Shackled City Adventure Path

OOC: Aftyer talking to the barkeep of the inn/tavern we're in I'm going to check any others in town and see if they may know anything if my search here for knowledge becomes unfruitful.

Xerxes approachs the barkeep and smiles, "Good day to you sir, I was wondering if you might be able to help me. Being a tavern owner, you must have many amazing stories to share, but for now I'm looking for one in paticular. I need to know about some adventurers who came through these parts earlier, The traveled with a palidan. Did they happen to say anything about where they were going?"

Gather Information: 1d20+9=26
 
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Laguz nods to the others, "We all meet back here in 2 days hence. Aldreneth, if you still have that wand with the symbol of St. Cuthbert on it, I would like to take it with me and see what I can find out."

OOC: Laguz will go to the church of St. Cuthbert and see what he can find out. His goal is to talk to people that knew the paladin to see what they might know.
 

Everyone splits up to go thier own individual ways for researching. After the two days you all return to the bar as planned and discuss what you each found out seperatly. Once all the information is put together you have the following:

[sblock]Jenya Urikas, second high pristess of St. Cuthbert, is childhood friends with Aleck, the paladin. Aleck usually travels around trying to collect money to one day buy back his ancestral home. Jenya knows little of where the house is aside from it being in the main city to the east. Aleck often is gone for days at a time but never would he willingly leave when he issued a public challenge. This is what worries many who know the paladin.

The place known as Vaprak's Voice has 2 entrances, both set into the west wal of a deep fracture radiating from the rim of the Demonskar. Both entrances provide access to the ruins of a spellweaver laboratory that partialy survived the eldritch blast that formed the Demonskar. For a time, a large tribe of ogers lived here. The gave the place its peculiar name, inspired by the thundering bellow issued by a pair of immense pipes near the entrance when the wind blew. Inside the complex, the areas of Vaprak's Voice can be divided into two distinc categoris: room built by the spellweavers, which have an odd angular structure, and caverns dug by ogers, which are irregular and roughly hewn. The entire complex is rather dirty and foul smelling due to the sulfuric polutants in the air.

As far as the best way to get there goes it would be to not go in the first place. Those who insist on going find it easiest by air if possible so they could avoid the gnolls and other forest creatures. Lacking the ability to fly for that long then about 2 miles before the headless demon stature there is a small unused path thats growing over with foliage from the forest. Its not easy to find, and is impossible to see by boat, but the path leads through a network of caves. The main path will get you right to one of the entrances. It is unknown what dwells in this cave but it should be gnoll free.[/sblock]

The main legend surrounding the place is as follows:
[sblock]Many centuries ago a foul demon came to this world plotting to destroy the fabric of reality and pull all of creation back to hell with it. By doing so it would become an Archdemon and rule over the new hell. For many years it stayed silent, destroying the morlas of the good and slowly pulling it into the demons own personal utopia. A man by the name of Surabar Spellmason was able to discover the lies and coruption that spread from all who the demon spoke with. Thus that brave man set out to do battle with this demon.

Along the road he met a beatiful lady. A lady that was no mere mortal but an actual angel! The majestic creature gave Surabar the legendary staff Alakast! A staff said to be able to purge the coruption from anything. Even hell if used by one with a strong enough will! Armed with his weapon of justice and an iron resolve he continued on to what was then known as Mt Kelligan.

When the demon met SUrbar it immediatly began trying to corrupt the archmage just like all before him. Thanks to Alakast, the demon failed at this and they immediatly went to battle after that. Spells split the sky and tore the earth! For 4 days and 3 nights the battle waged on until in the end Surabar had the demon weakened enough to use Alakast to imprison the demon within wat was left of the mountain. The spell battle tore much of the terrain away but the energies also made it a great focal point for a dimensional prison. Surabar had every intention to destroy the powerful demon when he discovered how to, but he left the prison in far too weakened of a state. He never noticed that the demon left a trace of his power in Surabar to grow and kill the powerful mage well before his time.

The eldrich blasts that shaped Mt Kelligan also opened up the entrances to a spell weaver labratory that managed to survive the eldrich blasts. In the time that came to pass since then a group of ogres took over the region. They renamed it Vaprak's Voice, inspired by the thundering bellow issued by a pair of immense pipes near the entrance when the wind blew.[/sblock]
 

Aldreneth does the tasks mentioned above as well as keeping some extra money within his fortress so his followers can remain paid during his absense.

Then, without anything additional that requires his attention for the moment, on the second day he returns to Drunken Morkoth inn to await the arrival of the others so they can discuss what they have learned.

Once everyone has arrived, since air is apparently the best means of travel, about what he expected, he then works on figuring out who is capable of flying, if anyone.
 

Laguz is second to arrive back at the Inn to share what he found out. "I agree flying in would be the best way, but do we have the means? I can fly, or give others the ability, by use of spells, but that may be limited. It will also drain me of high powered spells, if the distance is long... given the time and materials I could brew potions, but each potion would only get us about 4/5 a mile per person/per potion.

"Do we have any idea the distance we would need to cover?"
 

Draconic Aura: Senses (+2 Listen, Spot, Initative)

Casually walks into Aldreneth and Laguz after hearing abit of their conversation, "Slitz heard two milesss. Slitz thinksss we tribe fly with Blackhair'sss magic juice." "If no magic juice, then we tribe walk there and kill ugly walking dogs?""
 

Xerxe's joins having come in in the middle Slitz's divulgance, "I agree that flying would be possibly the simplest ways of travel, but my other concern is whether it would be the safest. against the sky we may be easily spotted by keen-eyed archers or hungry flying beasts. I will not argue the flight issue, but walking though more treacherous may prove more helpful if we encounter hostiles."
 

Laguz's brow furrows in thought, "if we can get within a mile and half, I can get 3 people there with spells alone, each additional would take 2 potions (one day and 525 gold each to make). I could also handle the visibility part by making us invisible... The only problem is that upon arrival, I MUST get a full night rest. Thoughts?"
 

"That sounds fine with me," Aldreneth says. "I have my own means of flying, so you don't need to worry about that. As for resting, that may or may not be possible, depending on how hostile the nearby area is. Without the spells you are most accustomed to, are you still capable of defending yourself if necessary?"
 

Draconic Aura: Senses (+2 Listen, Spot, Initative)

Jumping excitedly about being able to leave soon. "Slitz wantsss magic to fly like dragonsss. Slitz only sssleep 2 hoursss. Slitz keep extra watch if Blackhaired needsss sleep."
 
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