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If any of you all are interested in playing in Hell's Vengeance (the evil adventure path!), I am GMing a game of it on the forums and looking for players. Recruitment Thread Here. I know all of you would be excellent players from personal experience, so I'd love to see you guys apply!
I am sooooo interested in this! I will get something up this weekend!
I'd pay for an iPhone version no sweat. My time alone over all the posting I could do is worth $5-10 easily.
Edit: And let me add before anyone hits me over how $5 or $10 is way too much for an app. Think about the time time you spend each day posting in your PbP. Do the math for a one-time fee. Rejoice in your new app.
Easy there cowboys, it is difficult terrain, and you can't charge across it. Plus, ol' OGGM has a surprise in store for you...
Naralesh's second elemental slams into the tatzlwurm, but it is too strong to be encased in the mud. Dregan hits it twice with his bow, and the creature bellows in pain.
You move across the rocks and debris, struggling to gain traction in the difficult footing. Just as Edric reaches the far shore, another tatzlwurm bursts out from where it waited in ambush! The minor dragon bites into Edric's leg, saw-toothed fangs locking onto the paladin's leg. -8 hp Edric, and you are grappled. It heaves its bulk onto the rocks and lines the man up for a vicious rake...
Does the phrase 'Clever girl' mean anything to you? Jurassic Park anyone?
ROUND ONE: Group A (Dregan, Edric, Magna, Vosil); wurms, Group B (Nara, Kaalib, Talia). Pay attention to which group you are in. I will post after Group A has gone, then B will go, then a new round. Ready go.
You scramble around to the opposite side of the ship and head into the center of Whitewillow. Ahead of you is a forest glade with a small pool at the far end. it is from here that the feelings of misery, dread, and...heartbreak? emanate.
On the very edge of the glade is a shattered tree. The mangled body of a beautiful dryad hangs from the bole, beaten from her refuge by massive clubs. As you approach, you can hear soft, feminine whispers in your ears:
'She should not have fallen in love. Her heart brought this upon us-why won't she let us go?'
Yap cowers against the base of a gnarled old tree. His eyes never leave the body of the dryad as he speaks. "She waits in there. My mistress...I dare not go any further..."
The steps into the glade seem to take forever, each pace longer and harder than the last. The weight of a thousand sorrows weighs heavily on you. At the edge of the pool, you pause. Tension fills the air, building...building...
The pool erupts in a geyser of water as Myriana herself bursts from the pool with a scream. Once soul-shakingly beautiful, the nymph princess is now a haggard, ghostly horror. Her disembodied arms float at her sides, exposed bone and sinew stretching toward her torso but ever too far out of reach. Her lower torso fades away to smoke, savaged too cruelly by the ogres for even her insane ghost to retain. But her most terrifying feature is her eyes: wells of hellish horror, crying out silently in an agony beyond anything a mortal creature could ever know. They reduce those who try to hold her gaze to gibbering children. She is beauty undone, and torment incarnate.
"YOU...you failed him! You failed the fort! You let them take him, take him away to the mountain!" She shrieks in a horrible voice. "Now feel MY pain!" She raises her disembodied arms out toward you, and a wave of energy washes over you. Against your will you are lifted up and stretched backward. Then everything goes black...
You are sitting in a beautiful sylvan glade at the edge of a small pool next to a rugged man with graying hair and beard. Reclined in the thick green grass, he reads love sonnets of his own making to you...
Ogres! Ogres in your Whitewillow! Smashing the tree of your friend and confidant, a dryad you have known for time untold. You and your lover rush to save her...too late, too late. But the ogres are slaughtered. Vengeance...
The lamia woman, the one from the village. The one with the red hair and green eyes. It was a trap. They surround you and him, encircled by the Kreegs and her magic. Lamatar falls fighting them, and when you rush in to aid him, they catch you in their rough hands.
Pain. Shame. They force him to watch as the ogres savage you. Tearing you limb from limb. Your eyes never leave his, and his gaze never wavers. Your last living sight is them dragging him away, screaming for you, reaching out for you...
You come to as you are dropped roughly to the ground, the trance broken. "Why? Why have you come here mortals? To bring me pain?" Myriana moans in sorrow.
Because this our first battle, I will post up how this works: Each battle has several phases:
In the Tactics Phase, the commander chooses a Tactic that can modify your OM or DV. Your army has 4: standard (no mods), withdrawal (-2 to OM and DV), expert flanker (+2 OM, -2 DV), spellbreaker (+4 DV vs spellcasting armies). At the start of each Ranged or Melee phase, the commander may try to change tactics by attempting a DC 15 Morale check. Success means the army uses the new tactic for that phase (and the modifiers from the old tactic cease); failure means the army continues to use its current tactic. The effects of tactics end when the battle does.
Irabeth chose Standard as the starting Tactic. Going forward, I'd like one of you to select the Tactic, based on discussion (or not). I will let you know when that is appropriate.
The Ranged Phase occurs only if one or more of the armies has ranged weapons. You fight a battle round. A battle round consists of both sides rolling a d20 plus their Offensive Modifier (OM). That is compared against the army's Defensive Value (DV). If the modified roll is greater than the DV, the remainder is the damage to the army's hp.
If both armies have Ranged capability, they may chose to stay at range and shoot.
The Melee Phase occurs when one or more armies closes to melee range. At the start of the phase, the commander chooses a Strategy:
Once each Melee phase after the first, the commander can alter the army’s strategy. Adjusting the strategy 1 step up or down does is automatically successful and doesn’t require a check. If the commander wants to adjust strategy more than 1 step, the army attempts a DC 20 Morale check. Success means the strategy changes to the desired level. Otherwise, the army’s current strategy doesn’t change.
Obviously, a battle round is fought during the Melee Phase.
Victory, Rout, or Defeat
An army is Routed if its hp are reduced to equal or less to its ACR and it fails a DC 15 Morale check. If it fails, it is scattered and retreats from the battle. If the army routs, reduce its Morale by 1. If the army’s current hp are lower than the army’s ACR, increase its hit points to its ACR. A routed army refuses to fight until you succeed at a Will save DC 16.
If an army’s hit points are reduced to 0, it is defeated. A defeated army may have a few survivors, but they are so demoralized and wounded (and probably captured by the enemy) that the army no longer exists as a cohesive unit and can’t be used again in mass combat.
Female Chiss Soldier/Commando Wounds 7/16 Strain 9/12 Defense 0 SV 4 Cool GY Vigilance GG
Kara watches the scene unfold in slow motion below her. Djebelle's hesitation, the Stormtrooper Sergeant turning to face her, blaster out. She can see the turmoil in the woman's face, see the pain of her decision. For a moment, Kara believes Djebelle will let self-preservation kick in, let her finger pull that trigger and save herself. Then she wavers, and the barrel of her blaster dips just so. When she looks up at Kara, the world comes back up to speed...
A squad behind trying to kill her, TIE pilots coming up on her right, and now this...
Kara doesn't hesitate. She leans out over the edge of the catwalk, making sure to keep the bulk of the metal structure between her and the squad below her. Bracing the big rifle, she squeezes...
The Czerka barks, rippling fire tearing into the Imp sergeant, killing him instantly. Dropping down to a knee, she whirls towards the oncoming pilots.
1S, 3A. 1A = autofire, so two hits for 11 Wounds each. 2A = extra 1Bk for cover vs squad 4. Sorry, guys, in deep up here so keeping the extra Adv for cover for me.
Kara winces as the blaster fire explodes around her kneeling form. She can barely see the TIE pilots through the smoke and sparks.
...'we're going to have a talk, you and I, Djebelle, when this is over'...
Another shot from the squad below her explodes right under her position.
...'if we live through it'...
As Dregan completes his prayer, a strong wind begins blowing the tops of the trees around the statue. Just around the statue, as the rest of the forest is strangely still. From your quivers, your scabbards, and the edges of your weapons, a strange green glow emanates. It grows to a bright emerald hue, then fades.
All of your edged and piercing weapons are under the effect of a Keen Edge (CL 20) spell for the next 7 days.
You spend the night comfortably, and in peace.
I'm not thinking there's any need to continue this campaign then. We can play it out in a broad sense here in Discussion. Let me add MY part:
The players in my WOTR campaign fail, allowing the demonic hordes to pour out of the Worldwound and overrun all of northern Avistan. Your fledgling kingdom is destroyed in a night of fire and blood.
Come to think of it, that killed 2 campaigns! Very efficient on my part, I'd say.
Vosil: excellent post. However - and this for all - I tend to post even 'private' conversations publicly. I didn't intend for Kesten's advice for Talia to be open for comment. I don't like to spoiler or PM all the private stuff, I like to roleplay it too! Let's keep that in mind going forward, I'll try to be more specific when it's supposed to be private.
Like this one:
Gavriil watches after Talia's receding form. Even after she disappears into the post, he stares for what seems like an eternity.
'Do you?' He asks to no one but the night sky.
Without another word, the Scoundrel of the Greenbelt mounts his horse, and rides out into the night.
I've created a monster...
They are very old. Consider the start of LoTR, that's Elrond at the front rank of the Elven host. He was Gil-Galad's second-in-command (more or less) at the Battle of Dagorlad during the Second Age when Sauron was overthrown the first time. 2000 years or so? (Gil-Galad was the elven leader of the Last Alliance, he was killed by Sauron in that battle, as was Elendil, the king of Gondor.) Elrond describes the host of the Last Alliance to that of the First Alliance (even older!) to Frodo in the first book.
"I remember well the splendour of their banners ... It recalled to me the glory of the Elder Days and the hosts of Beleriand, so many great princes and captains were assembled. And yet not so many, nor so fair, as when Thangorodrim was broken, and the Elves deemed that evil was ended for ever, and it was not so."
Tolkien half-eleven are not like Pathfinder (or even D&D) half-elves, the comparison is not valid.
Guys, I apologize greatly for inconsistent posting. Work has become very busy and getting the kids through school is turning out to take a large amount of time. I prefer a regular pace, and a semi-quick one, but it has become difficult as of late.
One thing I will guarantee: If I can no longer do this, I will let everyone know. I will NOT just disappear. If it ever goes to 3+ days without hearing from me, send me a PM.
I am posting this statement to all my games, so I apologize to some of you who may have to hear it more than once.
Bear with me, I enjoy all my games and players, and have no intention of leaving them!
Lym Blackhand wrote:
"I am inclined to agree where Ogres are concerned," Lym says, "but I do not have sufficient experience of other Giants to agree or disagree. Honesty compels me to say some Giantish creations are quite aesthetically pleasing. The paintings of Rau Bhem are quite impressive, and his poetry is very moving."
Are we speaking of Rau Bhem in his Surrealist period? Or in his short but brilliant Cubist period? I prefer the latter. Nicely done!
I can sum up this awesome guide in two words: steal shamelessly. No, seriously, take what you like in other GM's games and use it in your own. Pain's guide here is sprinkled liberally with examples for just that. No one should ever feel like they have to do it differently just because someone else did it first.
I love this guide, and have stolen from it extensively. I still learn from it every day. My advice to new GMs: take your time and be aware of what you are getting into. Everything you do to make your job easier will help you keep going.
Good luck to you, and if you ever have any questions, feel free to ask!
Nothing's been identified yet. Really not enough time to spend on that yet.
The Black Arrows fight with a desperation only those who are about die can muster. Vale wields his two axes like a man possessed. Two ogres rush in with hooks slashing. Vale blocks one high, slicing open the ogre's belly with his second axe. That ogre crumples to his knees, trying to hold in his spilling guts, when Vale kicks him off of the wall. The second ogre though, scores a hit on the ranger, driving him to his knees. The beast's overhand chop is blocked by Vale's axes crossed over his head in an 'x'. Slowly, the ogre drives the man's defense down, until his axes are nearly resting on his head. Two more ogres finish their scramble over the wall, and rush in to toward the defenseless man...
On the other side Jakardros works to defend Shalelu as she shoots a barrage of arrows at the attacking ogres. He dodges and parries with his sword, the providing the shield for her assault. Suddenly, an ogre appears on the battlement behind Jakardros. He hefts a heavy spear and heaves it at Shalelu. The spear enters into her chest, and she screams in agony. The half-elf slumps against the wall, the bloody tip protruding from her back. At her scream Shalelu's long-lost father turns about and stabs the ogre in the back, piercing its heart. But now his defense is down, and the two behind him tear viciously into the man with their hooks.
"Noooooooooo!!!!" Shalelu screams as the ogres cut down her father. Ignoring Jakardros, they step over his prone form to finish her....
Praxim's howl of victory sounds over the walls, echoing amidst the stone of the fort. The ogres pause, looking out at the sound. Their eyes take in the sight of the paladin with the heads of their leader and their sorceress, and their faces go white with fear. They fall over each other as they flee, some even jumping from the wall to the ground on the far side.
Within seconds, Fort Rannick is clear of ogres. Vale struggles to his feet, turning to look at the carnage. Shalelu begins dragging herself along the battlement towards her fallen father, spear still in her side, leaving a bloody trail along the stone.
The rain continues to fall...Fort Rannick is yours.
Oh and old grognards coming along in a thread claiming that their being an old grognard means anything other than the fact that you are old, and a grognard.
Ouch. I'd like to think that I can bring a lot of experience without being overbearing. But, there's a reason I stopped trying to post my thoughts in those types of threads.
That said, I'd rather be an old grognard, the alternative being what it is...
...the alternative being DEAD, for those too young and non-grognardish to pick that up. ;)
I've thought of something (at least I think I did, I haven't seen it anywhere else) that I am going to try as a limiter to the use of multiple mythic/legendary points in a round. I discussed this with my group, and we agree it's worth a go. On the surface: it seems simple to adjudicate, has the limits I think will help, and doesn't make the players feel like they are being handicapped.
Make each (and every) use a of a mythic/legendary point a swift or immediate action. If it is not already defined, the swift/immediate classification will be based on the intent of the ability.
Each PC has one swift/immediate action per round = to half their Mythic Tier, rounded up.
We started this last week, but it didn't come up except once, for the legendary ranseur-wielding fighter (12 Ftr, 4 Champ) who did unreal amounts of damage under the RAW. Last week he merely did great amounts, but was happy with what he did, as was I.
More to come on this.
Fair enough. Although you may be overstating how much I fudge the rules. Of course, you have no way of knowing that based on one post from me, so all good.
To be honest I don't see the difference in our methods. Two means to an end, the goal being fun for everyone at the table.
I use the encounter level philosophy to its extent, as suggested in the Mythic book. The PCs mow down the mooks like they should. After all, they have been chosen by Fate to take it to the demons or die trying, right? We use the pictures in the book extensively. They know if it has a picture (and gods forbid, a name!), then they are in for a ride. We have another saying, usually after someone goes, "Well that fight was a b@+&@!" Someone else usually replies, "Hellooo she was on the cover!" My point? Glad you asked. Mooks don't get 'rule fudging'. Lieutenants usually don't get much either, maybe some more minions to make itinteresting, but that's it. If you are on the cover though...well...Paizo didn't pay Wayne Reynolds all that money and put you there to die in one round, know what I mean?
As far as giving it a Mythic Feel, I have visuals, sound effects, I even play the sound part of videos (I used Theodens speech on the Fields of the Pellenor as a soundtrack the first time their paladin army charged in Book 2, feel free to steal.) So there's more than just the adjustments.
I certainly hope no one misconstrues my posts here as 'my way or the highway' or braggadocio. I've been taught by some really good GMs in the past and I've done this a long time. I try to share what I've done in the hope of passing it on.
Well, I am of the bent that heroes should be heroes. Before you blast me, I would say that I knew (I thought) what I was getting into when I started WotR. I quickly learned that I did NOT know.
So I adjusted.
I am not changing the Mythic rules as written - too much work.
What I am doing is adjusting the encounter to add to the Mythic narrative - less crunch and more fun. What does that mean? Sometimes more hp, sometimes higher DCs for the group, sometimes better saves for the bad guys - all based on enhancing the story at a given moment.
What I found was was that I wasn't ready for the changes to encounter levels that the Mythic rules brought. I am still learning, and my group is having fun with it. Here is the most commonly heard comment when a creature does something that the PCs suspect it shouldn't:
"Must be Mythic". And they soldier on. I've had one-shots on them, but in 4 books, it's happened twice, and that on fantastic dice. Here's the key: the PCs are involved in an epic struggle. And death is very real possibility. We have a saying at our table: "If we (the PCs) can do it to them, they can do it to us." It works for us.
Here is a good example: The battle with the shadow demon Eustoyriax. I made damn sure the barbarian failed his Will save. He went about, using all of his Champion abilities against the party, while they were fighting the SD and 4 of his SD minions. That is still their favorite encounter, even when they suspected I might have 'fudged'.
End result: We had a great time as a group. And that is the goal.
The best advice I can give applies to anyone playing an AP, not just WotR. Play to the story, and make the rules work for you.
That's funny you put it that way. Say rather that Firefly is like life on the fringe of Imperial space. That is the theme for Edge of Empire.
Age of Rebellion is more military-ish. Members of the Rebel Alliance against the Empire.
Same exact system. Different focus. Both take place BTDSs - Between the Death Stars. You start post Death Star One.
No Jedi...get over it.
Well, if you were offended by what Vexxous said, then you are REALLY not going to like this:
If your group is bored or not having fun, then that falls squarely on YOU as the GM. It is irrelevant whether it is mythic or not, AP or single module, 1st book or 4th, power gamers or RP(ers?). You are the one controlling the experience of everyone at the table, including yourself. I have argued this similar point in countless discussions and boards and impromptu gatherings at the FLGS: the GM makes or breaks a game. The AP/module is a framework for you to work from. You have to adapt on the fly to fit your group and your GM style.
Where I think Mythic has caused us difficulties is in the fact that we weren't prepared for what it could do. Once we have learned, we should adapt. To the OPs question: I would think a 1/4 ratio of Mythic to non-Mythic APs would be fine. The Mythic system is very popular. I enjoy running it as much as my players enjoy playing it. They know that as uber-Mythic as they become, there will always be something to challenge them to look forward to. Not all of the fights, but enough to make the story memorable.
I guess I will jump in here. Forgive my photography, or lack thereof...
Some of these I've had so long, that I don't remember the names and/or the manufacturer, but I will try.
More next week...
"Since the first days of the Worldwound, Kenabres has answered the
—Onevere Worin, City Defender of Kenabres
It's a grand day in Sandpoint. You could hardly imagine a more perfect day to hold a festival. The sun shines brightly in clear, blue skies, and a tang of sea salt is in the air as a light sea-breeze comes in from the Varisian Gulf. The sounds of the gulls mix with the buzz of the people about the square where the festival is taking place. Looking around, it would appear that all of Sandpoint is here in the square. Dressed in their festive best, mothers trying desperately to keep their children clean, while young men strut about in an effort to attract the town's young maidens.
The smells of a dozen local delicacies waft about the square, each of Sandpoint's taverns striving to outdo the other in culinary battle. Lunch will be served shortly, and it promises to be an exquisite experience (but best of all, free!) Already the talk around the food stalls at the south end of the square is of the White Deer's peppercorn vension, the lobster chowder of the Hagfish, or (clearly the most anticipated, to judge by the talk) the Rusty Dragon's curry-spiced salmon and early winterdrop mead. Mayhap the reason for the Rusty Dragon's early lead is the proprieter, beautiful and talented Ameiko Kaijitsu. Certainly the town's men-folk are the first in the lunch line at the Dragon's stall, but even the women will grudgingly admit hers the best fare in all of Sandpoint.