Shackled City Adventure Path

Lordgrae said:
Good point. Want to fly up and see if you can see a suitable resting spot close by?

Aldreneth nods. "You don't need to wait for me if you don't want to," he says as his angelic wings uncurl and stretch out across his back. He lifts into the air and circles ahead of the party looking for both a good place to rest and V. Voice.
 

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Senses [+2 Listen, Spot, Init]

Slitz sighs and then looks around. After a moment, he shrugs and sits down in the brushes nearby and preys quietly.

[sblock=DM Only]I am praying to tiamat for more power to aid in more destruction (not outloud). Also, telling status of possible allies and enemies.

The furry, hynea headed humans we barbaric and would be great slaves or fodder. They like to use poison.

Met a giant lady who has light blue skin, bald, and not very scaley. Carries around a huge sword and is one of those goody goody feather wings. She seemed saddened then did some human magic and dissappeard. If we meet again, Tiamat should think about showing her your power and makeing her a scaled one. Slitz would like strong lady in army with scales instead of whimpy feather. [/sblock]
 

With a small amount of searching a clearing is found about 30 feet across that seems to offer the best in lines of a campsight. Just as Aldreneth is returning from his scouting everyone has wound down and ready to rest. Seeing that sleep was becoming a greater desire he followed suite and began praying for his spells before he too went to bed waking Slitz on the way. By the end of the night a very bored lizard wakes the party with news that the night was uneventful and that it was time to move on. After everyone was ready to go Aldreneth then explained that Vaprak's Voice was alittle under 5 miles away but there is no easy way by foot. You would either need to fly the last three miles, traverse some dangerous terrain, or take a cavern there that the map he has seems to indicate a path to follow. Not having much need to decide right now he leads the group down the trail for about a mile.

The trail ends abruptly here and the trees thin out considerably to the north, granting a clear view of the sky. To the north, rolling yellow and brown clouds boil above a jagged, barren horizon. You can just make out the jagged line of the Demonskar's rim brooding at the base of these clouds. The ground itself between here and the rim is strewn with razor sharp ridges of volcanic glass and jagged stone. Ruined strips of what can only be the metal framework of ancient structures protrude from the ground like broken fingers from a shallow grave. One particularly large structure juts from the ground only 20 feet from the end of the trail. The ruin appears like nothing more than a massive pipe protruding from the ground, its 20-foot-wide, 2-foot-thick frame sloping down into the tortured ground at a gentle slope.
 



"I agree," Laguz says, "Lets take the cave then." Laguz reaches into his pack and pulls out a lite torch. Cautiously, he looks into the cavern.
 



Following into a marching order everyone progresses forward. After only about 50 feet the pathway splits. Feeling thankful for the map you take the right path and folow it. Ignoreing the next turn you take a left at the third branch. The entire path is rough and jagged but little else seems to be posing a problem during the 3 mile hike. As you get to the 4th mile of the walk you begin to hear a low distant rumbling moan. As you continue walking the rythmic sound grows in volume becomeing so loud its nearly deafening.

Out of the dark passage, sharp and jagged rocks hang over a small ledge in the southeast part of a wide pit. The pit, roughly 150 feet in diameter, is set at the bottom of a large fissure among the arid, crystalline hills that border the demonskar. Puffs of eye-watering smoke seep from a pool at the bottom of the chasm, about 50 feet below. On the other side of the chasm, a pair of gigantic metal tubes protrude from the rock, extending nearly 50 feet and out of the fissure. The burning stink of sulfur and acid is everywhere, and the ground and walls are wet with foul smelling condensation. A ramp of roughly hewn stone steps wind down into the pit. As the wind rises and sweeps through the fissure, the two looming metal chimneys issue a thundering, deep bellow that echoes across the landscape. Barely arising over the sound of the bellowing is the faint sounds of something bubbling. With little effort you quickly realise its the pool.

After a few moments of looking around Laguz puts out his torch to save it. Faint amounts of light cast in from outside overshadowed by some foul vapors provide enough illumination to see well enough for the time.

OOC:
A balance check (DC12) is required to cross the stairs.
The chimneys bellow (louder than thier normal loud noise) at random times and while they do you have a -14 penalty to listen checks. Otherwise you just have a -4 penalty due to the sound.

I thought I had a standard marching order for everyone but I don't seem to. I know Boz would lead so I will go from there. Let me know if there is any issues with this proposed order:

Boz
Aldreneth
Laguz
Slitz

I will assume you each walk 5' apart from eachother. That leaves Boz just on the edge of Slitz's aura.

Vaprak's Voice map
 
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Senses [+2 Listen, Spot, Init]

Slitz walks across the stairs casually, almost as if walking over such stuff is natural to him. He takes a big wiff of the air and smiles. Yelling so everyone can hear over the noise, "Slitz likesss air sssmell. Acid sssmellsss good. Slitz can't wait to be more dragon and ssswim in acid like mighty dragonsss."

Balance: 1d20+16=33
 
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