DM Jeff
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Well, it took 8 months, but from the week the hardcover
arrived at my house when it released to last Sunday, my
group completed the Shackled City campaign (playing ever
Sunday since then). Well, close, they are saving the final
chapter to Carceri for a reunion game later this year.
They're all 18th level now, and I have...
An enchanter specialist, with fatespinner levels who is now
mayor of the city.
His kobold servant and illusionist master exploring the
city's new undercaverns with others from the city.
A mongrelfolk rogue/assassin who is rebuilding the fallen
Last Laugh guild.
A Changeling swashbuckler/rogue and an elan psionic warrior
who are traveling the planes together on vacation.
I set it in the Forgotten Realms, otherwise mostly ran the
adventure as-is, but always took the time to allow the
player's actions and reactions to alter the flow or the
NPC's they knew. It's been a great ride. It wasn't run as one of my classic campaigns, which this had an obviously specific 'script' the whole trip, but it was still way too much fun, and so easily worth it. Here's a few things my players wrote to me:
"I had a good time that last night and a GREAT Time during
the campaign... I think its one of the most complete, fun,
exciting campaigns in a long time... Thanks to all for the
fun!"
"It started off a little slow but by the time we went after
Zenith it picked up speed, and then built up to a
rollercoaster-like ride! It was insane towards the end! Too
much fun. :)"
"It was really great - thanks again for running it and
letting me be part of it. There were a lot of good ol'
classic dungeons to explore but they always had a clear
purpose. There was plenty of mystery and intrigue, but the
plot was never stalled out by a lack of timely answers. The
city had a real life to it that allowed for great "role-
playing" opportunities. In the end, I give this game what I
consider the best compliment - I felt my character's choices
made a difference in an epic story within a setting that
seemed like it had a life of its own."
This Sunday everyone brings loads of food and we have a wap party. I'm going to go through the book and show them all the pictures one last time as we discuss the campaign and bask in the victories and defeats.
Anyone else come close to ending or finishing in a unique way? And if anyone has any questions about how I handled anything, ask away, I have some free time now that we're on a break for the month!
-DM Jeff
| Rich |
Hey Jeff,
Congrats! I've only recently started running SCAP, and but I'm already almost overwhelmed by so many roleplaying oppurtunities. I want to introduce as many of the important (and a few not-so-important) NPCs as early on as possible, and to make sure my PCs have a real feel for Cauldron as a living city. My party are nearly done in Jzazidrune but had a lengthy introductory roleplaying session to start the adventure, based around a smaller plot I'm going to attempt to interweave with the main thread. I'd be very interested in any tips you've got in retrospect on foreshadowing events or introducing NPCs, and any little touches you added (or have heard since) that you thought were really neat.
Cheers
DM Jeff
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>>I'm curious as to how you handled the Test of the Smoking Eye. Did one of your players' characters obtain the Smoking Eye template? If so, how did that player take to the development? How did this affect the rest of the campaign after that point?
I played it as written, with a few minor edits. All I know is it was pivotal to the campaign. My wife's character thought the half-redeemed monk was going to do it, but her character is the dramatic type, and thinking she was going to die (even had a new character in mind if it happened), she ran ahead of everyone to stand in the column. She was totally, completely surprised to see her 'brave sacrifice' turned into new character angst.
She embraced it. Fully intends on researching moving the plane out of the abyss. The PC's regularly planeshifted here to rest and heal between adventures. She liked her template and really played it up.
I allowed her to tweak minor things about the Smoking Eye location itself, the skull on the plane, and the rest of the crew knew she had changed. It didn't effect the events in the actual city thereafter, but was great for character development!
-Jeff
DM Jeff
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Another quote from the soul who played Mord, the mongrelfolk rogue/assassin:
"I come away from the Cauldron feeling like I've just visited someplace real, meet interesting and varied people, and more likely than not, killed them. The Shackled City campaign was so well thought out it left me feeling the same way I do after finishing a great book or seat grabbing movie."
-Jeff
DM Jeff
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>>I'd be very interested in any tips you've got in retrospect on foreshadowing events or introducing NPCs, and any little touches you added (or have heard since) that you thought were really neat.
The second their character concepts were developed, I gave them each 2 free contacts among the NPCs of the city. For the most part, these NPC's became more central than originally inteneded. My wife's character was fond of Tygot the halfling and his blink dog, who wound up appearing every other session or so. It also solidified her relationship with Alec so when he left behind that clue it all seemed fluid.
Mord the rogue was friends with Artus the info guy. The wizard studied party under the wizard disguised as a dwarf (leading the Striders) back at his home academy. I introduced these NPCs early and often so when their roles came along later they meant more.
I should also mention towards the end, Anna of the Stormblades was totally dominated with the party's enchanter/fatespinner. the Stormblades disbanded before the midway point of the campaign because of the PC's involvement.
-Jeff