Finished it! Shackled City Adventure Path

delericho

Legend
My group meet on an almost weekly basis for game sessions of about 6 hours each. We've had to accelerate the rate of play lately because I'm having to move away soon, and we wanted to finish before we do, but we've also missed a fair few weeks for one reason or another. We've been playing the campaign, starting "Life's Bazaar" on the 7th of August last year, and finished tonight. So, that's eleven months of gaming.

And it's been a blast! We started the campaign because I was burnt out on preparation, and wanted to do something lighter. Popcorn-D&D if you will. Within a few short weeks, it had totally reinvigorated the group, and I was plotting my next campaign with fiendish glee.

Of course, it's not been flawless - there seemed to be a bit too much of a "mission of the week" feel to a lot of the adventures, and not really enough foreshadowing. The campaign also seemed to be extremely hard on PCs at times, although we certainly had a lot of good-natured fun at the player of the rogue when he got disintegrated again.

I think the biggest problems came right at the end. I posted last week about the opening encounter of Asylum, which I thought (and still think) is over-powered. Additionally, I'm 99% convinced that the final encounter will result in a TPK if run as written. The villain has certain spell-like abilties that, at the caster level in question, will simply annihilate any non-epic party.

(Oh, and I was gutted that we didn't get the group all the way to 20th level. But that was a function of my group size, and nothing to do with the actual adventures.)

I toned down that last villain quite significantly, and the last encounter ran to the wire. The PCs had maybe three rounds left in them, and then it would have been all over for them. When they triumphed, there was a cheer from the group. The multiverse was safe again!

In all, I highly recommend this campaign to any who haven't tried it. I would like to take this opportunity to thank the team at Dungeon for many excellent game sessions.
 

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Sounds like a great time! I have not played anything beyond the first adventure in the series, but I know that alone was fun.

I think the foreshadowing issues are something they are trying harder on with the new Age of Worms Adventure Path. I believe they are trying to release more background information and help give the DM a little more of a heads up of what is to come.
 

Congratulations for finishing the AP. My group made it to Thirteen Cages and then we stopped because one player moved away and two couldn´t make it anymore. So I think it´s great for someone to finish it all. Some great adventures...

I wish I could play or run the new path...
 

I ran out of steam after the second adventure. It's been on hold for almost 3 moths now. An old playing buddy is moving back to town, so maybe that will jump-start it back up.
 

Spoiler Alert:



We finished it this weekend, got to the very end, TPK! At least we saved cauldron, demon prince lived, but he is the only one..... :)
 

Played it up to the third adventure before I quit that group. It wasn't bad, but the DM wasn't the best. I am convinced, however, that, done right, it can be a fun campaign, and I've recently ordered the 2 Dungeon mags I'm missing to complete the Shackled City game (and my set of Dungeon mags, for that matter).

Doubt I'll run it or Age of Worms anytime soon, though. I agree with the 'popcorn D&D reinvigoration' theory. I had to take a break from my homebrew last year, and I'm running Return to the Temple of Elemental Evil, and it's been crazy fun. The past couple months I've been working pretty hardcore on the new homebrew campaign, which in itself has become fun once again.
 

I'm waiting for the hardback beacuse I don't have all the issues with the adventures in it. Anyone know the street date of it?
 

Looks like it's coming out the 27th of this month.

I'm thinking about getting it. I'm moving to a new city soon and "D&D" is usually the only game you can depend on getting people to play ... I'm thinking of picking it up so I'll have something to run if the only game I can find to start is people looking for D&D.

I ran most of RttToEE and it was alot of fun ... the ease of having something pre-prepped and just THERE was very nice. Coupled with using DMGenie to run combats and stuff, I had about 0 prep. When I WANTED to prep I could go through and change encounters and add new templates ... etc. It was very nice. My players hated the fact that I had so much time to plan their dooms.

--fje
 

KenM said:
I'm waiting for the hardback beacuse I don't have all the issues with the adventures in it. Anyone know the street date of it?

How about the price? Am I remembering right when I think it's in the neighborhood of $50?
 

the Jester said:
How about the price? Am I remembering right when I think it's in the neighborhood of $50?

$59.95 according to Paizo.com. I've no idea what that will translate to on Amazon, Walmart.com, or other known discounters.

It's a lot of money, but it's a lot of campaign. There's about a year's gaming in there, and it's good stuff, if your group are likely to actually use it. For what it's worth, I recommend it highly (provided you don't already have the magazines).
 

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