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Shackled City Adventure Path Hardcover (d20)

JoeGKushner

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Evil schemes are afoot in Cauldron, a metropolis of merchants built into the caldera of a long-dormant volcano. To foil the agenda of evil cultists, your band of adventurers must brave haunted jungle ruins, slay mighty dragons, and bind themselves to a layer of the infinite Abyss. Will their swords and spells be enough to save the Shackled City?

Originally published as 11 linked adventures in the award-winning Dungeon magazine, the Shackled City Adventure Path is the most ambitious official Dungeons & Dragons campaign ever created. Now, for the first time ever, everything you need to play the campaign has been compiled into a deluxe 416-page full-color hardcover that also includes an 8-panel fully detailed map of the City of Cauldron, a 16-page full-color map and illustration booklet, and a brand new Shackled City adventure written by fan favorite author Christopher Perkins.

Specs: 416-page, full-color hardbound book; 8 3/8" x 10 7/8"
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JoeGKushner

First Post
The Shackled City
Written by Jesse Decker, James Jacobs, Tito Leati, David Noonan, Christopher Perkins, and Chris Thomasson
Published by Piazo
www.paizo.com
ISBN: 0-9770071-0-3
416 full color pages
8-panel map
24-page full color map booklet
$59.99

The Shackled City originally ran as an “adventure path” in the pages of Dungeon magazine. It started off prior to the switch of the D&D engine from 3.0 to 3.5, ending in 3.5. It included eleven separate adventurers originally. Fast forward a few months and Piazo had the great idea to combine and update the adventure path to 3.5, throw in another adventure, bring all the bits together, provide more information, and overall, make it easier to run as a campaign. It assumes ownership of the Player’s Handbook, Monster Manual, and Dungeon Master’s Guide.

In terms of pricing, it’s hard to say where this falls. Normally, one can look at the competition and get an idea of what’s overpriced and what’s average. Due to the page size, full color slick glossed pages and pull out maps, that’s not quite possible here. The Iron Kingdoms World Guide is 400 pages and $39.99, but it’s also in black and white and only has one map pull out. Arcana Evolved is 432 pages, most of it full color, and runs for $49.99, but no pull out maps at all. The big boy, the World’s Largest Dungeon, has lots of map handouts, is in black and white, almost twice the page count, but runs for $99.95.

I see it this way. Most 32-page adventurers run $10.99 and are usually black and white. This is over ten times that’s size but not ten times that price. Good deal.

For those who’ve never looked over the adventure path while it was running in Dungeon magazine, it follows the high standards of Wizards of the Coast. The pages are like faded parchment with a touch of sand coloration. Chains are used as outer borders, the upper part holding a steel plate with the chapter number and the bottom with a ring in chains with the page number and name of section. For example, you might be in the appendix as noted at top and in the new monster section as noted at the bottom.

Individuals like Ramon Perez, Jeff Carlisle, Stephen Daniele, Chuck Lukacs, Jim Zubkavich and others handle interior art. Chris West handles the cartography. Interior art includes full-page illustration between each chapter, as well as illustrations of the important NPCs, both allies and enemies. The cover illustration is an example of the art found within for those wondering, as it’s one of the pieces originally used in the magazine.

I never ran the original Shackled City as written. I used a few high level NPCs, used the city of Cauldron as a stop off point, yanked a few interesting maps, and liberally borrowed from it. Having said that, I’m not qualified to know how many changes have been made to the adventurers or how much has been added or changed. I do know that they’ve added another adventure, and organized the book in a way that the original adventurers, by their very monthly nature, could never have been done.

The updated material is organized and allows the GM to have the whole thing in his hands at once. The book starts off with an introduction, and unlike some, this introduction is a chapter in and of itself. It includes details on the plot, a cast of characters with abbreviated information, DC checks for finding information out about the villains, overview of Cauldron city, which includes over forty keyed locations for the characters to explore. This doesn’t count details on the potential ally and enemy groups that the party may encounter, such as the Striders of Fharlanghn, or the Chisel.

There is a faded map similar to the old ones found in products like White Plume Mountain showing the areas around Cauldron. It’s a nice touch to the old adventurers. A full color map also covers the region about Cauldron. This includes a dragon’s lair, the terrors of the Demonskar, the town or Redgorge, and the ruined city of Shatterhorn, among others. In many ways, it’s a mini-campaign. In addition, numerous sidebars have been added, Behind the Scenes, to help the GM know what’s coming up in the next adventure, and what key NPCs are doing during their ‘downtime’.

About the only thing off on this organization, is that character creation suggestions are put in the end of the book. Note that GMs should read this section because it mentions how deadly these adventurers are and that characters should be made of slightly sterner stuff than typical characters and includes ideas on how to beef up characters, as well. This includes new traits, similar to those found in Unearthed Arcana, but the drawbacks aren’t as harsh. You can have players with Wyrm Blood, giving them a bonus to save against acid effects, swim checks, Listen and Spot checks, with a penalty on their reflex saves. You can be born into nobility, gaining addition funds and a bonus on Diplomacy and Intimidate checks but suffering a penalty to Disguise rolls. It’s a great section but should be in the front of the book when talking about how the character classes fit.

The book isn’t perfect. There are a few typos here and there, for example, chapter four, Zenith Trajectory is missing the recommended level for the characters (it’s 6th). The organization while good could be better. For example, when a standard monster from the Monster Manual is called out in the text of the adventure, the page number is also included. When terrain situations are included, they note where in the Dungeon Master’s Guide you should look it up. In addition, while there are handouts, there’s no easy way to get to them. The pages aren’t perforated so you’ll either have to hand copy them or put the book on the old copier. Having those as another removable hand out, like the maps, would’ve been ideal. While the five pages of ads are bothersome, more bothersome is the lack of an index. In a book this size, especially an adventure, an index should be mandatory.

When unique creatures with templates or level advancement are introduced, as well as creatures not found in the Monster Manual, they refer you to appendix four, which runs from 346 to 397. Having all the monster stats in one place isn’t a bad thing. Rather, it saves space by not reprinting the game stats over and over again. However, having the reference to appendix four and the page number would’ve been better. To compensate, I’m reading ahead and noting on a separate piece of paper what pages I’ll need for that game.

The adventures range in quality. Some of them are traditional dungeon crawls, others dealing with evacuation of Cauldron. Some simply seem like high-powered slugfests. I have no problem with dungeon crawls. They are part of the D&D culture. The dungeon here range from gnome ruins to kopru ruins. To ruined cities to hidden lairs. None of them seem like they’re dungeon crawls just for the sake of dungeon crawls.

But what about the whole package? It looks to work surprisingly well. The characters become involved with Cauldron city in chapter one, Life’s Bazaar, to discover and stop a ring of kidnappings through the city. This chapter sets up the party to learn of several factions right away. They discover the thieves guild, the Last Laugh, meet with a priest of the church of Saint Cuthbert, encounter the Striders of Fharlanghn, and get to explore an abandoned gnome city. This is one of the stronger chapters in the book as it gives the characters a chance to get their feet wet without putting them in over their heads. It also gives the hints of the larger web being weaved around the city of Cauldron, as even if successful, the players will discover latter, that not everything is as it seems.

From there, the players will go on to fight goblinoids, hunt down wands that have been stolen, discover that they’re rivals of the Stromblades, the children of the aristocracy, fight against mad umber hulks, and eventually, fight against Adimarchus,a demon prince. There is a touch of railroading here and there, as is the case with the fight against Adimarchus. See, if the player’s don’t finish off the demon lord, he’ll just keep sending villains against the party.

The GM has a lot of options open to him. In the introduction for example, while looking at the nearby environs of Cauldron, you’ll find that a group of necromancer and mercenaries has made a haunted village their home. These Necrocants aren’t detailed and are left for the GM to add or leave out as he sees fit. Many of the NPCs have potential to become more than just walk on characters depending on the actions of the players.

For example, Jil, a skilled rogue who the party meets at the start of the campaign, may find one of the players interesting as she “likes to live dangerously.” Others like Shensen, a half-drow with a bit of monk, bard, and druid in her, can become potent allies both in combat, and in politics when dealing with the Striders.

Some sections are also fairly free form where the GM is given the agenda of the NPCs, the NPCs outlook, potential outcomes, and advice on how to handle the players. This allows the GM to heavily customize events to fit her own style and insure that each GM running the Shackled City, will have unique encounters. For example, if the party wipes out the Stormblades as opposed to just being rivals, their parents, nobles themselves, will not be too willing to help the players, and even when things are going badly, will not look fondly upon them.

The potential follow up offers some ideas for players who’ve finished the adventure path. For example, they could hunt down the Ebon Traid, an organization that played a role in this series, and is featured in Dungeon’s new Age of Worms adventure path. They could have been chosen to lead Cauldron in the future. They may have made enemies of another demon lord, Graz’zt. A lot of options are included.

The adventure takes place in and around Cauldron. It does not include any world notes or integration notes but does use the default gods of Greyhawk making including it in Oerth easy. Because the environments around Cauldron are not that far, and some of the adventurers actually take place in different planes, most GMs shouldn’t have any issues including Cauldron in their own campaign. Some, like Eberron, should be more adjusted in terms of NPC make up and technology assumptions, if the Eberron feel is to be maintained, unless the GM simply decides that the rails and flying ships haven’t made it to where Cauldron is located.

In running the adventure, a lot of room is given to how to handle the higher-level opponents. See, high-level combat requires some quick thinking. It requires proper management of resources. It requires a lot of paper work in keeping track of what bonuses affect which abilities. A lot of that leg work is done for the players, noting what NPCs will do if given the chance to buff themselves up, how they’ll use the environment to their advantage, how multiple enemies will work together, and how they recognize and prioritize their enemies. It’s good not only for the adventure, but also for examples that the GM should borrow liberally from for his own campaigns.

Another strong point of the book is that it’s “official”. I know this doesn’t mean much to some, but it allows Piazo to use things like Beholders or yuan ti. It also lets them have access to feats, prestige classes, and core classes that can only be found in Wizards of the Coast books, as well as monsters from resources like the Monster Manual II and Fiend Folio. The important thing is that all game mechanics are included in the appendix so that the reader doesn’t need those books.

What about those not interested in a massive adventure? There are some new game mechanics here. For example, appendix one has new monsters like the crystal snake, a construct in old yuan-ti ruins, or the lichfiend, a template for outsiders. There are also some new spells and feats, but most of the feats are culled from other sources. For example, the Draconomicon and Libris Mortis both have feats yanked from them like Quicken Breath or Improved Paralysis.

Two prestige classes also join the ranks with the high handcrafter and pathwarden, both five level PrCs, detailed here. This includes general background, abilities, and lore for the PrC, including different DC checks for those with the proper knowledge skill. These are all nice additions, but the bulk of the adventure is concerned with being a full campaign length adventure and these are merely extras.

If you're looking for a one book solution for a 1st to 20th level campaign, Shackled City provides is perfect for you.

Message Board Discussion for those who might've missed it with some q&a.
 

Psion

Adventurer
[imager]http://paizo.com/image/product/catalog/PZO/PZO1000_180.jpeg[/imager]Shackled City is a campaign-style adventure anthology by Paizo Publishing, the publisher of Dragon magazine and Dugneon magazine. Like those magazines, Shackled City is a D&D licensed book, and its content is largely a repackaging and revamping of the Shackled City “adventure path” that appeared in various issues of Dungeon magazine, noteworthy for being the first adventure series for 3.5 games, though there is some additional material introduced here.

The book credits writing to Jesse Decker, James Jacobs, Tito Leati, David Noonan, Christopher Perkins, and Chris Thomasson.

A First Look

Shackled City is a 416 page hardcover book available for $59.95. The book also has a fold-out poster map (featuring the city of Cauldron and surrounding area) and a map booklet for the adventures.

The cover of the book, illustrated by Matt Cavotta, features a warrior facing off with a demonic creature. Outside of this nicely done plate, the book has a reddish-orange textured hue.

The interior is full color on slick paper. Much of the art is drawn from the pages of Dungeon magazine where they adorned the original adventures, but new pieces were features and some existing art was displayed larger and/or without adornment, making the book a visual treat. The list of talented artists contributing to the book includes Attila Adorjany, Tom Baxa, Peter Bergetting, Matt Cavotta, Jeff Carlisle, Christine Choi, Stephen Daniele, Omar Dogon, Tom Fowler, Andrew Hou, Ben Huen, Eric Kim, Chuck Lukacs, Val Mayerick, Mark Nelson, Ramón Pérez, Chris Stevens, and Jim Zubkavich. Overall, this is one of the highest production quality, best illustrated books of the year.

Though Paizo is publishing on behalf of Wizards of the Coast (the whole thing is still (c) Wizards ), the fact that they are not part of the same company lets them march to the beat of their own drum in many aspects. The most immediately noticeable is that they don’t share many of the graphical elements that are rote for Wizards’ Dungeons & Dragons book. Shackled City lacks the dull “rusty metal” border design of WotC books. In its stead, the book has a nice, thematic border design featuring a webwork of chains, with the chapter number on a plaque hanging from some chains, and the chapter title and page number in a ring linking the chains together. Further, here’s a nifty little tidbit you might not notice: in the border illustrations, the chains in the border begin to break and fall away in later portions of the book, as the situation deteriorates in Cauldron. That clever little tidbit alone should earn the art and layout team a gold star. :)

The cartography, by Chris West, is full color and high quality. The fold out poster map has eight panels and includes both overhead colored map views and a perspective illustration. The map is two sided, with a keyed version for the DM and an unkeyed version suitable for displaying to players to allow them to get a feel for the city.

The pull-out map book has 24 pages, enough for two pages for each adventure. Maps therein include dungeon maps, a small overhead of the city, detailed overland maps, town sections, and establishments that appear in the various adventures.

Editorially, the book is pretty well polished. Some mistakes crept through (including some that were in the original published adventures), but overall, the mistakes are at a tolerably low level, primarily limited to save DCs a point off or NPC capabilities that don’t directly affect play.

A Deeper Look

(Warning: There are spoilers in this section. If you are going to be playing in the Shackled City adventure path, you might spoil some of the surprise in the adventure if you continue.)

The Shackled City book is a campaign sized series of adventures. In theory, if a party starts the first adventure at 1st level, they will be 20th level after finishing the final adventure. The adventures concern the players becoming entangled with the machinions of a cabal that seek to open a planar gateway to Carceri whose attentions center on the city of Cauldron both because of its unusual local in the throat of a dormant volcano, and the presence of a number of planetouched descendants in the city. But this is really a simplification of the motivating force at its core; this cabal is really being manipulated by a more powerful, ancient force.

This cabal, the Cagewrights, are a curious mix of individuals. In a way, they hearken back to the slavelords of the classic module series of that name.

The book is organized into twelve chapters plus an unnumbered introduction “chapter” and 6 appendices. The chapters each contain one of the component adventures of the campaign. That said, there is a significant amount of additional material regarding the backstory of the campaign and the city of Cauldron and its inhabitants and locales. That being the case, you will find a fair chunk of material outside of the numbered chapters. The introduction “chapter” is fairly meaty in its own right, and the appendices are numerous.

Astute readers who followed the Shackled City adventure path will note that there are twelve chapters here instead of the eleven adventures that appeared in the pages of the Dungeon magazine. An additional adventure appears in the pages of this book. The second chapter, “Drakthar’s Way” is an adventure for characters starting at third level. The adventure fits between “Life’s Bazaar” and “Flood Season”, though the book advises that if the players are having difficulties in the late stages of the first adventure, you may want to take a break and run sections of Drakthar’s Way first.

The introduction chapter contains:
  • The backstory of the demon lord Adimarchus and the plans of the Cagewrights
  • A (stat-free) dramatis personae for quick reference.
  • Knowledge check DCs and results for when the players begin to research their villains.
  • An overview of the city of Cauldron, including rumors, history, major locations, and major groups.
  • An overview of sites and encounter tables for the surrounding region.

All told, it’s a fairly brief yet packed summary.

The adventure path is not specifically linked to any official campaign setting. That said, the fact that the “core” deities are used and used frequently makes it such that Greyhawk is the easiest fit. In addition to finding an out of the way place to put the city of Cauldron, adapting the clerics and churches herein to fit the details of deities in your game would probably be the most daunting task of adapting the adventure to a different campaign world.

Each of the twelve following chapters details one adventure. Each adventure builds on the activity of previous adventures. Troubleshooting notes if the prior adventure goes off the tracks are minimal, but there is a brief sidebar in each chapter summarizing what should have been accomplished and where the PCs stand, which should serve as a serviceable guidepost in the hands of a competent DM.

The adventures contain minimal mechanical details such as task DCs, material descriptions, and tables, but for most of the opposition (and friendly) statistic blocks, the reader is referred to an appendix or the Monster Manual, as appropriate.

The adventures vary in approach, but most contain a summary of the condition and mood in Cauldron and progress of the Cagewrights’ plans. The adventures are typically triggered by events, but often the events involve players in site-based expeditions. NPC interactions are handled adroitly, providing a number responses to likely questions that the players may ask. “Development” notes explore further possibilities that may arise from some encounters, including gaining allies and other benefits the PCs may reap if they play their cards right.

Not all of the adventures are dungeon crawls. A good amount of the adventure is city born and relies on NPCs interaction. And no, not all of the NPCs are designed to be killed. I found it both amusing and refreshing that one NPC’s tactics includes screaming, and a baby is provided with strength checks to worsen its precarious situation. I guess the fact that I found this amusing and surprising shows how stuck in the rut some D&D/d20 adventures are.

I was somewhat curious how these adventures had been changed from their original incarnation. One fact that has been revealed by the Paizo staff is that large sections were cut from the adventures when originally printed, and entire sections of maps that were necessarily left empty are now populated. In addition, Paizo resorted to their fan base who had run these adventures to work some kinks out of the campaign, such as logical inconsistences that had been noted. For example, one character in one of the early adventures casts an illusion spell, but later in the series, it is learned that character cannot cast illusion spells.

The appendices are:
  1. Monsters - the afore alluded to demon lord’s statistics appear here, as well as the crystal snake, draconic fingerling swarm, lichfiend template, mob template, smoking eye template, thunder beast (lower planar herd animal), and Tarterian creature template.
  2. Feats, items, and spells (including some artifacts central to the adventure.)
  3. Prestige classes - High handcrafter and pathwarden.
  4. Creature statistics - NPCs and specific monsters, listed alphabetically. Creatures that appear in optional or outdated books such as the Fiend Folio are provided with 3.5 statistics blocks here. At the end of this section is a section on recurring NPCs that advance during the campaign. Instead of a single (or multiple) statistics block(s), these recurring NPCs are given level progression tables describing their capabilities and possessions at different junctures.
  5. Character creation - this appendix is probably my favorite innovation in the book. It provides advice for creating characters, coming from both the angle of ensuring the characters are ready for challenges they are to face (skill choices, etc.) as well as campaign possibilities for the characters. The latter includes a short list of random traits, using the mechanic from WotC’s Unearthed Arcana. Traits are not my favorite mechanic, but I rather like their use here; they are used to connect character’s meaningfully to the history of Cauldron and the happenings of the campaign.

Conclusions

In concluding this review, I feel as if I have not given the individual adventures enough attention. Such a task would be daunting, and perhaps given time I can add some more details later. There is so much detail in there that any words I could say in the scope of a credibly sized review would be scant. For the time being, I hope I can answer the basic question: is this campaign for you, the reader.

If you own all the Dungeon magazines that go into this, you probably already have an opinion as to the merit of these adventures. If you like what you saw, but are interested in a presentation of the adventures that is perhaps more convenient and ties things up more neatly, this is it. The character creation guidelines, little brush ups on continuity and mechanics, additional adventure, as well as the smashing presentation, could make it worth their while.

Being a long time Dungeon subscriber, I was of the belief that many folks out there would already have most of the adventures that make this book up. Alas, a recent effort to run and comment on a single adventure on the ENWorld boards showed me that quite a few people don’t follow Dungeon or don’t follow it regularly, and might have trouble finding all the back issues that make up the adventure. I understand that it was the fact that people were having trouble finding back issues so that they could run the whole series that inspired the idea of a collection.

It’s an excellent idea and I hope that they can do it again with Age of Worms; in some ways, I feel as if this is the sort of product Wizards should be delivering. I was sorely disappointed that Wizards of the Coast did not offer a fold-out city map with Sharn, so seeing one here pleased me. This is perhaps a byproduct of Paizo's position not reporting directly to the Hasbro stockholders, it lets them deliver us, the customer, a high quality product untainted by the "squeeze every cent out of a publication" mentality that appears to be adversely affecting some WotC titles.

Weighing in at nearly $60 US, the book is a substantial investment. However, I don’t think it is a bad one. When I acquired World’s Largest Dungeon I knew that I would never run the entire thing at once. Indeed, I have already heard many tales of people dropping out of it. Similarly, I have heard tales of people dissatisfied with their experiences with adventures like Return to the Temple of Elemental Evil, turning into a grind of a dungeon crawl with very few options.

I am part of a subset of D&D players - more substantial than some make it out to be - that happens to believe that there is more to the quintessential D&D experience than dungeon crawls. Given that, the flurry of mega-dungeons that have appeared have failed to scratch my itch, as it were. But an extensive campaign with NPC interaction, investigation, evil plots, and epic exploits - and a few dungeon crawls (of limited length) is just what the doctor ordered. That being the case, I find that Shackled City is a campaign length book written the way I like to run the game.

It’s my normal routine to mention the drawbacks of a product. Shackled City has mercifully few. As mentioned, it is a pretty substantial investment, but I consider that you are more likely to get a whole campaign out of it that other “mega-dungeon” products. A few more notes on troubleshooting and a better outline would have been useful tools in managing the campaign.

Overall Grade: A

-Alan D. Kohler
 
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HellHound

ENnies winner and NOT Scrappy Doo
That said, the fact that the “core” deities are used and used frequently makes it such that Greyhawk is the easiest fit. In addition to finding an out of the way place to put the city of Cauldron, adapting the clerics and churches herein to fit the details of deities in your game would probably be the most daunting task of adapting the adventure to a different campaign world.

I'm running the Adventure Path in Arcanis, and discovered in this way that the big benefit of using the core deities is they are easily transposed over other pantheons. To switch to the Arcanis pantheon took about a minute, and that was just pulling out a notebook so I could write down what churches I houseruled into place.

As a footnote, so little of the adventure relies on the city geography proper (except the erruption), that I had no problem running this adventure in another city that I had already launched the campaign in.
 

ASEO

First Post
Great Product

I have to say, this is probably the single greatest adventure product that I have seen. I have all the DUNGEON magazing issues, but I still picked up this gem. 1. for its extra features. 2. For its update of everything to 3.5 and 3. because it is really great to have everything all in one book. I have to say, that I hope DUNGEON keeps turnig future Adventure Paths into hardback books. Shopping around the net, I think you can probably find this book for much less than its cover price, But even at cover price, it promices hundreds of hours worth of game play and a complete campaign that takes characters from 1st to 20th level in a continous plotline...I haven't seen any other products that did that.

ASEO out
 

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