Shackled City, experences?

KenM said:
I just picked up the Shackled City hardcover. I plan on running it. Some people I know say its very tough. What are peoples thoughts, experences with it?
I recommend reading JollyDoc's Story Hour.

http://www.enworld.org/showthread.php?t=85618

They played from the Dungeon magazine versions, rather than the hardback, and its a very, very long thread but an extremely entertaining read.

Some of their characters were supposedly highly powergamed, but even so there were plenty of character deaths.
 

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In order for it to fit in my homebrew world, I have to change the jungle to temprate forest. I just have to tweak the random encounters.
 

I remember that my group almost had a TPK in the first dungeon. Don't worry about being generous with the xp points if you only have a party of four.
 

The hardcover has notes in the back, they recomend at least a party of 6. Also the extra adventure they put in takes place right after the first adventure, so that wull help. If the players have trouble I'll run some side stuff.
 

KenM said:
In order for it to fit in my homebrew world, I have to change the jungle to temprate forest. I just have to tweak the random encounters.

Random encounters? I didn't even use 'em. It's difficult enough as it is and there's plenty of XP to go around already.
 

The main thing I have to say is watch out for cheesy monsters that could easily wipe out a party that has no opportunity to ready for the encounter.

Specifically
Kazmojen does an awful lot of damage per hit for a party to handle at that level. I'd suggest simply having him rely on his claws instead. Also note that the CR of an erinyes is way out of line - just compare them with an equivalent level fighter. It's probably not TOO bad if you lay off on the unholy blights. Later on fire giants become the too-tough for their CR creature of choice.

Apart from that, some of the final encounters have been embarrasingly weak. For instance
The brilliant retreating tactic of Zenith splintershield is totally wrecked by the fact that he's a freaking dwarven defender, and thus his primary class ability only works when he doesn't move!
 

I avoided the Kazmojen TPK by
having Kazmojen start threatening to kill the children to draw the PCs out into that battle. THis was the last straw for the big V, who instead of being cryptic just voiped Kazmojen and who slowed / charmed the PCs and told them to "Return the Child to the Cauldron." Since they were down there to get the child anyway, the PCs didn't mind doing as he said and running for their lives.
 

I ran the 1st 2 adventures from the magazines. I thought I only had 2 players, so I let them play 2 PCs each. I added Star Wars human jedi consulars & guardians; Judge Dredd Street & Psi judges; Omega World mutant human explorers; & aasimar paladins w/o the +1 ECL as PC options. Most times I actually had 3-4 players, but 6-8 PCs were still overmatched by some of the encounters. At times, only a couple survived because they had lightsabers or guns. It took 7 months, so the pace was a little too slow. And, the game gets a little too complex by these levels (around 5th), although that's a flaw with d20 D&D that is probably peculiar to me & my group.

I've dropped the jedi & judges. If I continue it, I will still allow mutants--I really wish I had just run it as an Omega World game from the get go to avoid the magic arms race. Other options I've considered are limiting magic (insanity or no external effects) & eliminating hit points (in favor of a damage save-type system). But, I'm not sure what would "fix" the game, if anything.

So, it's a great series--just a tough set of adventures in an increasingly complex game system. I have really considered getting the hardcover in order to continue it more coherently. I think you would enjoy it. Heck, we had the better part of year's great gaming with 1/6 of what you'll get in the book.
 

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