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New Adventure Path: Shackled City
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<blockquote data-quote="Lazybones" data-source="post: 1338278" data-attributes="member: 143"><p>Spoilers (hidden) below.</p><p></p><p>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):</p><p></p><p>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: [spoiler]Tongueater[/spoiler]).</p><p></p><p>2. For this reason, don't be afraid to tone down encounters and bosses according to the suggestions under "scaling the adventure."</p><p></p><p>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: [spoiler]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.[/spoiler].</p><p></p><p>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: [spoiler]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.[/spoiler]</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Lazybones, post: 1338278, member: 143"] 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: [spoiler]Tongueater[/spoiler]). 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: [spoiler]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.[/spoiler]. 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: [spoiler]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.[/spoiler] 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. [/QUOTE]
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