SCS (My players out!!)

Crothian

First Post
This is my Aberrant Mark Eberron campaign. We are doing in all Sharn campaign which is a little odd in the setting since the setting purposely makes travel so easy.

Shackled City: Sharn. Has anyone done this?

I didn't want to say Shackled City in the title since my players don't know I'm running it. Two of the players also have the hardback and everyone has heard stories about the campaign from other friends that have ran it. I purposely ended our last campaign with a side plot of missing children so when I started Shackled City they would think it was just an adventure I linked to their old campaign. :D

I find I'm removing many of the elements and placing in Sharn versions. For instance the Laughing whatevers I'm using Clan Boromar. Instead of Cuthbert I'm using Boldrei. And I made the half elves humans and was going to make them House Tharashk. I'm thinking of just making the Beholder dude a changeling.

Does anyone foresee many problems with these changes? I have read all the adventures but there is a lot I'm not 100% on since we're just barely into the first chapter. It seems to be a complex set of adventures and I hope with some of your help I can not mess up to badly. :D
 

log in or register to remove this ad

All your changes seem to be up the up and up, but remember; it's The Boromar Clan, not Clan Boromar. Might not seem important, but it is to them.

Also, I figured that St. Cuthbert (LN, Retribution) would be better portrayed as a slight offshoot of The Silver Flame. Much more retribution-y. You could even make it a small sect of Flamers that follows the teachings of their now sainted founder, Cuthbert.

-TRRW
 


Crothian said:
I just don't see the Silver Flame trusting outsiders to solve this. I think they would do it them selves.
Remember that the Silver Flame has quite limited jurisdiction in Sharn and it's the City Watch and its various offshoots and the Brelish forces above them that have legal rights to enforce justice in the city. So followers of the Silver Flame can only go thus far in taking things into their own hands.
 

Sounds like a great idea. I would keep Vhalantru to something non-humanoid, I kind of like the idea that's presented about him that he's a native monster who's honestly grown attached to the city he helped to build, giving him more character than some other creatures. Also, I would take the opportunity to toss in a Radiant Idol somewhere in there, maybe even replacing one of the Thirteen. One seemingly consistent complaint about the adventure series is that the PCs aren't introduced to the BBEGs of the campaign until very late, and by then the Thirteen are more like statblocks rather than 3-D villains. There are some threads over on the paizo boards that offer some good advice on introducing the villains throughout the campaign setting making the last couple of modules much more interesting. Consider also posting this thread there if you haven't already, you might get more appropriate feedback from those who've run the campaign.

Linkage: http://paizo.com/paizo/messageboards/dungeon/shackledCity
 

shilsen said:
Remember that the Silver Flame has quite limited jurisdiction in Sharn and it's the City Watch and its various offshoots and the Brelish forces above them that have legal rights to enforce justice in the city. So followers of the Silver Flame can only go thus far in taking things into their own hands.


Right, but it is not like the PCs have any more legal right to enforce such things either. I am just going to stick to using Boldrei as they seem more likely to need outside assistance.
 

One of the early adventures has the PC's running an errand to retrieve some Control Water wands which will help avert the rising waters of the lake.

Are you going to create a semi-annual rising water source? Or change it to rising lava from below Sharn?
 

Sharn is right there on the Dagger river. I am planning on foreshadowing that with some heavy rains especially up in the mountains or maybe just heavy snows there and an early spring (or later spring depending on time of year that happens in).

Thanks for reminding me of that though. I will now have it start to Rain. :D
 


Sharn, as it is now, is built right on top of the ruins of old Sharn, which were toppled by the infamous Tarkanans, which itself was built over goblinoid ruins. Not to mention passages which open into Khyber and all the pleasent tourists which crawl out. The first adventure fits just fine into it, although the constructs need some reflavoring to fit in. The insane goblins who built the Malachite Fortress, the draining plauge unleashed by Lady Tarkanan that haunts it, the corrupted 'dwarf' that has come from Khyber to sell children to Mind Flayers, Dolgrims, and worse... I don't see a problem at all.

There are many parallels in Sharn and Cauldron, with respect to architecture, at least. However, the most problematic difference is that Cauldron is a frontier town, while Sharn is a metropolis with easy access to tons of magical assistance. Flood Season is a problem in particular, because Sharn is a city that literally floats above it all, and only the lowest and poorest of the communities is in any real danger. The objective of stealing the wands is to unleash havoc and panic, but to be honest, many of the significant elements within Sharn can easily endure the flood with few ill effects, except perhaps the shipping industry. A similar problem exists with the adventure Foundation of Flames and the numerous lava related rescue 'missions', although you can probably replace some of them with more falling demodands surviving (landing in the upper reaches of Sharn), as well as having the manifest zone's effects be partially supressed by the ritual.

Consider having the people used in the ritual Dragonmarked, Abberant or otherwise. Also, the many Red Dragons in the path have to go or have their motivations completely changed. However, the Black Dragon can probably stay, just change it to being worshiped by natives and studying the Prophecy in that area. It would be nice to feel the influence of the Thirteen before you meet them... although that's more of a problem with the AP rather than integrating it with Eberron/Sharn.
 

Pets & Sidekicks

Remove ads

Top