About Shackled City Players Guide
Shackled City Adventure path Cauldron Campaign Guide
Although this is the pathfinder version I have not udated every single reference to non-pathfinder dieties and other information such as 3.5 monsters or things that are not open game content, I can ignore the inconsistencies if you can.
Conversion of dieties…..(in case you were thinking of it)
As far as public knowledge goes there is no temple or shrine to Pharasma within the city of Cauldron.
Knowledge local and/or religion DC 20
You believe/suspect there is a shrine near the lakes edge dedicated to Pharasma, whose domains are Death, Healing, Knowledge, Repose, Water makes the shores of crater lake an ideal location for such a shrine......
If you have both you can roll twice!
Shackled City is an adventure paths.
You must be “willing” to follow the campaign premise and plot.
You are playing an “adventurer”. You must be willing, even eager, to go into situations no sane, average citizen would get into.
Character Creation and Maintenance
The following books / guides are available for use
Pathfinder RPG 20 point buy (1 Ability score GE 8, all others GE 10, *after* racial adjustments).
Sample Character Sheet (preferred)
Gender Class Level
ALignment Size humanoid (specify)
Init +4; Senses Normal/darkvision/etc, Perception +1
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 Wooden armor)
Fort +2, Ref +2, Will +2
Speed 30 ft.
Melee longspear +0 (1d6/1d8/x3)
Brace & reach
Ranged masterwork heavy crossbow +3
Space 5 ft.; Reach 5 ft. (10 with longspear)
Languages Common, Orc
Possessions: mwk Heavy Crossbow (freebie), Bolts (common) 20 /40*, Longspear, wooden armor, Spell component pouch, Backpack, Rope silk 50'*
1 gold pieces
1.Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
2. Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
3. Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
.... returned home and learning more and more witchcraft soon became very talented, yet still he was not allowed to join the coven nor any other coven in the Hooktongue Slough, mostly due to his maleness.
.....eventually left home and served for a brief time with a couple of small bands of former millitary men who appreciated healing limited though it was. During this time .....had the time to aquire a horse and learn some about that (pioneer trait). ......heard of the charter and wanting to find a place of his own accepted the charter.
Spells currently prepared...
Shackled City Campaign Traits
These are background traits chosen at first level for the Shackled City campaign to add depth and help incorporate the character into the story.
1. Child of Jzadirune
3. Dream Haunted
4. Long Shadowed
5. Mark of the Beast
7. Scarred Soul
8. Scion of Surabar
9. Touched in the Head
10. Wyrm Blooded
Child of Jzadirune
One of your ancestors lived in Jzadirune at the time the Vanishing struck. You are especially resistant to diseases, but find the prospect of becoming sick yourself horrifying.
Benefit: You gain a +2 bonus on all saving throws made to resist the effects of disease.
Drawback: You suffer a -2 morale penalty on saving throws against fear while in the ruins of Jzadirune, or when fighting creatures that are diseased or can inflict disease with a spell, supernatural ability, or extraordinary ability.
Mark of the Beast
Drawback: Demons that encounter you in this region (not those that you might fight on other planes) can instinctively sense you lineage and connection to their old enemy, and gain a +1 morale bonus on attack rolls and weapon damage rolls when fighting you.
Touched in the Head
The City of Cauldron
Population: 4,500 adults (large town).
Mixed (79% human, 9% halfling, 5%
gnome, 3% dwarf, 2% elf, 1% half-elf,
Economy: (3,000 gp limit) Coffee, exotic
Authority Figures: Lord Mayor Severen Navalant, male
Town Emblem: A watchful eye wreathed in blue flames.
The town’s buildings, tightly packed and built from volcanic
A 50-foot-tall fortified wall of black malachite encircles
Cauldron is ruled by a Lord Mayor, elected to his position
Cauldron's major exports come from two sources: mines
Citizens have historically paid a modest yearly flat tax
Currency in Cauldron
Trade bars in 100, 500 and 1000 gp denominations are
Specific locations in Cauldron
1. Church of Sarenrae, Temple of Sarenrae(Obsidian
Ave). A two storey structure with white marble walls, infused with viens of vivid blue. Flanked by dark buildings of black stone. A pair of white marble statues of armored virtous warriers stands on each side of the temples heavy wooden doors.
High priest is Sarcem Delasharn (male human).
2. Temple of Lordly Might: Temple of Gorum(Obsidian Ave).
3. Cathedral of Nethys: Temple of Nethys (Obsidian
4. Shrine of Imodeae: Temple of Imodeae (Magma Ave). A small
Taverns and Inns
Slippery Eel Tavern: The Slippery Eel Tavern is a favourite
Tipped Tankard Tavern: This tavern is generally regarded
Cusp Of Sunrise: This high-society club on Obsidian Ave
Drunken Morkoth Inn: This is perhaps the most popular
Minuta’s Board: This low-cost inn and flophouse caters to anyone
Coy Nixie: The Coy Nixie is a high-class tavern and
Weer’s Elixirs: Owned and operated by Vortimax Weer, a
retired adventurer (male human), this cramped shop is the
preferred place in Cauldron for potions and alchemical
items. It is located on Ash Ave.
Gurnezarn’s Smithy: This smithy on Magma Ave is generally
Zanathor’s Provisions: A general store on Obsidian Ave
Sure Foot Livery: The Sure Foot Livery is the best clothing
Tygot’s Old Things: Tygot Mispas (male halfling) runs
Garthun Imports: This well-kept building houses the offices
Skie’s Treasury: Numerous stores in Cauldron sell magic
Alameda Moneylenders: Coins can be exchanged for
Westkey’s Map Emporium: Dundar Westkey (male
Lakeside Pavilion: This open pavilion is one of the oldest
structures in Cauldron. Said to have been formed via
magic cast by Surabar Spellmason himself, the pavilion is
traditionally where the lord mayor issues announcements
and decrees. It has also become a favourite place after
dark for illicit meetings. It is located on Ash Ave.
Town Hall: Cauldrons town hall is a single-story building
and one of the oldest structures in the city. The building
serves as a place for the Lord Mayor and his advisors to
hold meetings with the nobles and important people in the
city. Records of ownership, historical documents, and
similar archives can be had here. It is located on Obsidian
Town Guard Barracks:
Noble Families in Cauldron
Taskerhill: Lord Ankhin Taskerhill is
the inheritor of the fabulously wealthy
Taskerhill mines and estates. Ankhin
is the richest man in Cauldron, and
now that he is a widower (his wife
having recently passed away) he is
also one of the most sought after men
within its walls.
Lathenmire: Beswink and Lioral Lathenmire are the current
Garthûn: Adrick Garthûn is the patriarch of a small dwarven
Tercival: Alek Tercival, a paladin of St Cuthbert, is the
Navalant: The current Lord Mayor is the sole inheritor of a
Aslaxin: The Aslaxin family is currently
Skellerang: Lord Captain Commander
Knowlern: Lady Ophelia Knowlern
Rhiavadi: Lady Thifirane is the only
Hollow: The Hollow family, currently led by Sardis and
Spellmason: Surabar Spellmason and his line was given
Vhalantru: Lord Orbius Vhalantru was given the patent of
Vanderboren: The Vanderborens, Lord Premiach and Lady
Sasserine: Sasserine is the capital city of the area, and is
200 miles south of the Cauldron Region. It has a 40,000
gp spending limit. Sassarine is not on the island that Cauldron rests upon and a few days of sea travel is necessary to get there...
There are two ocean-side "dock towns", they are simply referred to as East Town and West Town. These coastal communities were built after the Dark Times, by the richer merchant families in Cauldron, looking to reestablish their fleet of trade ships. These small towns are nothing more than warehouses, docks and a fortified wall.
Hollowsky: The village of Hollowsky is the smallest of the
Redgorge: This village was the first human settlement in
Kingfisher Hollow: The town of Kingfisher Hollow, with
Lucky Monkey: This is a popular roadside tavern on the
Elves: Elves form 2% of Cauldron’s population, but also
hail from the city of Elvenhome.
Elvenhome lies 40 miles due east of Cauldron, and is
allied with Sasserine. As such it welcomes other races inside
its borders, mostly for friendship, but sometimes for
Half-drow are not uncommon in Elvenhome. If the drow
parent was known to the people of the city, their half-drow
children are accepted with open arms as any other halfelf.
Wild elves also roam the jungle around Elvenhome,
and sometimes join the barbarian clans of the region.
Gnomes: Gnomes form 5% of Cauldron’s population.
Dwarves: Dwarves form 3% of Cauldron’s population, but
Zenith was never heard from again, but the dwarves of
Half-orcs: Half-orcs make up 1% of the population of
Halflings: Halflings make up 9% of the population of
Half-Elves: Half-elves make up 1% of the population of
Barbarians: The barbarians in the
lands around Cauldron are fierce jungle
warriors. They often have to deal
with dinosaurs, gnolls and even other
tribes. There are rumours that some
tribes contain barbarian/sorcerers.
Some tribesman claim to have
seen a crater deep in the jungles
West of Cauldron where, in ancient
times, a great city once stood. It is
now reported to be infested with demons.
Much of the campaign takes place in urban and dungeon
environments, so a barbarian designed to excel in
the wilderness won’t have as much to do as one who focuses
on skills like Climb, Intimidate, Jump, and Listen.
Bards: Many bards train at the Bardic College in Sasserine,
and then decided to travel north to see more of the
world. Many come to try to find a monavic deva that is
said to watch over and protect the region.
An excellent choice for the campaign, there are ample
opportunities to influence important NPCs during the campaign
and skill in Bluff, Diplomacy, and Intimidation, plus
access to enchantment and illusion spells can be a great
Clerics: The clerics in Cauldron are often called upon to
Druids: There are mainly two types of druid in Cauldron
Fighters: Fighters can be found anywhere, and Cauldron
Monks: Monks are rare in Cauldron and its environs.
Paladins: Paladins in Cauldron are also rare. They
The most notable paladin in town is Alek Tercival, a
Rangers: The rangers in the area can be found both in
Rogues: The rogues of Cauldron come in
Sorcerers: Sorcerers pop up in many places. Recently a
Wizards: The wizards of Cauldron and its environs have
Calendar of Cauldron
Days of the week: Starday, Sunday, Moonday, Godsday,
Watersday, Earthday, Freeday. Godsday is a day of worship,
and Freeday is a day of rest.
Following are the months, in the format