Shackled City: a big hit with my players!


Shackled City Adventure Path

Scarab Sages

This post is really directed to all those that put their time and effort into creating Shackled City.

I have run two sessions of SCAP and my players are going Shackled City crazy!

I wanted to share what one of my players said this morning after last nights session;

"That may have been the best session I have ever been a part of...And definitely the best session I have had where I didn't make a single successful attack roll." This coming from a player that has been playing and running D&D since first edition.

From my perspective as a DM I just want to say thanks for all the work everyone did on this book. It has really left me a lot of extra time to fill in the details, which just makes the suspension of disbelief that much easier to maintain.

I also really like the Development and Tactics portions of encounter descriptions. They are very helpful in getting me to think differently about what the PC's opponents do or dont do.

From reading through the whole book twice now, I think my players are going to be having a great time for the next year as we roll through this adventure, and I am already looking forward to starting Age of Worms.

In my most humble opinion SCAP is the best adventiure in D&D since the Temple of Elemental Evil, and at this point its likely to be the best Campaign I will have ever run. <Until I run the Age of Worms ;)>

Thanks again to all.

RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4

Drego Morthain wrote:

This post is really directed to all those that put their time and effort into creating Shackled City.

I have run two sessions of SCAP and my players are going Shackled City crazy!

I wanted to share what one of my players said this morning after last nights session;

"That may have been the best session I have ever been a part of...And definitely the best session I have had where I didn't make a single successful attack roll." This coming from a player that has been playing and running D&D since first edition.

From my perspective as a DM I just want to say thanks for all the work everyone did on this book. It has really left me a lot of extra time to fill in the details, which just makes the suspension of disbelief that much easier to maintain.

I also really like the Development and Tactics portions of encounter descriptions. They are very helpful in getting me to think differently about what the PC's opponents do or dont do.

From reading through the whole book twice now, I think my players are going to be having a great time for the next year as we roll through this adventure, and I am already looking forward to starting Age of Worms.

In my most humble opinion SCAP is the best adventiure in D&D since the Temple of Elemental Evil, and at this point its likely to be the best Campaign I will have ever run. <Until I run the Age of Worms ;)>

Thanks again to all.

Wow! Now that's very encouraging to hear! We're due to begin the SCAP in mid-February, with me as DM. I'd love to hear any details on how and why your players enjoyed it so much? Do you have any good insights to share?


Drego Morthain wrote:

This post is really directed to all those that put their time and effort into creating Shackled City.

I have run two sessions of SCAP and my players are going Shackled City crazy!

I wanted to share what one of my players said this morning after last nights session;

"That may have been the best session I have ever been a part of...And definitely the best session I have had where I didn't make a single successful attack roll." This coming from a player that has been playing and running D&D since first edition.

From my perspective as a DM I just want to say thanks for all the work everyone did on this book. It has really left me a lot of extra time to fill in the details, which just makes the suspension of disbelief that much easier to maintain.

I also really like the Development and Tactics portions of encounter descriptions. They are very helpful in getting me to think differently about what the PC's opponents do or dont do.

From reading through the whole book twice now, I think my players are going to be having a great time for the next year as we roll through this adventure, and I am already looking forward to starting Age of Worms.

In my most humble opinion SCAP is the best adventiure in D&D since the Temple of Elemental Evil, and at this point its likely to be the best Campaign I will have ever run. <Until I run the Age of Worms ;)>

Thanks again to all.

I ran the SCAP as it came out in Dungeon, and it was a big hit by the players. The only real problem was a rather large number of player deaths, if I remember correctly one player went through 5 characters in the duration of the campaign.

But still loads of fun. SCAP is by far the best store bought campaign in years. And AOW seems to just as good if not better.

At least I hope so, as we are starting it this week


Some of the players in our group having been playing for 20 years, and I've heard several incredibly positive comments so far. We are all really enjoying the campaign. One player called one of the battles in Drakthar's Way the best D&D battle he had ever played. A big part of it I think is how much they love Cauldron itself, the various people and businesses, the color map and the 3-D drawing, the map of the region, etc. and the way the adventures are interwoven into the setting.

Scarab Sages

Tom Qadim wrote:


Wow! Now that's very encouraging to hear! We're due to begin the SCAP in mid-February, with me as DM. I'd love to hear any details on how and why your players enjoyed it so much? Do you have any good insights to share?

I think some of why they love it so much is in the details of the city. Much of which was provided in the published adventure, and an equal amount I put into it.

Jzadirune seems to really intrigue them, and fighting the inhabitants of the enclave has provided some very challenging encounters for them.

When you DM the adventure pay close attention to the development sections of the encounter descriptions, I think you will find them very helpful.

Another thing they seem to like are the clues that pop up here and there that hint of bigger things down the road.

For example my group captured the skulk at J59 and he spilled his guts about Kazmojen per the development description, so now between that and Jenyas note they are really keen to get into the Malachite Fortress.

Funny thing is they made a comment that they would rather go fight hobgoblins than "things they can't see".

Just do your homework, like any adventure the DM should be very familiar with the adventure...

One tip, you might want to have some names handy for the skulks in case your players capture them and do what my players did and ask the skulk what its name was. This surprised me so much my mind went blank. I finally replied by the skulk telling them they could not pronounce his name, and they left it at that. One of the characters then gave the skulk the nickname of 'panzy'.

'Panzy' later escaped and is currently plotting his revenge.

RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4

Drego Morthain wrote:
Tom Qadim wrote:


Wow! Now that's very encouraging to hear! We're due to begin the SCAP in mid-February, with me as DM. I'd love to hear any details on how and why your players enjoyed it so much? Do you have any good insights to share?

I think some of why they love it so much is in the details of the city. Much of which was provided in the published adventure, and an equal amount I put into it.

Jzadirune seems to really intrigue them, and fighting the inhabitants of the enclave has provided some very challenging encounters for them.

When you DM the adventure pay close attention to the development sections of the encounter descriptions, I think you will find them very helpful.

Another thing they seem to like are the clues that pop up here and there that hint of bigger things down the road.

For example my group captured the skulk at J59 and he spilled his guts about Kazmojen per the development description, so now between that and Jenyas note they are really keen to get into the Malachite Fortress.

Funny thing is they made a comment that they would rather go fight hobgoblins than "things they can't see".

Just do your homework, like any adventure the DM should be very familiar with the adventure...

One tip, you might want to have some names handy for the skulks in case your players capture them and do what my players did and ask the skulk what its name was. This surprised me so much my mind went blank. I finally replied by the skulk telling them they could not pronounce his name, and they left it at that. One of the characters then gave the skulk the nickname of 'panzy'.

'Panzy' later escaped and is currently plotting his revenge.

Thanks for the insights and tips! Good stuff!


Drego Morthain wrote:

One tip, you might want to have some names handy for the skulks in case your players capture them and do what my players did and ask the skulk what its name was. This surprised me so much my mind went blank. I finally replied by the skulk telling them they could not pronounce his name, and they left it at that. One of the characters then gave the skulk the nickname of 'panzy'.

'Panzy' later escaped and is currently plotting his revenge.

Heh. My party captured one of the skulks and named him 'Slimy'. He escaped from them and warned Kazmojen about the party, but the critter managed to survive the attack on the Malachite Fortress. Two weeks later, the part's monk awoke to Slimy's rapier in his belly.

It's amazing how much hate those skulks have engendered in my party. The PC response has been fairly close to genocide. =)


Yes, capturing the Skulk can be very useful. My group did the same and with his help went straight to the Malachite Fortress. They also befriended the Mimic in Jzadirune and left him the captured Skulk for entertainment and nourishment. Roleplaying that was a blast.

Scarab Sages

Deryl wrote:
Yes, capturing the Skulk can be very useful. My group did the same and with his help went straight to the Malachite Fortress. They also befriended the Mimic in Jzadirune and left him the captured Skulk for entertainment and nourishment. Roleplaying that was a blast.

That is hilarious! My players chased one Skulk into the room with the mimic in Jzadirune, and managed to befriend that mimic by tossing him 21 days worth of rations, and then asking the mimic to "take care of the skulk".

too much fun! :)

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