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New Adventure Path: Shackled City


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arcady said:
Which issues of Dungeon is this?

Let me guess: it's spread out to those issues that have no other adventures .. that's the only way someone will buy those :rolleyes:

/rant

Just saddened by the pale shadow that's left of the #1 RPG resource .. issue #84 .. droool .. that had 5 usable adventures. But I guess this thread is not the place.
 

I've enjoyed them, as have my players.

But we all agree on one point.

The dungeons are TOO FREAKING LARGE. Especially in the first one, the dungeons end up being room after mostly-empty room (after all, you can't have a heavily-stocked huge dungeon for a level 1-2 party, it has to be sparsely stocked if it is really big).

Instead, the dungeons, IMO, should have been smaller and therefore more exciting and quicker paced.

We also noticed this in the third episode.
 

HellHound said:
I've enjoyed them, as have my players.

But we all agree on one point.

The dungeons are TOO FREAKING LARGE. Especially in the first one, the dungeons end up being room after mostly-empty room (after all, you can't have a heavily-stocked huge dungeon for a level 1-2 party, it has to be sparsely stocked if it is really big).

Instead, the dungeons, IMO, should have been smaller and therefore more exciting and quicker paced.

We also noticed this in the third episode.


Yes - I'm going to shorten the first dungeon. I think maybe half of it suffered from a cave in. :)

The second dungeon will probably also get shortened a bit.
 

HellHound said:
I've enjoyed them, as have my players.

But we all agree on one point.

The dungeons are TOO FREAKING LARGE. Especially in the first one, the dungeons end up being room after mostly-empty room (after all, you can't have a heavily-stocked huge dungeon for a level 1-2 party, it has to be sparsely stocked if it is really big).

Instead, the dungeons, IMO, should have been smaller and therefore more exciting and quicker paced.

We also noticed this in the third episode.

I'm thinking about simply merging of the second dungeon into the first. I really like the design of the first one, and can't think of any reason to use more than that.
 

That's a very good idea. The second dungeon does seem superfluous. No reason why the slave auction can't be going on in the gnomish city.
 

gfunk said:
Anyway,
the problem was not with the Beholder, it was for role-playing purposes only. However, the half-troll Kazmojen will punk virtually all 2nd or 3rd level parties with relative ease. We were extremely fortunate in that we critted him with a dwarven waraxe (x3). Otherwise, it would have been curtains.
Well, again,
does the adventure force the PCs into fighting this creature -- e.g. he ambushes them or something -- or do the PCs have a chance either to avoid the fight, or to see what they're up against and prepare accordingly (with alchemist's fire, e.g.)?
I don't like adventures that spring exceedingly difficult encounters on the PCs without giving them a chance to avoid or to prepare for it. Of course, if the PCs ignore clues or blunder about aimlessly, they deserve what they get!

In the first level of Jzadirune, a good example of how to handle a difficult encounter is the Grell area. The PCs should be able to deduce that, because the area is barricaded from the outside, something nasty lurks in there. Thus, the PCs should be well-rested and fully buffed before entering.
 

I've been running the AP since last March. We only play every 2 weeks or less, so my party is not nearly as far as Gfunks. We are just getting ready to start the 4th module "Demonskar Legacy" this Sunday before the SuperBowl.

My only warning is that if your players are like mine and they don't like to leave any stone unturned or any XP unaccounted for then they may start becoming too powerful for the modules. We added a 5th player near the end of the second mod and its helped to slow them down some but they are still only 1500xp away from 9th at the end of the third mod.

I also agree with reading through all the five currently available adventures and the web enhancements available for the first two. It will make it much easier for you to bring the world of Cauldron alive without getting out of step with the later adventures.
 

Joshua Randall said:
Well, again,
does the adventure force the PCs into fighting this creature -- e.g. he ambushes them or something -- or do the PCs have a chance either to avoid the fight, or to see what they're up against and prepare accordingly (with alchemist's fire, e.g.)?
I don't like adventures that spring exceedingly difficult encounters on the PCs without giving them a chance to avoid or to prepare for it. Of course, if the PCs ignore clues or blunder about aimlessly, they deserve what they get!

In the first level of Jzadirune, a good example of how to handle a difficult encounter is the Grell area. The PCs should be able to deduce that, because the area is barricaded from the outside, something nasty lurks in there. Thus, the PCs should be well-rested and fully buffed before entering.

No, the Beholder will just use his charm, fear, and sleep rays IF the PCs try and stop him. The PCs should be smart enough at =<3rd lvl to not get in the way of a Beholder. BTW, you shouldn't have been reading the module!!! ;)
 

Spoilers (hidden) below.

I've been running a fictional party through the AP in the Story Hour forum. Here are my observations/recommendations (most jive with what people have noted above):

1. The progression of the games is based on player characters completing every room and acquiring every treasure. In fact, if your characters are underpowered for their level (in particular, if they do not have particular magical/special material items), they will get slaughtered in certain encounters (for one example from relatively early on:
Tongueater
).

2. For this reason, don't be afraid to tone down encounters and bosses according to the suggestions under "scaling the adventure."

3. The series likes to use encounters at significantly higher EL than the party, and assumes that players will rest and return. Some of these encounters have TPK written all over them if the players aren't careful and/or lucky. Example:
the kuo-toa temple in "Zenith Trajectory", where players can confront a number of low-level priests, a tough devil, and a very tough high priest in succession. In fact, this room has a unique feature that may keep several members of the party from even entering this room if they fail a save, which may leave the party divided for this encounter.
.

4. A number of encounters can involve rallying of huge forces against the player if the players are careless (or even if they're not, and the DM players the monsters/NPCs with the intelligence that they are given). Example:
In the Kopru ruins in "Flood Season," an alarm can easily be sounded that can involve a force of about 25 2nd level fighters and rogues, along with a 7th level wizard and a very tough 7th level cleric/fighter, coming together against the PCs all at once.

5. The church of St. Cuthbert (Helm, in my story, set in the FR) makes a great source for low-level NPCs/cohorts that can pad out the party without stealing the spotlight. Strongly encourage the players to acquire healing items at a discount (in particular, a wand of CLW) from Jenya.

6. A party of four characters (recommended) is too few in this series. I recommend 5-6 (use NPCs if necessary to pad out). If this results in insufficient XP to advance according to the recommendations in the series, use small side-quests in between episodes (or the material in the Web supplements) to give the player characters a small boost.

7. If your adventurers are the sort that don't like to retreat, then they will likely get slaughtered at some point in this series.
 
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