JollyDoc's Shackled City: FINAL POST [Updated 11/2!!]

gfunk said:
Sorry for the delay Lela, I've been travelling around for the last couple of days. Do you still need the builds?

BTW, great update JD. Glad to see that this thread is finally back up and running.
Yep, I'd love 'em. Assuming the player's not leaving town on Thursday, we'll be playing on Saturday.
 

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Graywolf-ELM said:
Is it just me, or has Tilly suddenly become more effective?

GW

If you think that's something, wait till you see him now! He's gotten a hold of a Holy sword, and has taken Crippling Strike as a feat. He is positively lethal!
 

LordVyreth said:
Well, to be fair, if I remember that module, all the enemies were a few CRs below the party, and this entire subset of the adventure was more of a party "morale-booster" and to make them overconfident for the second part. I'm not sure if the death of Skiriol was the expected ending of this scenario or not, but Rusty made sure it wasn't an issue, of course.

Tru' Dat, but as you'll see in my next update, they kind of make the Lords of Oblivion look like a cake-walk as well.

We just started Thirteen Cages last night, and so far they're having a fairly easy time of it, but we've only just begun, and much more fun awaits...guaranteed!
 

war wizard said:
Ika Ika Ika…. Murder is such an ugly word.

I prefer to say Dalthon expedited the prisoner’s judgement by whatever eternal powers he served by removing the cumbersome baggage that kept his soul tied to the prime material plane.

That and 15 minutes of circular questioning, which availed the party, virtually no pertinent information.
Followed by more debate as to how to secure the prisoner, It seemed to be the most effective way to keep the gaming session moving along.
I understand and completly agree with you! However, since the paladin is one of my favorite classes, I can see why Kylon does not! ;)
 

JollyDoc said:
Tru' Dat, but as you'll see in my next update, they kind of make the Lords of Oblivion look like a cake-walk as well.

We just started Thirteen Cages last night, and so far they're having a fairly easy time of it, but we've only just begun, and much more fun awaits...guaranteed!

Yeah, you mentioned that a few months ago in the NPC only forum, and I was quite impressed. Considering how much difficulty this adventure path has given even seasoned players like gfunk, I thought that CR 20 fight would be a potential TPK. I thought the ending fight was easy, too, until I heard that gfunk decided to "play for the other team" and spruce it up for you.
 

LordVyreth said:
Yeah, you mentioned that a few months ago in the NPC only forum, and I was quite impressed. Considering how much difficulty this adventure path has given even seasoned players like gfunk, I thought that CR 20 fight would be a potential TPK. I thought the ending fight was easy, too, until I heard that gfunk decided to "play for the other team" and spruce it up for you.

The problem for the Lords of Oblivion was that we caught them in the middle of a BBEG Board Meeting. The Urban Assault Team proceeded to bring the smack down.

Then the Pain Train carried on to Oblivion, where the final fight was kind of a let down. Could have been a lot tougher if Vhalantru had been accompanied appropriately.
 


JD has already realized this and at some point in the story another PC will receive the Smoking Eye Template in an interesting plot twist.
 

Lela, here is part 1 of 4. These are generic 1st level Werewolves. Everything is as per the MM except as where noted below.

Werewolf, Medium Humanoid (Human Shapechanger)/Barbarian 1

HD: 1d8+1 plus 2d8+6 plus 1d12+1 (27 hp)
AC: 17 (as MM, but with +1 chain shirt and sans shield) in human form; 16 in alternative forms
Speed: 40 ft in human form; 60 ft in alternative forms
BA/Grple: +3/+5 in human form; +3/+6 in alternative forms
Attack: Greatsword +5 melee (2d6+3) in human form; Bite +7 melee (1d6+3) in wolf form; 2 Claws +6 (1d4+2) and Bite +2 (1d6+1) in hybrid form
Saves (F/R/W): +8/+3/+2 in human form; +10/+5/+2 in alternative forms
Abilities: Str 14 in human form; Str 16 in alternative forms
Skills: Listen +5
CR: 4

While raging: (lasts 6 rounds in human form; 8 rounds in alternative forms before fatigue sets in): HP 35, AC 15 in human form; 14 in alternative forms, BA/Grple: +3/+7 in human form, +3/+8 in alternative forms, Attack: Greatsword +7 melee (2d6+6) in human form; Bite +9 (1d6+7) in wolf form; 2 Claws +8 (1d4+5) and Bite +4 (1d6+2) in hybrid form, Saves (F/W/R): +10/+3/+4 in human form; +12/+3/+4 in alternative forms

Don't forget that all the abilities in the MM still hold such as DR 10/silver, scent, etc. I just posted the differences here for the sake of brevity.
 
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Lela, here is part 2 of 4. These are generic 3rd level Werewolves. Everything is as per the MM except as where noted below.

Werewolf, Medium Humanoid (Human Shapechanger)/Barbarian 3

HD: 1d8+1 plus 2d8+6 plus 3d12+3 (42 hp)
AC: 16 in all forms
Speed: 40 ft in human form; 60 ft in alternative forms
BA/Grple: +5/+7 in human form; +5/+8 in alternative forms
Attack: +1 Greatsword +8 melee (2d6+4) in human form; Bite +9 melee (1d6+4) in wolf form; Claw +8 (1d4+3) and +1 Greatsword +4 melee (2d6+2) Bite +7 melee (1d6+1) in hybrid form
Saves (F/R/W): +9/+4/+3 in human form; +11/+6/+3 in alternative forms
Abilities: Str 14 in human form; Str 16 in alternative forms
Skills: Listen +9, Any other skil +4
Feats: Multiattack
CR: 6

While raging: (lasts 6 rounds in human form; 8 rounds in alternative forms before fatigue sets in): HP 54, AC 14 in all forms, BA/Grple: +5/+9 in human form, +5/+10 in alternative forms, Attack: +1 Greatsword +10 melee (2d6+7) in human form; Bite +11 (1d6+7) in wolf form; Claw +10 melee (1d4+5) and +1 Greatsword +6 melee (2d6+3) and Bite +9 melee (1d6+2) in hybrid form, Saves (F/W/R): +11/+4/+5 in human form; +13/+4/+5 in alternative forms

Don't forget that all the abilities in the MM still hold such as DR 10/silver, scent, etc. I just posted the differences here for the sake of brevity.
 

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