Vaprak's Voice Observations


Shackled City Adventure Path

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So, my PCs reached Vaprak's Voice, and found the environment (miles of underground pipe opening into a huge bubbling, steaming rift) daunting. The description wanted to make them turn back -- it was that big, and scary to them! Bravo!

The PCs got past the gate after 1.5 minutes of judicious bashing with an adamantine morningstar. However, when the PCs fought Muggo in the balcony, it was a doozy -- the environment was not PC-friendly. Some questions for those of you who have run this part already:

1) With the slick walls, how did you adjudicate spider climb, or slippers of spider climb?

2) How did your PCs get up into the balcony to fight Muggo? The balcony is barely big enough (15' x 25') for Muggo himself, the winch, and his stool.

3) Would you consider two minutes of ruckus (porticullis bashing and Muggo killing) enough to put the whole complex on alert? I'd think so.

4) As they are just past the doorman, does anyone have any other advice on running Vaprak's Voice that would help me next week?

Thanks guys


I've just started Demonskar Legacy myself, and my party is currently meeting with Tygot and Lepook. However, I made an observation in your post.

Archade wrote:
2) How did your PCs get up into the balcony to fight Muggo? The balcony is barely big enough (15' x 25') for Muggo himself, the winch, and his stool.

I think you've made an error here, because each square on the Vaprak's Voice map is 10 feet, not 5.

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evilash wrote:
I think you've made an error here, because each square on the Vaprak's Voice map is 10 feet, not 5.

Whoops, and darn! Oh well, I'll remap it out on my Tact-tiles for next week ... thanks for the pointer!

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