Alright, so I've learned my PDF is, in fact, "incomplete". The hardcover version of the book included an additional booklet with all the maps; not including them in the book is still a sign of things being fucked up the ass. So I've trawled the web to find the maps.
Pro tip: Making things harder for your buyers is
asinine. Make the goddamned compilation actually all-inclusive. Maybe strip out some of the bullshit word salad that the PCs don't care about and don't interact with to make room, if you're actually giving a fuck about page count and not padding it out.
So, let's get started with this.
Drakthar's Way
by Christopher Perkins
Drakthar's Way was not, in fact, originally a part of the Shackled City Adventure Path. It was written for the compilation hardcover/PDF. You were supposed to fill in the gaps between Life's Bazaar and Flood Season with random bullshit, as Flood Season supposes your PCs are 4th level and Life's Bazaar in its 97-room dungeon crawl only brings your PCs to 3rd level. So enter Drakthar's Way, a mercifully brief adventure with a host of problems. Let's have a look at it, will we?
There is a full page worth of background information detailing a few things. First off, there's a crime wave breaking out - this is the sort of thing that third level adventurers actually care about, as they're still on that narrow focus of how they interact with the world. Random goblins are mugging people who wander down dark alleys, committing B&E, and tagging walls. And now I can't think of anything but a D&D version of Jet Set Radio and I want to play it so bad, with either the original composers or Ronald Jenkees.
Anyways, there's one paragraph that the PCs actually interact with; the rest is behind the scenes bullshit that the MC might care about, but probably not. This was obviously written to try and seed early signs of later chapters, but there's so little that the PCs get to see of that. It's basically pointless. You know what else could have taken up this page? A FUCKING MAP.
There's a brief sidebar that is incredibly stupid. It says the PCs should be third level, but if they're finding Life's Bazaar too difficult then it can be put on hold and you can run Drakthar's Way concurrently with it. Which makes no goddamned sense, if the events leading into Drakthar's Way are supposed to start
after you break up the slave ring.
Anyways, shortly after returning to Cauldron (during which the PCs get some downtime beforehand), the PCs get a letter from Terseon Skellerang waiting for them at the Church of St. Cuthbert or their private residence, bearing the seal of the Office of the Lord Mayor. Long story short, the Captain of the Guard wants to hire the PCs to investigate what he thinks is a goblin infestation, and offers to pay them 5gp per goblin ear they bring back. (Nevermind the PCs could earn a lot more money just selling their spell slots every day - first level spells earning them 30gp and second level earning them 60gp at 3rd level.)
He offers them a few bullet points of information; the goblins appear at night,typically on cloudy, overcast, or foggy nights, in groups of three to six. Armed with short swords and light crossbows (a switch from their mace/javelin MM entries), have no real pattern to their attacks, have robbed, broken and entered, and tagged some buildings, but haven't killed anyone yet. And apparently nobody wanted to fucking translate the graffiti written in Goblin. Okay, this guy is a dumbass.
Terseon gives them "a few days to a week" before looking into the matter; he doesn't consider the problem urgent, and knows they need some downtime after trawling through two dungeons.
And a bit of thinking; remember that artifact that can 1/week divination? The PCs get to ask Jenya to break it out again! And the answers are fucking useless. "Where is the goblins' lair?" "Ask the red-eyed dwarf, and he'll lie." "What do the goblins want?" "To play like rats, steal coins, and please their master." "Whom do the goblins serve?" "Drakthar the Bloodmonger."
No in-town investigation will turn up anything about that last name, but the red-eyed dwarf with DC 20 Gather Information or Knowledge (local) points the PCs to a retired dwarf adventurer missing an eye, whose eyepatch has a stylish red gem sewn into it. This retired adventurer... runs a bathhouse. Okay then. That's at least more original than running a tavern. They also learn the dwarf has stopped visiting his favorite tavern, which should be a red flag given D&D's propensity for reducing dwarves down to fucking drunkards and not, I dunno, mighty wizards.
The goblin graffiti is kind of fucking important. While it says stuff like "Drakthar owns this" and "Who builds town in volcano? Stupid humans." it also has clues to who, or rather what, Drakthar is, like...
"Hail Drakthar, lord of the rats." "Drakthar is the fog!" "As a wolf, Drakthar hunts."
So, aside from finding out about the dwarf adventurer, Orak Stonehaven, the PCs can also track goblins during one of their nightly excursions and follow them back to Orak's bathhouse.
Remember Jil, from the last chapter? She makes an appearance while the PCs are investigating. She disguises herself (with
disguise self) as a plump young woman wearing a sword and whip, and gives anyone touching her a DC 12 Will save to pierce the illusion. She basically just shows up to be mysterious and point the PCs to Orak's bathhouse.
It also suggests playing up romantic tension between Jil and "a charismatic PC". I believe I made my feelings clear on that during the Savage Tide review, so this can go fuck off.
Orak is, truthfully, under
domination from Drakthar, the Bugbear Vampire. So he doesn't like the PCs showing up in his bathhouse... nor do a group of wererats who follow them inside.
While investigating the bathhouse, the PCs are being shadowed and stalked by a group of four wererats, who attack the moment they go inside. These are bog-standard wererats who attack in hybrid form and utilize their bite attacks.
Remember how I bitched about the savage template in Savage Tide? It's not as bad here, but 4 Wererats using bite attacks is probably going to infect someone and render them unable to level, and give them an useless fucking animal HD and +3 level adjustment. It's a DC 15 Fort save on being bitten, and the PCs are third level, and the wererats have DR 10/silver and magic at a level that actually matters. That said, they each only have 2HD and Will saves of +2, so a pair of
sleep spells can remove a lot of the problems.
Here's the bathhouse, by the way:
One amusing point that I want to point out: The bathhouse charges 1sp for a bath, and 1sp for soap. Free towel use. Also Orak has a
decanter of endless water that allows him to constantly have fresh water for baths. It's not a bad little setup, all told. The PCs can steal the decanter but will have to kill Orak for it, and he's a dwarf fighter 4.
There is a locked door down the descending staircase on the map that leads to Drakthar's Way.
Part Two: Drakthar's Way
There are THREE maps associated with this place.
There is a lot of page space dedicated to detailing what it calls a "living dungeon". Drakthar has a makeshift tribe of goblins, consisting of goblin adepts, goblin rogues, goblin skirmishers, and goblin ranger/rogues. The hideout also has no lights, so if the PCs enter with lights they are immediately attacked by a pair of sentries. They can also step on a tripwire when they enter. I can't really tell where the PCs enter due to these maps; again, a compilation should be fucking ALL INCLUSIVE so that people can more easily tell where the ever loving fuck they are in relation to text and map.
So I'll spare you the blow-by-blow; the PCs are meant to go through this place, killing goblins and collecting loot, until they find their way to Drakthar. Now, let's be honest here; just because you take away Create Spawn (and replace it with a disease that rots the corpse if killed by level drain) does not make a vampire "underpowered", which is how Drakthar is written up ("underpowered bugbear vampire").
Aside from the vampire, Drakthar's Throne is an undead creature on its own that sprouts four skeletal legs and two skeletal arms when it spies people that aren't supposed to be in Drakthar's throne room. It's a 6HD Medium undead that is boring, with two +5 slam attacks. Drakthar himself, however... hoo boy.
First off, Drakthar is a fully fledged vampire. Get that "underpowered" shit out of here. While spawn would be more powerful than the goblins, it's not the point; not when he still has an at-will dominate and can call 1d4+1 bat swarms, 1d6+1 rat swarms, or 3d6 wolves once per day. Oh, and his slam still deals negative levels. He is a legitimate threat and can probably straight up kill a PC or two before he goes down, especially if encountered with his Throne. He is
legitimately dangerous, and I respect that. Killing Drakthar un-
dominates all the goblins and other people under his mind control.
There's even a note saying that the adventure can continue if Drakthar
dominates the PCs, and turns them into his spies to investigate the Cagewrights, demanding a report every seven days (presumably so he can refresh his
domination).
There are also some encounters with mercenaries; a sorcerer and halberd-wielding warrior in one room, and a group of half-orc mercenaries and their leader. The mercenaries drink potions of
bull's strength if they fight, which makes them rather dangerous.
This adventure is... short. Most of the page space is devoted to describing the dungeons room by room, and dropping clues for foreshadowing future racism. Mostly it serves to introduce the Captain of the Guard to the PCs and get them friendly with him, but... I don't know. It's boring, dry, and yet another long slog through a too-large dungeon, which ends with an encounter with a fucking horrifying foe who engages in hit-and-run tactics against the PCs as they work their way through the dungeon. Drakthar, as written, can end the adventure right here all on his fucking own.
No, seriously. He has three tactics for his hit-and-run; wading into combat, killing someone, then going gaseous and escaping; summoning rat or bat swarms and sending them after people and
dominating one of the PCs to turn against their friends, and leaving once someone is killed; or turning into a dire wolf, tripping and pinning someone and draining them of blood before running away. And there really isn't much PCs can do against it, especially ones built under Paizo and/or WotC's delusions of what an actual PC party is supposed to look like.
So yeah, it's boring, a slog, and Drakthar is not in any fucking way "underpowered" just because he can't make spawn. With the right MC, it can be creepy and atmospheric as anything, or it's a straight up TPK. It's actually kind of insulting, and I don't see how this could have added anything to the path aside from a way to get to 4th level or so.
You know what the page space could have better been dedicated to? FUCKING MAPS. No, I'm not fucking letting that go. 18 pages that could have been better utilized by making this thing
EASIER TO FUCKING READ in the compilation. Which is touted as making the path
easier to use by having it all in one place.