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Residing in Jzadirune or the Malachite fortress.


Shackled City Adventure Path


This is a bit odd, but.

Have your characters ever considered moving into either of Jzadirune or the Malachite fortress?

The only downside of Jzadirune is that you cannot make magic items as easily there. But once the characters have a high enough level, they can just remove the curse on the items and move on. Perhaps eventually just breaking the entire curse itself.

Alternatively, they could move into the fortress and have no such problem (or just make the items there). But this makes them the guards of the underdark entrance.

Are there any other downsides that I'm missing? What other pitfalls should I throw in?

Thanks,
IMarv

Grand Lodge

Pathfinder Battles Case Subscriber

Depending on your players, random Underdark denizen attacks could be a boon or a bane. If they aren't all dwarves, living underground might be stifling. Also, having the only way out be through Ghelve's Locks could be inconvienent.


I didn't give my players the chance. I had the city lock it up, specifically done by agents from the magical swat team that appear during the Umberhulk rampage.

My party however, did make Drakthar's way into a base and bought the property above the fancy bedrooms and tunneled another entrance there (for the batman like scion of Surabar, known as the Hawk.)

-c

Grand Lodge

Pathfinder Battles Case Subscriber

Hmm, that is a much better idea than the Stormblades collapsing the place. I never liked that reasoning for the party being unable to enter the Underdark there to search for Zenith. Of course, this requires the government to be aware of the place. Which may not happen depending on how circumspect the PCs are.


Be wary of someone "taming" the construct guardians. I know we wanted to (and since I started Urban Druid, I could even have made it a companion!)

I, too, thought it was a cheap shot to have the Stormblades collapse the entrances. 1. Couldn't it be reopened to connect to the Underdark? 2. And that wouldn't have an effect on the rest of the lava-tubes under the city?


In my campaign, the MTA didn't become aware of Jzadirune or the Malachite Fortress. Lord Vhalantru hadn't consolidated enough power at that point to be able to alert the authorities of those two places without having to explain how he knew about a slave trade going on right under the city.

The PC's even kept Keygan Ghelve's involvement on the Q-T. With the help of an out of town wizard who owed a favor and the church of Selune (mine's in FR and Selune took the place of St. Cuthbert), they were able to lift The Vanishing from Jzadirune. I said the contructs were Typhoid Marys of the curse (carriers, but unaffected themselves). That way they had to be destroyed.

Keygan has been allowing small groups of gnomes to re-enter through his home. They're trying to contact svirfneblin to see if they'll take control of the Malachite Fortress.

Grand Lodge

Pathfinder Battles Case Subscriber

That was clever Mykull. Of course, it is entirely reasonable to have them break down after the PCs get a bit of good use out of them. They're damaged already, so breaking down completely to keep them out of the PCs hands is fair. Personally it would be pretty awesome to have them around for awhile.


I let the Stormblades bring the house down. It added a nice feeling of finality to the Stormblades success at the expense of the party.

Although I did have the mimic ride out on the back of one of the constructs under a cloak (I was thinking of Andre the giant et al in 'The Princess Bride'. The duo ended up at the home of a pc with the noble trait. Currently the mimic is 'hanging out' guarding their treasure and the construct is available as a companion. The construct was a big morale boost for the party when it accompanied them on their attempt to kill Drathkar.


The constructs actually caused my PC's a fair bit of trouble at the time. They were quite pleased when they found out they had to "smash those metal mother-smurfers into junk."


yeah, my group only fought one and it was a huge fight. the stormblades saved them the trouble of having to fight the two in the malachite fortress.

Liberty's Edge

I changed stuff around a bit in my game. I made Jzadirune a separate complex beneath the streets of the city. The Malachite Fortress I then turned into a dockside warehouse complex.

My group started poking around that they wanted the deed to the Malachite Fortress to have as a base of operations. Some time later they got it and moved in. They turned the facility into an adventuring school, all generously bankrolled by the benevolent Lord Vhalantru.


As long as you don't refer to him as "Orbius." That was waaaay too much of a dead giveaway. I mean, its not quite as bad as Professor Lupine or Sirius Black, but it's pretty bad.

Dark Archive

I honestly completely changed his name from Vhalantru to Lord Orwin Dervess. Nobody in a fantasy setting walks around with a name like Lord Vhalantru and is not evil.


Mykull wrote:
As long as you don't refer to him as "Orbius." That was waaaay too much of a dead giveaway. I mean, its not quite as bad as Professor Lupine or Sirius Black, but it's pretty bad.

Especially with the pronunciation "orb" "eye" "us"!

I'm going to drop the name at the flood season ball and see what happens.

Either that or I'll retroactively change his name to 'Lord Vader'!

Liberty's Edge

smell of orange blossoms in the wrote:
Either that or I'll retroactively change his name to 'Lord Vader'!

That would be about as subtle.

In my game I changed him to an advanced vrock so the name wasn't an issue. The party still didn't think he was evil until they got the reveal WAY later.


EATERoftheDEAD wrote:


That would be about as subtle.

In my game I changed him to an advanced vrock so the name wasn't an issue. The party still didn't think he was evil until they got the reveal WAY later.

Advanced vrock eh? No-one in our group has ever faced a beholder, so I really want to have us experience that. Must be my inexperience, but once again I have no idea how they are going to survive.

Liberty's Edge

smell of orange blossoms in the wrote:
No-one in our group has ever faced a beholder...

At the time of the Kazmogen fight my players were all D&D n00bs so the threat of a beholder would have been mostly lost on them. We had just played a game where the big bad was a vrock that wrecked house on them in the finale (it was a low-level game) so i knew a vrock's sudden appearance would appropriately cow them.

Of course now they are 14th level and moving of House Rhiavadi. All the while I'm wondering how the hell I'm gonna make those sorcerer levels matter and the fight be worthwhile at all when the party descends into Oblivion. They have really become some serious power houses.


I was actually wondering how you were going to power-up the Vrock. I thought you might bring it back as a different demon(?) each time (with a distinguishing mark or a t-shirt announcing who it is).


Just because Vhalantru wasn't there in the beginning doesn't mean he can't be in Oblivion now.

Perhaps the beholder is an ally to the vrock (like Governor Tarkin and Lord Vader)?

That might short circuit those power houses.

Liberty's Edge

Originally I was just going to add sorcerer levels but I don't think that's going to cut it. I'm thinking sorcerer levels but also advance the vrock using the rules in the back of the MM. Make him a vrock on steroids as it were. Of course, it's starting to look like my players are going to bypass Oblivion all together. They tricked the location of the Fiery Sanctum out of Thifirane during the party last session. I might need to spring the eruption on them early.


Andrew Bay wrote:
Are there any other downsides that I'm missing? What other pitfalls should I throw in?

Well my dwarf fighter moved into the malachite fortress, hired some guards to man the gate to the underdark and to repair the damage dnone by the characters when using the pulverizer. in addition work was started on a new tunnel to the surface because using ghelves house and moving through jzadirune is too "complicated" (although he bought ghleve a new house and took over so the entrance into the city remains). the monthly income from dwarven goods manufactured in the forges roughly covers the expenses but he has to spent gold from his adventuring. this is good because the party has started to teleport to greyhawk to sell magic items abnd buy new ones, sometimes "en mass". until the volcanoe broke out and part of cauldron was destroyed during the fiery sanctum chapter nothing serious happened, although pilrak showed up at the doors (the fled the characters during the first (?)chapter) to look for his old slave-merchant. he was surprised to see the fortress occupied and was chased down into the underdark where he led the party to a small slave-outpost. In this mini adventure the party destroyed the outpost and killed pylrak.With the damaging of cauldron some cracks showed up in the fortress but it survived rather unscathed (determined randomly) - so no problem to repair the damage.In addition my brother-in-arms, a cleric of Moradin, has started to build a small temple.

Scarab Sages

Pathfinder Adventure Path Subscriber
Andrew Bay wrote:

This is a bit odd, but.

Have your characters ever considered moving into either of Jzadirune or the Malachite fortress?

The only downside of Jzadirune is that you cannot make magic items as easily there. But once the characters have a high enough level, they can just remove the curse on the items and move on. Perhaps eventually just breaking the entire curse itself.

Alternatively, they could move into the fortress and have no such problem (or just make the items there). But this makes them the guards of the underdark entrance.

Are there any other downsides that I'm missing? What other pitfalls should I throw in?

Thanks,
IMarv

I had a player who tried to claim Jzadirune as his own. He even went to the public office and payed a 200 gp fee to gain the license to it. The thing was, he couldn't reinforce it. With the continuing corruption of the city, the officials were inclined to look the other way when someone (like the Last Laugh gang, or whatever they were called) wanted to move in. So, every time he came back to his dungeon, he was occupied, and he had to clear it out again. The party gave up after the third time, and collapsed the room under Ghelves Locks to bury the entrance and prevent anybody else from taking it over. Still, it added some great color to the game, and provided some much needed "inbetween modules" XP & treasure.

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