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Hey guys! Just wanted to showcase this neat little section on Wishes and (mythic) Genies from Mythic Monsters 7 (Outer Planes),
I think that even for those that don't use mythic rules this can give you ideas what to do when a player starts abusing Binding for Wishes :

Essentially there's these here Mythic Noble Genies, they all have this "Wishmaster" mythic ability which allows them to sense any wish granted and being granted by genies of the same kind in the same plane.

They can also veto or even alter a wish when a Genie has been manipulated or someone (including the Genie itself) is abusing their powers.

LegendaryGames wrote:

A mythic genie often waits until it gets the full story before negating or altering a wish,

so wishes sometimes remain in effect for days or even months before being changed, often subtly and insidiously.

A "Wish Police" of sorts, I mean it would make sense that someone would regulate these things in some fashion.

The GM is gonna have to step in to stop the wish abuse anyway, so might as well do it with style, no?
I think it's pretty cool!...My wizard players probably not so much!eheh.


Blymurkla wrote:

My first question - how to they get water? Atop a hill is tricky. Not that no city ever has been built atop one, but it merits investigation. I love the stepwells of south Asia, but that's perhaps beside the point.

I imagine massive, underground shafts leading down to ground water table way beneath the city. A 30-40m drop at least. Maybe these old wells where equipped with massive wheels and screwed to lift water up in the old days, maybe todays dwarfs maintain or even constructed them.

The ruined city around the hill (did I get that right?) might, at least in part, be flooded and effectively a swamp now. That's what happened to Rome after the fall of the empire. Medieval Rome was much smaller than in ancient times, situated around sunken, 1000 year old ruins.

Encounters in urban areas is tricky, especially if you want something powerful yet something that shouldn’t have already wiped out the city. I have some nice monsters for you though.

Striges are bloodsucking bats. Just CR 1/2, but they come in CR 6 swarms. Unusual conditions might force them to swarm, making for a potent enemy.

Rat Swarm. How urban can it get? And Wererats.

Various spiders probably dwell in the sewers and tunnels. I like Dream Spiders.

Violet Fungi. Flesh-eating mushrooms. Particular likes sewage.

Will-o’-wisp and their younger counterpart, Boggarts. High CR. Very weird and fickle "monster", which could explain why such a powerful creature still is only a nuisance to the city as a whole.

Otyugh. Smarter than they look. Stalks the tunnels, picking of a dwarf a month.

Flue Hag is the hag most likely to be found in cities.

Thank you for the suggestions!Mhhm -yes- I think the wheels are beginning to turn *insert evil GM laugh*.

Welp, about the water bit;
I am secretly arse at creating a feasible/plausible environment, but I just checked the wiki article and I love it.
Definitively putting that one in.

Back to the main topic, you know, I originally thought the overground city would be mostly peaceful,
however the way you put it it makes me realize it wouldn't make much sense (so, again, plausibility is not my forte).
So maybe ,every now and again, certain parts of the city need to be evacuated
because something nasty just emerged from some ancient tunnel-or even a well- and is wreaking havoc.
There are plenty of guards and blockades of course,even golems, but sometimes something slips through, and rarely something just smashes through.

I'm thinking of a city with this weird balance where there's both a great risk from living there
but also a lot to be gained from the ruins (knowledge,magical items,riches) so much that people decide to stick around nonetheless.
Now that feels ripe with possibilities.


What's up!
A campaign I'm running has had a major shift and now I'm in need
of a new area.

I actually randomed the city and its properties with some tables and the results are interesting:
a merchant-lead city on top of a hill built around existing (and big, the previous owners were at least large) ruins of a long-gone civilization.
Also the city is cursed.
Even worse it's populated almost entirely by Dwarves.(jk i love dwarves)

Erhh, anywho.The idea is this : the ruins extends far beneath the city
and forms a maze-like web of tunnels,
dwarven quarries, shrines, monster lairs and such.

As you might imagine this is quite a lot of work.
Sooo, anyone got some juicy manuals (even 3.5 is fine) that could help me?Or anything really, I might even settle for some good advice.

pls help


GM Rednal wrote:


A Swift action is a small but actual amount of effort, less than a Move Action or Standard Action, but definitely more than a Free Action. Imagine, oh, lifting a weight every six seconds for the entire day. That's what constantly using an ability of this nature would probably be like. XD There's a time you're going up, there's a time you're going down, and there's a brief pause between each one where you flicker...

Yes! I just checked the definitions.

Swift actions are (duh) swift but not effortless since they "represent a larger expenditure of effort than a free action".

Now my mind is at ease and I believe I have enough ammo to convince my player....maybe (he is that kinda guy).

Thank you guys for the help!

P.S.:
Btw I'm definitively checking out those Mania books now, they sound awesome.Too bad my wallet is still recovering from the holidays (ouch).


GM Rednal wrote:

To help: Get the Mythic Mania books. They make the system significantly better.

If you're taking a Swift Action every round, you're constantly blinking in and out - it's not a permanent effect, it's something you have to constantly refresh.

Oh damn.

I totally had no idea these existed.
I am just searching info here and there but these look really promising.

Thanks for pointing them out!

Getting back in topic i have to admit i didn't think of that,
I guess you do need to spend a swift action.
Maybe I could try and push that angle and see if my friend agrees.
Problem is, of course, he is gonna ask me how much effort a Swift action is.


Hi there!
I will begin by saying that me and my friends are having a blast with the mythic rule sets, albeit not without some hurdles and obstacles here and there.

Case in point : a 3rd tier trickster ability has come up quite a few times at my table.Now, one of my players wanted to take that at some point but I shot down his interpretation of the thing and this kinda....just ended there.

He wasn't very happy about it so I decided to give him the benefit of the doubt and I thought I'd ask here.

Vanishing Move (Su)

When you wish to not be seen, you aren't. As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move.
If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.

Pretty straightforward in combat, but what about out of combat?
Our issue is with the constant part of the ability.
The only thing we could agree with is that this is poorly written.
His take on it: you have a constant (su) invisibility effect on you.
My take on it: you blink in and out of sight every 6 seconds.

I think his idea makes more sense, but as per what I read here it should be akin to some kinda blur/blink effect with perks.

I would love some input on this.
Also does someone have any other example of similar phrasings?