Shackled City Adventure Path in Forgotten Realms [Archive] - Wizards Community

Post/Author/DateTimePost
Ramar Aulinvox

02-19-06, 02:39 AM
Has anyone run the Shackled City Adventure path in the FR?

Where did you locate it?
What did you change?
How did it work out?
What adaptations did you make, if any?

Any help or advice would be appreciated.
Ramar Aulinvox

02-21-06, 05:00 PM
Ok, so I'll start by stating what I'm thinking of for the conversion. I'm about half-way through reading the adventure path at this time [wanting to know the whole story before I plung into it] so things may change before I begin.

Directions:
East is North

Location:
Cauldron is on the north side of the Sanrach Mountains near the Narubel pass. [taking Mr. Boyd's advice].
Sasserine is Taruin of Samarach [this places an additional burden on anyone wishing to go to trade there, i.e. passing through Samarlogh and passing snake inspection]. Traders into Samarach are limited since the High Phantasmage only allows a limited number to pass the illusionary barriers protecting the kingdom.
The road from Red Gorge leads to the Mines of Selgol.
The road through Hollowsky lead around the Sanrach mountains into the Thindol city of Thindar [given the distance and the danger, it's not a popular road].
The road through the Kingfisher Hollow leads to Narubel [the easiest trading partner, dealing mostly in illicit or stolen goods; most mercenaries come by this road].

Dieties:
Wee Jas in Cauldron is Leirra(Cyric) [changes alignment to chaotic but reserves the conflict in ideology within the church; a.k.a. changing from Leirra to worshiping Cyric openly]
Fharlaughn is either Selune or Shaundakul [the striders are an organization based out of the Cormathor wood and sponsered by both dieties]
Heironeous is the "Triad" [not much representation in Cauldron].
Kord is Tempus.
Pelor is Lathendar.
Gond is the sponser of the Chisel.
St. Cuthbert is Helm [Helm's church came here with the "invasion" of Chult]
the Ebon Triad follows the conversions in the Age of Worms notes by Mr. Boyd.
In dealing with the general absence of Ubtao, I reasoned that Cauldron is mainly made up of northerners such as Tethyrians and Chondathans [which would explain the dieties that are popular as well as the swashbuckeling feel that Cauldron has] so they do not worship Ubtao as much as the surrounding communities.

Groups:
the Striders are a group of Selune and Shaundakul worshipers originally from the Ruins of Myth Drannor.
The Chisel are Lantanese worshipers of Gond.
The yaunti do not have a strong presence in the Cauldron area.
While the Nimbrese religion has made its way to Cauldron, the Nimbral lords do not rule Cauldron.

People:
The gnome immigrants were from Lantan.
The dwarves were gold dwarves from Thindol.
The humans that orginally settled the land were originally either Tashalarian, Lantanese, Halruaan[Nimbral], and Calishite. Over the years more Tethyrians and Chondathans came to the city from the north [Amn, Tethyr, & Waterdeep] and have become the dominant people along with the Lantanese.
The halflings present are either from Luiren or Calimshan originally.
The Wild dwarves are not truely present since they shun civilization; there may be an odd one or two within the city though.
The nearest wild elf encampment is in the Misty Vale so they aren't present in the Cauldron area in any great numbers.
While there are humans of chultan ethnicity present in Cauldron [mostly from Samarach], most people of chultan ethnicity are in the jungle on the other side of the Chultengar or in the city of Mezro. The more civilized ones from Mezro travel more since the city reappeared 9 years before; hence, they are present in Cauldron but not in any significant numbers.
The yaunti of the area are still weak from the near extermination that Samarach and Thindol dealt out. While they have been recovering in power, they are not ready to openly move against the humans of the area [until now].

Any suggestions would be welcome.
Thelandrach

02-22-06, 11:05 AM
I'd just like to thank you for starting this thread. My current campaign is on its last adventure, and I've been considering setting the Shackled City in Faerun. This information will be invaluable to me, and I'll post anything I come up with that adds to what you've got here.
Ramar Aulinvox

02-23-06, 11:02 PM
I'd just like to thank you for starting this thread. My current campaign is on its last adventure, and I've been considering setting the Shackled City in Faerun. This information will be invaluable to me, and I'll post anything I come up with that adds to what you've got here.

You are most welcome. Right now I'm working on integrating the history/timeline into what existing timelines I have. This will move the history of Cauldron around a little and probably make it older than it is in the adventure.

At this point I have figured out how the yuan-ti figure into the present set up. The yuan-ti are fully aware of the Cagewrights and their plans. The scaled ones are allowing the Cagewrights to go forward with their plan in the hope that it will weaken the surrounding human kingdoms, particularly Samarach and Thindol. The presence of the various dragons have also made the yuan-ti cautious in attacking the humans of Cauldron. The Cage master Ssythar Nahuzir is currently under orders from the spirit naga group in the Chultengar that is run by three faerunian ha-nagas. Ssythar is keeping taps on the Cagewrights as well as protecting the relics in Shatterhorn.

More will be forthcoming as I further adapt and read the adventure. I will post an integrated timeline of the area once I have it finished.
Ramar Aulinvox

03-10-06, 02:21 AM
Suggested Timeline (including various info from surrounding areas)

A number in a brachet refers to the date in the Shackeled City book, i.e. [-10] refers to the 10 years before the campaign begins entry.
I moved some things around a little to better suit the FR history but for the most part it remained the same.

-24,000 (DC: -) Samarch & Thindol area abandoned by Yuanti during wars w/ Couatls
-4,628 (DC: -) [-3000]
-2,809 (DC: -) Chultans arrive by way of Couatls from Maztica.
-653 (DC: 45) A Tabaxi cleric of Jergal named Kyuss flees Mezro & establishes the Spire of Long Shadows.
-640 (DC: -) Yeenoghu's cult rose to rapid prominance w/ Gnolls in the Shaar
-583 (DC: 40) Tashalar settled by Lapaleiiya & Calashites
-528 [-1900]
-448 [-1820]
-438 - -122 (DC: 30) Tabaxi & Eshodow War, Thinguth tribe is the only tribe that is not absorbed by the Tabaxi
-375 (DC: 30) Empire Plague kills half the population of the Shining Sea region
-304 (DC: -) Serpentes founded by an avatar of Merrshaulk named Sseth
-289 (DC: -) Thinguth tribes are enslaved by the yuanti of Serpentes and spread throughout the Chulten penninsula
-189 (DC: -) Serpentes gains control of Tashalar
-153 [-2000]
10 (DC: -) Sseth disappears; Serpentes begins to decline due to in-fighting
34 (DC: 25) Confederation of Tashtan founded after successful rebellion from Serpentes
276 - 278 (DC: 20) Magister kills several kings of Tashalar
281 - 300 (DC: 20) Qysara Shoon V claims Tashalar
293 (DC: 20) Thindol liberated from Serpentes by Shoon Empire
300 (DC: 20) Lizard Wars in Thindol mark end of Calimshan's Tashalar Campaign
450 (DC: 20) Shoon Imperium ends; Thindolese gain independence {(DC:-) still under the influence of the yuanti}; (DC:25) Rundeen & Knights of the Shield come to power
502 (DC: 20) Rundeen gain monopoly in trade in Calimshan & Chult
605 (DC: 10) Unmasking of yuanti "royal family" in Thindol results in the mass killings of every snake blooded individual that can be found, some innocent as well; modern people of Samarach flee in ships toward Nimbral and return w/ some Nimbrese bent on eradicating the yuanti from the area.
605 - 606 (DC: 15) "War of Unmasking" in Thindol; Nimbral lords hunt down yuanti and establish nation of Samarach. *****[-400 reference; is a result of Sseth's displeasure with the unmasking]*****
662 [-710; Surabar is a Lantanese Archmage who worships Gond]
672 [-700]
675 [-697]
677 [-695; Lidu is a Halruaan Necromancer and friend of Surabar]
682 [-690]
692 [-680; Surabar came via Narubel; Surabar comes to mutual agreement w/ High Phantasmage of Samarach to open trade in restrictive ways]
722 [-600]
1052 [-320]
1142 (DC: 20) Rage of Wizards destroyes much in Tashalar
1172 [-200]
1272 [-100]
1297 [-75]
1322 [-50]
1340 [-32]
1341 [-31]
1342 [-30]
1349 (DC: 15) Harpers kill 3 Rundeen masters, destroying Rundeen's monopoly in Calimshan & Chult
1357 [-15]
1362 [-10]
1363 [-9] (DC:10) Mezro Reappears
1365 [-7]
1370 [-2]
1372 Year of Wild Magic Campaign Begins

Sources: FR Campaign Setting; Serpent Kingdoms; SC adventure path; Age of Worms FR adaptations
CrashKid

03-13-06, 12:59 PM
This sounds like a great adventure that could fit well in FR but where is it from?
Ramar Aulinvox

03-13-06, 03:59 PM
This sounds like a great adventure that could fit well in FR but where is it from?
It is from piazo publishing. It is a campaign arc from Dungeon magazine. You can buy the whole adventure path in one book from them.
Ramar Aulinvox

03-16-06, 02:56 PM
I am still developing the church of Leira as it is to be used in this conversion. So far I have created an initiate feat for the church, along w/ an updated version of an old 2nd ed. spell made by the church.

Initiate of Leira
Prerequisite: Cleric Level 3, patron diety Leira, Servant of the Fallen (Leira)
Benefit: Use scrolls, wands, & other devices w/ spell completion or spell trigger activation as a wizard of your cleric level but only for illusion spells.

2L - Glibness
3L - Displacement
4L - Phantasmal Killer
5L - Monstrous Illusion (detailed below)
7L - Triple Mask (PGtF)

Monstrous Illusion
Illusion (shadow)
Level: Initiate of Leira 5
Comp: V, S, DF
Casting Time: 1 standard action
Range: Personal
Duration: 1 round/level
Sv: See text
SR: See text

The caster creates a form out of shadow stuff that surrounds him/her for the duration of the spell. This spell functions as Polymorph except the maximum HD is 20 and that the size of the creature is at a minimum the same size as the caster and a maximum of medium size [large size @ 11 Caster level, huge size @ 13L, gargantuan @ 15L, and colossal @ 17L]. The caster's creature type and subtype (if any) do not change. The caster does not regain hit points from the change.

While in the new form the caster is affected by attacks only 50% of the time. Any fly or burrow speeds are only 20% as fast (rounded to the nearest 5 ft. incriment). Any thing that interacts with the caster recieves a will save, success means that physical attacks made by the caster's "form" are only 20% affective and the caster is affected by attacks from that target 20% of the time. Spell resistance applies to any attacks from the caster's "form". Any ambiguities should be compared to how a creature created by a Shadow Conjuration spell would interact with the environment.

Note: the Monstrous Illusion spell originally appeared in Leira's write-up in the 2d ed. Faiths & Avatars book.
Ramar Aulinvox

03-16-06, 04:47 PM
Here is my adaptation of the specialty priest of Leira from Faiths & Avatars

Mistcallers
Prerequisites:
Alignment: CN or CE
Diety: Leira
Feats: Spell Focus (Illusion), Servant of the Fallen (Leira) [LEoF]
Skills: Bluff 6 ranks, Disguise 4 ranks, Know(Arcana) 6 ranks, Know(Religion) 6 ranks
Spells: Ability to cast 2L divine spells; Ability to cast 2L arcane spells (at least 3 illusion spells)
Special: Can't have ever knowingly used a True Seeing spell.

Skills (2 + Int. modifier per level): Bluff (cha), Concentration (con), Disguise (cha), Forgery (int), Know(Arcana) (int), Know(Religion) (int), Profession (wis), & Spellcraft (int)

HD: 1d4
Weapon & Armor Prof: None gained.

Spells per Day/Spells Known: When a new odd mistcaller level is gained, the character gains new spells per day (and spells known, if applicable) as if s/he had also gained a level in whatever arcane spellcasting class and divine spellcasting class that made him/her eligible for this class. When a new even mistcaller level is gained, the character gains new spells per day (and spells known, if applicable) as if s/he had also gained a level in either one arcane or divine spellcasting class. The character does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assasin abilities, undead turning, and so on), except for increased effective level of spellcasting.

Mist Binding: if a Mistcaller ever uses a True Seeing spell, the Mistcaller immediately loses access to divine spells and all other benefits of this class save hit points, saves, base attack, and arcane spellcasting until s/he attones.

Know the Mist: every odd level of the Mistcaller class gives a profane bonus to saving throws against illusion spells [+1 at 1L, +2 at 3L, etc.].

Spell-like Abilities: Mistcallers gain access to several spell-like abilities at various levels. The Mistcallers cast these spells at his/her highest arcane or divine casting level.

L BAB F/R/W Special Abilities Spells per day/Spells Known
1 0 0/0/2 Mistbinding; Know the Mist(+1) +1 Arcane/+1 Divine
2 1 0/0/3 SLA - Glibness 1/day +1 Arcane or Divine
3 1 1/1/3 Know the Mist (+2) +1 Arcane/+1 Divine
4 2 1/1/4 SLA - Major Image 1/day +1 Arcane or Divine
5 2 1/1/4 Know the Mist (+3) +1 Arcane/+1 Divine
6 3 2/2/5 SLA - Shadow Conjuration 1/day +1 Arcane or Divine
7 3 2/2/5 Know the Mist (+4) +1 Arcane/+1 Divine
8 4 2/2/6 SLA - Shadow Evocation 1/day +1 Arcane or Divine
9 4 3/3/6 Know the Mist (+5) +1 Arcane/+1 Divine
10 5 3/3/7 SLA - Permanent Image 1/day +1 Arcane or Divine

Note: the Mistcaller class originally appeared in Faiths & Avatars, the "spells per day/spells known" description was adapted from pp. 75-76 of PGtF, and the general template was adapted from the Mystic Theurge class in the DMG3.5 and the Sunmaster class from LEoF.
Thelandrach

04-04-06, 12:36 PM
Well, I picked up the hardcover version last night, and I'm starting to slug through it so I know what's going on. A couple quick questions:

What FR supplement covers this part of Chult? Shining South? How necessary would it be to have this supplement, would you say? I'm hoping the module has all the necessary background material, but if there's a ton of stuff for new characters in the region that would be nice to have, I'll think about picking it up.

Given how strongly some of the plot hooks seem to be tied to the specific motivations of several core deities, I'm concerned about how well it'll translate across to FR deities. Kord and Tempus are both CN deities that focus on fighting, but they have wildly different motivations. Same with St. Cuthbert & Helm. I'm thinking of using the core deities for this area and just assume that PC's who worship other gods are from the mainland across the sea, and Helm, Tymora and Lathander don't have much of a following down here...

And, my players were not too happy about the next campaign starting at 1st level. They'll get over it. Besides, they'll be 3rd level by the end of the first or 2nd module anyway.
Ramar Aulinvox

04-04-06, 01:46 PM
The main 3/3.5 book that deals w/ this area is Serpet Kingdoms. It has information about the the lands on the Chultan peninsula minus Chult itself. The information about the Ha-naga trio who runs the Chultengar can help expand the Yuanti elements w/in the campaign. The best information about Chult would be from the 2d ed. FR adventure entitlted Chult. In actuallity, you don't need either to run the adventure as long as you don't mind things not meshing w/ the official material in the area.

In dealing w/ the dieties, I have found several dieties work fine. Tempus works for Kord (just have the majority of people at the temple be CG). I think that Lathendar is basically Pelor (not much change needed at all).

In dealing w/ Wee Jas, I decided to use the church of Leira because of the ties that the church has w/ Saramach; the high priests are actually worshiping Cyric now, this will lead to some changes to key characters and adventure sights which I will post once I have time. Others have suggesting using Kelemvor instead w/ the evil components of the church actually going along the lines of preserving the old Myrkullian ways (have the high priest have the Servant of the fallen feat).
Ramar Aulinvox

04-14-06, 10:09 PM
Here are some conversion notes that I have compiled based on several chapters. Feats or spells that have another feat or spell following them in parenthesises designate what spell or feat has been replaced.

Chapter 5
The Ancient Vault toward the end of the adventure is located in the western Calimshan Desert.

Chapter 6
The encounter with the WeeJas worshipers in the Cyst field:
-The group is from the deserts of Mulhorand. They are all Mulan ethnicity and worship Set.
- Velasia mulan hf Cleric (Set) 7
Domains: Hatred, Magic
Spells: 1L- Doom(D); 2L- Scare(D); 4L- Song of Discord(D)
The Lich Myaruk is a cleric of Shar (no other changes)

Chapter 7
The assasins from Event 30 are an adventuring band from Chessenta. The group came to Cauldron a couple of years ago after Zaenna received a vision from her god.
- Zaenna Quespin Turami hf rogue 3/ cleric 7 (Set) [no other changes]

If you follow the WeeJas is Kelemvor conversion, then there is little to convert in dealing w/ the assault on the temple; however, in my WeeJas is Leira(Cyric) version, several flavor and tactical changes should be made:
- The consequences of attacking the temple (mentioned on pp. 205-6) are different. The Church of Leira is not wide spread, which leads to few problems w/ upset worshipers abroud; however, the cleregy that has gained so much power in Samarach over the past few years is going to be very upset w/ the pc's for some time. Expect illusion cloaked assasins for some time.
- Temples of Leira are always cloaked in illusions. The outside of the temple [w/ the exception of the new additions that are blocking out the sun to the temple of Lathendar] is cloaked in illusions that continually change from day to day. One day the temple is an imposing rune carved structure, the next it is a small shanty.
- In addition to the unhallow effect active in the temple, there is another pernament spell similar to Guards and Wards cast at 20L. The spell continually fills the entire temple w/ mist as Obscuring Mist. The density of the mist ranges from restricting vision beyond 20' down to 5'. This effect, like the appearance of the exterior, is controlled by the most powerful priest w/in the temple at any given time. When the pc's arrive, the main alter room is completely cloaked in mist.
- replace the Stone Giants w/ Fog Giants from MoF.
- replace the Bone Devil w/ Ike w/ a CE Green Slaad.
- Calmus Vel CE Cleric 8 (Leira(Cyric))
Domains: Chaos, Illusion
Spells: 1L- Silent Image(d); 2L- Shatter(d); 3L- Displacement(d); 4L-Chaos Hammer(d)
- Ike Iverson CE Cleric 13 (Cyric)
Feats: Martial Weapon Prof(Long Sw.) (EWP(Bastard Sw)), Iniate of Cyric (Tomb Tainted Soul), Weapon Focus (Long Sw.) (WF(Bastard Sw))
Special Qualities: add Immunity to natural and magical fear.
Skills: Bluff +8, Concentration +17, Diplomacy +10, Disguise +4 (6 w/ acting in character), Heal +9, Know(Religion) +17, Spellcraft +9
Domains: Trickery, Distruction
Spells: 1L- Disguise Self(Cause fear)(d); 2L- Invisibility(death knell)(d), Black Talon (Hold Person); 3L- Contagion(dispel magic)(d); 4L- Confusion(death ward), Dread Blast (greater magic weapon); 5L- Inflict Light Wounds Mass(slay living)(d); 6L- Mislead(antimagic field)(d); 7L- Disintegrate(destruction)(d)

Further notes will follow as I finish them. Enjoy.
Hva

01-16-07, 02:52 PM
Did you make any changes further than this??

Just curious, just started chapter 3 meself.
QueenOfShadows

01-17-07, 12:28 AM
Well, I picked up the hardcover version last night, and I'm starting to slug through it so I know what's going on. A couple quick questions:

What FR supplement covers this part of Chult? Shining South? How necessary would it be to have this supplement, would you say? I'm hoping the module has all the necessary background material, but if there's a ton of stuff for new characters in the region that would be nice to have, I'll think about picking it up.

Given how strongly some of the plot hooks seem to be tied to the specific motivations of several core deities, I'm concerned about how well it'll translate across to FR deities. Kord and Tempus are both CN deities that focus on fighting, but they have wildly different motivations. Same with St. Cuthbert & Helm. I'm thinking of using the core deities for this area and just assume that PC's who worship other gods are from the mainland across the sea, and Helm, Tymora and Lathander don't have much of a following down here...

And, my players were not too happy about the next campaign starting at 1st level. They'll get over it. Besides, they'll be 3rd level by the end of the first or 2nd module anyway.

Our group started out as 2nd level and we still had a bit of problems with Chapter One. So if your willing I can tell you from experience that its not about levels.

If you want to know more about Chult, the 2nd Edition book is good for background. Than Serpent Kingdoms, from there you might want to peak at Lords of Darkness.
Ramar Aulinvox

01-17-07, 09:28 PM
That adventure ran into a dead end a while back; however, I will check to see if I had any more conversions for it. Also, I developed a prestige class for the campaign; it can be found here http://boards1.wizards.com/showthread.php?t=198066&page=11
Thelandrach

01-19-07, 10:48 AM
The compromise I came up with for religions is that the Chult region was originally populated by people who worshipped the "old" gods, from the Players Handbook. Those gods fell from favor in most of Faerun and the standard Faerunian pantheon sprung up. Ubtao claimed all of Chult as his (well, the other new gods just let him take it, because it's kind of lame as far as followers are concerned unless you're, well, Ubtao), on the understanding that no new temples (of new gods) could be built there. The old gods are still worshipped there, and Chult is one of the last places where they're popular.

So, the party has a cleric of Pelor, and any other divine casters won't be building churches per se. The Hound Archon has a shrine to ... umm... I should probably remember this... in one of the alcoves in the Temple of Pelor, and the Stalker of Kharesh is not particularly religious.

Current makeup, all around 8th level (just finished the tax riot):

Rufus: Hound archon, probably going paladin

Dwallin: Dwarven ranger archer, Zenith's nephew, raised as a fosterling by the elves in apology for Zenith's crew chopping down a sacred grove to power their war machine (this PC actually accompanied Zenith on his crusade as a child, then was raised by the elves). A very fey dwarf. Literally; he took the feat.

Norawynn: Dwarven axe & shield fighter.

Rosalyn: Human sword & shield fighter.

Sylvie: Human cleric of Pelor; some prestige class from Book of Exalted Deeds that isn't Radiant Servant but might as well be.

Tushone: Fire Genasi Wizard with a Fire elemental familiar.

Jediarr: Druid Beastmaster with a Dire Ape. Mostly just follows the Dire Ape around.

Ophelia the Lithe: Human rogue with a spiked chain, Snake Blood (gramma was a Yuan-Ti halfblood)

The druid and the fire wizard are currently building a treehouse on the edge of the jungle (luckily, on the other side of the mountain from where the half-orcs are going to be living... hmm, wait a minute... evil thoughts... evil thoughts... :) ). I don't think they've put enough thought into the idea of a fire elemental living in a treehouse.
Jhalad

03-19-07, 11:24 PM
I ran mine in the Realms, and ran it in the NW edge of the mountain ring surrounding Halruaa.

I remember that I made the Wee Jas temple into a Kelemvor temple which was actually a front for a Velsharoon temple. I made the Strider into Harpers. Don't remember much else, but I can dig through my notes if you want. It was a great campaign. A lot of fun. 67 deaths...
Hva

04-09-07, 03:49 PM
Yes I did the same, Kelemvor but it is in actuality a church of Cyric.

Lathander for Pelor, then Tyr instead of St. Cuthbert

and finally Kord is changed with Tempus.

The Striders remain striders so far, as I have no interest of introducing the Harpers yet. This might change in the future though.

And the group is still running around the ruins in chapter 3 with no clue whats going on.

The black stone made them interested though :)
Ramar Aulinvox

04-10-07, 10:13 AM
As an update, has anyone run the Age of Worms or Savage Tide in the FR?
Has the Shackled City influenced how you did the suggested conversions?