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Wormcaller

Rakshaka's page

RPG Superstar 6 Season Star Voter. 1,230 posts. 4 reviews. 1 list. No wishlists.


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Here's what I did


The Lich wolf from the sixth module, Shadows of Gallowspire, one of the secondary villains.


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Just posted on the product page. Kalindlara, I used a lot of your suggestions for haunts created after the death of living enemies to help diversify the number of effects the party encountered (they made three forays into Renchurch). Thanks for feedback!


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After about four years of playing this adventure path (we alternate with Kingmaker, which we are in Book 6 of also), we have completed Brandon Hodge's excellent module Shadows of Gallowspire and the Carrion Crown adventure path. Since I have reviewed each module individually thus far, I will do the same with this one then move onto my overall thoughts about the adventure path and how it stacks against the others I have played in or ran (Age of Worms, Savage Tide, Rise of the Runelords, Legacy of Fire, Council of Thieves, Kingmaker). It should be noted that my PCs had two Mythic Tiers at the beginning of the module but lost them right before Adorak, affecting how I built some of the encounters, haunts, and other things that I added or changed. Nonetheless, the stuff that I critique mechanically or thematically has little bearing overall on power level affected by these tiers; my biggest problem with the module in terms of power level was the presence of normal spells from the Core RuleBook.

WHAT WAS LIKED

Renchurch as a locale:
We all loved everything about Renchurch, from the history, to most of its denizens, to its various mechanical effects in the game. The numerous haunts were cool, especially for the level they are encountered; they still felt like a credible enough threat that the PCs had to treat the place with the same respect as they would any other haunted place. I absolutely loved the fact that any living creature that dies there becomes a haunt of itself; this let me get extremely creative with reflecting the manner in which my PCs killed some of the enemies. Also, getting one's soul trapped within the walls beyond the prospect of raising kept a imminent threat that kept the PCs on their toes. However, the best thing of all was the Tyrant's Whispers haunt, the ability for the DM every ten rounds to go completely creative with whatever spell or effect adds to the horror of the place. While admittedly I used the haunt to try and dispel my group's buffs numerous times, there were lot of other effects that I utilized as well that added to the ambiance of the place.

Good bad guy roster:
There's a fair amount of interesting enemies the PCs face, and for the most part, they all make sense contextually. We really loved Nathalazar, Lucimar, Marrowgarth, and some of the other named enemies; they all had cool backstory and made for some interesting fights. While there's inherent problems with Adivion due to the nature of the path and its lack of written buildup, even he can be fixed with enough foreshadowing and creative DMing. Overall, most of the written-up enemies were worth their word count. While I had problems with some of the inserted enemies due to spell interactions, this occurred less than half of the time and there weren't too many fights that felt like a waste of game time.

Some addressing of high level play:
Another thing that really worked well was the addressing of some of the tricks of high level play that PCs use. PCs cannot necessarily wind walk directly to their destinations nor can they teleport due to the nature of Virlych. The soul trapping ability of Renchurch stops attempts at raising the dead and escaping the area is a tricky proposition with the presence of the Witchgates. These are all really good ways to keep the standard tactics that high level characters employ in check.. mostly. There are a few spells that I wish had been addressed with equal measure (see below)

Flavor country:
Overall, the description of every location in Virlych including the country itself was rich, full of flavor and background. Mr. Hodge did a great job of instilling a sense of ancient dread lurking beneath the surface at all times. The descriptiveness of Adorak will be well remembered.

WHAT WAS DISLIKED

Freedom of Movement/Death Ward/Pro Evil/ Disrupting Weapon ruining the fun:
I must admit that this was due to one of the PCs being an Oracle and able to constantly spam such spells, but buying wands would achieve the same effect for most parties; the constant spamming of these spells made for some really boring fights. Other than Disrupting Weapon, all these spells have a decent duration (at 1/minute per CL, and PCs being 13-15, a minimum of 13 minutes) that can be stretched through an entire run-through of a dungeon. Each of these spells and their interactions with certain monsters are just offensive in terms of what they do to the story narrative, especially in a horror themed game. Let's examine each of them and why they're so bad.
-Death Ward: This one absolutely drives me bonkers, to the point that I changed a feature of Renchurch to at least make the final fights more memorable. Its either blanket immunity to certain monsters, or you gamble with dying from negative energy, ability damage, or other bad effects. It totally shuts down Shadows, completely hampers anyone channeling negative energy (Cenobites, Nightshades, Grey Friar) and hinders anything that utilizes that energy as an attack (Banshee, Devourers, Vampires, Marrowgarth and a host of other undead). Some of these fights might as well not be ran if the monsters don't have a way to remove the protection, and for those that can, it turns into a game of whether or not the monster can waste an action to dispel the protection or use one of its awesome abilities instead. I think there were at least 3 fights where instead of doing something cool, (especially when cinematicly appropriate), the monster was forced to dispel a PC, often to simply have the spell recast the next turn. Doing this is a death sentence for any singular foes the PCs might face.
-Freedom of Movement: While Death Ward can be maintained throughout a dungeon to some extent (healing and other activities can eat up some duration time on min/level spells), Freedom of Movement at high level is one of those spells that's always on every PC; I mean, you'd be stupid to not have this spell up at all times of adventuring since what it stops from happening is ridiculously powerful. I can't think of anything in the 5th-7th level range that even comes close to what this spell does. In a lot of ways, Freedom of Movement is ten times worse in terms of what it shuts down, turning a lot of interesting and awesome creatures into simple melee monsters incapable of achieving what they are thematically designed to do, especially in the context of horror. In terms of this module, it severely hampers, if not shutting down outright the following encounters: all mummies, mohrgs, ghouls, liches, leng spider, the omox, some of the haunts, revenants, quickwoods, the Adorak sinkholes.
Protection from Evil: While the amount of things it stops pales compared to Death Ward, it still is powerful enough (especially for a 1st-level spell) that I can't think of a reason somebody wouldn't have this on them at all times. Stopping possession and domination outright without even a check to remove said protection is pretty darned good. While we're mainly talking about the vampire and the ghosts, anything that gives blanket immunity to any effect really bugs me.
Disrupting Weapon: For not having a lot of save-or-die effects in the game system itself, this one sure wrecks that rule, even if it is against one type of creature that most PCs will never play as. Think about how powerful this is if it worked the other way; every time someone gets scratched with said weapon, they could just turn to ash. Such a spell (if it worked on the living) would be outlawed in every good-aligned community in the world. There is no other version of this spell that effects other creature types ,so why do undead get all the hate? In my opinion, this helped speed up some fights, but definitely took the threat level out of others. I think I rolled Adivion's saves in secret because having him die to the first hit from a weapon seemed super-anticlimatic. Keep in mind I'm not talking about Raven's Head but the actual spell, with the adjusted DC of our group's oracle (DC 24).

High level Bog-Down:
While not always true, high level play is just slower. More numbers, more player options, more possible actions, and more spells added together means a lot more game time per encounter. With this in mind, a DM needs to assess each and every encounter and decide "Is this worth the limited game time we have to run, and if not, should it be substituted or skipped? Does it add to the story, does it deplete resources, and does it have any actual threat level to the party?" This is absolutely true of high level play, which is why that while I hated what disrupting weapon did sometimes, it was good for speeding up boring fights. I broke down the encounters below that worked well for us and those that didn't.

Repeated Save or Die: I guess this balances out disrupting weapon, but there sure are a lot of haunts that just try and flat-out kill you, I think at least 3. I get that Renchurch and Adorak are dangerous places, but I thought that haunts rarely duplicate save-or-die effects. While PCs should have at least a scroll of Resurrection at this point, dying to a haunt and then having one's soul trapped beyond raising seems likely a really disruptive way to end a group's foray into Renchurch, especially since you can't teleport away to acquire such a scroll if you don't have it. I wish those specific haunts had done something cooler than outright kill with an effect. If you're gonna kill someone with a haunt, it should be done with as much horrible flourish as possible (Skinsaw Murders) to give their death greater impact. As it is, it just feels like random death (Roll a save! Fail? You're Dead!).
End guy
As I said above, at high level your job as a DM is encounter assessment; as I looked over Adivion's stats and compared him to my PCs' stats, I saw a fight that would last less time than some the random fights on the way to Adorak, even with the presence of Nightwings. Narratively, I wanted something more than what was provided, especially for the end fight of the campaign. Had their not been a plethora of printed material on these forums with alternate versions of Adivion, I would have devised something myself. The final fight went really well, with pretty much every spell, ability, and harrow card used to deal with Adivion and his two forms (forsaken lich, then ghost empowered by Tyrant). To make it memorable I recommend the following:
-Involve AA as much as possible in the campaign before this module so he has impact and meaning as a final enemy.
-Utilize extra monlogue as the players ascend the tower, such as what Zhangar did here.
-Work in whatever stats will provide the most climatic fight for your party. I used a version of him from the boards here that I reworked slightly to suit my group.

-GOOD ENCOUNTERS-
Linnorn: Hagmouth is a good opener to the module; he's a unqiue menace with an awesome backstory. He's also slightly unexpected, meaning he has a chance to make use of his breath weapon and formidable attack array before the heroes can buff themselves beyond the reach of such threats. Its also worth noting that his death curse can have dire repercussions on anyone going into the coming fights, especially the Witchfires at the next gate.
Banshee: This one's interesting for a few reasons. Its entirely possible that the PCs don't know that they're about to appear at Renchurch if they're teleporting (its not like there's a map showing how the Witchgates connect), meaning there's a good chance that the PCs won't have Death Ward up when the Banshee attacks. In my opinion, the banshee is a poorly designed monster (high level creature stopped by a single low-level spell commonly used with no way to remove said spell), so this setup at least gives her a chance to be effective, and death ward doesn't stop the wail, just gives a bonus against it.
Svoak and the Trees: At high level play, these are the fights that seem to work the best; a trio of opponents at a CR a few levels lower than the PCs, all with inter-meshing abilities that work together well, making the fight like a puzzle that the players have to dissect. While the DCs on the trees abilities weren't super high (and FoM again nerfed some abilities), the combination of ranged abilities with a beefy melee monster made for a good fight. It should be noted that I gave Svoac the divine guardian template and one fighter level so he could use the favored weapon of the goddess that the site he's protecting is dedicated to.
Revenants: Yeah, between their Reason to Hate, Advanced, and Shrine blessed gifts, these guys stats pile up into a very credible threat against their higher level murderers. Coupling near guaranteed attacks with the flavor of showcasing the bloody history of the PCs (I kept track as best I could of which PC had killed which Revenant) made for a really memorable fight.
Totenmaske: Its the monster's abilities that can sometimes make a fight really interesting or really boring. In this case, I used the undead creatures' fleshdrinking ability to have all sorts of decoys and confusion during the various battles, from having a fake Lucimar to a trio of attacking Kendras. It made for some interesting fights, especially when they joined an already occurring one.
Lucimar: Perfect design on this guy as far as a hit and run opponent. I think my group of PCs encountered him four times over the course of the dungeon before he was finally cornered in the room with the Urgathoan fly. Of course, I couldn't help myself and decided to tweak him into an Arcanist to give him more hit and run options, but I think the stats presented would have done just fine, provided my group wasn't Mythic.
Nathalazar: Cool flavor, good abilities, and great support to block for him. Overall, the contents of the room and the powers of the monsters made for a really good fight, especially with consideration to the unusual nature of the opponents. When opponents have multiple options for dealing with the PCs, it makes for a good battle everytime.
Urgathoan Fly: Unlike the Stone Golems (see below) this one really shines for some reason. Maybe its the flavor, the illustration, or the dual purpose as a brazen bull that makes the fly so creepily awesome. This thing got to do a lot of damage, especially when coupled with the Cenobites and the spellcasting threat they possess. A solid fight.
Marrogarth: I must admit that even though this fight lasted five rounds, it was awesome. Marrowgarth was able to use the sinkhole smash, his breath weapon, and his devastating full attack routine to put my PCS on the ropes. HPs swung back and forth, Heal was cast three times, and he even retreated to his lair to recharge his soul energy, only to be chased down and finished off.
Nightshades: Everytime one of these guys hit the table, it was a fight worth remembering. Unlike some of their undead equivalent CR, the Nightshades all possess devastating attacks, powerful summons, and the ability to dispel magic. Every nightshade is worth its salt in terms of actual challenge rating and what it brings to the table. I wish there were more...

Knights of Ozem: A solid role-playing encounter for my group, especially with a vampire PC that had to convince the paladins he wasn't dominating the other party members. There were a few tense moments here, especially when the voice of the possessing demon chimed in on the matter. I ended up swapping the daemon for a seraptis demon since my PCs possessed Mythic tiers still and I needed to up the threat level.

Lake mummies: So paralysis and mummy rot just weren't going to happen to my group (high saves and Freedom of Movement), but man, these guys hit like tanks. Since I ran the banshee fight as a continuous assault all the way up to the doors of the cathedral (incorporating the mummies, the barbed devil's substitute, and Svoac and the trees), these guys were able to pile on some damage before they could be dealt with. Their advanced statistics insure they are capable of that. I imagine that a group without Freedom of Movement might have a problem against their paralysis, but I don't know of anyone who would do that. I mean, that spell is really that good.

Witchfires: The key here is to use absolutely every ability they have, as detailed in their tactics section and then some. I had a number of charmed giants and zombie giants under their control, using veil to disguise them and the weird weather to further assault the PCs. The witchfires got pretty close to taking down one PC before they were wiped out by Disrupting Weapon. Still, a fun, flavorful fight.

Cenobites: Solid, they possess variety of spells and abilities to provide a credible threat to my players. My favorite trick was to try and take control of the PC vampire with their channeling, which one actually succeeded at before getting dusted by disrupting weapon. With a few save-or-sucks, the ability to dispel and capability of going into melee combined with the numerous immunities conferred by their templates made them worth running, despite the fact that I figured they would be speed bumps.

-ENCOUNTERS THAT WERE BORING OR FELT LIKE FILLER-

Bodaks: Death Ward turned them into melee monsters barely worth remembering.

Shadows: I mean, can they sense that the whole party has death ward and that they should just hide?? Or do they pop out, try touching the PCs, then get wiped? A prime example of a spell robbing a monster of its agency. Yet if you fight them without said spell, its a TPK waiting to happen. I love and hate shadows.

Stone Golems: Unfortunately, some of the old tricks my players are familiar with (grease, create pit) work just as well on these golems as they do on their lower -level counterparts. I ran with it because I figured it would eat up resources. It didn't; it simply ate up game time. In hindsight, I think making one of their slams x4 and slashing to reflect their scythes would make the fight a little more interesting.

Invisible Stalkers and Mummies: I get the flavor of this room, but the threat just isn't there. Between StoneSkin and Freedom of Movement, these guys could do absolutely nothing to my party. It got interesting for a moment when a Tyrant's Whispers dispelled a couple of those buffs, but the threat of the monster's DCs and attack bonuses versus the statistics of my party made it into a game of fishing for 20s or hoping the PCs roll a 1.

Ghost Teachers: This encounter needs something else to it. As it is, it just feels like you're fighting a pair of wizards who happen to be incorporeal; the two of them have very few effects that make them memorable as ghosts. Possession is pretty standard fair at this point (as is Protection from Evil); I would have liked to have seen more unique effects from them like imparting dread knowledge, attacking with spectral barrages of scrolls, or trapping PCs in desks. As it is, the two of them at best can hope to focus on a single PC with their spells and hope they get unlucky.

Gallowdead: I LOVE the flavor of these guys, but really wish they could do more. The chains of the dead ability shouldn't require a standard action for a CR 13+ creature, especially with its limited range, its reliance on negative energy (Death Ward), and its inferior damage output for its challenge rating (compared to its melee routine). I feel like these guys are a pale imitation of the Swords of Kyuss; I really wanted an awesomely unique undead specific to Adorak and Gallowspire, and while they deliver in some ways, they weren't exactly what I wanted when they actually performed. One or even two of these guys do not have the action economy to stand up to a group of 13th level PCs dedicated to killing undead.

Worm that Walks: Even swapping her stats up a bit (to reflect a previously defeated opponent), this fight was a bit of a letdown; I wanted it to be more but at the end of the day, the worm that walks is only as good as its spells. I utilized some of her damage dealing spells then went anti-magic field on the party, but even an anti-magicked fighter can get some serious damage beyond her damage reduction with two handed power attacking, forcing her to drop it in favor of healing. A singular opponent against a group of PCs is never going to do well, and this was most certainly the case.

FIGHTS THAT I CHANGED OR ALTERED AND WHY
There were a few encounters I swapped out to either fit either the flavor of my campaign or its power level. Some of those stat blocks (including mythic stat-blocks for Hagmouth and The Grey Friar) can be found here.

Barbed Devil: (Shining Child) The occupants of Renchurch know that the PCs are coming and they also have the power to at least cast Greater Planar Binding (Qlippoth). Since one of my PCs is a vampire, I thought it'd be fun to have something that could actually kill him and so replaced the Barbed Devil with a Shining Child. While the vampire had nearly been misted a couple of times, nothing really provided his character with a tangible threat up to this point. This gave the vampire pause and also informed my characters that their enemies probably knew their capabilities quite well at this point.

Ghouls/ Cultists: (Stat change) For the corpulent ghouls, I changed their rogue levels for brawler levels, giving them a bit more flexibility when dealing with my PCs and whatever buffs they may or may not possess. The monk cultists became arcanists for a better way to harry my group of PCs (increase raw damage and the capability of dispelling).

Mohrgs: (Location swap/Festering Spirit) In the Mohrg's location, I placed more cultists, then replaced another area that had cultists with Glutton Spectres (variant Festering Spirits), omitting the Mohrgs entirely. Mohrgs supposably can't control their murderous urges so I found their placement with other living allies strange. Furthermore, they are stopped handily by a readily available buff (Freedom of Movement), so I knew that a fight against them would just eat up time rather than hit points, let alone create any threat or tension.

Vampire: (Mythic Glabrezu) Again, her placement and is a bit odd; I imagine she's meant to be used as a hit and run assailant with her spells, but most of those would prove ineffective against my PCs. Instead, I had the encounter be a diplomatic one, one with a Mythic Glabrezu from Wrath of the Righteous visiting Renchurch to observe the potentially momentous events occurring. This is sort of a mirror of something that happens in that AP, where an undead emissary from Ustalav comes to observe the events taking place, not necessarily to fight the PCs. I used her as a way to drop information the PCs needed concerning their targets.

Omox and Mihstu: (Hellwasp Swarms)I looked extensively at the statistics for the Mihstu but didn't think they stood much of a chance against my group. Since Urgathoa was quite prominent in her role within Renchurch, I though a monstrous callback to her would be more appropriate. I kept the Omox intact but swapped each Mihstu for a Hellwasp Swarm, changing the makeup from wasps into black flies. Everytime one got released, I had it join with any swarms present, having the mass of flies begin to form into a face. My players inferred that if all the swarms were to join together it would have done something... which made me go "Yeah, it totally would have summoned Urgathoa's herald!" (I hadn't planned on that, but sometimes you can't ignore a really cool idea.)

Mirror of Life Trapping: (affects undead) I altered the power of the mirror slightly to allow it to capture undead as well as living creatures. This let me pull a nasty trick by having a Totenmaske that looked like Kendra inside the mirror, making the PCs more likely to shatter it. Also, I put a Glabrezu inside the mirror for added fun.

Qlippoth: (Advanced, feat swap) I altered to Qlippoth into an advanced version of itself, an Augnagur Qlippoth on the verge of apotheosis into a Thulgaunt. Besides the advanced template, I gave it dimension door 7 times per day and swapped some of its feats for the dimensional assault tree. This made for a fairly memorable fight as the thing warped around the room and was able to use the terrain to its advantage.

Leng Spider: (Nightskitters)I get that the barriers between worlds are supposed to be thin at Gallowspire, etc; Why wouldn't any and all undead within the tower just pounce upon this thing and drain its life energy? As it is, it has no protection against the numerous undead threats within the tower and isn't necessarily aligned in goals with the residents.. its just sort of there. I removed it and added two Nightskitters (Undead Revisited) to fit thematically and up the challenge rating. While this did up the number of Nightshade encounters in Gallowspire to 3, each of those fights was interesting in of itself.

Devourers: (Gallowdead) Not a fan of these guys mechanically. Some monsters got really nerfed when they crossed over to Pathfinder, and the reasons behind that nerfing make sense; but the removal of the 'save-or-die' mechanic from Devourers (and Bodaks to a lesser extent) really took the scare out of them. As it is, Death Ward nullifies too many of their abilities, turning them into sub-par spellcasters with an unimpressive slam attack. I swapped them out for Gallowdead, placing them here rather than inside the tower structure. It made more sense for them to wrestle free from their chains and launch themselves at the PCs outside the tower rather than inside.

The Grey Friar (Mythic)This guys has really solid stats, I just wanted to give him mythic to counter my PCs abilities. Oh, I also had two Forsaken Liches at his side to foreshadow Adivion's fate in the final battle.

Adivion Adrissant I utilized the Wizard/Fighter/ Arcane Duelist build of Magnuskn found here, with a couple variations to account for my party build on the first phase, and a host of completely different ghost abilities for his second phase, ending after the 'conjoined spirits of Adivion and Tar-Baphon' were destroyed. I didn't do a third phase since it took everything my PCs had left to take him down, with a couple of PCs going down during the fight. It took about 12 rounds total, which is good in the high level game of rocket tag.

OTHER CHANGES
Kendra as Tar Baphon's Vessel
As has been written about on the numerous threads within, Kendra makes a better choice as Tar Baphon's vessel, especially if the PCs can tie this thread to other story elements in the previous modules, specifically with regards to any interactions with Adivion Adrissant.

-A Vampire PC-
As per some of the suggestions in the prior module, I allowed our Dhampir PC to become a full vampire at the end of Ashes at Dawn, realizing that his power level would be about a match with the mythic tiers the PCs already possessed. I ended up removing the vampire's mythic tiers to keep him in balance with the others and for story reasons as well (Desna was the source of the PCs mythic power and the vampire could no longer dream). This made for some interesting fights and encounters (specifically the Knights of Ozem and anyone with the Command Undead feat). Furthermore, since most of the PCs usually walked around with Death Ward, his negative energy affinity didn't really make a difference in most fights. Also, the moments after the final fight were really awesome as the spirit of the Tyrant tried to get the vampire to take his power, which said vampire resisted.

-Mythic PCs- (Mindscape)
I introduced mythic during the final fight of module 4, giving the PCs one mythic tier and a second one at the end of module 5. Originally, this was done to allow me more customization with the bad guys to counter the incredible synergy possessed by my party and also to give further backstory concerning the Dhampir PC. While I kept this intact throughout most of the module, I decided that it would turn the final fights into rocket tag, and decided to remove mythic tiers right before Adorak. I did this by having the PCs mythic power used to suppress the dreams of the whispering Tyrant while they were in Adorak, which I had function as a Mindscape, the details of which can be found here . Nonetheless, I had a few mythic enemies to challenge the PCs as detailed above, which made for pretty good fights.

-Scrying and frying with liches- (Phylactery room)
To start the module off with a bang, I had Nathalazar and two other liches (including the one reforming in the phylactery room) scry and fry my group of PCs, having acquired some of the vampire PCs blood through various dealings. I changed the nature of the Phylactery room of Renchurch to empower undead rejuvenation, minimizing the number of days it would take for any undead that can rejuvenate itself if its source of essence (phylactery) was stored within that room. This let me do a couple of things; I had a solid force capable of kidnapping Kendra and I could harry the PCs every day until they could get to Renchurch and deal with them. I called this a side effect of the power of the negative energy well.

-The negative energy well (Renchurch, Age of Worms callback)
Death Ward was getting really annoying, to the point that I saw it completely destroying the mood, theme, and tension of the final fights within Renchurch. I wanted the last fight against the Grey Friar and the rescue of Kendra to be special, so I had the negative energy well within the building's last room be empowered. There is something similar in the final module of

Age of Worms:
, within Lashonna's dungeon where there is also a portal to the negative energy plane
. I had something like that where on the lowest level of Renchurch, undead got Fast Healing 20 and living creatures took double the amount of all listed effects from negative energy including level drain. Death Ward would basically be suppressed as it would reduce the amount of damage to normal but not negate it entirely. This made the final fight against the Grey Friar a lot more tense and memorable since negative energy could actually be used (and channel smite is one of the GF's main things).

-Keyboard room in Renchurch- (It's Good Enough For Me? Yeah, Yeah, Yeah, Yeah..)
I can't help putting callbacks to certain movies when thematically it absolutely fits, and in this case, it's The Goonies. I had the keyboard be one of the few ways to open the path ahead in the room, needing 3 DC 25 Perform checks to unlock the door, with a failure forcing a save against Crushing Despair. Besides this unlocking the door, I then had the keyboard reveal a secret compartment with a second musical sheet. Playing this required 2 DC 35 perform checks, with failure causing the keyboard to produce a Wail of the Banshee effect. This unlocked another secret compartment that contained a number of magical musical sheets (Scrolls for the Bard PC since there wasn't really a lot of treasure for her) as well as the phlactery of the Lich Bard that's originally in the phylactery room. I had the lich able to telepathically bargain for its life with the bard (which worked since it was able to impart knowledge about what was in the complex and weaknesses of some of their enemies) and made for interesting role-playing considering the makeup of the PC (dirgesinger bard) and the backstory of the lich himself. In the end, she kept the phylactery and moved on after the campaign to pursue forbidden music.

FINAL THOUGHTS ON MODULE:
For the word count, the writer does a good job presenting a decent high level romp within a uniquely dangerous environment that contains numerous flavorful enemies. The locations of Renchurch and Gallowspire were well detailed and a blast to run through. My only criticisms are leveled at the obvious, the lack of development of the end character and the difficulties presented by the interactions of certain spells and certain monsters.

FINAL THOUGHTS ON THE CARRION CROWN ADVENTURE PATH:
While individually the modules are strong, there is a lot of work for DMs trying to tie the adventure into one cohesive path that is something more than the monster of the week coupled with a "we go here next because.. bad guys" linear plot-line. There was no one like Vanthus Vanderborn, Lashonna, Queen Ileosa, the Skinsaw Man or any other bad guys that really struck a memorable cord. The enemies, while all well crafted with decent backstories, just sort of show up and then die rather ran having continuity through the campaign. Adventure Paths beyond this one seemed to fix this problem, but I wished that some of the enemies spanned multiple encounters, let alone modules. Even foreshadowing some of them, most of the time the bad guys wouldn't have any history with the PCs and therefore not a lot of context to make the fight as meaningful as it could be. The modules also seem to forget at times that the PCs are aware that they are in an undead heavy adventure path, so the presence of certain spells and abilities can take a lot of excitement out of it. I get that it is all supposed to be balanced for a group of four PCs with little experience, but once you figure out what works, its hard to go back to other tactics, and the spells that are mentioned in the review destroy this and the previous module. Heck, I had problems with Freedom of Movement all the way back in the fourth module, forcing me to add Mythic to at least give the monsters some agency. It is afterall, a horror path, and should be about how horrific the monster is, not how it ineffectually tries to grab you but can't because... magic.
Also, I made a lot of additions to my campaign over the time I ran it. All of my extra material can be found here
Hope this review and everything else there helps anyone else running this AP!


I just ran this fight two days ago; Mal wrecked our party. I've never seen so many blink rolls go so unfavorably, but in short, Mal couldn't miss and they couldn't hit him. There were a number of rolls that would've been critical hits by the party, only to be stopped by blink. That fight took 10 rounds, with two downed PCs. They had no idea that they could've range-attacked him to death. If not for blink, the fight would've been over in 3 rounds. It definitely shows the high variance that occurs from table to table.


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I played the cultists up as dim-witted followers of traditions that they had never bothered to question, making some of them even pleasant to a degree despite the overwhelming need for them to satiate themselves on their demonic religion and sacrifice the un-believers to the drowned one. It created enough of a morally dubious quandary within the game (if a person does something evil out of ignorance, does that make them evil, etc.) that my players decided not to go the route other groups have gone (murder-fest). Its important in my opinion to make the people of Illmarsh as human as possible- that way when the wrongness of what happens to them occurs (color-bleached woman) it makes it all the more grounded in reality and thus horrifying.


No Problem!
They are going ready to fight Marrowgarth tomorrow and then its upward through Gallowspire to the final fight. I have yet to formulate what version of the BBEG I am exactly using, but it will probably incorporate the Whispering Tyrant at various stages. After 4 years of playing we're finally nearing the end...


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So, I am nearing the end-game of Carrion Crown as my group has wiped out Renchurch and rescued its kidnapped prisoner to begin marching on Gallowspire. Having ran the Tyrant's Whispers haunt for nearly 7 sessions (using around 20 different effects from unwilling dimension door-ing to simple dispels), I knew I needed something different to represent the growing power and closeness of Tar-Baphon's mind as they neared Gallowspire. I had been looking heavily at Occult Adventures and was especially fascinated by the concept of a Mindscape as a projection of a powerful individual's dreams, sort of like Silvanesti in DragonLance's Dragons of Winter Twilight. I also wanted a way to get rid of my player's mythic power before they faced the very last part of the campaign.

Reasons:
I gave my players Mythic power at the end of Wake of the Watcher to help me balance the monsters that I had upgraded to combat the increasing number of blanket immunity spells my PCs employ (Death Ward, Freedom of Movement, and Protection from Evil), making the fights more interesting. Unfortunately, the higher level they got, the more the force multiplier of Mythic made each fight into rocket tag for both sides, so I wanted a reason for their Mythic power to be used up. IMC, since it was originally Desna who gave them Mythic power to combat the manifestation of Shubb-Niggurath, I decided it would ultimately be her who would take it back, ultimately to save the PCs from the waking dreams of the Tyrant (one of her profiles is dreams).
Below is the descriptions for an 8-stage dream that reflects some of the thoughts and fears of the Whispering Tyrant, slightly coupled with that of the module's main villain to represent the closeness of their minds. It follows some of the rules for mindscapes:

-Every character gains a pool of MP (manifestation points, or dream points) equal to their HD+ the average of their intelligence, Wisdom, and Charisma scores. These points are used to affect the dream sequence that takes place.

-Every character may spend a number of MP equal either to 1/4 of their HD or their highest spell-level. Typically this will be once a 'round' within the sequence.

-Any of the following can be used to fuel additional MP at a cost of 2 points spent: arcane, grit, ki, panache, and phrenic. Treat this as an additional pool of MP for the player.

-Keep in mind that I do not have any psychic classes in my group with access to spells that can affect such things as dreamscapes, so its possible that PCs that did have access to such spells and abilities might want to play out or alter the visions differently than scripted. Let them, but remember that these dreams are being backed by someone with the ego, power, and spellcraft to annihilate anyone who tries to directly brush his mind.

The players emerge into the dreamscape as they start to close in on Adorak but before they encounter Marrowgarth. With my group, I had it happen right as they entered the outskirts of the city. After the first sequence, the PCs are wholly in the mindscape with the exception of creatures immune to mind-affecting effects (such as the vampire PC in my party). For them, they get to guard their friends' helpless bodies against ever increasing hordes of skeletons that are just drawn up by the presence of the living (Adorak is like that.). This can be drawn out or shortened to increase the dramatic tension, but I basically spaced it out like this for my group (with number of rounds between): 1 skeleton.. (4 rounds), 4 skeletons (2 rounds), 6 skeletons (2 rounds), 12 skeletons (10 rounds after all of the last ones are destroyed), 16 skeletons (1 round). I chose skeletons because of the minor threat of coup-de grace (a fortitude save of 10+2d4+4 averages about 21, which is easy for most 14th-level PCs) coupled with ease of destruction. Obviously I would run no skeletons if the group had no fail-safe while they were in the mindscape; the above is optional to keep any players not in the mindscape engaged. The sequences in order are listed below. The first one starts out with the PC's deaths. Be sure to alert any PCs not in the mindscape of what is happening and have them play along with their on-screen deaths in the first vision.

1)Orc Slaughter:

-Call for Perception checks, as if for surprise against a DC of 35. No matter the result, read the following below:

"The torn landscape somehow seems different. There might be more trees that somehow look newer and healthier, as if untouched by the supernatural ravages that plague this fell country. As you look again, you see plumes of smoke drifting above the treeline, hear the distant shouts of a brutish language (Orc- "Kill them all! etc.") and smell the scent of burning flesh. A confused murmuring behind you alerts you to the presence of a huddle of frightened, unarmed humans that stare agape at the dozens of massive orcs that burst through the treeline ahead of you, staring you down with sadistic malice."

Roll for initiative, assuming the dream has a +15 (if asked explain 'improved init, trait bonus, spell, dex bonus, magic item bonus and move on as quick as possible. since players are going to "die", this might rankle some until they figure out whats going on and numeric reasons might be asked for) The dream orcs are 'buffed' to the gills. There are 16 of them and try to systematically kill off the PCs one of by. The numbers are stacked as such a way (CR 21) that it should be possible. Assume that they are all rangers (12th level) with favored enemy, bloodrager and bardic buffs, spells,etc. to get their damage and attack:(Bow) +31/+31/+26/+21 6d6 +20 (bane+gravity+holy/unholy). The point is to have the numbers seem real enough that the 'where did all of this come from' factor is displaced by the threat of death. Even something clever done to survive (putting up a wall of force, teleporting away, burrowing as a wild-shaped elemental), results in an almost dream-like worst case scenario (wall disintegrated, teleport blocked or followed, stone to mud or move earth, etc.). Once everyone's dead, have them make will saves against a DC of 30, duplicating the spell phantasmal killer. Before announcing that anyone fails, (which some should), inform them that they feel "an inner reserve of willpower-giving strength that you feel can be used to escape the terror before you". Explain their dream pool (MP) and the number they can spend. Each one spent in this case adds +1d6 to their Will saving throw. When this is resolved read to the mindscaped PCs, " As your bodies go numb from the phantom death blows suffered, the villagers behind you are in turn slaughtered. Your attention is finally affixed to a pasty-faced boy with eyes like a faded moon, eyes that peer from beneath a bloodstained cart surrounded by bodies. As he stares out, he suddenly seems to age before you into an adolescent. Even as your bodies lay prone as all this happen, you see your view rise up from them as they being to meld into the landscape and you get a nagging sense of forgetting where they went, like the minor detail of a half-remembered conversation from a dream.." Inform any conscious PCs that their friends have dropped prone and let the skeleton party commence.

2)Classroom:

"The trees begin to grow and close in, as if everything were drawing in on itself. They thicken, becoming wooden supports for the interior of a building that encompasses you as the stumps and rocks warps into desks and chairs, their shadows forming into the adolescent occupants of a classroom. A familiar adolescent sits in one of the desks, drifting in and out of a discussion, even as the class laughs at the teacher's jokes. As glows of adoration settle over the teacher from his progeny, a sudden explosion rocks the area and a mass of wall topples onto the teacher, striking him dead . Rather than the shock and terror radiated by every other child in the room, you see the child... or yourself, its getting harder to tell which is which.. move over to the dead teacher with a mixture of curiosity and excitement. Distantly approaching voices scream over and over, "what are you doing? What Are You Doing? WHAT ARE YOU DOING??" filling your head with an inescapable urge you can't seem to shake, an urge to..."

Have the PCs a make Will Saves against a DC of 31, allowing the use of MP to augment their saves as before. This is against an Insanity effect duplicating waves of morbid ennui; PCs so effected are permanently fatigued, this only can be lifted if a PC sheds blood or sees being shed blood, which lifts the fatigue for 1 round. Additionally, the PCs alignment shifts one step towards evil.

3)Warscape:

"Beyond the blasted walls, a panorama stretches before you, one entirely filled with the clash of blades, the eruption of spells, and the screams at the realization of horrifying atrocity. The warscape before you engulfs the building, a sea of violence foaming and frothing with blood and shadow. Scores of orcs, unliving abominations, and the shades of men clash with hardened phalanxes of knights and formations of archers lead by clerics and magi. As the tide of darkness ebbs and rolls, it almost seems as if some force, a feeling of malignant intelligence is pouring its thoughts and fears into the battle itself, and where it does, the flow of evil swells. You feel the weight of this opposing force for the first time since everything around you changed, a weight so deep it feels like it eclipses all of reality, and as you feel it, it almost seems as if its attention is directed on you, as if keenly aware of your presence..."

Have the PCs make Will saving throws against a DC of 32, with failure resulting in 1d6 Charisma drain, with MP usable to augment their saves at +1d6 per point spent. Then continue,

"...but it quickly redirects itself back to the battle at hand, as if the outcome were more important than you. You feel your minds drawn to the battle as well, as if your thoughts could also influence the outcome."

This represents memories of the battles the Tyrant lead as well as the "what-if-I'd-lost" mental scenario coupled together. The Tyrant is trying to control the dream so that the tide of darkness wins and he has total control of his dream. Mechanically, this works as follows:
The first to reach 100 points in this segment, either the PCs or the mind of the tyrant, "wins". Each turn, the mind of the Tyrant spends 10 points (or 10d6) to affect the dream which can be opposed by the PCs spending up to their maximum allowed amount to add xd6 to their pool. For example two 14th-level PCs with no magical abilities could both spend up to 3 points a turn each to add up to 6d6. Continue tallying the point totals of both groups until one reaches 100. If the PCs succeed, the vision changes with no repercussions. If the Tyrant beats them, the phantom warscape rolls over the PCs, inflicting another 1d6 charisma drain, but still progressing onto the next segment. Any PC taken to 0 charisma by this drain dies, their beings consumed by the waking dream of one of the most powerful minds on the plane.

4)The Sea of Darkness:

"The battle culminates as smoke and shadow envelope you, concealing all, even the clash of steel and the screams of war. As those sounds become more and more muted, a distant rumbling of thunder begins to build and grow louder. As the smoke starts to swirl away, it joins into a massive, roiling cloudscape beneath you. As you gaze downward, you see tumultuous storm that stretches across the horizon in all directions, pierced only by jagged mountaintops. The sunlight above seems utterly absorbed the by the dark clouds beneath, only occasionally broken by the storm's own chaotic churning. As the occasional churn of the clouds breaks open, the revealing sunrays show an undead apocalypse beneath. Where the land is visible, hundreds of spectral and shadowy undead flee from the sun's blazing rays, and while some appear to be annihilated by the radiance, the majority flee to the edge of the break, joining thousands of their brethren along the its perimeter. You feel that same force of will from earlier doing everything it can to keep the storm intact, and every time a break appears, a feeling of intense fear radiates to mirror the desperate flight and subsequent annihilation of the undead beneath. As a radiance from above fills you, you feel as if your very force of will could direct the sun's strength to pierce the clouds..."

The Tyrant was never one content to rest on his laurels, his own thirst for power fueled by the fear of losing that power. This vision represents that very feeling of inability to maintain a balance in victory, that even after a Wraith apocalypse, the very sun would move to snuff out all his plans for even a far-flung fantasy victory. Every round, the Whispering Tyrant must make a DC 27 Will Save (ignoring 1's) against DC 28. PCs may add to this DC by spending MP, up to their max allowed per round to add to the DC by +1. Even if the Tyrant succeeds on a save, he must save again at the same raised DC each turn until he fails. However, each turn that the PCs spend within this nightmare, they take 1 point of Charisma drain as they feel themselves sink towards the churning mass, becoming part of it. Once the tyrant fails, the dream keeps progressing.

5)Gallowspire:

"Even as the massive breaks appear that obliterate the majority of undead host, the landscape beneath rushes up to meet you, the remains of a freshly sacked city smoking in charred rings encircling a singular central tower, a shaft of geometrical hatred. Your view rushes forward until you find yourself standing atop the tower of forsaken architecture, one born of spikes and chains. As you look further down, you see a massive barbed chain descending to one of the many jagged landings beneath, its links fastened to the cruel, spiked crenelations that guard the tower. The spiked chain wraps itself up around you to a throbbing chain in your chest. You suddenly feel unable to move and wracked with pain as the chain affixed to your chest slides forward, pulling you to the edge on its own accord. From behind, words of cruelty resound and echo downward into some sort of mass of a monstrous horde. As a dread proclamation is finally made, you feel yourself pulled forward again a final time before toppling end over end downward, until your descent is suddenly stopped by the barbed chain running through your chest, as it rips you open..."

As this part of the dream ends, PCs must make DC 33 Will saving throws or be affected as if by the spell weird. The resulting ability damage that occurs on a successful save happens when they awaken from the mindscape as resounding memories of phantom pain ache through them.


6)Revolt of the Living:

"As the feeling from your wound drives you to the fading black of oblivion, the landscape beneath you begins to fade and the pain resides to a dull numb. As you slowly descend, you see that beneath is not broken ruins full of monsters but instead a quaint village, with thatched roofs, chimneys blowing cheerful plumes of smoke, well maintained gardens and freshly landscaped yards. Your attention is immediately drawn towards the town's residents moving about, all corporeal undead, from wight smithy to lich mayor. As your vision begins moving through the town, past a mummy gardener and ghoul constable, it settles upon what appears to be a farm at the edge of town. However, inside of its outer pen are not animals but dozens of people of all races, their shoulders slumped in the eternal defeat that is their broken life. As they are bought, sold, and consumed, one of the humans suddenly grabs a scythe and rises up in revolt. His features and attire change and warp as if embodying the form of different heroic warriors, from General Arnissant with his Shield of Aroden to [insert name of fighter type PC in group] to other less recognizable figures. As he fights back the undead farmers, a feeling of desperate fear fills the vision, empowering the flesh farmers as they attempt to reign the human in.."

Representing the feeling that something will always be moving to oppose his plans, the rebellious figure represents many of the foes the tyrant has faced over the years, even now. He pours all of his energy into manifesting forces to destroy this depiction. Assume a normal combat sequence with one heroic personification against the forces of the undead farmers. The hero goes first in the initiative sequence, alternating to the undead and then back again. The hero has the following relevant stats (no feats, weapons, etc..)
Heroic Personification

AC 20 HP 80 Attack +10, Dmg 5

PCs may spend any number of MP each turn up to their maximum allowed to give the heroic personification the following effects.

1 MP: +2 AC (Up to 4 times), or +2 Attack (Up to 4 times), +5 damage (Once per turn)
2 MP: Heal 10 (Once per turn), 1 extra attack (Up to twice per turn)

The fight begins against against one undead manifestation with more joining each round with the following frequency: 2, 3, none, 3, then 3 with a more powerful manifestation. This more powerful manifestation represents the Tyrant's last effort to control the vision, pouring his energy into it. The statistics beneath are divided to show the normal undead and the more powerful manifestation:

Undead Manifestations
AC 20(25) HP 5(15) Attack +10( +15/+15), Dmg 10

If victorious, the vision drifts away from the hero and changes as described below. If the undead succeed, all PCs must make a DC 34 Will save (MP are usable to add to their roll) or be affected by a variant insanity spell duplicating a permanent crushing despair that also induces the shaken condition whenever the character is within sight of any form of undead. The vision then proceeds into the next part

7) Of Blood and Demons:

"The slaughter of the farmyard warps before you, changing the townscape into a horrifying version of itself. The bricks of the buildings are bones , the thatching stretched skin, and a nearby fountain bubbles blood instead of water, mirroring a dull red sky above. A distant fading orb of a half-shrunken sun casts its dwindling light over the demonic landscape complete with warped, eye-ball covered trees and lashing thorn growths topped with blood-drenched red roses. As a group of vampiric figures comes to slack their thirst at the fountain, a huge demonic figure suddenly appears from nowhere in the middle of the town's square. The towering multi-limbed monstrosity, for all its size and ferocity, elicits a feeling of near panic as its eyes glow. There is the beginning of a flash that is consumed like a fizzling bubble as some sort of magic projected by the demon is initiated but fails. As it does, dozens of the vampiric host swarm over the demon like ravenous ants. While a couple are cleaved asunder by the monster's massive claws and reduced to mist, more join to fill in the gaps of the fallen until the creature's struggles begin to slow. As it weakens to the point of near-paralysis, a lord among vampires, at once General Malyas, then changing into Ludvick,then becoming (our vampire PC) a host of other noble-looking vampires strides forward into view, and as he does, the vampiric throng backs away from the near-death demon. They inquire as one of their lord, "Feast or become? Feast or become??" and he hisses back with lethal clarity, "Become." As one the throng tears into the demon, ripping out flesh and essence alike until there is little but a husk that breathes its last. As it does, that breath forms around its body and pulls away its very shadow until its physical form is nothing but a hollow grey shell that disintegrates into the wind. There is a feeling of unavoidable centrification on the darkening shadowy form, as if you can't avoid looking at it as it seems to grow in size and darkness. Everything feels drawn to the form, even the muted light and sound as the black begins to envelope everything... until it draws itself in even further, this time into the shape of a giant, a giant made of pure shadow. Its eyes open and a red that pulses with the light of a dying star shines forth, a light that holds you and pulls you towards it..."

Fascinated by theories on the origin of undeath, Tar Baphon had many hypothesis on the creation of Nightshades and how their birth might be induced under certain conditions. This, if anything, represents what would constitute a happy dream for the Tyrant, his academic interest given bizarre form. PCs who witness this horribly strange vision must make a DC 35 Will Save (MP may be used, and any PC may spend 2 MP to reduce the DC by 1) or be cursed by a bizarre form of blindness that reduces vision to 10 feet away, as if affected by the blind oracle curse with a range of 10 feet. Remove Blindness suppresses this effect for an hour per caster level. This curse also makes the character more susceptible to nightmare spells and effects, imparting a -2 penalty on saving throws as the darkness beyond joins with their sleeping visions occasionally.


8)A Broken World:

"The horrible shadow swirls around you until the umbra encompasses everything. The darkness is slowly pierced by the gradual appearance of dozens of stars, the land around you lit by the faded light of what once may have been the sun, now merely a dwindling candle in a sea of darkness. You stand upon what initially appears to be a jagged cliff, but as you gaze over the edge, you see that that it is instead one side of a rocky, broken island floating among hundreds of others that encircle a dimly glowing, red orb. Beneath you, opposite the sea of orbital debris and planet core lies the other shattered half of the planet, a broken rocky husk completely absorbed in shadow. Your view swirls from floating island to island, where occasional pockets of the meager humans constantly move and hide from roving packs of beings made of shadow. As you gaze upon the hunt between predator and prey, a pack of the creatures streaks into your view, massing straight towards you. As they do, you feel your will drawn towards a flaring comet that streaks through the sky toward you, striking one of the shadows monsters and reducing it to ash."

Knowing fully what his eventual plans might bring about, The Tyrant's mind has imagined many endgame scenarios, including this one. Treating the PCs as invading viruses, the Tyrant has empowered the shadow monsters with the hope that they'll function as perfect antibodies. Fortunately for the PCs, they are given a mental anchor to use in fighting back against these entities. In this case, this anchor is given by Desna in the form of comets. The contests of wills between the PCs and the Tyrant has gained her attention, enough that she has seen certain pathways of destiny that are unfolding within reality, paths that reflect some of the visions within the dreams. Her affiliation with the heavens has allowed her to infiltrate this dream and lend the PCs aid against the mind that would have those visions realized. Inform the PCs that as the shadow horde closes in, they feel the ability to call forth fire from the heavens to stop their attackers. This sequence works as follows:

-There are 12 shadow monsters attacking the PCs. They divide themselves evenly among them. The first round, each PC is attacked by one, draining one MP. Thereafter, each monster drains one MP per PC it is engaging. The monsters go first.

-Each PC may spend up to their maximum limit of MP to try and destroy the creatures. Each creature has 10 hp. PCs may spend 1 MP to do 1d6 damage to a creature, with a roll of 6 adding an additional 1d6 to that damage roll. This appears as comets striking the monsters.

-If the PCs run out of MP completely, allow them to utilize spell slots and other abilities to fuel their MP, having such abilities being used up when the PCs awaken.

Once all foes are destroyed:

"As the sky fills with thousands of bright comets, everything fades to a state of surreal, muted tranquility. A feeling of one-ness permeates you as all of the stars above feel intensely connected to you. Harmony flows through your being, a feeling (you haven't felt since a brief moment during your fight with the manifestation of the Outer God) you've felt few times in the last months, a unifying calmness (of Desna). A voice fills your head as the stars surround you..."


Desna's Words:

"Even now you are trapped, trapped by the wandering nightmares of the most powerful sleeping mind on your world, and yet you must awaken, for those dreams cannot come to be as real as they are desired to be. Yet to waken you, I must waken him, and his power will flair for a brief time. He is trapped, thus has he dreamed for so long, long enough to desire a moment like this. Yet if you do not waken you will dream forever, until your bodies are no more. There is a choice before me.. shall I awaken a slumbering tyrant and allow him a brief chance at freedom even as the best chance of stopping him moves in opposition.. or should I leave you forever shrouded in the greatest dreams you could ever desire, content that no little chance of his stirring will happen?"

(Allow any argument)

"I am pleased to hear that. [Loss of Mythic-]( I must use the power I had bestowed upon you to keep his dreams at bay; his mind will no longer be able to affect you through dreams and nightmares, waking or otherwise. He may yet physically manifest these to try and stop you, but what has been given form can be unmade.) I will continue to watch over you by giving you some control of your own fate. May the grace of the heavens shine upon you..."

(At this point I removed my PC's mythic power, giving them one Harrow point for each unused Mythic point remaining. Other rewards such as Hero Points would be equally suitable).

"A ring of energy formed from starlight begins to pass around you, circling above. It shrinks, then rapidly expands again to reveal the real world within its center. It moves to surround you again, and as it flows downward, its passing changes reality back to where you were before the dreams began. The ring of light completes the transformation of reality and then contracts, its shape becoming an ever-shrinking butterfly that swallows the last vestiges of the dreamscape before finally winking out of existence."


Hope this gives some additional flavor and material for GMs to use for this final leg of the module. It worked really well for my group.


Not to be over-correct-y, but I'm positive he's referring to room b4, the only spot in that dungeon that spawns (in the OPs words)"insubstantial ghost things...STR drained.." which can only be shadows. The Kyton conduit is in room b12 and fights like an animated object. Room b3 and b4 (where the shadows are) have to be passed through in order to proceed into the dungeon, which is what he's referring to. The only way my PCs got through it was buffing the monk to a ridiculous touch AC and having him bait them all while the other PCS ran by.


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I did a whole write up on this very subject here. It is a bit spoilery, so I'd say get your DM's say-so before looking, but I tried to address every implication such parentage implies.


It can't be avoided, its literally at the beginning of the dungeon. Unfortunately, what is written in the module is exactly how your DM ran it; I called it the Room of Infinite Shadows, because as written, there was no upper limit to the number of shadows that could come out of the mirror/obelisk. The only change is that I remember it being a mirror, not a monolith, but otherwise, yeah, your DM ran it as printed.
Out of an otherwise outstanding module, this is the one problem encounter that has made a few DMs scratch their heads. [Can we just farm shadows for experience??]


No, I've been running the same thing with mildly optimized characters, and they steam-rolled everything past book 2, to the point that I introduced Mythic just so there could actually be a challenge present with some of the monsters they faced. In the hands of experienced players, the AP is a joke. My PCs constantly spam Death Ward, Freedom of Movement, and Protection from Evil, making 90% of all encounters irrelevant. Its only through mythic and changing the monsters individually (tailoring spell lists to combat my group, etc.)that the fights get worth running, besides the occasional oddball monster that appears. Oh sure, the monsters try to dispel their enchantments whenever they can, but they are simply recast in a turn or two. Again, with those three spells spammed (which you should be able to do by the fifth and sixth module), the end parts are easy, at least without DM adjudication (The Whisper's Haunt dispelling, etc.)as nothing as printed in the modules can really hurt you with those spells up.


This isn't the only AP that's seen prices go through the roof; Kingmaker- Part 1: Stolen Lands goes for 50$+ and the first Rise of the Runelords goes for a pretty penny as well. I imagine since Haunting of Harrowstone won awards, it was scooped up pretty heftily by players. Also, Part 1's always sell quicker since people seem more likely to try out a new AP rather than commit to a year+ long endeavor (running all the parts), and they can also be ran as stand-alone modules more often than not.

-Damon: I haven't found the AP to be toxic, even at the endpoints where we are now. I had a much more toxic game (which sounds a-kin to yours) with my Legacy of Fire group. Basically, my group's system mastery forced me to hand-waive every encounter, even stuff 4+ above their APL. It created a.. confrontational state at the table to say the least. The story also had lost steam for the group by book 4. (where we ended) My point is sometimes its just a particular game or AP combined with a particular group that can cause a negative experience, especially when that experience lays bare any nagging flaws in the game (like either living or dying due to the presence of one spell, Death Ward). It is not necessarily the AP itself that is bad but simply that particular experience with it.


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Putting this one on the growing backlog of cool APs I need to run. Damnit Paizo, I can't possibly have time to run every awesome thing you put out, but this has my interest, especially since Wes is involved.


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Zahn is writing a new Thrawn book to tie in with Thrawn's appearance on Rebels. Should be awesome....


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New trailer for Season 3. So excited for Thrawn!


That sucks to hear, Damon. I'm having the opposite problem where my PCs are rolling through everything with the greatest of ease. They cleared the entirety of the courtyard and upper floor of Renchurch in one go with little attrition, effectively using blanket immunity spells(mainly Death Ward and Freedom of Movement) to make most of the monsters incapable of hurting them, then using buffs like Good Hope and bardic music so that even if they do have to roll a saving throw, they need to only not roll a 1. I just finished the following encounter:

Renchurch fight:

Nathalazzar and his two golems. While the whole team was ready with held actions to launch ranged attacks at the first person to enter, the resulting 80 points of damage did little with shield other splitting the damage between its target (scythe wielding paladin fighter) and the juiced up Oracle of life, who proceeded to Cure Critical him for most of the damage. Meanwhile, the Magus moved up, dropping a grease spell between the two golems, making them easily fall prone with little chance to regain their footing. The bard used bardic performance to juice up everyone's attack and damage while also healing the oracle of the split damage she had just taken.
Next round, the fighter and Dhampir close, dealing 90% of one of the Golem's health in damage. The golems get really lucky, hitting four times from prone on the fighter, which due to stoneskin and shield other score minimal damage. Nathalazar unloads on the fighter, knocking him prone with a force bomb and hitting again with acid. The fighter has about 25% of his health remaining, but is quickly brought to about 66% with channeled positive energy and cure spells.
Attacking from prone, the fighter still easily dispatches one golem and critically hits the second, reducing it to 5% of its health. Its quickly finishing off by the magus. Nathalzar tries to hit the in-cover oracle and misses twice (bad rolling). He is then flanked by the magus and fighter, who switch to magical bludgeoning weapons as they close while the oracle unloads a searing light on him for about 40 damage. Unable to escape the flank due to the fighter's Stand Still feat (and some other close quarter feat that keeps them from withdrawing), Nathalzzar dispatches a last ditch detonate, but its too late; the pair reduce him to dust in seconds.


Yeah, all my PCs walk around right now with Death Ward and Freedom of Movement, rendering a lot of the undead ineffective. Most of the time when the Whispers go off, its to duplicate a Greater Dispel magic so I can at least make the fights interesting. Such is the nature of high level play..


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Second Darkness: Rocks fall, EVERYONE dies.
Carrion Crown Ever play Castlevania as a kid? Its like Castlevania without the castle.


Since it is Ustalav, you could even up the ante by occasionally assigning an additonal +2 DC to some of the tasks based on the nature of the country (bad weather, SPIDERS!, or what-have you), maybe having some sort of table for what event takes place while the barn-raising is underway. Maybe its a wandering zombie that two PCs have to fend off while the others are holding up the frame, a case of bad swamp gas that rolls through the area, or even a passing meeting with some of the NPCs from the later books. Also, your PCs will have class abilities that could contribute to your tasks in significant ways (magic mainly), so giving them a +2 bonus on some of those skill checks for creative thinking would be appropriate as well. Good work, every DM who runs this AP comes up with some sort of fix for the Trust issues, so yours is a nice addition.


Short answer: No.
Long Answer: Not as much as you might think. There's a surprisingly small amount of non-intelligent undead in the AP. The biggest impact the trait will have is on the first module, as a couple of encounters are comprised on unintelligent undead and a few of the haunts can be tricked by hide from undead. All this will do is allow that character to not be targeted by a few effects, which will sandbag onto everyone around him. Actually, its a pretty cool way for your players to tell in-game whether or not an undead they are facing is intelligent or not.


Glad you are finding it useful! As for my group right now, we're halfway through book 6. Our completion time has been stretched due to minor complications over the past few months (my house caught on fire). Once we're through, I'm going to have more stuff to post, especially for Renchurch.


Wow dude, this is an amazing breakdown of the AP. This is very similar to my take on Council of Thieves but expanded ten-fold. This is an extremely well written and thought out review and anyone interesting in running this AP should read what's posted above. Good job, and congratulations on finishing the AP!


Of all APs ever, I'm going to say Age of Worms.
Of all the APs I've ran or played in that are Pathfinder, I'm going to say that its a tie between what I'm playing in (Kingmaker, we're about to hit book 6 with a really good DM.) and what I've ran (Rise of the Runelords).
I also really like Carrion Crown though as has been said, it feels like a guilty pleasure running it, especially because half of my group are former LARPers who know and love the associated horror tropes, from Cthulu to Dracula. The lethality of the AP is also appealing to them. My players loved playing Council of Thieves; I hated running it because of the ton extra work required to keep it coherent. I rather enjoyed Legacy of Fire, but that's because I ran wild with some of the themes of Lamashtu, Rovagug, Gnolls, Katapesh, and Denizens of Leng. Sometimes a little railroad is nice for a quick and easy to run AP, yet one where expanding upon anything there works really well. Sort of like how the Devil's Platter is detailed in Runelords; its world-building which is important to make a setting feel populated.


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Not to wax nostalgia, but Age of Worms did it 100% right.

Age of Worms Major Spoilers:

You had a dragon (Ilthane) that was built up from module 3 (Level 6ish), that you didn't encounter until module 6 (Level 11), and whose lair you didn't get to loot until module 8 (Level 11). Even then, you had to fight her brood that guarded her lair, 4 juvenile black dragons. After that it explodes with dragons in module 10 (Level 18), with the red Dracolich Dragotha assembling 33 dragons to attack the cliffside giant lair guarding his phylactery. You get attacked by flights of dragons, not to mention the five named wyrm+ dragons the party has to face. Cinematically, the cliffside city with the bridges, terraces, and vertical fight dynamics have made for some of the greatest D+D combat encounters I have ever ran (I remember playing Flight of the Valkyries when describing the attacks by the flights of dragons). Even beyond this, there's still Dragotha, the WyrmDrake, and of course one of the greatest dragon villains in my opinion, Lashonna. All said, 41 dragons, all of which are fulfilling a significant meaningful role from the perspective of their personality and backstory.

It would be hard to ever top what I consider, despite its undead heavy overtones, one of the best dragon APs ever made. Nonetheless, Paizo has always done an extensively creative job with their APs, so I expect them being able to do a dragon AP that's better even than that, if there was enough interest.


Name Maeve, Baroness of Cellyndor
Race Human
Class/Levels Sorcerer 14
Advemture War of the River Kings
Catalyst A battle of Monarchs between Maeve and Irovetti

The Gory Details We fought a long, three session combat assaulting Irovetti's palace after laying siege to the city with multiple armies. We fought no less than three fights where Irovetti fought beside his minions before we finally cornered him in his basement sequestory, accompanied by a false Nyrissa. A long difficult battle ensued, with Irovetti limiting actions with his bardic spells and magic items while the fake Nyrissa kept the heat on with devastating evocations. While most of us were forced to continually move to get an attack on the pair, Maeve repeatedly leveled her own evocations and enchantments at the two, to the point that she burned through all ten levels on Irovetti's spell turning ring. Irovett responded in turn, leveling his Numerian Rod of Razors at the monarch, striking her already injured form four times for roughly eighty damage, enough to put her past the point of death. Despite having access to Breath of Life, every spell slot that could have been devoted to that was used up at that point, and the queen fell. Fortunately, Irovetti carried the entire module's share of loot with him, so a portion of that was used to resurrect the queen back to life. The neat thing was the Harrowing my Harrower/Oracle companion performed for the group before the fights; the card 'The Empty Throne' was in the negative (evil) aspect of the future based on its placement, which foreshadowed both the death of our queen and Irovetti.


I got inspired by this thread and brainstormed a couple more ideas:
1)Dragon Siege I'd like to see a scenario where a group of adventurers has to liberate a town from a small group of dragons, doing so while keeping the town from being razed. It'd be neat for players to have to use guile and diplomacy to figure out the dragon's motivations and perhaps even turn some of them against each other. This is slightly done in Rise of the Runelords, but I'd love to see it on a more massive scale.

2)Dragon Escort It'd be neat to have a Colossal dragon that the PCs have to defend while riding on its back, a la giant howdah. Perhaps the dragon has to use its considerable speed to reach a certain destination in time, trusting to the PCs to its defense and removing any obstacles that might impede its flight.

3)Liches and Vampires While we have the Ravener, there is nothing in the rules preventing a dragon from similarly becoming a lich or vampire. We do not have any examples of such a creature in Pathfinder lore yet, so it'd be neat to see a draconic enemy that is as much a threat to its kin as it is to everyone else. A vampiric dragon preying upon and turning other dragons into its blood-bound slaves could be the start of a great end-game for a villain.

4)Draconic Stewards I've always been a fan of Dragonlance, so I like the idea of PCs growing with and protecting their own dragon. Perhaps an elder wyrm leaves its offspring in the service of the PCs, giving the PCs access to a powerful mount but one with its own agenda, constantly putting them in situations that they might not normally encounter. The PCs might need the dragons to accomplish tasks (fast travel, protection and all that), but are forced to help the dragons undergo errands that explore the nature of their relationship with their parents and their riders.

Anyways, more fuel for the hopefully still kindled dragon-fire.


This thread is very the reason that I substituted the wraith-spawn children for Attic Whisperers and Brother Swarm as a Ghost variant; no group of PCs I know are going to stick around at a ghost town when the sun goes down (that all rhymed!), especially in a horror themed throw-down (and especially one with a strict timer). That said, Wraiths are highly intelligent, so I would use that aspect to motivate the players; maybe some of the children find the will to communicate their deathless suffering before they turn hungry and attack. These are tragic victims, not compulsive killers, so luring the PCs with sobbing, cries of help, or even blowing a spectral wind toward Brother Swarm's location could point them in the right direction.


The only thing that might require special treatment on your part would come in the following areas:

Book 2+4:

1)The investigation of Herstag in Book 2 revolves around kids killed by a former child-killer turned wraith. This part might give them nightmares.
2)Book 4 has some pretty disturbing imagery, from the breeding between Skum and Humans, things exploding out of people's heads, losing all color and the will to live, and mental insanity. I recommend cutting the insanity mechanic unless you feel they can handle it.


Carrion Crown is good, but needs major work to make the books flow together. Since its the AP I'm running, I have made it work, but the cracks in the coherent storyline become evident when you try and link all of the books together. While all of these problems have been addressed to great detail in the AP's forum on this site, you should be aware of the following:

Plot points:

1)Bad guys are not foreshadowed Other than the villain of book 3, and the five prisoners of book 1, every enemy in the AP comes out of left field in terms of foreshadowing. There isn't anything whatsoever on the APs final enemy until you practically fight him, to the point that the 6th module has an entire forward section explaining why this happened. Again, this has been fixed with the creative writing of posters and even some of the module's authors, but it is still a major flaw.

2)Major plot points are left unanswered Throughout the AP, you have this evil organization collecting esoteric components to create a way to revive the Whispering Tyrant. The problem is, one of these is acquired by the players (Raven's Head), yet it seems to do nothing to effect what happens in the end game. Absolutely no mention is made of what happens if the enemies get their hands on it or why they need it in the first place. Again, fixed on the boards, but still an issue.

3)Book 4 is irrelevant for some groups Wake of the Watcher is an excellent module, that has little to nothing to do with the overall plot of the AP itself. In fact, the endgame of that storyline is worse than the resurrection of Tar Baphon since it involves an Old One manifesting directly on the planet.

4)AP is too geographically ambitious for its own good There is a lot of roaming around the countryside in this AP, hundreds of miles of it. There is very little written to help supplement these journeys other than buying a seperate book (Rule of Fear) to help augment these journeys. While this is fine in that it lets DMS make up their own encounters, for those without the time, all you get are some extremely unbalanced wandering monster tables. Again, fixed with supplements on the forums, but be prepared to do some work for this.


While myself and other DMS have written dozens of posts to expand whats written, for anyone looking for a "play-by-the book" AP, I imagine RoW, based on the other posters' points, plays better. I mean no disrespect to any of the fantastic authors who have worked on Carrion Crown, and frankly, have had an absolute blast running it. It has maintained the 'Horror feel' all the way to the end. (Renchurch is a high level dungeon on par with The Tabernacle of Worms from Age of Worms.).


The one thing I see that no one has mentioned is how underwater combat gets effected by removing one of these types. That's one of the instances where "half damage from all attacks except piercing" kind of makes sense; the water's inertia is slowing down any sweeping swings but doesn't resist a straight pierce. In this case, I would argue that slashing vs. piercing damage is still relevant, a spear or rapier is going to work better than an axe when trying to harm something in the water. The worst is giving DR other than piercing to anything aquatic...


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Yeah, I forgot about Desna almost destroying the balance between the Gods by going into the abyss and killing a demon lord and saying, "Screw the Repercussions". (Best mic drop from a Goddess ever?) At any rate, has there ever been anything printed in an AP, module, or any other Paizo source material that gives any example of an undead creature dreaming?

Wrath of the Righteous spoiler:
The redeemd succubus, Arushalae, is an outsider (who don't need to sleep) who fostered a connection with Desna. While it states that outsiders normally don't dream, her path towards redemption took her through a dream, to the pont that where Desna states, "Even demons can dream". I wonder if this can exist to other creatures as well, not just undead but awakened constructs, plants, and other creatures that don't normally sleep.


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I am aware that all undead do not require sleep anymore, yet there are corner cases with Vampires resting in their coffins, Liches entering torpor, and other random examples of undead "sleeping until disturbed" Obviously, unintelligent undead would not dream at all, but what about some of the other cases? Do any undead dream even though none of them specifically require sleep? Can an undead creature use the Dream spell? Can it or Nightmare be used on them? I ask because its slightly relevent to our Carrion Crown game:

Details:
The source of my PC's mythic power (two tiers for the sixth module) comes from Desna and her influence in stopping outer horrors and curbing the waking dreams of the Whispering Tyrant. One of the PCs, a Dhampir, has decided to go full vampire for the next module. From a balance standpoint, there's no way I'm going to give him access to both the template and mythic tiers. My justification is that if he becomes a vampire, he cuts himself off from the source of his mythic power, dreaming. While we've agreed that this is acceptable, it did raise the question of whether undead were capable of dreaming at all.

Thoughts?


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Oh man,

:
Vorstag and Grine's
is one of my favorite parts of the entire AP; its like a multi-dimnensional dynamic sandbox fight, with all the pieces in place to control the pacing, tension, and difficulty of the battle. Have fun running it!!


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A few things I can think of (well one main thing):
Food Scarcity
With no sun, most plant-life would die off, causing a chain reaction affecting all creatures that participate in Golarion's food chain. I could see the ability to magically produce nourishment being a huge deal, with the price of food for a long period of time being greater than most magical items. I would multiply the cost of rations in any settlement ten times its price, if not more. Characters able to magically produce food might be mobbed with desperate petitioners looking for a bite. I could see cannibalism thriving among races that would normally never even think of practicing it.
Undead Unchained Without the constraints of sunlight, a number of undead creatures that are normally vulnerable it would thrive in an age of darkness. Spectres, Wraiths, Vampires, and even Nightshades would be able to go unchecked throughout the regions. I suspect there would even be the equivalent of towns comprised completely of such creatures. This scarily enough makes the living a dwindling consumable resource that such creatures might even protect if only to ensure their continued food supply.
Light sensitivity A number of races could develop a trait over the years that causes the lack of light to form into sensitivity to it. Humans with darkvison or even other extra-sensory abilities might even evolve in this matter, only to have this trait culled when the sun returns centuries later.
Hope that helps!


It's from the Inner Sea World Guide (p251). It's used primarily in the underdark, but is considered the language of the dead. It has elements of Aklo and ancient Osirion. There are a number of instances in the AP where its useful to have.


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So the Shiggarreb is like a unqiue, nascent Qlippoth lord? Thanks for response!


Like the title says, these are mentioned in Lords of Chaos, Book of the Damned Volume 2 but I don't recall seeing stats for them anywhere. Are they creatures that have appeared in an APs bestiary (if so, which ones), are have they yet to be given stats? More Qlippoth!


Skull and Shackles: There's lots of social interaction and the nature of the AP allows any non-standard race to easily join into the pirate crew. Its first module is pretty brutal by all accounts, but having access to any race (including aquatic ones) offsets this slightly.
Edit: Saw the quip about running it, but like so many of the sub-systems in APS, can be dropped, edited, or enhanced depending on your preference.


That covers Renchurch, I will have stuff up for Adorak eventually.


Below are slight changes I am making to some of the monsters to account for the two Mythic tiers my PCs possess. I also statted out some of the monsters in the module that have templates so DM's don't have to adjust them on the fly. Enjoy!

A. Witchgate Grove:
I revised this encounter to emphasize the creepy landscape of Virlych beyond the hangman trees, which I feel are just another hungry plant, one that the PCs have fought before in book 3. Instead I substitued the following:
'For ages, the dryad Fheridia protected a grove of great verdance where the trees grew massive and came alive, situated in the shadow of Virlych's haunted mountains. When the Whispering Tyrant's forces conquered the area, the were drawn to the site for the same reason as Fheridia, the powerful ley-lines wove the mystical energies of the area into a tight fabric, one they sought to take for themselves. They overpowerd the dryad, murdering a number of her treant guardians with fire, then held her within her own tree while they warped its form and purpose into one of the first Witchgates. The process drove the dryad insane, transforming her into a broken soul that now guards the Witchgate along with the spirits of her slain companions. Fheridia appears as a comely female with scorched wooden skin carved with runes , her hair a nest of blackened, sickly leaves.'
"This scarred clearing is dominated by a single warped tree, a once great oak that has been twisted back down upon itself to form a massive archway carved with blackened runes. The forms of several withered, lesser trees dot the clearing like skeletal husks."

Fheridia, Broken Guardian CR 10
XP 3,200
Female broken-soul dryad sorcerer 10
CE Medium Fey
Init +8; Senses Perception +20
DEFENSE____________________________________________________________________ ______
AC 33, touch 15, flat 25 (+4 armor, +1 dodge, +4 Dex, +10 natural, +4 shield)
hp152 (16d6+96)
Fort +12, Ref +13, Will +13; +4 vs. poison and sleep
DR 5/ - Resist acid 5, cold 5, electric 5, fire 5, sonic 5;
OFFENSE____________________________________________________________________ ______
Speed 20 ft.
Melee torturous touch +13 touch (2d6 plus 1d6 dex damage and convulsions)
Ranged ranged touch +13 (per spell)
Special Attacks agonized wail (DC 25), baleful gaze (DC 25)
Spell-Like Abilities (CL 6th)
Constant - speak with plants
At will - entangle (DC 18), tree shape, wood shape (1 lb. only)
3/day - charm person (DC 18), deep slumber (DC 20), tree stride
1/day - suggestion (DC 20)
Bloodline Spell-Like Abilities (CL 10th, concentration +7)
10/day - tanglevine (10/day, 15 ft. range; disarm, steal or trip +17)
Sorcerer Spells Known (CL 8th, concentration +7)
5th (4/day) possession (DC 23)
4th (6/day) command plants (DC 21), dimension door, fear[/i] (DC 22)
3rd (8/day) dispel magic, lightning bolt (DC 20), speak with plants, vampiric touch
2nd (8/day) barkskin,command undead (DC 20), create pit (DC 19), mirror image, see invisibility
1st (8/day) charm person (DC 18), entangle (DC 18), mage armor, ray of enfeeblement (DC 19),shield, vanish
0 (at will) detect magic, light, read magic, mage hand
Bloodline verdant
STATISTICS_________________________________________________________________ _______
Str 10, Dex20, Con 20, Int 8, Wis 13, Cha 24
Base Atk +8; CMB +8, CMD 24
Feats Ability Focus (torturous touch), Acrobatic Steps, Diehard, Dodge, Endurance, Eschew Materials, Great Fortitude, Nimble Moves, Spell Focus (necromancy), Stealthy, Still Spell, Toughness, Weapon Finesse
Skills Climb +9, Craft (sculpture) +8, Escape Artist +15, Handle Animal +13, Intimidate +15, Knowledge (nature) +8, Perception +20, Stealth +15, Survival +7
Languages Common, Sylvan, speak with plants
SQmassmorph,photosynthesis
Combat Gear potion of cure serious woundsOther Gear ring of counterspells (dispel magic), headband of alluring charisma +4,
SPECIAL ABILITIES_________________________________________________________________
Agonized Wail (Su) Standard action, all creatures in 120 ft. range; Will DC 25 or shaken as long as within 120 ft. of Fheridia. Creatures that save are immune for 24 hours; sonic, mind-affecting fear effect.
Baleful Gaze (su) 60 ft. range, Fortitude DC 25 or 1d4 Strength, Constituion, and Charisma drain. Whatever the result of the saving throw, a creature cannot be affected by this ability again for 1 minute.
Torturous Touch (Su) 2d6 slashing damage and 1d6 Dex damage and fall prone and dazed 1d4 rounds. Fortitude DC 27 negates Dex damage, falling prone, and dazed condition.

Grove Spectre CR 10 (3)
XP 3,200
Ghost Treant
NE Huge Undead (Incorporeal)
Init -1; Senses low light vision, darkvision 60 ft.; Perception +20
DEFENSE____________________________________________________________________ ______
AC 10, touch 10, flat 10 ( +3 deflection, -1 Dex, -2 size)
hp90 (12d6+36)
Fort +11, Ref +3, Will +9
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; DR 10/slashing; Immune undead traits
Weaknesses vulnerability to fire
OFFENSE____________________________________________________________________ ______
Speed fly 30 ft. (good)
Melee incorporeal touch +7 (10d6/ 19-20, Fortitude DC 21 half)
Space 15 ft.; Reach 15 ft.
Special Attacks fire hater, trample (10d6, DC 19)
Spell-like Abilities (CL 12th; concentration +15)
3/day- invisibility, pyrotechnics (DC 15),summon swarm
STATISTICS_________________________________________________________________ _______
Str - Dex 8, Con - Int 12. Wis 16, Cha 17
Base Atk +9; CMB +11, CMD 20
Feats Ability Focus (corrupting touch), Alertness, Flyby Attack, Improved Critical (incorporeal touch), Weapon Focus (incorporeal touch)
Skills Intimidate +11, Knowledge (religion) +9, Perception +20, Sense Motive +12, Stealth -1 (+15 in forests)
Languages Common, Sylvan, Treant
SQ animate trees, frightener, treespeech
SPECIAL ABILITIES_________________________________________________________________
Animate Trees (Su) The corrupting influence of Virlych and the treant's spectral nature has altered this ability, granted the trees a hungry mouth full of sharp wooden teeth.. Animated trees have the following statistics: Animated Tree Darkvision 60, Perception +12; AC 21, touch 7, flat 21; hp 114 (12d8+60); Save F +13, R +3, W +9, DR 10/Slashing , vulnerable to fire; Speed 10; 1 Bite attack +17 (2d6+9 and grab), swallow whole (2d6+13 bludgeoning, AC 23, 11 hp), CMD +20 (+24 grapple) CMD 29 (33 vs grapple)
Fire Hater (Su) Against opponents visibly wielding flaming weapons or using any fire spells or effects, the Grove Spectres gains a +4 profane bonus to AC, attack rolls, saving throws, and to the DC of all of its supernatural and spell-like abilities. This bonus extends to any trees animated by its animate trees ability.This bonus lasts as long as the opponents are visible and for 14 minutes after.
Frightener (Su) (Classic Horrors Re-visited 25) The Grove Spectres gain invisibility, pyrotechnics and summon swarm as spell-like abilities usable 3 times per day.
Rejuvenation (Su) The Grove Wardens can only permenantly laid to rest by destroying the Witchgate and either killing or curing Fheridia's broken mind.

Tactics When confronted with intruders who don't display symbols of the Whispering Way (who she is terrified of), Fheridia tree strides out of perception range. She typically already has Mage Armor active, then begins buffing with Barksin, Mirror Image, See Invisibility, and Shield, before tree-striding back into range and using the total cover afforded by the trees to attempt Possession, Lighting Bolt, or Create Pit on intruders. Meanwhile the Spectral Treants hide within the tree-husks themselves, animating them from cover to attack. Once any opponent wields fire, their hatred drives them forward to attack with their trample and corrupting touch abilties.

Hagmouth (Mythic):

I knew that with Hagmouth, I would need to give him some extra power if he was to survive for more than three rounds against my group of PCs. This version can be significantly lethal and should only be used with mythic parties; he could prove TPK material especially with his breath weapon and inferno abilities.
Hagmouth CR 16/ MR 6
XP 76,800
Male mythic variant crag linnorn (Pathfinder RPG Bestiary 190)
CE Gargantuan Dragon
Init +7, dual initiative; Senses darkvision 120 ft., low light vision, scent, true seeing; Perception +22
Aura choking ash (10 ft., DC 25), stench (30 ft., DC 25)

DEFENSE
AC 34, touch 9, flat-footed 31 (+3 dex, +25 natural, -4 size)
hp 277 (15d12+180); regeneration 10 (cold iron)
Fort +19 Ref +12 Will +13
Defensive Abilities beyond prophecy, freedom of movement; DR 15/ mythic and cold iron; Immune curse effects, fire, mind-affecting effects, paralysis, poison, sleep SR 31
Weakness Mytbic Weakness (Remove Disease)

-OFFENSE-
Speed 30 ft., fly 50 ft. (clumsy), swim 30 ft.
Melee bite +25 (2d8+12/19-20 plus 4d6 fire plus poison), 2 claws +25 (1d8+12 plus 4d6 fire)
Space 20 ft.; Reach 20 ft.
Special Attacks breath weapon (120-ft. line, 15d8 fire damage, Reflex DC 25 half, usable every 1d4 rounds), death curse, inferno, lava claws, melt stone mythic power 6/day (surge +1d8)

-STATISTICS-
Str 34 Dex 16 Con 27 Int 5 Wis 18 Cha 21
Base Attack +15 CMB +31; CMD 44 (can't be tripped)
Feats Cleave (Mythic), Combat Reflexes, Great Fortitude, Improved Critical (bite), Improved Initiative, Powere Attack, Weapon Focus (bite) [mythic], Weapon Focus (claw) [mythic]
Skills Fly +7, Perception +22, Swim +38
Languages Aklo, Draconic, Necril

-SPECIAL ABILITIES
Beyond Prophecy (Su) Hagmouth was once bound for a much greater destiny among dragon-kind only to have that cut short by the fate forced onto him by his wounds. He has since fallen outside the spectrum of omens and prophecy and as such, can neither receive insight bonuses nor do insight bonuses function against his attacks, armor class, saves, or special abilities.

Breath Weapon (Su) Once every 1d4 rounds as a standard action, a crag linnorm can expel a 120-foot line of magma, dealing 15d8 points of fire damage to all creatures struck (Reflex DC 25 halves). This line of magma remains red-hot for 1 round after the linnorm creates it. Creatures that took damage on the first round take 6d6 fire damage the second round (Reflex DC 25 negates), as does any creature that walks across the line of magma. If the magma was expelled while the linnorm was airborne, it instead rains downward during the second round as a sheet of fire no more than 60 feet high that does 6d6 damage (Reflex DC 25 negates) to any creature that passes through it. On the third round, the line of magma cools to a thin layer of brittle stone that quickly degrades to powder and sand over the course of several hours; magma that's turned to a sheet of fire is consumed entirely during the second round, leaving behind only a stain of smoke in the air that swiftly disperses. The save DC is Constitution-based.

Choking Ash (Su) Any creature that starts its turn in Hagmouth's aura is nauseated for 1 round (Fortitude DC 25 negates). The ash provides Hagmouth with 50% concealment against ranged attacks. Strong wind or fire-quenching magic disperse it for 1d4 rounds. The save DC is Constitution-based.

Death Curse (Su) When a creature slays Hagmouth, the slayer is affected by the curse of fire.Curse of Fire: save Will DC 22; effect creature gains vulnerability to fire. The save DC is Charisma-based.

Dual Initiative (Ex) Hagmouth gets two turns each round, one on its initiative count and another on its initiative count – 20.

Inferno (Ex) Hagmouth can expend one use of mythic power as an immediate action to have fire damage he deals ignore fire resistance and fire immunity for 1 round.

Lava Weapons (Su) All melee attacks made by Hagmouth deal an additional 4d6 points of fire damage.

Melt Stone (Su) Hagmouth can use his breath weapon to melt rock at a range of 100 feet, affecting a 55-foot-radius area. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.

Mythic Weakness (Su) Hagmouth's ascension is partially fueled by his horrific wound suffered at the claws of Scrivanier V. While his wounded tail perpetually drips bloody pus and constantly provides the Linnorn with a dull pain, it also is the source of his mythic power. If Hagmouth fails a saving throw against a remove disease spell or effect (that passes his spell resistance), his mythic power is temporarily repressed, rendered unusable by the Linnorn for a number of rounds equal to the level of the spell used to “cure” him.

Poison (Su) Bite—injury; save Fort DC 25; frequency 1/round for 10 rounds; effect 2d6 fire damage and 1d4 Con drain; cure 2 consecutive saves. The save DC is Constitution-based.


Possessing Leukodaemon and the Knights of Ozem:

In this particular encounter, I have decided to substitute a Seraptis Demon (Book of the Damned, Vol. 2) for the Leukodaemon present here. This is for a few reasons:
1)While thematically and alignment-wise the Leukodaemon fits better with Urgathoa, it seems strange that in a countryside devoid of the living that something dedicated to spreading disease would flourish, or even be drawn to it in the first place.
2)The proximity of the Worldwound to Ustalav gives a number of reasons why a demon would more likely be encountered than a daemon, especially considering the Witchgates and the demon's teleportation abilities.
3) The Leukodaemon isn't really a threat to the paladins. They are immune to its disease and a lot of its spell-like abilities, and ganging up with smite attacks is going to kill the thing in two turns. The Seraptis's suicidal whispers would be a serious threat to such a group, especially if the paladins can't attack it because of possession, being forced to listen to its corrupting words while they figure out how to deal with it. I'm not saying the Leukodaemon isn't entirely capable of this, but the Seraptis fills more of an active role in this regard versus the almost backgrounded nature of the encounter.
4)I have already used two Leukodaemons against my party, so want a little variety.

Svoac the Gate Tender:

For Svoac, I noticed a glaring weakness with regards to his saving throws; the lower CR'd quickwoods actually have a better chance of giving a good fight versus the Attach's high chance of getting one shotted by Hold Monster or worse, Dominate Person. I gave him the Divine Guardian template to give him immunity to such tactics so my players have to actually fight him, as well as one fighter level to give him access to the favored weapon of the holy site he's protecting.

Svoac The Gate Tender CR 14
XP 38,400
Male divine guardian attach fighter 1
CE Huge Giant (evil)
Init +5; Senses darkvision 60 ft., scent; Perception +22
DEFENSE____________________________________________________________________ ______
AC 31, touch 12, flat 29 (+6 armor, + 1 dodge, +1 Dex, +15 natural, -2 size)
hp 173 (15d8+1d10+105); fast healing 5
Fort +13, Ref +5, Will +9; +2 vs. good creatures.
Defensive Abilities ability healing; Immune disease, mind-affeccting effects, poison.
OFFENSE____________________________________________________________________ ______
Speed 100 ft.
Melee +1 unholy scythe +22/+17/+12 (3d6+17 x4), bite +20 (2d6+5 plus poison)
-Power Attack +19/+14/+9 (3d6+26), +17 (2d6+11 plus poison)
Ranged Rock +10/+5/+0 (2d6+16)
Special Attacks rock throwing (140 ft.), swift claw
Spell-like Abilities (CL 15th, concentration +14)
At Will - dimension door (within Renchurch grounds only), see invisibility
3/day - aura sight,alarm
1/day augury, clairvoyance/clairaudience, commune, dismissmal (DC 15), hold portal,true seeing
STATISTICS_________________________________________________________________ _______
Str 32 Dex13, Con 25 Int 7, Wis 16, Cha 10
Base Atk +11; CMB +23 CMD 34
Feats Dodge, Iron Will, Lunge, Mobility, Multiattack, Power Attack, Spring Attack, Weapon Focus: Scythe
Skills Acrobatics +1 (+29 jump), Climb +20, Escape Artist +10, Knowledge (religion) +1, Perception +19, Sense Motive +8, Stealth +0
Languages Giant
SQ blessed life, divine swiftness, sacred site, sighted
Combat Gear potion of keen edge (2), potion of cure light wounds (3), 10 rocksOther Gear +1 unholy scythe, +2 chain shirt
SPECIAL ABILITIES
Ability Healing (Ex) Each round heals 1 point of ability damage to all abilities suffering from ability damage.
Blessed Life (Ex) Does not age or breath. Does not require food, drink or sleep.
Poison (Ex) injury; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d4 Str; cure 2 consecutive saves.
Sacred Site (Ex) May not leave grounds of Renchurh. Loses Divine Guardian template if leaving the grounds of Renchurch, and must seek atonement or take 6d6 constitution drain.
Sighted (Su) Svoac's Divine Guardian template has a few minor changes to reflect his purpose in the defense of Renchurch. He loses his arcane lock,guards and wards, knock and forbiddance spell-like abilities, but gains see invisbility at will, alignment sight 3/day, and true seeing 1/day.
Swift Claw (Ex) Swift action, Attack Bonus +20, 1d10+11

Corpulent Ghouls:

I swapped the Ghoul's rogue levels for brawler levels for purely mechanical reasons' the extra BAB and feats are a big deal in making them a significant threat. Not that I'm being a total DM munckin jerk, if that were the case, they would all be anti-paladins.
Corpulent Ghouls CR 7
XP 3,200
Shrine-blessed human dread ghoul brawler 6
CE Medium undead (augmented humanoid)
Init +5; Senses darkvision 60 ft., scent; Perception +12
DEFENSE____________________________________________________________________ ______
AC 22, touch 17, flat 15 (+3 armor, +2 dodge, +5 Dex, +2 natural)
hp 78 (6d8+48)
Fort +11, Ref +12, Will +7; +2 vs. good creatures
Defensive Abilities channel resistance +2 Immune Undead Traits
OFFENSE____________________________________________________________________ ______
Speed 30 ft, climb 30 ft.
Melee Bite +15 (1d8+8 plus paralysis) and 2 Claws +14 (1d6+6 plus paralysis)
Special Attacks command ghouls, create spawn, death burst, paralysis (1d4+1 rounds, DC 19; elves are immune to this effect)
STATISTICS_________________________________________________________________ _______
Str 16, Dex20, Con - Int 12, Wis 16, Cha 18
Base Atk +6; CMB +9, (+14 grapple) CMD 26 (+31 vs grapple)
Feats Ability Focus: Paralysis, Dodge, Greater Grapple*, Improved Grapple*, Toughness, Weapon Finesse, Weapon Focus:(bite), Weapon Specialization (bite)
Skills Acrobatics +14, Climb +20, Escape Artist +10, Knowledge (dungeoneering) +5, Knowledge (local) +6, Perception +12, Sense Motive +7, Stealth +10
Languages Common, Necril
SQKnockout (DC 18)Martial Flexibility (6/day)
Gear +1 leather armor, amulet of might fists +1
*Gained from Martial Flexibility

Dread Wraith:

One of the spirits of last slain defenders of the abbey, I've placed this guy in the ground floor's nave to give a further threat to the huge, should-have-combat-in-it, size of the area. Its stats were taken from 'The Dead Heart of Xin', another excellent Part 6 Brandon Hodge adventure.

Unhallowed Dread Wraith CR 13
XP 25,600
LE Large undead (incorporeal)
Init +9; Sensesdarkvision 60 ft., lifesense; Perception +23
Aura unnatural aura (30 ft.)
DEFENSE____________________________________________________________________ ______
AC 22, touch 22, flat 16 (+8 armor, +3 deflection, +2 Dex, +3 natural)
hp184 (16d8+112)
Fort +12, Ref +10, Will +16; +2 vs. good creatures
Defensive Abilities channel resistance +6; incorporeal Immune undead traits
Weaknesses sunlight powerlessness
OFFENSE____________________________________________________________________ ______
Speed fly 60 ft. (good)
Melee incorporeal touch +16 (2d6/ 19-20 plus 1d8 Con drain)
Space 10 ft.; Reach 10 ft.
Special Attacks constitution drain (Fort DC25 negates), create spawn (wraith, 1d4 rounds)
STATISTICS_________________________________________________________________ _______
Str - Dex20, Con - Int 18. Wis 18, Cha 25
Base Atk +12; CMB +18, CMD 36
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Critical (incorporeal touch), Improved Initiative, Iron Will, Mobility, Spring Attack
Skills Acrobatics +0 (-12 when jumping), Fly +26, Intimidate +26, Knowledge (arcana) +23, Knowledge (planes) +20, Knowledge (religion) +23, Sense Motive +23, Stealth +20
Languages Common, Varisian


Renchurch Initiates:

Maybe someone can illuminate me, but I'm having a hard time seeing ascetics (monks) being present in a holy place to a Goddess that preaches gluttony and sensuism. In this regard I decided to turn the initiates into Arcanists. I feel that thematically it makes more sense from not only a divine portfolio standpoint (Magic) but also with regards to the Whispering Way as an organization, its members being primarily those that are either undead or deal with the undead.

Renchurch Initiates CR 7
XP 3,200
Male and Female Human Arcanist 8
NE Medium Humanoid (Human)
Init +8; Senses Perception +8
DEFENSE____________________________________________________________________ ______
AC 24, touch 15, flat 19 (+4 armor, +1 dodge, +4 Dex, +1 natural, +4 shield)
hp36 (8d6+8)
Fort +3, Ref +4, Will +6
OFFENSE____________________________________________________________________ ______
Speed 30 ft, dimensional slide 80 ft.
Melee Touch +3 (per spell)
Ranged Ranged Touch +8 (per spell)
Special Attacks Force Missle, Spells
Arcanist Spells Known* (CL 8, concentration +13)
4th (3/day)enervation (DC 19)
3rd (5/day)dispel magic, vampiric touch
2nd (5/day)cat's grace,frigid touch, mirror image
1st (6/day)mage armor, ray of enfeeblement (DC 16),shield, shocking grasp, stunning barrier (DC 16)
0 (at will) detect magic, light, read magic, mage hand
STATISTICS_________________________________________________________________ _______
Str 8, Dex18**, Con 12, Int 20. Wis 10, Cha 14
Base Atk +4; CMB +3, CMD 18
Feats Combat Casting, Dispel Synergy, Dodge, Improved Initiative, Reach Spell
Skills Knowledge (arcana) +11, Knowledge (planes) +10, Knowledge (religion) +16, Linguistics +13, Profession (mortician) +9, Spellcraft: 16, Use Magic Device +13
Languages Abyssal, Ancient Osirion, Azlanti,Common, Draconic, Elven,Giant, Infernal, Necril, Thassilonian, Varisian
SQ Arcane Exploits (Dimensional Slide, Force Missle, Metamixing, Potent Magic)Arcane Reservoir (11 points)
Combat Gear potion of cure light wound, potion of resist energy (fire), scroll of arcane sight,scroll of command undead,scroll of fog cloud, scroll of see invisibilityOther Gear amulet of natural armor +1, headband of intellect +2, fine robes worth 100 gp, 3 obsidian worth 50 gp, spellbook, 50 gp
*See other spell suites **Altered by cat's grace
Before Combat The Arcanists cast cat's grace, mage armor, and shield. If they have time, they cast mirror image and stunning barrier before wading in with augmented reach spells (using their exploits).
*Other spell suites: All keep dispel magic, cat's grace, mirror image, mage armor, shield, and stunning barrier and then substitute all other spells for the following
-Suite (A) Suite (B) Suite (C)
(4th) resilient sphere (DC 19) dimensional anchor shout(DC 19)
(3rd) force punch (DC 18) blindness/deafness halt undead (DC 18)
(2nd) scorching ray glitterdust (DC 17) command undead
(1st)true strike color spray (DC 16) chill touch (DC 17)
magic missle touch of gracelessness burning hands (DC 17)


Area F1 Dorter- Mohrgs are murderhobos, so why are these novices sleeping next to them?:
Adding the following text to the description: "In the rooms center sits a table filled with empty plates and goblets, all covered in a translucent, greenish slime."
I decided to replace the Mohgrs for two reasons:
1) I can't really see something addicted to murder controlling its impulses while possible victims are sleeping ten feet away it.
2)Since this is the first room of the second floor, I know my party will be buffed or re-buffed since the divides between levels always means in a meta-gaming sense that you should be healed and buffed before going down. This means everyone will have Freedom of Movement up, which will make the Mohrgs nothing more than smart zombies with lots of hitpoints, capable of doing little but slamming over and over. That's not scary, so I replaced them with a variant of the Festering Spirit from Bestiary 4, one that I felt tied into the themes of gluttony and consumption.

Glutton SpectreCR 8
XP 6,400
Unhallowed variant festering spirit (Pathfinder RPG Bestiary 4 98)
CE Medium undead (incorporeal)
Init +9; Sensesdarkvision 60 ft.; Perception +13
Aura insatiable hunger 30 ft.
DEFENSE____________________________________________________________________ ______
AC 18, touch 18, flat 12 ( +2 deflection, +5 Dex, +1 dodge); +2 deflection vs. good
hp58 (9d8+18)
Fort +5, Ref +8, Will +7; +2 vs. good creatures
Defensive Abilities channel resistance +2, +6 vs. negative energy; Immune undead traits
Weaknesses Glutton
OFFENSE____________________________________________________________________ ______
Speed fly 40 ft. (good)
Melee incorporeal touch +11 (1d4 Con damage plus slime)
Special Attacks create spawn, slime, trample (1 Con plus slime, DC 16)
STATISTICS_________________________________________________________________ _______
Str - Dex 20, Con - Int 6, Wis 12, Cha 15
Base Atk +6; CMB +11; CMD 24
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility
Skills Fly +9, Perception +13, Stealth +17
SQ ghost touch

SPECIAL ABILITIES
Create Spawn (Su) Creatures killed by a festering spirit's Constitution damage rise as a festering spirit under its killer's control in 1d4 days. Creamtion or proper burial of the corpse prevents it from becoming a festering spirit.
Ghost Touch (Su) Can manipulate objects weighing less than 25 pounds as if those objects had the ghost toucn special ability.
Glutton (Ex) A glutton spectre craves all forms of corporeal food and beverage. If presented with any amount of food or beverage weighing more than 1 lb., it must make a DC 16 Will save or be compelled to attempt to consume the food or drink before it, taking no other action. Doing so usually takes 1 round per 5 lbs. of food, ruining whatever food or drink that passes through its body with its slime ability. The glutton spectre is still free to defend itself while consuming food.
Insatiable Hunger (Su) Creatures within 30 feet of a Glutton Spectre must make a DC 16 Fortitude save or take 1d6 points of non-lethal damage and become fatigued as intense hunger course through them. This damage cannot be healed until a creature spends a minute consuming a full meal or eats some form of magical sustenance such as goodberry.
Slime (Su) Any creature hit by a festering spirit's incorporeal touch attack, passing through its square, or hitting it with a natural weapon or unarmed strike must make a DC 16 Fortitude. Failure means the creature is nauseated for 1d4 rounds while it is staggered for 1 round on a success. Creatures immune to poison or disease are immune to this effect.


Renchurch Cenobites:

"We have so much to show you..." (sorry couldn't resist with the whole Cenobite thing). No real changes here, just a few spell swaps.

Renchurch Cenobites CR 10
XP 9,600
Male and female unhallowed juju zombie cleric of Urgathoa 10
NE Medium Undead (augmented humanoid)
Init +6; Sensesdarkvision 60 ft.; Perception +14
DEFENSE____________________________________________________________________ ______
AC 26, touch 15, flat 24 (+8 armor, +3 deflection, +2 Dex, +3 natural)
hp128 (10d8+80)
Fort +11, Ref +7, Will +11; +2 vs. good creatures
Defensive Abilities channel resistance +4; DR 5/magic and slashing; Immune cold, electricity, magic missle[/i, undead traits; Resist fire 10
OFFENSE__________________________________________________________________________
Speed 20 ft.
Melee [/i]+1 scythe[/i] |+14/+9 (2d4+9/ 19-20 x4) or Slam +12 (1d6+7)
Ranged Ranged Touch +9 (per spell)
Special Attacks channel negative energy 7/day (DC 21, 5d6), killing blow (1/day critical hit causes 5 bleed), whispering evil (10 rds., standard action, 30 ft. range, DC 19, fascinated)
Domain Spell-Like Abilities (CL 10, concentration +14) bleeding touch (7/day, touch causes 1d6 points of bleed), touch of evil (7/day, touch sickens 5 rds)
Cleric Spells Prepared (CL 10, concentration +14)
5th - caustic blood (DC 19), suffocation (D) (DC 19), true seeing
4th - divine power, freedom of movement, spell immunity, unholy blight (D) (DC 18)
3rd - animate dead, contagion DC 17), dispel magic, keen edge (D),magic vestment
2nd - bull's strength,death knell (D)(DC 16), eagle's splendor, grace, sound burst (DC 16) (2)
1st -cause fear (DC 15), deathwatch,magic weapon, murderous command (DC 15), obscuring mist, shield of faith,
0 (at will) bleed (DC 14), detect magic, read magic, resistance
(D) Domain spell Domains Death (murder subdomain), Evil (daemon subdomain)
STATISTICS_________________________________________________________________ _______
Str 21, Dex14, Con - Int 10. Wis 19, Cha 18
Base Atk +7; CMB +12, CMD 27
Feats Channel Smite, Combat Casting, Command Undead, Improved Channel, Improved Initiative(B), Lightning Reflexex, Toughness(B), Weapon Focus (scythe)
Skills Climb +10, Knowledge (religion) +13, Linguistics +13, Perception +14,, Spellcraft +13
Languages Common
Gear +1 breastplate, +1 scythe, robe of bones, 10 onyx gems worth 50 gp each, spell component pouch, unholy symbol of Urgathoa
Before Combat Magic vestment during most of day. If warned of danger, casts bull's strength, eagle's splendor, freedom of movement, magic weapon,keen edge, shield of faith, and spell immunity. If melee combat is at hand, casts divine power (Attack +17/+17/+12 {2d4+12 19/20x4, +10 temp. hp.).

Revenants:

I've statted these guys out since there's not only the advanced template to recalculate but also the Shrine blessed template, let alone the bonuses they get against their murderers. For sake of ease, they are below:

Shrine Blessed Advanced Revenants CR 8
XP 4,800
LE Medium undead
Init +9; Sensesdarkvision 60 ft., sense murderer; Perception +15
DEFENSE____________________________________________________________________ ______
AC 24, touch 15, flat 18 ( +1 dodge, +5 Dex, +8 natural); +2 deflection vs. good
hp94 (9d8+54)
Fort +11, Ref +10, Will +11; +2 vs. good creatures
DR5/slashing; Immune undead traits; SR 19
OFFENSE____________________________________________________________________ ______
Speed 30 ft.
Melee 2 Claws +18 (1d8+11 plus grab)
or 3 Claws +21 (1d8+13 plus grab {+23}), constict (1d6+13) vs. murderer
Special Attacks baleful shriek, constrict (1d6+11)
STATISTICS_________________________________________________________________ _______
Str 28, Dex 21, Con - Int 11. Wis 16, Cha 23
Base Atk +6; CMB +17 (+21 grapple); CMD 32
Feats Dodge,Improved Initiative, Mobility,Power Attack, Weapon Focus (claw)
Skills Intimidate +18, Percpetion +15
Languages Common
SQ reason to hate
SPECIAL ABILITIES
Baleful Shriek (Su) 1/1d4 rds, standard action. 60 ft. spread, DC 20 Will or cower in fear 1d4 rounds. Sonic, mind-affecting fear effect.
Reason to Hate +4 profane bonus on attack, damage, grapple, and saves against murderer (overrides +2 profane bonus from unhallow effect). Also gains haste (CL 20).
Self Loathing If confronted with objects from life, must make DC 20 Will save or do everything it can to destroy that object.
Sense MurdererAgainst murderer, knows its direction and gains true seeing and discern lies (CL 20th) against it that cannot be dispelled.


Totenmaskes:

For the same reason as the Revenants, here's the stats for these guys so no one has to do them on the fly.
Shrine Blessed Advanced Totenmaske CR 9
XP 6,400
Shrine-blessed advanced totenmaske (Pathfinder RPG Bestiary 2 269)
NE Medium undead
Init +12; Sensesdarkvision 60 ft.; Perception +17
DEFENSE____________________________________________________________________ ______
AC 24, touch 15, flat 18 ( +8 Dex, +6 natural); +2 deflection vs. good
hp125 (10d8+80)
Fort +11, Ref +13, Will +13; +2 vs. good creatures
Immune undead traits; Resist cold 20
OFFENSE____________________________________________________________________ ______
Speed 50 ft.
Melee bite +17 (1d8+8 plus 1d4 Cha drain), 2 claws +17 (1d6+8)
Special Attacks devour memories, fleshdrink, shape flesh
STATISTICS_________________________________________________________________ _______
Str 22, Dex 27, Con - Int 20, Wis 19, Cha 23
Base Atk +7; CMB +15; CMD 31
Feats Ability Focus (Charisma drain), Ability Focus (fleshdrink), Combat Reflexes, Improved Initiative,, Weapon Finesse
Skills Acrobatics +18 (+26 jump), Bluff +16, Diplomacy +16, Disguise +19, Percpetion +17, Sense Motive +17, Stealth +21
Languages Abyssal, Celestial, Common, Infernal
SQ change shape (the previous humanoid it successfully used its fleshdrink ability on; alter self
SPECIAL ABILITIES
Charisma Drain (Su) Bite, 1d4 Cha drain, Will DC 23 negates
Fleshdrink (Su) If both claws hit one creature, 1d6 Con dmg and sickened 1d4 rounds. Fortitude DC 23 negates Con dmg and reduce sickened to one round.
Shape Flesh (Su) DC 21 Fortitude (Pathfinder RPG Bestiary 2 p.269

Bodaks:
. I'm still on the fence on this one; if everyone has Death Ward up, its a laughable fight. If not, it might be scary for a round or two. Sometimes I do miss the lethality of the 3.5 incarnations of certain monsters, negative levels just isn't a scary as insta-kill. Nonetheless, if they get used, here they are.

Advanced Unhallowed BodakCR 9
XP 6,400
Advanced unhallowed bodak (Pathfinder RPG Bestiary 2 48)
CE Medium undead (extraplanar)
Init +8; Sensesdarkvision 60 ft.; Perception +16
DEFENSE____________________________________________________________________ ______
AC 25, touch 15, flat 20 ( +4 Dex, +1 dodge,+10 natural); +2 deflection vs. good
hp105 (10d8+60)
Fort +8, Ref +7, Will +10; +2 vs. good creatures
DR 10/cold iron; Immune electricity, undead traits; Resist acid 10, fire 10
Weaknesses vulnerability to sunlight
OFFENSE____________________________________________________________________ ______
Speed 20 ft.
Melee 2 slams +11 (1d8+3)
Special Attacks death gaze
STATISTICS_________________________________________________________________ _______
Str 17, Dex 19, Con - Int 10, Wis 17, Cha 20
Base Atk +7; CMB +10; CMD 25
Feats Ability Focus (death gaze), Dodge, Improved Initiative, Toughness, Weapon Focus (slam)
Skills Intimidate +13, Perception +16, Stealth +12
Languages Commonl
SPECIAL ABILITIES
Death Gaze (Su) 1d4 negative levels, 30 ft; Fortitude DC 22 negates. Death-effect, gaze attack.
Vulnerability to Sunlight Direct sunlight deals 2d6 points of damage per round to the Bodak.

Lucimar the Lich Wolf:

I felt that the Agent of the Grave prestiege class was extremely underused in the entire AP, so to give it further life, I've swapped around Lucimar's levels to make him not only maximized with his hit and run abilities but to also give him some defensive power. The tactic I'm looking most forward to is hiding in the catacombs, using Arcane Eye to find the PCs, then use repeated Possession attempts to wreak havoc on them.

Lucimar the Lich Wolf CR 15
XP 76,800
Male unique worg-bodied undead arcanist 10/ agent of the grave 5
LE Medium undead
Init +4; Sensesdarkvision 60 ft., see magic; Perception +20
DEFENSE____________________________________________________________________ ______
AC 28, touch 18, flat 23 ( +4 armor, +3 deflection+1 dodge, +4 Dex, +2 natural, +4 shield)
hp160 (10d6+5d8++88)
Fort +13, Ref +12, Will +15
Defensive Abilities channel resistance +4, DR10/bludgeoning and magic; Immune cold, electric, undead traits
OFFENSE____________________________________________________________________ ______
Speed 40 ft.
Melee bite +11 (1d8+4 plus trip), slam +11 (1d6+4)
Special Attacks channel negative energy (DC 19, 9/day), lich's touch (7/day, 5d6)
Arcanist Spells Known (CL 14th; concentration +20)
7th - (2/day) waves of exhaustion
6th - (5/day) disintegrate (DC 22), harm (DC 24)
5th - (5/day) cone of cold (DC 21), hungry pit (DC 21), possession (DC 23)
4th- (5/day) arcane eye, bestow curse (DC 22), confusion (DC 20), greater invisibility
3rd - (5/day) fireball (DC 19), force punch (DC 19), stinking cloud (DC 19), vampiric touch
2nd - (6/day) blindness/deafness (DC 20), false life, frigid touch, ghoul touch (DC 20), mirror image
1st - (6/day) mage armor,magic missle, shield, shocking grasp, stunning barrier (DC 17)
0 - (at will) detect magic, ray of frost, read magic, touch of fatigue (DC 16)
STATISTICS_________________________________________________________________ _______
Str 18, Dex 18, Con - Int 22, Wis 15, Cha 18
Base Atk +7; CMB +11; CMD 29
Feats Command Undead, Combat Casting, Dodge, Empower Spell, Greater Spell Focus (necromancy), Reach Spell,Scribe Scroll, Silent Spell, Spell Focus (necromancy),Still Spell, Toughness (B)
Skills Bluff +18, Intimidate +18,Knowledge (arcana) +24, Knowledge (history) +24, Knowledge (nature) +24, Knowledge (religion) +22, Perception +20, Sense Motive +15, Spellcraft +24, Stealth +21, Survival +4
Languages Abyssal,Common, Giant, Goblin, Infernal, Necril, Varisian
SQ arcane reservoir (13 points), change shape (hybrid or worg, beast shape III), death's shroud,dimensional slide, inspired necromancy,metamixing, negative energy conduit (1/day), school understanding, see magic, secrets of death, spell disruption, undead initiate, undead manipulator, unholy fortitude
Combat Gear elixir of hiding (2), scroll of animate dead, scroll of dimension door, scroll of dimensional anchor,scroll of enervation Other Gear cloak of resistance +3, headband of mental prowess +2 (Charisma and Intelligence, bluff), ring of protection +3, spellbook,

SPECIAL ABILITIES
Death's Shroud (Su): 1/day nondetection or undetectable alignment (CL 14)
Dimensional Slide (Su): 1 arcane point, 100 ft. of movement;, must have line of sight, used as move action or withdraw, counts as five feet of movement; does not provoke.
Inspired Necromancy (Su): Agent of the Grave levels count twice for purposes of controlling undead.
Lich's Touch (Su): Touch deals 5d6 points of negative energy, which may heal undead.
Metamixing (Su): 1 arcane point, using metamagic feat does not increase casting time
Negative Energy Conduit (Su): 1/day desecrate as aura, stanadard action, lasts 140 minutes
School Understanding Gains Power over Undead Necromancy Wizard School Power.
See Magic (Su): See magical auras; spending 1 arcane point allows to act as if each aura was studided for 3 rounds and Knowledge (arcana) check to identify them is treated as if a 15 were rolled (39), which lasts 1 minute.
Secrets of Death (Ex) Adds the following divine spells to spell list: death watch, death knell, destruction, inflict light wounds, inflict critical wounds, harm
Spell Disruption 1 arcane point, standard action, surpresses 1 magical effect on a successful dispel magic check for 3 rounds.
Undead Initiate (Ex): Add +5 on any ability check, skill check, or saving throw related to the process of transforming into an undead creature.
Undead Manipulator (Ex): Mind-affecting effects treat undead as their original type

The Urgathoan Fly:

To up its power and make it unique, I gave the Iron Golem the mythic Divine template, giving it ranged attacks and a bit more hit points to deal with my PCs.
The Urgathoan Fly CR 14/ MR 2
XP 38,400
Divine Iron Golem (Pathfinder RPG Bestiary 162, Pathfinder Mythic Adventures 224)
N Large Construct (mythic)
Init -1; Sensesdarkvision 60 ft., low-light vision; Perception +0
Aura of Grace 10 ft.
DEFENSE____________________________________________________________________ ______
AC 30, touch 10, flat 30 ( +2 deflection, -1 Dex, +20 natural, -1 size)
hp189 (18d10+90)
Fort +8, Ref +7, Will +8
DR 15/ adamantine; Immune construct traits, magic
OFFENSE____________________________________________________________________ ______
Speed 20 ft.
Melee 2 slams +28 (2d10+16 19/20)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon, mythic spellcasting, powerful blows, simple divine magic
Cleric Spells Prepared (CL 18th, Concentration +18)
7th - blasphemy (DC 17), mass inflict serious wounds (DC 17)
4th - divine power, unholy blight (DC 14) (2)
2nd - silence (DC 12)
STATISTICS_________________________________________________________________ _______
Str 32, Dex 9, Con - Int - Wis 11, Cha 1
Base Atk +18; CMB +30; CMD 39
SPECIAL ABILITIES
Aura of Grace (Su) This creature and all allies in 10 ft. gain a +2 profane bonus to saving throws.
Breath Weapom (Su) Free action 1/ 1d4+1 rds; 10 ft. cube,poison; Fortitude DC 19, 1/rd for 4 rds, 1d4 Con dmg, Cure 2 Consecutive Saves
Mythic Magic (Su) 3/day may cast mythic version of any spell prepared.
Tactics The Fly has been programmed to respond to intruders with its spells in the following order: Mythic Unholy Blight, Blasphemy, Mass Inflict Serious Wounds, its second Mythic Unholy Blight, then finishing with divine power and mythic silence, selecting anyone wielding a holy symbol of Urgathoa to be immune. If it is attacked in melee, it ceases these and attacks whoever struck it, resuming its spells if physical engagement isn't possible or its foe is dead. If the DM is feeling like a jerk, use the Mythic version of Blasphemy.

Worm that Walks/Flies:

I've altered the Worm that Walks from the stock one to give more personalized campaign flavor to it. In this instance, these particular worm that walks is composed of flies; this is one of Ludvick Sievrage's children who my PCs destroyed in Ashes at Dawn, only to be brought back by Urgathoa to be given a third chance to exact revenge on my PCs.
Urca Namat/ (Averith Sievrage) CR 14
XP 38,400
Female worm that walks variant (Pathfinder RPG Bestiary 2 286
NE Medium Vermin (augmented undead)
Init +6; Senses blindsight 30 ft, darkvision 60 ft.; Perception +26
DEFENSE____________________________________________________________________ ______
AC 31, touch 22, flat 23 ( +9 armor, +4 deflection, +1 dodge, +2 Dex, +5 insight)
hp 136 (13d8+78)
Fort +17, Ref +10, Will +17
Defensive Abilities worm that walks traits; DR15/ - ; Immune critical hits, disease, paralysis, poison, sleep; undead traits
OFFENSE____________________________________________________________________ ______
Speed 20 ft., Fly 30 ft. (perfect)
Melee slam +12 (1d4+3 plus grab)
Special Attacks bleeding touch (8/day), channel negative energy (8/day, 7d6, DC 21)discorporate, dispelling touch (2/day), grab (large), hand of the acolyte (8/day), squirming embrace, lich's touch (7/day, 5d6)
Cleric Spells Prepared (CL 13th; concentration +18)
7th - destruction (DC 22), spell turning (D)
6th - antimagic field (D), blade barrier (DC 22), harm (DC 22)
5th - flamestrike (DC 21), greater command (DC 21), slay living (DC 21), spell resistance, wall of stone
4th- divine power, death ward (D), giant vermin, inflict critical wounds (DC 19), spell immunity, unholy blight (DC 19)
3rd - bestow curse (DC 18), blindness/deafness (DC 18), contagion (DC 18), dispel magic, magic vestment, searing light
2nd - bull's strength, death knell (D) (DC 17), eagle's splendor, ghoul hunger (DC 17), resist energy (2)[/i], silence
1st - cause fear (D) (DC 16), command (DC 16), divine favor, entropic shield, inflict light wounds (2) (DC 16), shield of faith
0 - (at will) bleed (DC 15), detect magic, detect poison, read magic
(D) Domain Spell Domains Death, Magic
STATISTICS_________________________________________________________________ _______
Str 16, Dex 14, Con - Int 10, Wis 21, Cha 17
Base Atk +9; CMB +12 (+20 vs. grapple); CMD 29
Feats Command Undead, Combat Casting, Diehard, Dodge, Extra Channel, Improved Channel, Improved Initiative, Quick Channel, Shatter Resolve,Toughness
Skills Diplomacy +7, Fly +10, Knowledge (history) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +5, Perception +26, Sense Motive +21, Spellcraft +10, Stealth +9
Languages Abyssal,Common, Necril, Varisian
SQ death's embrace
Combat Gearmalleable symbol,lesser meta-magic rod of persistent spell, meta-magic rod of reach spell,ring of counterspells (dispel magic)[/i] Other Gear mwk breastplate, cloak of resistance +4

SPECIAL ABILITIES
Discorporate (Su) Free action, change into swarm form (weapon immunity, fly 30 ft., reach 0, lose all defensive qualities, special attacks and special qualities. Swarm damage (3d6 and distraction- DC 19)

Squirming Embrace On successful grapple check, swarm damage (3d6+4 and distraction- DC 19). Automatic swarm damage each turn embraced, does not have to maintain the grapple but must remain within 5 ft.. Area effect or strong winds end the embrace.

Worm that Walks Traits Immune to critical hits and flanking, immune single-target effects with exception of command undead, control undead, and halt undead. Takes 50% more damage from area effects, susceptible to high winds

Undead Traits Averith's transformation and ties to Urgathoa have altered her Worm that Walks abilities slightly. Her Death's Embrace domain ability coupled with her death have fully turned her into a mass of vicious, biting, undead flies instead of worms, giving her full undead traits. Additionally, she and her swarm form gain Fly 30 ft.


The Grey Friar:

In running a mythic game, I decided that this enemy was the most deserving of the Renchurch part in being made mythic.
The Grey Friar CR 16/ MR 5
XP 76,800
Male advanced shrine-blessed huecuva cleric of Urgathoa 11/hierophant 5
NE Medium Undead (mythic)
Init +9(M); Sensesdarkvision 60 ft.; Perception +22
Aura faithless (30 ft.)
DEFENSE____________________________________________________________________ ______
AC 33, touch 19, flat 31 (+8 armor, +5 deflection, +3 Dex, +7 natural)
hp236 (11d8+177)*
Fort +22, Ref +15, Will +25; mythic saves
DR 5/epic and silver; Immune undead traits
OFFENSE____________________________________________________________________ ______
Speed 20 ft.
Melee 2 claws +21 (1d6+9 plus 2d6 vs. good creatures plus disease)
Special Attacks channel negative energy 10/day (DC 30*, 8d6), inspired spell,mythic power (13/day, surge +1d8)
Domain Spell-Like Abilities (CL 11, concentration +19) bleeding touch (9/day, touch causes 1d6 points of bleed), touch of evil (9/day, touch sickens 5 rds)
Cleric Spells Prepared (CL 11, concentration +19)
6th- create undead(D), harm (M, DC 24), source severance
5th - caustic blood (DC 23), righteous might, slay living (D) (DC 23), true seeing
4th - divine power, freedom of movement, spell immunity, unholy blight (D) (DC 22)
3rd - animate dead (D), blindness/deafness (DC 21)dispel magic (M), inflict serious wounds (DC 21), invisibility purge,magic vestment*, prayer (M)
2nd - bull's strength*,death knell (D)(DC 16), eagle's splendor*, grace, resist energy, sound burst (DC 20) (2),spiritual weapon {+18/+13 (1d8+3)}
1st -cause fear (D) (DC 19),command (M)(DC 19) deathwatch, inflict light wounds (DC 19), murderous command (DC 15), obscuring mist, shield of faith (M)*
0 (at will) bleed (DC 18), detect magic, read magic, resistance
STATISTICS_________________________________________________________________ _______
Str 22*, Dex18, Con - Int 12. Wis 26, Cha 24*
Base Atk +10; CMB +16*, CMD 33*
Feats Channel Smite (M), Combat Casting, Extra Channel, Improved Channel, Toughness (M), Weapon Focus (claw) (M)
Skills Knowledge (religion) +18, Perception +22,, Sense Motive +22, Spellcraft +15, Stealth +5
Languages Common, Necril
SQ amazing initiative, death's embrace,recuperation,
Combat Gear lesser rod of extend spell, potion of inflict serious wounds, scroll of antilife shell, scroll of destruction; Other Gear masterwork breastplate, masterwork dagger,+1 unholy amulet of might fists, phylactery of negative channeling. 30 onyx gems worth 50 gp each, silver unholy symbol of Urgathoa, 95 gp
*Includes adjustments for ]bull's strength, eagle's splendor, magic vestment, and shield of faith(mythic)
SPECIAL ABILITIES__________________________________________________________________
Alter Channel (Su, mythic) Immediate action and 1 mythic point; If in area of channeled positive energy, may convert energy into negative, either harming living or healing undead. This deals or heals half the normal amount.
Amazing Initiative (Ex,mythic) Spend 1 mythic point to take extra standard action, which can't be used to cast a spell
Channel Smite (Su, mythic) Swift action, expend 1 use of channel, +8 attack and +8d6 negative energy (Will DC 30* halves). If miss, may expend 1 mythic point to release channel as a normal burst.
Disease (Su) Claw - injury; save DC 24; onset immediate; frequency 1 hour; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves
Faithless (su) The huecuva and all undead creatures within 30 feet receive a +2 profane bonus on Will saves made to resist channeled energy and any effects based on that ability. The bonus stacks with channel resistance.
Flexible Counterspell (Su, mythic) Immediate action and spend 1 mythic point, must identify spell as its being cast (DC 15 + spell level) and expend spell slot equal to or greater than spell being cast.
Inspired Spell (Su, mythic) Spend 1 mythic point, cast any one divine spell on cleric list at +2 CL, does not expend spell slot.
Instrument of Faith (Su, mythic) Gains DR 15/- vs. scythes. As a standard action expend 1 mythic point to attempt sunder or disarm against each opponent wielding a scythe (+22)
Instrument of Incubation (Su, mythic) The Grey Friar is blessed by Urgathoa to spread her diseased touch to all living creatures. The DC for his disease is equal to half his HD plus his charisma modifier. Creatures infected immediately suffer the disease's effects and have its frequency increased to once an hour. The DC to remove his disease with spells and effects is increased by his mythic tiers (DC 29)
Mythic Spellcasting (Ex, mythic) May cast mythic versions of command, dispel magic, harm, prayer, and shield of faith

Before Combat Casts magic vestment, then when combat seems likely continues with cat's grace, eagle's splendor, invisibility purge, resist energy (fire), mythic shield of faith, and spell immunity (searing light, cure critical wounds).


The decoys:

To up their power a little, I gave the Juju zombies the advanced template and swapped the rogue levels for brawler.
Shrine-Blessed Advanced Juju Zombie CR 4
XP 4,800
Human advanced shrine-blessed juju zombie brawler 2 (Pathfinder RPG Bestiary 2 291
LE Medium undead
Init +10; Sensesdarkvision 60 ft., sense murderer; Perception +15
DEFENSE____________________________________________________________________ ______
AC 24, touch 15, flat 18 ( +2 armor, +1 dodge, +6 Dex, +5 natural); +2 deflection vs. good
hp37 (3d8+24)
Fort +6, Ref +10, Will +5; +2 vs. good creatures
Defensive Abilities channel resistance +4; DR5/magic and slashing; Immune cold, electricity, magic missleundead traits; Resist fire 10
OFFENSE____________________________________________________________________ ______
Speed 30 ft.
Melee unarmed strike +11 (1d6+8)
or unarmed strike +9/+9 (1d6+8)
Ranged alchemist fire +8 (1d6 fire)
STATISTICS_________________________________________________________________ _______
Str 22, Dex 23, Con - Int 12, Wis 17, Cha 14
Base Atk +2; CMB +10 (+12 grapple); CMD 25 (27 vs. grapple)
Feats Dodge,Improved Grapple, Improved Initiative (B),Toughness (B) Weapon Focus (unarmed strike)
Skills Acrobatics +11 Climb+19, Intimidate +6, Escape Artist +11, Knowledge (dungeoneering) +5 Knowledge (local) +5, Knowledge (religion) +2,Perception +7, Sense Motive +7
Languages Common
SQ brawler's fury, martial flexibility (4/day) (Typically Coordinated Maneuvers)
Gear masterwork leather armor, alchemist fire (3), 15 gp


Thanks! I am also going to put up a thread of stat-blocks for Shadows at Gallowspire that has additional enemies (though not mythic) to help challenge parties consisting of either five+ players or those with Mythic tiers. I just wanted these guys in their own thread so anyone running Mythic anything can scoop them up.


The Grey Friar:

In running a mythic game, I decided that this enemy was the most deserving of the Renchurch part in being made mythic.
The Grey Friar CR 16/ MR 5
XP 76,800
Male advanced shrine-blessed huecuva cleric of Urgathoa 11/hierophant 5
NE Medium Undead (mythic)
Init +9(M); Sensesdarkvision 60 ft.; Perception +22
Aura faithless (30 ft.)
DEFENSE____________________________________________________________________ ______
AC 33, touch 19, flat 31 (+8 armor, +5 deflection, +3 Dex, +7 natural)
hp236 (11d8+177)*
Fort +22, Ref +15, Will +25; mythic saves
DR 5/epic and silver; Immune undead traits
OFFENSE____________________________________________________________________ ______
Speed 20 ft.
Melee 2 claws +21 (1d6+9 plus 2d6 vs. good creatures plus disease)
Special Attacks channel negative energy 10/day (DC 30*, 8d6), inspired spell,mythic power (13/day, surge +1d8)
Domain Spell-Like Abilities (CL 11, concentration +19) bleeding touch (9/day, touch causes 1d6 points of bleed), touch of evil (9/day, touch sickens 5 rds)
Cleric Spells Prepared (CL 11, concentration +19)
6th- create undead(D), harm (M, DC 24), source severance
5th - caustic blood (DC 23), righteous might, slay living (D) (DC 23), true seeing
4th - divine power, freedom of movement, spell immunity, unholy blight (D) (DC 22)
3rd - animate dead (D), blindness/deafness (DC 21)dispel magic (M), inflict serious wounds (DC 21), invisibility purge,magic vestment*, prayer (M)
2nd - bull's strength*,death knell (D)(DC 16), eagle's splendor*, grace, resist energy, sound burst (DC 20) (2),spiritual weapon {+18/+13 (1d8+3)}
1st -cause fear (D) (DC 19),command (M)(DC 19) deathwatch, inflict light wounds (DC 19), murderous command (DC 15), obscuring mist, shield of faith (M)*
0 (at will) bleed (DC 18), detect magic, read magic, resistance
STATISTICS_________________________________________________________________ _______
Str 22*, Dex18, Con - Int 12. Wis 26, Cha 24*
Base Atk +10; CMB +16*, CMD 33*
Feats Channel Smite (M), Combat Casting, Extra Channel, Improved Channel, Toughness (M), Weapon Focus (claw) (M)
Skills Knowledge (religion) +18, Perception +22,, Sense Motive +22, Spellcraft +15, Stealth +5
Languages Common, Necril
SQ amazing initiative, death's embrace,recuperation,
Combat Gear lesser rod of extend spell, potion of inflict serious wounds, scroll of antilife shell, scroll of destruction; Other Gear masterwork breastplate, masterwork dagger,+1 unholy amulet of might fists, phylactery of negative channeling. 30 onyx gems worth 50 gp each, silver unholy symbol of Urgathoa, 95 gp
*Includes adjustments for ]bull's strength, eagle's splendor, magic vestment, and shield of faith(mythic)
SPECIAL ABILITIES__________________________________________________________________
Alter Channel (Su, mythic) Immediate action and 1 mythic point; If in area of channeled positive energy, may convert energy into negative, either harming living or healing undead. This deals or heals half the normal amount.
Amazing Initiative (Ex,mythic) Spend 1 mythic point to take extra standard action, which can't be used to cast a spell
Channel Smite (Su, mythic) Swift action, expend 1 use of channel, +8 attack and +8d6 negative energy (Will DC 30* halves). If miss, may expend 1 mythic point to release channel as a normal burst.
Disease (Su) Claw - injury; save DC 24; onset immediate; frequency 1 hour; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves
Faithless (su) The huecuva and all undead creatures within 30 feet receive a +2 profane bonus on Will saves made to resist channeled energy and any effects based on that ability. The bonus stacks with channel resistance.
Flexible Counterspell (Su, mythic) Immediate action and spend 1 mythic point, must identify spell as its being cast (DC 15 + spell level) and expend spell slot equal to or greater than spell being cast.
Inspired Spell (Su, mythic) Spend 1 mythic point, cast any one divine spell on cleric list at +2 CL, does not expend spell slot.
Instrument of Faith (Su, mythic) Gains DR 15/- vs. scythes. As a standard action expend 1 mythic point to attempt sunder or disarm against each opponent wielding a scythe (+22)
Instrument of Incubation (Su, mythic) The Grey Friar is blessed by Urgathoa to spread her diseased touch to all living creatures. The DC for his disease is equal to half his HD plus his charisma modifier. Creatures infected immediately suffer the disease's effects and have its frequency increased to once an hour. The DC to remove his disease with spells and effects is increased by his mythic tiers (DC 29)
Mythic Spellcasting (Ex, mythic) May cast mythic versions of command, dispel magic, harm, prayer, and shield of faith

Before Combat Casts magic vestment, then when combat seems likely continues with cat's grace, eagle's splendor, invisibility purge, resist energy (fire), mythic shield of faith, and spell immunity (searing light, cure critical wounds).


The Urgathoan Fly (mythic) :

To up its power and make it unique, I gave the Iron Golem the mythic Divine template, giving it ranged attacks and a bit more hit points to deal with my PCs.
The Urgathoan Fly CR 14/ MR 2
XP 38,400
Divine Iron Golem (Pathfinder RPG Bestiary 162, Pathfinder Mythic Adventures 224)
N Large Construct (mythic)
Init -1; Sensesdarkvision 60 ft., low-light vision; Perception +0
Aura of Grace 10 ft.
DEFENSE____________________________________________________________________ ______
AC 30, touch 10, flat 30 ( +2 deflection, -1 Dex, +20 natural, -1 size)
hp189 (18d10+90)
Fort +8, Ref +7, Will +8
DR 15/ adamantine; Immune construct traits, magic
OFFENSE____________________________________________________________________ ______
Speed 20 ft.
Melee 2 slams +28 (2d10+16 19/20)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon, mythic spellcasting, powerful blows, simple divine magic
Cleric Spells Prepared (CL 18th, Concentration +18)
7th - blasphemy (DC 17), mass inflict serious wounds (DC 17)
4th - divine power, unholy blight (DC 14) (2)
2nd - silence (DC 12)
STATISTICS_________________________________________________________________ _______
Str 32, Dex 9, Con - Int - Wis 11, Cha 1
Base Atk +18; CMB +30; CMD 39
SPECIAL ABILITIES
Aura of Grace (Su) This creature and all allies in 10 ft. gain a +2 profane bonus to saving throws.
Breath Weapom (Su) Free action 1/ 1d4+1 rds; 10 ft. cube,poison; Fortitude DC 19, 1/rd for 4 rds, 1d4 Con dmg, Cure 2 Consecutive Saves
Mythic Magic (Su) 3/day may cast mythic version of any spell prepared.
Tactics The Fly has been programmed to respond to intruders with its spells in the following order: Mythic Unholy Blight, Blasphemy, Mass Inflict Serious Wounds, its second Mythic Unholy Blight, then finishing with divine power and mythic silence, selecting anyone wielding a holy symbol of Urgathoa to be immune. If it is attacked in melee, it ceases these and attacks whoever struck it, resuming its spells if physical engagement isn't possible or its foe is dead. If the DM is feeling like a jerk, use the Mythic version of Blasphemy.


Hagmouth (Mythic):

I knew that with Hagmouth, I would need to give him some extra power if he was to survive for more than three rounds against my group of PCs. This version can be significantly lethal and should only be used with mythic parties; he could prove TPK material especially with his breath weapon and inferno abilities.
Hagmouth CR 16/ MR 6
XP 76,800
Male mythic variant crag linnorn (Pathfinder RPG Bestiary 190)
CE Gargantuan Dragon
Init +7, dual initiative; Senses darkvision 120 ft., low light vision, scent, true seeing; Perception +22
Aura choking ash (10 ft., DC 25), stench (30 ft., DC 25)

DEFENSE
AC 34, touch 9, flat-footed 31 (+3 dex, +25 natural, -4 size)
hp 277 (15d12+180); regeneration 10 (cold iron)
Fort +19 Ref +12 Will +13
Defensive Abilities beyond prophecy, freedom of movement; DR 15/ mythic and cold iron; Immune curse effects, fire, mind-affecting effects, paralysis, poison, sleep SR 31
Weakness Mytbic Weakness (Remove Disease)

-OFFENSE-
Speed 30 ft., fly 50 ft. (clumsy), swim 30 ft.
Melee bite +25 (2d8+12/19-20 plus 4d6 fire plus poison), 2 claws +25 (1d8+12 plus 4d6 fire)
Space 20 ft.; Reach 20 ft.
Special Attacks breath weapon (120-ft. line, 15d8 fire damage, Reflex DC 25 half, usable every 1d4 rounds), death curse, inferno, lava claws, melt stone mythic power 6/day (surge +1d8)

-STATISTICS-
Str 34 Dex 16 Con 27 Int 5 Wis 18 Cha 21
Base Attack +15 CMB +31; CMD 44 (can't be tripped)
Feats Cleave (Mythic), Combat Reflexes, Great Fortitude, Improved Critical (bite), Improved Initiative, Powere Attack, Weapon Focus (bite) [mythic], Weapon Focus (claw) [mythic]
Skills Fly +7, Perception +22, Swim +38
Languages Aklo, Draconic, Necril

-SPECIAL ABILITIES
Beyond Prophecy (Su) Hagmouth was once destined for a much greater destiny among dragon-kind only to have that cut short by the fate forced onto him by his wounds. He has since fallen outside the spectrum of omens and prophecy and as such, can neither receive insight bonuses nor do insight bonuses function against his attacks, armor class, saves, or special abilities.

Breath Weapon (Su) Once every 1d4 rounds as a standard action, a crag linnorm can expel a 120-foot line of magma, dealing 15d8 points of fire damage to all creatures struck (Reflex DC 25 halves). This line of magma remains red-hot for 1 round after the linnorm creates it. Creatures that took damage on the first round take 6d6 fire damage the second round (Reflex DC 25 negates), as does any creature that walks across the line of magma. If the magma was expelled while the linnorm was airborne, it instead rains downward during the second round as a sheet of fire no more than 60 feet high that does 6d6 damage (Reflex DC 25 negates) to any creature that passes through it. On the third round, the line of magma cools to a thin layer of brittle stone that quickly degrades to powder and sand over the course of several hours; magma that's turned to a sheet of fire is consumed entirely during the second round, leaving behind only a stain of smoke in the air that swiftly disperses. The save DC is Constitution-based.

Choking Ash (Su) Any creature that starts its turn in Hagmouth's aura is nauseated for 1 round (Fortitude DC 25 negates). The ash provides Hagmouth with 50% concealment against ranged attacks. Strong wind or fire-quenching magic disperse it for 1d4 rounds. The save DC is Constitution-based.

Death Curse (Su) When a creature slays Hagmouth, the slayer is affected by the curse of fire.Curse of Fire: save Will DC 22; effect creature gains vulnerability to fire. The save DC is Charisma-based.

Dual Initiative (Ex) Hagmouth gets two turns each round, one on its initiative count and another on its initiative count – 20.

Inferno (Ex) Hagmouth can expend one use of mythic power as an immediate action to have fire damage he deals ignore fire resistance and fire immunity for 1 round.

Lava Weapons (Su) All melee attacks made by Hagmouth deal an additional 4d6 points of fire damage.

Melt Stone (Su) Hagmouth can use his breath weapon to melt rock at a range of 100 feet, affecting a 55-foot-radius area. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.

Mythic Weakness (Su) Hagmouth's ascension is partially fueled by his horrific wound suffered at the claws of Scrivanier V. While his wounded tail perpetually drips bloody pus and constantly provides the Linnorn with a dull pain, it also is the source of his mythic power. If Hagmouth fails a saving throw against a remove disease spell or effect (that passes his spell resistance), his mythic power is temporarily repressed, rendered unusable by the Linnorn for a number of rounds equal to the level of the spell used to “cure” him.

Poison (Su) Bite—injury; save Fort DC 25; frequency 1/round for 10 rounds; effect 2d6 fire damage and 1d4 Con drain; cure 2 consecutive saves. The save DC is Constitution-based.


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While I tend to agree with most of the above points, I will say that some of the "I can do anything with my toolkit" mentality of the six-caster level classes falls flat when faced with the reality of certain spells that can be almost necessary for an adventuring party at high level. As someone who enjoys mid-to high level play (9th-15th level), I can't count the number of times when casting a Heal, Harm, Wind Walk, Teleport, Plane Shift, or the like was necessary to either survive an encounter or to advance the plot. I'm not saying that these classes are weaker than the straight caster classes, but the adventures' design seems to dictate at times the inclusion of certain spells which these classes would not have access to until four levels after they are expected to be there. Just an observation.


Ring of Evasion, Ring of Spell Turning, or RIng of Invisibility are all great items for Dragons.


I would say that the Shapechange does not stick, but this goes way down the line of theory-crafting. There is no RAW argument to support whether your body remains enchanted with its present spells and effects or if such things ride along with your soul. I am inclined to say that your body is what is enchanted, so Shapechange and any other spells you have up wouldn't ride along. Note that it says, "You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body." I would take this to mean that even if you had Shapechange active, the new body wouldn't allow you to use the power on it. Again, more along the line of theory-crafting than any actual written rules.


I am glad people are still finding this useful! In hindsight, I was pretty scathing of "Thrice Damned Prince", but to be fair, I feel that being brutally honest helps sometimes to encourage growth. Hopefully no one took offense, my intention was to have the authors take a step back and examine why things didn't work the way they were (or weren't) written from a group's perspective.

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