It's Sunday. My week-long vacation is almost over. Today is, in fact, a rather busy day for me, and then it's back to the grind at work tomorrow morning bright and early, sadly. People always ask after a vacation if you're refreshed and ready to get back to work; I never feel that way. Being off work always reminds me how much I hate work and wish that I could afford to retire early, i.e., right now, and not have to deal with the manufactured hassle and people that I don't like.
That said, as vacations go, this was kind of a weird one. I was off work, certainly, but I didn't really go anywhere or do anything. My daughter and her family came and stayed with us, so mostly we sat in the living room and watched movies, talked, played a few games, and watched my grandson run around playing with toys. We went out a few places, but never very far and never for more than a couple of hours at a time. In addition to that, because he was taking naps in my office room, and went to bed much earlier than I do, I didn't even really have access to my computer at all for more than an hour max each day. Which is fine, don't get me wrong, but I didn't get to do a lot of the things that I'd normally do on either a vacation or a staycation; it was just a family hang-out week.
—( † )—
A number of years ago, I read the Shackled City adventure path, the first adventure path, at least in the modern format that we recognize today, or close to it at least. This is a level 1-20 slog, with twelve chapters (at least in its compiled format; I think it originally had only ten) and it is super-rife with late "3rd Era" D&D-isms. Hardly an opponent to be found doesn't have a bizarre concoction of templates applied to make it mechanically and otherwise unique and weird. The adventure is nominally set within the Greyhawk setting, like all official D&D material was during this era, but in reality, it spends most of its time concerned with and even located in various extra-planar destinations.
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| Vhalantru, a Tarterian "Smoking Eye" beholder |
I read the adventure path long enough ago that I can't remember many of the details of it, and I'm not about to re-read it just for this post, so I asked my search bar, which now—like all search bars—is most likely to give you an AI answer rather than an actual search, to summarize the adventure path for me, including "detailed" summaries with spoilers of each chapter. Otherwise, I wouldn't have remembered well enough to do this. I also re-read at least the introductory material and campaign background section of the compilation pdf. I'll copy and paste the AI answer to my query below:
The Shackled City Adventure Path is a Dungeons & Dragons campaign set in the city of Cauldron, which is built atop a dormant volcano. The story follows player characters as they uncover a conspiracy by the Cagewrights, a secret society dedicated to freeing the Demon Prince of Madness, Adimarchus. The adventure path spans levels 1–20 and was originally published in Dungeon magazine before being collected in a hardcover edition.
Early Intrigue and City Defense
1. Life's Bazaar: The party arrives in Cauldron and investigates a series of kidnappings. The trail leads them to Underdark passages where they discover a slaver operation run by Lord Vhalantru, a beholder. After defeating the slavers and rescuing the victims, including a Shackleborn child, the party is hailed as heroes but learns that Vhalantru is only a pawn in a larger scheme. (ed. actually, this isn't entirely true. Vhalantru is not revealed as a beholder at this point, and he remains the primary antagonist, mostly in secret, for most of the campaign. Sigh. AI. In the course of subsequent questions I asked, I caught it making numerous small errors, like calling Erik Mona Paizo's CEO and putting Eberron details into a discussion of Golarion, etc. The weirdest was a misspelling of the word mayor, which I've corrected below. I don't know what a Mayer is, but eh...)
2. Drakthar’s Way: Added for the hardcover collection, this chapter involves small bands of goblins vandalizing the city. The party tracks the goblins to a hidden cave system beneath the city, led by a vampiric bugbear named Drakthar. This chapter serves to introduce the city's factions and the threat of the Underdark, though the goblins are largely a distraction from the main plot.
3. Flood Season: The city is threatened by massive flooding during the rainy season. The magical wands of control water, which normally prevent this disaster, have been stolen. The party tracks the thieves to a lair below the city, where they discover the Cagewrights are behind the theft. The party recovers the wands, saving the city from destruction.
4. Zenith Trajectory: An Umber Hulk attacks the city, after which the party is hired to find Zenith Splintershield, a dwarf who vanished into the Underdark. They discover Zenith has been captured by kuo-toa who worship him as a prophet. The party retrieves him, uncovering more clues about the Cagewrights' plans and the looming threat of the volcano.
5. The Demonskar Legacy: The party is sent to find a missing paladin who ventured to the nearby city of Redgorge. Following his trail through a jungle and a giant-controlled cavern, they enter the Plane of Mirrors via the Starry Mirror. They find the paladin possessed by demons and must defeat the demonic architect behind the incursion, receiving a dying warning to "seek the sign of the Smoking Eye."
6. Test of the Smoking Eye: Acting on the paladin's warning, the party meets a mysterious plane-wanderer who guides them to the Abyss (specifically the layer of Occipitus). They undergo a series of tests to redeem an abandoned layer of the Abyss. This chapter reveals the true nature of the Cagewrights' goal: to free Adimarchus by opening a permanent gate to Carceri.
Escalation and Revelation
7. Secrets of the Soul Pillars: After assassination attempts trace back to the temple of Wee Jas, the party assaults the temple and fights its undead inhabitants. They are led to an ancient frozen complex, Karran Kurral, where they defeat a Dracolich guarding the Soul Pillars. These pillars are key to the Cagewrights' ritual to open the planar gate.
8. Lords of Oblivion: An ally of the party is kidnapped by the Last Laugh, Cauldron's thieves' guild. The party breaks into the guild's safe house and learns of a secret meeting among Cauldron’s criminal elite. They discover that the Last Laugh's beholder overlord is also involved in the Cagewrights' unholy rituals, deepening the city’s corruption.
9. Foundation of Flame: The Cagewrights awaken the volcano beneath Cauldron, causing lava eruptions and earthquakes. The party must help evacuate the city while fighting off demodands emerging from a planar rift. The chaos leads to the death of the Lord Mayor, leaving the city leaderless and vulnerable.
The Final Confrontation
10. Thirteen Cages: The party marches into the volcano to stop the Cagewrights' ritual before a permanent gate to Carceri opens above the city. They battle through the stronghold, destroying the Tree of Shackled Souls, an artifact used to focus the life forces of Shackleborn slaves to power the ritual. The leader, Dyr'ryd, is slain, and the immediate threat to the city is neutralized.
11. Strike on Shatterhorn: The remaining Cagewrights flee to their jungle retreat, Shatterhorn. The party pursues them, battling through the insane remains of the cultists. They confront a crazy cleric who is attempting to free Adimarchus by sacrificing a PC to Nerull, but this fails as only Adimarchus’ successor can release him.
12. Asylum: The party travels to the Abyss to confront the source of the Cagewrights' designs: Adimarchus, the Demon Prince of Madness, imprisoned in the asylum of Skullrot. They penetrate deep into the prison and battle Adimarchus's deranged form, finally destroying him utterly. The party returns to Cauldron, which is left in ruins but safe, to lead the city’s long recovery.
As not a huge D&D guy myself, I'm not quite sure what I think of a campaign in which a beholder in (magical) disguise is the major antagonist, and the political interplay between various esoteric fiends (demodands, fallen angels as demon lords, etc.) is the main thrust of the story. As is often the case, I find the earlier adventures when the stakes are more down-to-earth and relatable the most interesting, and when you suddenly say screw it and take off for the Abyss, Carceri, and various other extraplanar destinations, the game feels less like the low fantasy base on which D&D was built, and more The Avengers in some of their wilder space-faring adventures, facing the Skrulls or Thanos or Galactus or whatever. Can't be helped, especially with a 1-20 level campaign. This is why I always liked E6 as soon as I came across it and honestly see it as absolutely necessary for any d20 game, including 5e, to be what I'd want it to be. I feel like in the current 5e game that I'm playing, where we're only 4th level still, we're already too super-hero-like.
On the other hand, some of the supervillains of D&D, like the demon lords, are super iconic to the game. Graz'zt plays a minor role in this one, even though Adimarchus, a more esoteric demon lord (whom I can't find earlier references to than this adventure path, honestly) is the main one here. I wouldn't want them to be missing from the game, but I have to admit that I'm not entirely sure how to treat them in an E6 game either. Certainly you don't just shout huzzah and attack them, unless your characters are suicidal.
The best element of the Shackled City is the city itself, Cauldron, set inside and on the slopes of a very regular-shaped caldera of an extinct volcano. What a great idea! My own city of Bucknerfeld utilizes this same idea plus memories of long-ago trips to Capulin Volcano National Monument in northern New Mexico while passing nearby from Texas to Utah. (ed. I highly recommend stopping by if you're anywhere near. It's been a good twenty-five or more years since I was there, and maybe things have changed, but when my wife and I stopped with my at the time very young oldest son, we pretty much had the place to ourselves. It was probably mid-morning on a weekday in the early summer, if I remember. I know outdoorsy locations have become more crowded over the years, but I still suspect that this one wouldn't be, especially on a weekday. It's too remote and isn't a big enough draw to get people to go too far out of their way to visit it.)Overall, my impression of Shackled City is that it was interesting and very popular, but as the first of it's kind, it feels a little primitive nowadays, and it certainly feels very, very rooted in the late 3rd Era paradigm. There's lots of dungeon-crawling, and lots of very weird antagonists that have multiple stacked templates, extraneous class levels added on, and stuff like that, and the super-hero feel was, in some ways, more overt than even in today's D&D, where it's kind of baked into the ambient cake, but they still pretend like you're playing kinda sorta fantasy games sometimes. Here, you never forget that you're playing D&D specifically, and while it's technically set in the Greyhawk setting, I doubt it's a Greyhawk that Gary Gygax would have recognized other than a few alignments in names and geography—although he was still alive and would be for a few more years after its publication. Gygax himself died rather young at only age 69, and if I recall, he was still active and occasionally seen online still up until nearly his death in March 2008, and this was originally published in 2003-4 and reprinted and compiled in 2005. I've never seen any record of him having commented on it, and being nominally set in Greyhawk but far removed from the City of Greyhawk, or the elements of Greyhawk that Gygax was more strongly associated with in the first place means maybe there would have been no reason for him to. In fact, it's clear that the adventure path was originally designed to be setting agnostic, and was deliberately put in a remote and unexplored part of Greyhawk deliberately so as not to conflict with anything going on either there or in any other setting that the game might be run in (such as, of course, Forgotten Realms, or perhaps even Eberron, although given the extraplanar nature of much of what's going on, the latter would have been harder to pull off without changing a lot of details.) So its inclusion in Greyhawk is really more nominal rather than substantial. In fact, in the early introduction, this was itself more explicit; "The Shackled City Adventure Path is not set in any particular campaign world. It uses deities from the core D&D pantheon, and some proper names from the Greyhawk campaign setting, but the campaign itself has been designed for easy integration into any Dungeons & Dragons campaign." but partway through and certainly in the hardback reprint omnibus, if anything it actually became slightly more anchored in Greyhawk with more explicit references to stuff in the setting. But it's not like you go to the city of Greyhawk or anything like that, as you do in the next AP which I'll talk about in a different post, so it might as well not really be seen as taking place there other than that you need a Greyhawk friendly cosmology to run it without changing a lot of details about what's going on with the various fiends and demon lords and whatnot. Honestly, though, most D&D settings could pull it off OK.
Although, it's often assumed that most DMs enjoy that kind of world-building, or at least that kind of kit-bashed approach of using material and adapting it. Eberron would be a more difficult one given it's significantly different cosmology, and no guide was ever officially released, although of course, there are fan-made suggestions, some of them quite interesting. Especially given that by "fan-made" I include blog and forum posts made by Keith Baker himself. Perhaps a more interesting approach, given that while this predates the formation of Golarion, it's done by Paizo, who were the third party contractors doing Dungeon and Dragon magazines at the time, would be putting it in Golarion. There have been numerous suggestions on how and where to do so, and the most common is that it should to be in Sargava due to jungle and ocean proximity, with the Mwangi Expanse substituting for the Amedio Jungle.


















