Now, my opnions....
First, this is going to be the first time I run an adventure path, so I'm not used to the idea of constant PC deaths that I've heard were common in Shackled City. My group isn't really used to dying (although they're coming around to the idea, what with the lethality of my d6 games as of late), so I figure I need to ease them into things a bit. I was thinking of making the session easier on them by giving the group a classed NPC to fill a role that they haven't filled (it's only a three person group, so I think they'll need an NPC to round them out, anyways), and then give them a 1st level warrior companion of some sort who'll help soak up blows.
I also want to "Cheat" in the group's favour a bit, and run some adventures on the side so the group will get something of an XP "edge" in things, although this edge won't be particularly large. Since only one of my players is what you'd call an "optimizer", I have a feeling the encounters will be a bit too tough on the group, so I need to give them something to even things up.
How do adventure paths reward magical items? Does it presume that the PCs are buying magical items on the side? This will be an issue in the campaign, so I'd like to get the heads-up before I run this adventure next month.
I really loved a lot of the encounters in "There is No Honor". The combination lock is an excellent puzzle, but one I have a feeling is going to be too hard for my group to figure out (but then, you never know....).
The tunnels involving the "Hungry Dead" are my favourite part of the adventure, and I really plan on playing that scene to the hilt. I've got most of it in my head already.
I like how the PCs receive a city commendation at the end of the adventure - that's a pretty cool, "Starwarsy" reward, and I think it'll go over well with the group.
One big worry about this adventure is the fact that the game sort of expects the group to make multiple forays into the thieves' den. Since, historically, I've made most of my site-based adventures around the presumption that the PCs will do it in one fell swoop (and I mock the group that tries to run away) I have a feeling my group will press on, no matter how hurt they are. I might drop in a wand of cure light wounds or something in place of that brooch of shielding.
Also, the notes/handouts are kind of silly. I mean, they're WRITTEN in pirate speak? What's with that? I just know they'd get a huge laugh out of the group that wouldn't fit well, so I'm going to be re-writing them. A minor point, and it might fit with most groups, but it's not fitting with mine.
Finally, the end of the adventure, when Rowyn offers the group to work for her side....? YEah, I could totally see my group taking her up on that offer. Hats off to Mr. Jacobs for thinking of just this happening, and writing a short blurb on what to do if the PCs switch sides. I have a sneaky suspicion I'll be using that sidebar (unless I can convince one of the players to play the paladin....)
One quick note about the future campaign: I just re-read Hidden Shrine of Tamoachan to get ready for this campaign, and I came across a gem I had forgotten. I'm thinking of the talking crayfish and the giant crab - I'm totally going to drop them into the Tamoachan portion of the Savage Tide.