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Shackled City with Ptolus?
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<blockquote data-quote="Anguish" data-source="post: 3420337" data-attributes="member: 27032"><p>I doubt it'd be a big task. Anyone who is currently playing SCAP should stop reading from this point forward, as I'm going to mention a few things that are spoiler-if-ic.</p><p></p><p>Gone? Good.</p><p></p><p>SCAP takes place in Cauldron, which is a city built in the bowl of a "dormant" volcano. Part of the plot revolves around the idea that it's not-so-dormant any longer. If you don't adapt Ptolus to be in a volcano, you kill a chapter of SCAP. No fatality there, methinks.</p><p></p><p>Also, a couple of the early chapters take place in caverns and tunnels underneath Cauldron. There, if Ptolus is lacking, or has any details that would preclude "forgotten" earthworks, you're going to have to tap-dance a bit.</p><p></p><p>Racially, it became an ongoing joke that all the tertiary NPCs seemed to be gnomes. The owner of the local magic shoppe... gnome. The locksmith who lives on top of the entrance to the tunnels in chapter one... gnome. It just kept popping up. You can re-work that at will, of course.</p><p></p><p>I placed my SCAP campaign in Eberron, near the border between Brelland and the Mournland, which allowed a nice side-jaunt for the PCs. I adapted some half-orc mercs to be warforged, and threw a couple other racial substitutions, changed the religions and called it a day. It wasn't super-convincing, but it wasn't world-breaking.</p><p></p><p>You'll likely need to change some church names, and perhaps a little bit of motivation to fit another setting, but it shouldn't be a big deal. I honestly would've liked a lot more material on Cauldron itself when running the campaign, because I always felt like I was presenting a very one-dimensional city. Something like 8 named NPCs that they players kept interacting with time and time again. "The main armorer. (Who might've been a gnome... I forget.) The captain of the guard. The church lady. The magic-store gnome." Meh. Would've been nice to have more pre-built material to work from. Your mileage may vary.</p><p></p><p>For what it's worth, SCAP was fun, and my player enjoyed most of it. We didn't follow the AP all the way through, as things broke down about mid-way. There's a chapter where the PCs go planar, to a shard of Occipitus, and... well... read it through, but ultimately the PCs have to a} fail in some way and b} become changed in some way in order to "win". There's an acquired template that changes a character sheet of course... which doesn't give a whole lot of benefit, that remotely "serious" players might not appreciate. When you have the template you sort of become responsible for "shaping" the nasty, evil sub-plane, which could cause paladin-like characters to want to STAY THERE and fix the joint instead of playing the rest of the AP. Not good.</p><p></p><p>Finally, take a look at the endings of the first few chapters. The players frankly have an awful lot of opportunity to fail, chapter after chapter. There's a dwarf they rescue, who is immediately stolen from them. There's some crimes that get dead-ended as to whodunnit. Stuff like that. I'm not exactly sure how I'd turn it around, but it got depressing after a while that it was "two steps forward, one and a half step backwards."</p><p></p><p>Anyone playing in SCAP right now... you were warned.</p></blockquote><p></p>
[QUOTE="Anguish, post: 3420337, member: 27032"] I doubt it'd be a big task. Anyone who is currently playing SCAP should stop reading from this point forward, as I'm going to mention a few things that are spoiler-if-ic. Gone? Good. SCAP takes place in Cauldron, which is a city built in the bowl of a "dormant" volcano. Part of the plot revolves around the idea that it's not-so-dormant any longer. If you don't adapt Ptolus to be in a volcano, you kill a chapter of SCAP. No fatality there, methinks. Also, a couple of the early chapters take place in caverns and tunnels underneath Cauldron. There, if Ptolus is lacking, or has any details that would preclude "forgotten" earthworks, you're going to have to tap-dance a bit. Racially, it became an ongoing joke that all the tertiary NPCs seemed to be gnomes. The owner of the local magic shoppe... gnome. The locksmith who lives on top of the entrance to the tunnels in chapter one... gnome. It just kept popping up. You can re-work that at will, of course. I placed my SCAP campaign in Eberron, near the border between Brelland and the Mournland, which allowed a nice side-jaunt for the PCs. I adapted some half-orc mercs to be warforged, and threw a couple other racial substitutions, changed the religions and called it a day. It wasn't super-convincing, but it wasn't world-breaking. You'll likely need to change some church names, and perhaps a little bit of motivation to fit another setting, but it shouldn't be a big deal. I honestly would've liked a lot more material on Cauldron itself when running the campaign, because I always felt like I was presenting a very one-dimensional city. Something like 8 named NPCs that they players kept interacting with time and time again. "The main armorer. (Who might've been a gnome... I forget.) The captain of the guard. The church lady. The magic-store gnome." Meh. Would've been nice to have more pre-built material to work from. Your mileage may vary. For what it's worth, SCAP was fun, and my player enjoyed most of it. We didn't follow the AP all the way through, as things broke down about mid-way. There's a chapter where the PCs go planar, to a shard of Occipitus, and... well... read it through, but ultimately the PCs have to a} fail in some way and b} become changed in some way in order to "win". There's an acquired template that changes a character sheet of course... which doesn't give a whole lot of benefit, that remotely "serious" players might not appreciate. When you have the template you sort of become responsible for "shaping" the nasty, evil sub-plane, which could cause paladin-like characters to want to STAY THERE and fix the joint instead of playing the rest of the AP. Not good. Finally, take a look at the endings of the first few chapters. The players frankly have an awful lot of opportunity to fail, chapter after chapter. There's a dwarf they rescue, who is immediately stolen from them. There's some crimes that get dead-ended as to whodunnit. Stuff like that. I'm not exactly sure how I'd turn it around, but it got depressing after a while that it was "two steps forward, one and a half step backwards." Anyone playing in SCAP right now... you were warned. [/QUOTE]
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