Smaller dungeons?


Shackled City Adventure Path

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I'm thinking of running SCAP, but my recollections from getting halfway through it with a group five years ago were that the initial dungeons especially were ridiculously big.

Just curious if anyone's done the work already of chopping those things down to a more reasonable size (more like 20 rooms instead of the 50-plus that I recall).


motteditor wrote:

I'm thinking of running SCAP, but my recollections from getting halfway through it with a group five years ago were that the initial dungeons especially were ridiculously big.

Just curious if anyone's done the work already of chopping those things down to a more reasonable size (more like 20 rooms instead of the 50-plus that I recall).

G'day motteditor,

Maybe instead of reducing the size of Jzarine (sp?), perhaps make the secret door that leads to the bootom level more obvious but it has a key. When the players start to find the exploration of the top super dungeon to long or they have risen in sufficent levels, have them conveniently find the key.

Otherwise throw plenty of challenges, battles at them early to build up their XP so they can skip over much of the boring bits.

Another idea to reduce the 'feel' of the initial dungeon is to have them meet up with the two Striders early who would them guide them through the area (taking them to the best bits) before moving on down to the bottom level.

Anyway, hope this helps

Delvesdeep

Shadow Lodge

Depends on the group I guess. I had a group speed run Jzadirune in about 20 minutes by following the tunnels and finding the secret door in the illusionary forest. Brilliant deduction, actually. They figured if the bad guys were using them, the tunnels probably got around the doors.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Thanks, all. Decided to go with Savage Tide instead of Shackled City. Just felt like it was a little too much work to reduce the dungeons and they're just way too big, IMO.


It's funny, my party found the secret door to Jzadirune right at the start, but didn't find the second one to the level below.

In the end the elevator was the very last room they explored in Jzadirune and it took multiple 4 hour sessions to get through it! :-D

Everyone enjoyed themselves though, which was the main thing. The party of 5 PC's didn't include a Rogue so it was definitely a challenge finding ways to avoid traps or minimise their damage.

Olaf the Stout

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