Mustrum_Ridcully
Legend
We are playing all 3 adventure paths, and are already through with Shackled City. Another one as the Shackled City DM is running Age of Worms, and the Shackled City DM is running Savage Tides.
I liked Shackled City a lot, so far. It was pretty hard at the beginning because we started off with a suboptimal group and only 3 players. We had a Ranger, a Barbarian and a Bard to begin with. Without a Cleric, the Barbarian died to quickly, so I rolled up a Fighter instead. Later, a new player came to the group and played a Cleric, and I think since then (and some "Leadershipping"), the group worked pretty well.
I enjoyed the campaign a lot. This is partially due to the good DM, but also because it was an ongoing storyline and our group managed to be pretty important part in it. The Bard got the plane, my Fighter became city mayor (thanks to the Bard), so the characters felt important.
I still know that I learned to hate Save or Die effects in the game a lot, because it just happened to often. My "favourite" encounter with this was this:
My Fighter's soul and body was stolen by one one of the NPCs (I guess readers of the book know when this happens, I only know the player side) at the end of the last encounter. This sucked a bit, because, well, there was nothing I could to. Anyway, the solar/planetar/angel/celestial creature thingy that aided us indirectly in the past came down to help us. This was the beginning of the new adventure. She just told us the "great plan" and of the dangers to come. I was to play her character for the time being.
The Bard decided to investigate some items in the room the last fight had taken place in. Triggered a trap. Several characters made their Fortitude Save against a death effect. My temporary replacement character failed. AAAAARGH! Okay, it was fun, in a way, because, you know, dying without any enemies around, before anything actually happened, well, it doesn't happen often. Well, a true resurrection later, and this was fixed.
Age of Worms suffers a bit from the DM, I think. The other one has a better way to describe the events and the plot. I had to pass a few sessions, so I am not actually up to date. I know the campaign has proven pretty deadly (we are again only 3-4 players, with 25 point buy!), and one of our on-going jokes is "Who will die today!" (more often then not, it appears to be the Duskblade). Taking Leadership did also help this group, even though it causes a major headache for some (The Duskblade player has a Cleric cohort..)
I am playing a Cleric/Radiant Servant of Pelor, and I figured out that Turning Undead is pretty useless unless you twink out your turning levels somehow.
I think the strange worms that can turn you undead (if that's what they do, I never encountered them before the party began to burn itself to counter these beasts) well, annoying.
Savage Tides has been pretty good so far, except for one tragical encounter:
Exactly during the scene where one of the passengers is infected with a Slaad, our Druid player was missing. Consequence is: What could have been a simple Heal check nearly lead to a TPK during the combat, and my Warlock character died an ugly dead on an unnamed shore...
All his plans on "conquering" the dear Lady Lavina destroyed...)
Well, I rolled up a new Warlock - despite having mostly the same abilities, with a distinctively different personality...
Both in Savage Tides and in Shackled City I loved the encounters related to the enemies plotting to kill us.
In Shackled City (I guess the whole thing was planned by the adventure designers) we caught our enemies in a meeting, discussing our demise, and destroyed them in a very challenging fight. (The assassination attempt a while before that was _very_ different, and could have lead to an TPK)
In Savage Tides, we were supposed to get caught in the dungeon where Lavinas Brother trapped his "comrade". Well, we found he dungeon just because we went a little bit exploring the isles, and we ensured that there was no cheap way to keep us inside (not that it would have made any difference, but we so paranoid to hide our boat and the disc that blocked the entry).
Later, when we infiltrated the underground camp/guild (whatever it was called), we found the place where the enemy was _supposed_ to plan our demise (it was a lot of fun for our DM, as I think there were even hand-outs describing the plans that never happened). Except he couldn't because they never got in a place where they would be made aware of our plans.
Thanks to a magical item found in the adventure (summoned some kind of Earth Elemental a few levels above ours) and pretty tough fighting, we also managed to kill most of the enemy gangs troops.
So, if I may make a suggestion for further adventure path: at some time, the player characters should be known as a force to be reckoned with, and including some signs or encounters that this is the case is fun. It's probably the next best thing to introducing a real recurring villain (which rarely works in D&D).
I liked Shackled City a lot, so far. It was pretty hard at the beginning because we started off with a suboptimal group and only 3 players. We had a Ranger, a Barbarian and a Bard to begin with. Without a Cleric, the Barbarian died to quickly, so I rolled up a Fighter instead. Later, a new player came to the group and played a Cleric, and I think since then (and some "Leadershipping"), the group worked pretty well.
I enjoyed the campaign a lot. This is partially due to the good DM, but also because it was an ongoing storyline and our group managed to be pretty important part in it. The Bard got the plane, my Fighter became city mayor (thanks to the Bard), so the characters felt important.
I still know that I learned to hate Save or Die effects in the game a lot, because it just happened to often. My "favourite" encounter with this was this:
My Fighter's soul and body was stolen by one one of the NPCs (I guess readers of the book know when this happens, I only know the player side) at the end of the last encounter. This sucked a bit, because, well, there was nothing I could to. Anyway, the solar/planetar/angel/celestial creature thingy that aided us indirectly in the past came down to help us. This was the beginning of the new adventure. She just told us the "great plan" and of the dangers to come. I was to play her character for the time being.
The Bard decided to investigate some items in the room the last fight had taken place in. Triggered a trap. Several characters made their Fortitude Save against a death effect. My temporary replacement character failed. AAAAARGH! Okay, it was fun, in a way, because, you know, dying without any enemies around, before anything actually happened, well, it doesn't happen often. Well, a true resurrection later, and this was fixed.
Age of Worms suffers a bit from the DM, I think. The other one has a better way to describe the events and the plot. I had to pass a few sessions, so I am not actually up to date. I know the campaign has proven pretty deadly (we are again only 3-4 players, with 25 point buy!), and one of our on-going jokes is "Who will die today!" (more often then not, it appears to be the Duskblade). Taking Leadership did also help this group, even though it causes a major headache for some (The Duskblade player has a Cleric cohort..)
I am playing a Cleric/Radiant Servant of Pelor, and I figured out that Turning Undead is pretty useless unless you twink out your turning levels somehow.
I think the strange worms that can turn you undead (if that's what they do, I never encountered them before the party began to burn itself to counter these beasts) well, annoying.
Savage Tides has been pretty good so far, except for one tragical encounter:
Exactly during the scene where one of the passengers is infected with a Slaad, our Druid player was missing. Consequence is: What could have been a simple Heal check nearly lead to a TPK during the combat, and my Warlock character died an ugly dead on an unnamed shore...

Well, I rolled up a new Warlock - despite having mostly the same abilities, with a distinctively different personality...
Both in Savage Tides and in Shackled City I loved the encounters related to the enemies plotting to kill us.
In Shackled City (I guess the whole thing was planned by the adventure designers) we caught our enemies in a meeting, discussing our demise, and destroyed them in a very challenging fight. (The assassination attempt a while before that was _very_ different, and could have lead to an TPK)
In Savage Tides, we were supposed to get caught in the dungeon where Lavinas Brother trapped his "comrade". Well, we found he dungeon just because we went a little bit exploring the isles, and we ensured that there was no cheap way to keep us inside (not that it would have made any difference, but we so paranoid to hide our boat and the disc that blocked the entry).
Later, when we infiltrated the underground camp/guild (whatever it was called), we found the place where the enemy was _supposed_ to plan our demise (it was a lot of fun for our DM, as I think there were even hand-outs describing the plans that never happened). Except he couldn't because they never got in a place where they would be made aware of our plans.
Thanks to a magical item found in the adventure (summoned some kind of Earth Elemental a few levels above ours) and pretty tough fighting, we also managed to kill most of the enemy gangs troops.
So, if I may make a suggestion for further adventure path: at some time, the player characters should be known as a force to be reckoned with, and including some signs or encounters that this is the case is fun. It's probably the next best thing to introducing a real recurring villain (which rarely works in D&D).