My rebuild of Shukak (EaBK).


Age of Worms Adventure Path


I made the decision, back when my campaign was getting started, that I wanted to play around with many of the more esoteric rulesets in 3.5 -- not only the full complement of Complete sourcebooks, but also the Book of Nine Swords. It's been a learning experience, particularly since I have some talented and inventive players.

The other side of this, of course, is that I get to use those same rules for my monsters and NPCs. The party crusader of Heironeous has a tendency to walk straight through most of the opposition. With him wearing a rededicated Theldrick's full plate +1, the Faceless One's heavy shield of blinding, heavy shield specialization, and another boost or two -- not to mention often downing a shield of faith potion before major battles -- his AC often can approach 30 (more if he fights defensively).

I decided to make Shukak a hell of a tough fight for the party.

First, let me note that Ilthane's brood (both pureblood dragons and half-dragons) are a noticeable presence in my AoW campaign -- the part has run across three of Ilthane's half-dragon children so far. (They unexpectedly killed the first one -- a half-dragon kobold -- in my introductory adventure, so I decided that the kobold-kin were going to declare blood feud and go after the party as soon as they actually left Diamond Lake.)

Second, a quick note -- in my campaign, characters gain new feats every odd level rather than every third level. It's a minor increase in advancement but it eventually adds up.

Spoiler:
Shukak, the Lizard King
Medium humanoid (dragon). (Half-black dragon lizardfolk, fighter 2/warblade 5 (CR 10).)
Hit Dice: 2d8 + 2d10 + 5d12 + 45.
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 28 (+6 armor, +3 DEX, +9 natural), touch 13, flat-footed 25. (AC is 26 when in Punishing Stance, -5 when using Heedless Charge for Power Attack-5.)
Base Attack/Grapple: +7 / +15
Attack: two-handed +1 returning trident +17 melee (1d8+13)
Full Attack: two-handed +1 returning trident +17/+12 melee (1d8+13/1d8+13) OR 2 claws +15 melee (1d4+8/1d4+8) and bite +13 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: acid breath weapon, warblade maneuvers
Special Qualities: immunity to acid, immunity to sleep/paralysis, darkvision 60', low-light vision
Saves: Fort +14, Ref +9, Will +5
Abilities: Str 24 (26), Dex 16, Con 20, Int 16, Wis 14, Cha 12.
Skills: balance +9, concentration +13, jump +22, swim +15, martial lore +6, diplomacy +5, intimidate +9, tumble +11
Feats: Multiattack, WF (trident), Improved Initiative, Combat Reflexes, Power Attack, Improved Bull Rush, Leap Attack, Adaptive Style, Shock Trooper
Maneuvers: Moment of Perfect Mind, Charging Minotaur, Disarming Strike, Bonecrusher, Iron Heart Surge, Bonesplitter
Stances: Punishing Stance, Pearl of Black Doubt
Gear: +1 adamantine breastplate, +1 returning trident, gauntlets of ogre power, brooch of shielding, cloak of resistance +2, potions of bear's endurance (2), cure moderate wounds (3), blur.

I borrowed more than a few ideas from the storyboards here, and had him interrogating Marzena when the PCs came to brace him in his throne room. She got killed in the "surprise round" (mostly for cinematic effect), and then the combat was on.

Seeing the crusader and the very noticeable armored cleric of Pelor in the front row, Shukak went for the cleric first. His Leaping, Heedless Charge, Punishing Stance, Power-Attack-for-5, had it struck home, would've done 1d8 + 1d6 + 13 (two-handed STR) + 15 (extra Leap Attack damage) -- averaging 36 dmg and putting a major crimp in the party plans. Fortunately for the party, the crusader threw up a Shield Block maneuver and deflected the blow by just 1 (!!!) on the attack roll. What followed was a brutal, up-in-your-grill melee, with the crusader and the party swordsage and Shukak dishing out massive amounts of damage. The party finally managed to down him in round 5, with heavy fire support from the warmage taking off a huge chunk of his HP, but not before he had the party crusader on the edge of death (at zero hit points, with 10 points of damage in his delayed damage pool waiting to kill him at the end of his turn).

Interestingly, we found ourself wondering about a particular rules quibble. As the cleric of the party was up in initiative after the crusader, it could've been argued that he wasn't able to get to the crusader in time to heal him. However, we ended up deciding that if the crusader chose to delay his action (not ending his turn, and thus not getting hit with the steely resolve delayed damage), he could stand there and basically hold his guts in, dead on his feet, until the end of the round. Luckily, the cleric got in a heal JUST in time.

Nonetheless, it was a fantastic hard-hitting fight, and one that my party won't soon forget.


That kind of ruling which rules in favor of a dramatic climax and a tense aftermath is exactly the kind of great call a good DM makes. I'll bet it made it more fun for you and them both.


Sounds like an awesome encounter, an awesome party, and an awesome group. Good for you.

I made similar modifications to Shukak, and I also linked him to Ilthane's brood of draconic lizardfolk who laired in a ruined city west of the Twisted Branch (using the Dragonlance module Dragons of Despair, mirroring Ilthane off of Onyx/Khisanth). I saw the lizardfolk in module three, and I had to convince one of my players to run a lizardfolk himself. Shukak and Ilthane made that player's gaming experience all the more interesting, as I worked him in as the only surviving son of the original lizard king of the Twisted Branch. That's all over and done with for now, but it sure was fun.

Shukak was a black draconic lizardfolk barbarian 9 in my campaign.

Sovereign Court

I also thought Shukak could use some work. Here's the version I used:

Spoiler:

Shukak

CR 9
hp 91 (10 HD)
_______________________________________________________________________
Male blackscale lizardfolk fighter 6
CE Large humanoid (reptilian)
Init +6; Senses Listen +1, Spot +1
Languages Common, Draconic
_______________________________________________________________________
AC 23, touch 11, flat-footed 21
Resist acid 15; SR 15
Fort +10, Ref +8, Will +9
_______________________________________________________________________
Speed 30 ft. (6 squares)
Space/Reach 10 ft./10 ft.
Melee +2 returning trident +20/+15 (2d6+9/19-20) & claw +15 (1d6+5) & bite +15 (1d6+5)
Ranged +2 returning trident +15 (2d6+7/19-20)
Base Atk +10; Grp +19
Combat Gear potion of cure moderate wounds
_______________________________________________________________________
Abilities Str 21, Dex 15, Con 18, Int 11, Wis 12, Cha 12
SQ hold breath
Feats Combat Reflexes, Improved Critical (trident), Improved Initiative, Iron Will, Melee Weapon Mastery (piercing) (PH2), Multiattack, Weapon Focus (trident), Weapon Specialisation (trident)
Skills Balance +11, Intimidate +8, Jump +13, Sense Motive +5, Swim +9
Possessions combat gear plus +2 returning trident, amulet of natural armour +2 & spell resistance (5+HD), bracers of armour +3, 31 cp, 35 sp, & 210 gp.


Here's what I made of him.

Shukak, CE Male Lizardfolk, Humanoid2 Fighter7
Hit Points: 103
Initiative: +2
AC: 24 (flatfooted 22, touch 13)
Attacks: (Bite +8; 1d4+3; Claw +14/+14; 1d4+6)
+1 Returning Trident +16/+11; 1d8+9
+1 Returning Trident Thrown +12/+7; 1d8+3
Saves: Fortitude: +9, Reflex: +8, Will: +5
Abilities: STR 22 (+6), DEX 14 (+2), CON 16 (+3), INT 13 (+1), WIS 14 (+2), CHA 12 (+1)
Skills: Balance 7; Climb 9; Intimidate 10; Jump 12; Listen 2; Spot 2; Swim 21;
Feats: Combat Expertise, Dodge, Improved Disarm, Mobility, Spring Attack, Weapon Focus (Trident), Weapon Specialization (Trident), Whirlwind Attack
Possessions: Amulet of Natural Armor +1; Buckler+1; Bracers of Strength +2; Cloak of Resistance +1 (van Marzena); Potion of Cure Serious Wounds; Ring of Protection +1 (van Marzena); Studded Leather +1; +1 Returning Trident
Buff Potion: Potion of Enlarge (1 min, +2 Str, -2 Dex, -1 on atk and AC due to size)

It was a great fight, in which Shukak used his whirlwind attack to his best advantage (especially since the players never saw that coming at this level).

When the PCs entered Shukak's room, Marzena ran to them, only to get skewered by Shukak's trident, leaving her dead on the ground. Then the fantastic battle ensued.

I also replaced the kobolds at the end with one of Ilthane's children, Velmane:

Velmane, CE Male Juvenile Black Dragon (CR 7)
Hit Dice: (13d12)+26
Hit Points: 124
Initiative: +0
Speed: Walk 60’, Swim 60’, Fly 150’
AC: 22 (flatfooted 22, touch 10)
Attacks: Bite +17 (1d8+3); Claw +14/+14 (1d6+1); Wing +14/+14 (1d4+1)
Vision: Keen Senses, Darkvision (120’), Blindsense (60’), Normal
Face / Reach: 5.0 ft. / 5
SQ: Breath Weapon (Su) 60’ Line of Acid 8d4 acid DC 18
Immunity to Acid, Paralysis, Sleep (Ex), Water Breathing (Ex)
Saves: Fortitude: +10, Reflex: +8, Will: +8
Abilities: STR 17 (+3), DEX 11 (+0), CON 15 (+2), INT 11 (+0), WIS 11 (+0), CHA 11 (+0)
Skills: Diplomacy 12; Hide 5; Intimidate 12; Jump 15; Listen 15; Move Silently 12; Search 12; Sense Motive 13; Spot 12; Swim 16;
Feats: Improved Natural Armor, Multiattack, Snatch, Weapon Focus (Bite), Wingover
Spells: Innate: Darkness


MrVergee wrote:

I also replaced the kobolds at the end with one of Ilthane's children, Velmane:

Velmane, CE Male Juvenile Black Dragon (CR 7)
Hit Dice: (13d12)+26
Hit Points: 124
Initiative: +0
Speed: Walk 60’, Swim 60’, Fly 150’
AC: 22 (flatfooted 22, touch 10)
Attacks: Bite +17 (1d8+3); Claw +14/+14 (1d6+1); Wing +14/+14 (1d4+1)
Vision: Keen Senses, Darkvision (120’), Blindsense (60’), Normal
Face / Reach: 5.0 ft. / 5
SQ: Breath Weapon (Su) 60’ Line of Acid 8d4 acid DC 18
Immunity to Acid, Paralysis, Sleep (Ex), Water Breathing (Ex)
Saves: Fortitude: +10, Reflex: +8, Will: +8
Abilities: STR 17 (+3), DEX 11 (+0), CON 15 (+2), INT 11 (+0), WIS 11 (+0), CHA 11 (+0)
Skills: Diplomacy 12; Hide 5; Intimidate 12; Jump 15; Listen 15; Move...

*grin* Yeah, I've been borrowing liberally from ideas all over these boards to improve Encounter at Blackwall Keep. I'm DEFINITELY bringing in a version of Velmane, to be encountered in the water-filled passage, before the party takes on "The Beast" (a 7-headed acid-hydra, thaumaturgically engineered by Ilthane).


Kurukami wrote:
*grin* Yeah, I've been borrowing liberally from ideas all over these boards to improve Encounter at Blackwall Keep. I'm DEFINITELY bringing in a version of Velmane, to be encountered in the water-filled passage, before the party takes on "The Beast" (a 7-headed acid-hydra, thaumaturgically engineered by Ilthane).

Well, although Ilthane's daughter scared the crap out of them -- mostly because she came at the scout/swordsage in the middle of the flooded tunnel, and said scout used Shadow Jaunt to quickly retreat -- they were able to put out a hell of a lot of damage and take her down quick. They buffed up with long-duration spells like shield of faith and so forth before even going into the water, and had water breathing up. They pulled back out of the water's edge and fought her mostly in the shallows and dry land (I just didn't have a map big enough to draw the entirety of it, so my tunnel was maybe 120'-150' long). I was actually going to have her retreat into the water, but then the OTHER swordsage pulled Soaring Raptor Strike out of his butt and hammered her for 35 damage or so -- just enough to put her into negatives.

By comparison, their fight against the 7-headed acid hydra was EASY. I made a few small oversights in the battle -- thinking any edged weapon (like, say, a shortsword) could be used to sunder a hydra head, rather than just a slashing one, and forgetting that light weapons take a -4 on sunder attempts -- but overall the party's buffs (mass resist acid, plus bear's endurance, barkskin, and shield of faith on key players) gave them a huge advantage. The party's main tank (who fought defensively most of the combat, putting his AC up around 31 or 32 -- full plate +1 (+9), specialized in heavy shield +1 (+4), caster lvl 6 shield of faith (+3), barkskin (+3), DEX 12 (+1), and fighting defensively (+2) ), a crusader with Iron Guard's Glare and White Raven Tactics, effectively was upping the ACs of his nearby companions by 5 -- and when the bard zapped the hydra with a Ray of Enfeeblement in the first round, that effectively spelled the end of serious opposition. It was able to zing them a little -- as in, 3 to 6 points of acid damage here and there -- but it couldn't get any of its bite attacks to land. The party warmage was VERY quick (thanks to an excellent knowledge (arcana) roll) to sear the stumps with magical fire, either through scorching ray or lesser orb of fire, and though most of the wounds on the body were quickly healed up the party ended up just cutting off all the heads over the course of eight or nine rounds. (They got some good sunder rolls, I got some lousy ones, and the hydra's AoO's were nearly ineffective going against such high ACs.)

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