Jzadirune and the vanishing???


Shackled City Adventure Path


Ok so I'm not sure what to do one of my Players (a Gnome) wants to take over Jzadirune. He wants to make it his workshop to make Golems and things (he is taking prestige class that will help he do this he also wants to make it a temple of Garl Glittergold witch is cool the problem I have is how is the vanishing going to affect him making magic items in there (he wants to make scrolls there and live there). Should I screw him over and when he makes things there have them all have the vanishing? Or should I have some way of having the vanishing go away??? Any ideas??


Good question. I'm wondering what my players will do as soon as they deal with Kazmojen.

If you want to be a nic DM, you can say that the Vanishing died with the gnomes. On pg. 58, it also states: "...the Vanishing was born inside the gnomes' magic items" and "...the gnomes' unorthodox methods for creating magic items spawned the disease."

So you could make a case that the Vanishing affected magic items that the gnomes created themselves.

If you don't want the PC's to use Jzadirune or at least make it difficult on them, you could say that Jzadirune as a whole is cursed and any items created in its confines will be infected with the Vanishing.

There is also the matter of the secret entrance in Keygan's shop. No doubt he wants to get back to business as normal and doesn't want some adventures traipsing through his shop all the time.

All interesting questions.


As far as this goes, I would really reccommend against allowing the character to set up shop in Jzadirune. The reason for this is that in Zenith Trajectory the party is supposed to travel to Crazy Jared's because the entrance to the Underdark in the Malachite Fortress is not available. If the player has set up shop there, well, that cuts out a big chunk of the adventure.

My suggestions for dissuading the player from trying to do so are as follows:

1) The place is, in essence, haunted. You wouldn't want to go live in an abandoned haunted house, so a gnome definitely wouldn't want to live in Jzadirune.

2) Since the only entrance to the enclave from Cauldron is through Keygan Ghelve's shop, there's no way he would allow it. He doesn't want people coming in and out of his shop (which, I might add, is his home) and chances are he doesn't want people living in Jzadirune either.

3) It would be unprotected from Underdark incursion, and this is one of the reasons the Stormblades collapse it later. Low-level adventurers do not want to set up camp on the edge of the Underdark.

4) The Vanishing is still around. Anything taken from that place is infected. I'd rule that anything made there now would be too. Again, this is like setting up shop in a house that was exposed to massive amounts of radiation. It might be safe -- but who the heck wants to take that chance!

Low-level adventurers probably don't need to be worrying about setting up a permanent residence; by the time they finish Zenith Trajectory they might have garnered enough of a reputation to earn them a permanent home in Cauldron, but at this point in the path it's unlikely that anyone would just let them set up shop wherever they pleased.


Wow thank you both for the input it is giving me a lot to think about... But i have some more questions... first of all i'm leaning tword letting them take it over (if they still want it after finding the fanishing and the enterance to the underdark) but adding either a wondering monster from time to time or having something happen to the entrance to the underdark... also with having to go to cazy jarades to get to the underdark can't that be just the best way to get to that part of the underdark? it is a compleetly different section of the underground caves??? and i would deffinetly charge the PCs for using the lockshith shop as their front door...

What do you think?


Adventure Path Charter Subscriber

Have Ghelve contact some of the descendants of the gnomes who once inhabited Jzadirune but fled from the Vanishing and inform them that the place is now cleared out. These descendents (or even former inhabitants, if they're old enough) have more of a claim on the city than any of the PCs do (especially if they are related to builders). They would likely try to scour the place of the remains of the curse and repopulate it.

They might be thankful and pay the PCs for clearing the place. They would certainly be interested in collapsing the tunnel out of the MF that leades deper into the Underdark, and might ask the Stormblades to do it.

That would tie up a few loose ends and develop Ghelve as a NPC. The adventure never states it, but if he knows about the door in his basement that leads to the abandoned underground city, then he is likely some sort of guardian / informant / agent. Maybe Ghelve's father helped construct some of the locks and traps in the place, and Ghelve has held a desire to live there himself? Lots of potential.


That's perficet i would have never thought of that i'm so using that idea... thanks

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