pos- Experiences like these made this project one of the sible? The answer: an entire campaign, all within the best I’ve ever worked on. Professionally, I don’t think I’ve pages of Dungeon. It would take characters from 1st to ever felt more proud of a finished piece of work than I do 20th level, and each adventure would be written by one of this one. Although I wasn’t able to stick around and see of the best adventure designers in the business. it through as Dungeon’s editor, being able to contribute The adventures would have to stand on their own, to the story toward the end and seeing my terrible Cage- and they would have to be unconnected with an ex- wrights wreak their twisted havoc on the printed page isting campaign setting, both to better mesh with the was just as great a thrill. I hope you put this campaign up existing campaigns of our readers and so the adven- on your shelf right next to other classic D&D adventures. tures wouldn’t be cluttered with the weight of dozens That’s the second best place for it, right a�er your gam- of campaign setting sourcebooks. A series of adven- ing table, of course—at least in my mind. tures from Wizards of the Coast had just wrapped up Or maybe that’s just the mind flayers. as well, making the timing perfect. And of course, it hadn’t been done in Dungeon before. I spent a long lunch one a�ernoon speaking with my predecessor, Chris Perkins, hashing out a global cam- paign arc based on my original concepts: the Tarterian Depths of Carceri, demodands, a cult of their worship- ers—all intent on turning the world into one big prison F 4 camp. The more we talked, the more excited we became. Chris Thomasson O D REWOR The magnitude of the project was intimidating, but ab- Editor Emeritus, Dungeon magazine solutely exhilarating at the same time. Think of it this THE SHACKLED CITY INTRODUCTION ADVENTURE PATH he Shackled City Adventure Path is an entire thrived in a hostile environment. Unfortunately, campaign for the Dungeons & Dragons game, things are about to grow even more hostile for the citi- T designed to bring new, 1st-level characters all zens of this remote city, as two ancient forces converge the way up to 20th-level over the course of its run. upon the region in a dreadful confluence of cruelty This campaign originally appeared as 11 seperate ad- and madness. One of these is an imprisoned demon ventures in Dungeon magazine, starting with “Life’s prince of madness by the name of Adimarchus, and Bazaar” in issue #97 and ending with “Asylum” in issue the other is an ancient organization of demodand- #116. For this book, we’ve reorganized and updated the venerating cultists called the Cagewrights. original eleven adventures in the campaign so they’ll work together better as a unified whole. Adimarchus Those who are already familiar with The Shackled To understand the source of the doom that comes to City’s earlier incarnation will find much of this book Cauldron, one must cast back in time several hun- familiar, yet you will also find much that is new. The dred years, to a realm far removed from the Material constraints of publishing an adventure in a serialized Plane and a time when a fallen celestial named Adi- format meant that we o�en had to cut out portions marchus led a demonic invasion of the Seven Mount- of these adventures in order to make them fit in the ing Heavens of Celestia.