Wind Warrior

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For many months, I have been seeking (desperately) to try to advance my numerically smaller party to the appropriate level. But it seems as though at every turn, they have prevented me from giving them the requisite experience necessary to tackle each new chapter of Shackled City.

This problem began in Life's Bazaar, when they did not explore Jzadirune and the Malachite Fortress (instead focusing only on rescuing the kids). Instead they diplomatically had the City Watch take care of cleaning out the remaining areas. I tried to push their buttons by having the Stormblades enter the picture and brag about all the treasure they found underneath, but it didn't work. They felt so good about rescuing the children, they really didn't care who took the credit (real good people...URG!). So, I had to find a few side roleplaying excursions to get them ready for Flood Festival...which worked...at least for a while.

Thankfully they systematically went through the Lucky Monkey and killed everyone to a man. However, once they entered the Kopru ruins, they began with the "realistic portrayal" of their charcters once again. Right now, they have killed 3/4 of the mooks + Triel and have 3 wands in their possession. Thankfully I had Jenya tell them that she needed a minumum of 4 from them to do anything substantial, so they are at least debating on leaving not doing so outright. Most of the party wants to leave and get the City Watch to clean the rest of the place out (now that they have confirmed its location with hard evidence). This would be DISASTEROUS for Zenith's Trajectory as they are only 6th level right now. I'm ready to pull my hair out at this point.

I can empathize with their perspective: they were to confirm the location of the wands and retrive as many as they could. Right now they are depleted of resources and need help to retrieve the remainder. They are not typical adventurers and so are not enthralled by the idea of gold/XP as a motivator. All of them are deeply involved in the conspiracy of Cauldron and the politics surrounding the recent changes in the city. I hope they stick around and expore some more of the Kopru Ruins, but I get this sickly feeling that they are going to "get out of Dodge" as quickly as possible now.

The situation is this (as of now): They took the Northern-most entrance into the complex and swept through (killing everything in their path) to Triel's bedroom. She was slaughtered, but not before the general alert was sounded. Two mooks got away to warn Skaven and Tarkilar about the situation. I figure Tarkilar won't care at all; whereas Skaven would probably go to the "spider room." I'm sending the remaining mooks to ambush anyone who tries to take the cage out of the complex (as it is the only way out of here).

Can anyone suggest a motivator to keep them going temporarily, or otherwise? Or even a way to get them to come back? Or perhaps a sidequest to give them the experience they will need...


Background: So, right now we are in [u]Flood Season[/u] and the party has just finished the Lucky Monkey portion of the adventure. The PCs have brought back Delasharn's body to the Church and have begun to investigate the disappearance of the wands. With a divination from Jenya, they were able to decipher that the path to the wands began with a cook at the "Tipped Tankard." Thinking that they had the jump on things, they traveled to the Tavern almost immediately after solving the riddle (they are pretty smart people) and confronted the cook with the information. Artus, IMC, already knew from Jil that the group was coming and was told by her to steer them towards Triel (a member of the Extortion Division of the Last Laugh) in the hopes of humiliating her in the eyes of the Last Laugh Jesters. Because of the way this interaction went, the party has become extremely suspicious of the entire adventure. There have been proposals that Jenya is at the heart of a conspiracy to trap the PCs! I'm really not sure how to run with this as I think I have colored the entire campaign by playing Artus the way I did. Basically, this is what happened:

PCs go to the TT and ask for Artus to come out. He comes out ahd immediately sits down in the chair across from the PCs and basically asks what they want (bear in mind, he was threatened by Jil to make sure he steered the PCs towards Triel). The party wants information on Triel, so he lays the "Note" (the one that is in the adventure) right on the table and leaves. At this point the party goes apes**t. "How could he have written that note so fast unless we knew we were coming?"...etc. I wanted it to seem suspicious but I didn't know they would jump on the conspiracy so fast. Essentially at this point, it took all my RPing power to convince them that there was city in peril and that they were the only ones who could help. I think eventually they will go after the wands, but I'm not sure that I can even move the story forward after this. I wanted to set up Jil as a longterm villian they could feel good about killing, but how the hell are they going to take the [u]Zenith Trajectory[/u] hook after this?

What do I do at this point? I mean I wanted Jil to send them a taunting "Thank You" note after they killed Triel and her crew, but now I'm not sure what to do anymore. I really like this adventure and don't want to see hours and hours of hard work go to waste...


My party seems to be falling behind the recommended level advancement. They are a group of 4 and unfortunately had some close calls in both Jzadirune and the Malachite Hold to the point that they did not even complete either complex fully. I tried to give out some more XP for roleplaying during the Feast before the actual Flood Season adventure began, but they are all only around 4th level (I am not running Drakar's Way as I do not have the SCAP Hardcover book and began Flood Season before it came out anyway).

I think the team might be in big trouble at the Lucky Monkey. A well prepared party of five 4th level characters would have a rough go at it...I think I might have set them up for disaster. Any ideas on how to avert disaster at the Lucky Monkey and get this party where they need to be?

Shensen's gift (Boots of Striding and Springing) will definately help them at the Kopru ruins, but does anyone think that I need to give them a little more support before they go fight the Ebon Triad? Perhaps a gift from the Jenya as thanks for bringing Sarcem back?


While Saburo’s adjustment to the surrounding climate was a shock [his native homeland was generally covered in snow], the culture was what baffled him the most [prior to the start of this game, this character had lived in Rokugan, a quasi-Japanese setting]. His first encounter was actually with Alexis Tercival [I had to change the NPC’s gender!], a religious warrior who seemed to be escorting a very important member of her faith out of Cauldron in the dead of night [this is Sarcem Delasharn on his way to Sasserine to collect the Wands for the Flood Festival]. The encounter was brief and civil. Alexis recommended the Drunken Morkoth Inn as a place to spend the night and when Saburo made it clear that he had no money of any kind, she donated 3 of her own gold pieces to help him get established.

Saburo never made it to the Inn, as he stumbled into Ruphus getting assaulted by three members of the Last Laugh. The thugs told him to “bugger off,” but he would have none of it. In an effort to save the dying priest, Saburo fired an Energy Ray into the air to both intimidate them and warn the City Watch [this was really a brilliant ploy that worked wonderfully…Saburo put so much emphasis on the wonder of his power that the 3 men didn’t stop to consider the distance a “ray of fire” can be seen at night]. Two of the thugs lunged at him, but Saburo met them head on with steel. He was able to injure one of them and hold off the other long enough for the Watch to arrive. The men fled and Jil gave her speech before doing the same. The guard that arrived first on the scene introduced himself as Skylar Krewis and took their deposition before letting them go.

Ruphus thanked Saburo profusely all the way back to the Church and asked if he would join him inside so that the head of his Order could do the same. Having nothing better to do, he accepted and listened to Jenya intently. She explained that there had been numerous kidnappings, the most recent of which had claimed four children at the local orphanage. Because the Church had publicly announced its intentions of finding the lost children, there had been added pressure on High Priestess Urikas to complete this task quickly. She offered Saburo an advance on the 2,500 GP reward and two potions of healing if he would accept the task of returning the children to the orphanage. Needless to say that the money was very enticing, but Saburo accepted because he believed this to be part of his destiny. It was only then that Jenya divulged the riddle she had received from the Star of Justice. Ruphus was to act as a link between the Church and the foreigner [Jenya believed that the less people knew about Saburo’s investigation, the higher his chances of success].

With cash in hand, Saburo set out to solve this puzzle…but not before getting his drink on! He spent the next few days and nights touring the various establishments that offered booze to see if anyone was interested in his own blend of alcohol. He spent a particularly long time speaking with Brottor Dagnal [Meerthan Eliothlorn] about Dwarven Spirits and the proper paperwork necessary to build a business from the ground up. It was not that Saburo was callous or greedy; it was that he wanted to be sure that everyone thought he didn’t give a lick about what was going on. Ruphus was tasked by Saburo, during this time, to do specific research on the kidnappings. With all the facts in play, it didn’t take the strange foreigner to deduce that Ghelve was somehow involved.

The pair of investigators confronted him not long afterwards. Saburo remained outside the house during the questioning, so as to engage anyone whom he thought might be shadowing them. He sent his psicrystal in with Ruphus to make sure he could react quickly if there was trouble. Inevitably, he was signaled from inside that a conflict was brewing and so he entered the fastest way he could: through the window. Bursting onto the scene, he saw Ruphus locked in combat with a wounded Skulk and a wimpering Ghelve in the corner of the room. The Skulk, sensing that its time had drawn near, attempted to flee but was quickly brought down by both men. Saburo used the flat of his blade during the fight to ensure that the creature would survive for questioning.

Once the Skulk was bound and gagged, the men set to questioning Ghelve about all that had transpired over the past 2 months. He gave up everything and even told them about an old map he had of Jzadirune. Both Saburo and Ruphus were disgusted with him and gleefully handed him over to the City Watch along with the Skulk. Of course, their strange story did raise a few eyebrows, but the body of the Skulk was all the soldiers needed for confirmation. Ghelve’s Locks was quickly quarantined with a small regimen of soldiers and the entrance to Jzadirune heavily guarded. Saburo and Ruphus told the Sergeant on duty, a dwarf by the name of Arduun, that they would press onward to avoid any further delay. They also requested any men Sgt. Arduun could spare. The dwarf told them that he couldn’t spare soldiers at this time, but would look the other way if anyone wanted to “head home early” for the day. Skylar Krewis was the only man to volunteer.

That is where we ended.

RANDOM THOUGHTS:
-Roleplaying the HUGE differences in Eastern and Western culture was fun, but took an awfully long time
-My dice SUCKED all night: I couldn't hit squat with anything
-Saburo's PC was ultra-paranoid about the Last Laugh and thought the town guard was part of some huge conspiracy. I was rather miffed that he didn't participate in the collection of information, but it was kind of nice to roleplay out all the drunken situations he got himself into
-None of the challenges were particularily tough for 2 PCs at this stage in the game because of their high levels...this isn't the case later on, which is why I had Krewis volunteer to help despite the fact that I KNEW he needed to be alive later


Hey all.

I have finally begun the Shackled City adventure path after many months of delay. As it turns out, one of my players is extremely paranoid and has a conspiracy theory about everything (most of them fairly accurate). One of his goals is to gain membership into the Last Laugh, so he can "get to the bottom of everything." Has anyone ever encountered a scenario like this in their own campaign? If so, how did you deal with it? To me it seems like getting your foot in the door of a well established organization like this might be hard, but then again I don't see why they wouldn't be interested in new membership...

Please let me know if anyone has any ideas on how membership is aquired in Cauldron's Last Laugh. Thanks!


I was just curious if anyone else was planning or did run side treks between the various chapters of Shackled City. I for one am going to run "Mad God's Key" after "Life's Bazaar" and "Three Days to Kill" after "Flood Season."

With "Mad God's Key" I had to alter a few key components as the adventurers would have already had exposure to a master-key situation with Ghelve. Also, the priesthood of Boccob isn't even in the city and the Green Daggers have to have some sort of dynamic with the Last Laugh (this town isn't big enough for TWO guilds!). So here is what I did:

1. Replace the "universal key" magical item with a magical mediallion with the specific prophecy of "opening that which cannot be opened" (translation: something which is magically barred and/or warded). Tygot will be in possession of this rare item but because it has no magical aura surrounding it, he really never discovered its full capabilities.

2. The Green Daggers can stay as is, but really must be nothing more than a gang that has to pay the Last Laugh off to run their petty jobs in the city.

3. Boccob is replaced by Wee Jas. So, in fact, what gets stolen is one of Ike Iverson's personal treasures: a Tome on powerful new theories of Undead Creation.

4. The staging ground for the final chapter will occur in the Haunted Village near Cauldron.

These elements really flush out the rich culture Cauldron has to offer by introducing very important characters early and exposing the party to elements of History: such as what exactly is an abandoned shrine of Wee Jas doing in the middle of this ghost town? I think there is a sidebar somewhere in "Demonskar Legacy" that gives hints on why this village is abandoned and more importantly what the Church of Wee Jas had to do with it (maybe there isn't but I just made that connection). For my campaign, I had the church play a pivotal role in defending the land during the Demon War by raising the dead of enemies/allies to replenish their reserves...it worked up until the creations turned on their masters and seized control of the town. Since then it has been a haven for the walking dead. A cult of Vecna has capitalized on the anonymity this place affords to convert the very shrine that created the undead creatures all those years ago. The showdown should expose the darker side of both religions (Wee Jas and Vecna) as well as provide a great launching point for Ike Iverson as key NPC. Recall also that Skaven (a member of the Ebon Triad) is a worshiper of Vecna...now if only I could figure out a clever way to introduce him as a reoccuring villian or even some sort of link to the next adventure I would be set!:)

After "Flood Season," I wanted to continue with the above by having a tenuous alliance struck between the remaining Alleybashers and the now fragmented cell of Vecna priests (maybe Skaven is part of it if he survived) in order to ensure survival for both groups. Ike Iverson, already angered by the theft of his book could hire the PCs to take care of this problem...sick, I know:) You could even push the envelope by up'ing the reward if they kill the priests of Vecna.