My Errata for Dungeon 102


Shackled City Adventure Path


All/Paizo,

This is my first post on this board... but I'm sure not my last - I'm excited to have found an outlet for my successes and frustrations with the Shackled City Adventure Path module(s). I've been running the Shackled City Adventure path since March 2004 and we just tonight finished #3, Zenith Trajectory Dungeon 102 (!) I'm more than satisfied with the content of the Adventure Path modules - the first 6 or 7 are just brilliant. It's taken us that long only because each of the characters has really found a niche in Cauldron and the detailed NPC descriptions (and the amount/variety of them) allowed me (the DM) to make the city come alive for my players. That being said (love it, can't wait for the next piece to begin!), here is a compilation of the errata I found in running 102. I actually plan to write up "errata" for the other ones I've done too. My intent is to help Paizo/Dungeon/other DMs who are just starting with 102 or are considering running this module (and also to gain some credability as a new poster on this board!)

Here goes:
Dragon 102
Zenith Trajectory

Editorial comments:

p. 35 – Crowd tactics: The passersby marked on the map…
The T is in red font for no apparent reason.

p. 35 – Mergala Tactics: …(marked “M”)…
The M should be in red font to be consistent with the others.

P. 36 – 39. It is not clear why Celeste is involving herself in this deal at all. What is her supposed motivation for helping Davked and offering to help reward the PCs for finding “his son”? Adding her into the mix is seriously suspicious.

p. 40 – Gotrrod. Blindsense is not listed. Keen dragon senses aren’t listed. The number of rounds to recharge dragon breath is not listed. The caster level of the dragon is not listed. Similar name to Gutterrut, the Quasit from Dungeon 98 Flood Season.

p. 42 – Pit of the Seven Jaws: It doesn’t appear that the cryo breath would ever break through the hardness of the pegs (hardness 10, 20hp). Each breath attack is a separate damage roll vs. hardness and hp. Cold on objects is less damage???

p. 43 – A small map of a fissure area where a random encounter might occur would be helpful. How do the characters know what tunnel to follow? Is there only one?

p. 44 – Aabhaca: He is a monk. Therefore he should be LE, not NE. What are his battle tactics?

p. 45 – Floors: Do the DC penalties stack with each other? Why would slippery floors increase the DC by more than shallow pools of water covering slippery floors? I think the floors should be +2 (per PHB, p. 84) and the shallow pools should be +5.

p. 46 – The map is pretty well documented except for the continual flame areas, which could be indicated on the map. They include areas 6/7, 8, and 14.

p. 47 – Kuo-toan soldiers skill bonuses mentioned here (+7 hide, +12 spot) do not match the bonuses in the appendix (+6 hide, +10 spot). Why would they leap out onto the characters if they do themselves more damage (2d6) than the PCs (1d6)? Shouldn't a jump/tumble check mitigate their damage? What kind of attack roll/reflex save is this?

p. 50 – Area 5. “In any case, nonevil PCs must succeed at a DC 17 Will save to enter area 5, because of the magic circle against good effect that’s part of the statue’s unhallow ability. “ Since the PCs aren’t summoned creatures, why would they be prevented from entering the area due to a magic circle against good effect? That is not according to the rules as I know them.

p. 51 – Statue of Blipdoolpoolp: “The statue counts as three additional whips…” Was it the intent to have every whip be able to use their lightning bolt ability with an additional 3d6 in the same round (i.e. 4 whips, plus the high priest potentially at 4d6)? It seems more reasonable that the Statue would "add 3 whips" to the first lightning bolt in any given round.

p. 52 – Mangh-Mictho: It would have been helpful to see what the spell list looks like after the spells have been cast too (severely reduced). The stat improvement should also include Mangh-Mictho’s new BAB (+10) and pincer staff Grapple (+15?). His equipment list should include a door key(s).

If the PCs break down the door after Mangh-Mictho has raised the water to the ceiling, what happens? How quickly does the water rush out and what effect does that have on combatants inside and someone standing in the doorway?

For a level 6/7 group, 3 x EL 9 encounters within the span of 5 minutes is pretty intense/difficult, especially with the stacked/buffed powers involved.

p.55 – The spiked trip trap (per DMG, p. 72) should have only had a +10 to attack, not +19 as indicated. With a +19, the CR of the trap should probably be increased. If they are supposed to be around 7th level PCs when encountering this trap, this trap alone could very well kill a PC who is not at full hp (reflex DC 25 is near impossible for most L7 characters and 4d6 plus an average of 2 x 1d4+4 is quite a lot of damage (and then to face a wraith...).

p. 57 – Dhorlot has improved sunder as a feat, but it is not suggested that he use it in his tactics. He also has spellcasting ability, but no ranks in concentration. Indicating the number of rounds to recharge his breath weapon and caster level of his spells would obviate the need for DMs to research Dragons in the Monster Manual.

p. 59 – Saagogoi: He is missing his Assassin spells, which are based on his Intelligence (16). He should have 3/2 for ASN spells known and 3/1 slots available to cast. I chose Obscuring Mist, Jump, True Strike, Cat’s Grace, and Invisibility. His equipment should include a door key(s).

p. 59 – Zenith: His AC should be (+9 Full Plate +1, +3 Heavy Steel Shield +1, +1 Dex 12, +1 Dwarven Defender AC Bonus) plus dodge for AC 24, Touch 12, Flat 24. This changes his AC for the defensive stance as well to 28/T 16/F 28

p. 60 – Appendix: Kuo-toa Soldier: Grp should be +5 (BAB +2 and Str +3). Damage should be 1d6+3. Saves should be Fort +2, Refl +7, Will +6 (adding Kuo-toa base saves to Rog 1, plus stat bonuses). Their ability scores are way above normal for a Kuo-toa (normal 13 10 13 13 14 8. Theirs are 16 15 15 12 16 6) – shouldn’t that affect CR?

p. 60 – Appendix: Kuo-toa Whip: CR should be 4. Flat-footed AC should be 25. Damage should be 1d8+3. Their ability scores are way above normal for a Kuo-toa (Theirs are 16 12 15 10 19 8) – shouldn’t that affect CR?

Aren't the characters supposed to rest? (With the amount of CR9 and over encounters, resting seems likely). What would the Kuo-toan residents do in that case?

Thanks for reading...


I can answer one of these for you (and for the rest, thank you...it is very handy and obvious you've done a lot of work here. Hope you get to Demonscar before I do!)

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P. 36 – 39. It is not clear why Celeste is involving herself in this deal at all. What is her supposed motivation for helping Davked and offering to help reward the PCs for finding “his son”? Adding her into the mix is seriously suspicious.
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You're right. She is mysterious, and isn't explained here, or later on. If you read the aftermath section of Asylum, the last of the Adventure Path adventures, it mentions her as an "unexplained mystery" that will, supposedly, BE explained with the upcomming Adventure Path II.


Andorax wrote:


You're right. She is mysterious, and isn't explained here, or later on. If you read the aftermath section of Asylum, the last of the Adventure Path adventures, it mentions her as an "unexplained mystery" that will, supposedly, BE explained with the upcomming Adventure Path II.

I hope so. I´m seriously considering dropping her. I think I´ll have enough lose ends at the end of the AP without having to worry about Celeste. I 'm considering substituting Lord Vahlantru for her as the hook for that adventure.


Etreus Dread wrote:
p. 47 – Kuo-toan soldiers skill bonuses mentioned here (+7 hide, +12 spot) do not match the bonuses in the appendix (+6 hide, +10 spot). Why would they leap out onto the characters if they do themselves more damage (2d6) than the PCs (1d6)? Shouldn't a jump/tumble check mitigate their damage? What kind of attack roll/reflex save is this?

I'll field this one:

You're right, it is not a very sensible tactic. The Kuo-Toan in this adventure are religious fanatics, not well trained soldiers. I suspect they believe it is honourable to die defending the temple. As long as they are able to take a few PC's with them. Allong those lines, They'd probably forego a jump or tumple check in order to do more damage.

I haven't looked at the skills. I suspect there are circumstance bonusses that have been taken into account in the stats.

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