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Wormcaller

Rakshaka's page

RPG Superstar 6 Season Star Voter. 1,207 posts. 3 reviews. 1 list. No wishlists.


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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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I have not ran nor do I know of anyone who has ran the newer Occult classes in the AP. That said, the medium and occultist both look like they would shine in not just the first module, but parts of the other ones as well. Keep in mind that the AP is hard, so while being able to relate parts of the story is well and good, surviving it is another matter. Provided that such support classes had a compliment of other classes to keep them alive, I think it would work out really well.


Here is the link to Kalindlara's page with a number of excellent, easily insert-able haunts for Renchurch.


Here is the link for some additional haunts I did for Renchurch detailing the fall of the abbey and the Grey Friar.


That's high praise coming from you, sir! I am so psyched to run this module, to the point that I've done the entire upper floor area in Terra-Clix 3D terrain, made 3D furniture (like altars, pews, chairs), and crafted minis (like The Stone Golem Urgathoa statues and the Urgathoan Fly), as well as tweaking a number of encounters for four players with two mythic tiers (which I suppose would also work for 5). I feel that its important to develop expanded material for modules 5 and 6 more so than the others since 1)it encourages other DMs to get their groups to the final stages, 2) it gives DMs additional tools for the module, especially in regards to players that seem to be having an easy time orfor larger groups, and 3) It helps detail parts in the final cut of a module that might be edited out or only summarized since the higher the level of play, the harder it is to squeeze in big stat blocks or complex, word-consuming haunts.
Again, I appreciate the framework you've given me to work with! Now if only I could win this War of the River Kings quickly so I can begin the final chapter of this AP....


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I really love everything that is given for Renchurch in Shadows of Gallowspire, from its horrific soul haunting ability to its unique denizens. Since SoG is such a big module as far as what it has to detail in terms of grandness of locales and denizens (which at this level of play is unfortunately huge in terms of word count and what gets put in a 64 page adventure), I wanted to give my own spin on some of the haunts that fill primarily the upper reaches of the area while helping to give a history of the place. Since Renchurch is a former Pharasman Abbey that was taken over by the Whispering Tyrant's forces, I figured I could use some of the haunts presented and expand on them to detail what happened when the Abbey fell. I also wanted to use the haunts to help foreshadow some of the module's final villains, Lucimar, Marrowgarth, and General Sey'Lok. Here is what I am going to use:

Abbey Breaching Haunt:

E2 NarthexWhen this haunt manifests, the area suddenly appears to be restored:
"The rubble and broken bells littering the area seem to waver away, revealing a restored grand Narthex glowing with the rose light of the setting sun. As the last rays gleam off of the dozens of bells that adorn the walls, a great wind rises, chaotically clanging them as the night's darkness deepens quicker than it should. As screams rise to join the wailing wind, a voice seeps from beyond the now shut double door, one that speaks like a whisper scraped across shattered glass. 'The Last Stronghold of the Spiral.. Know this priests of a failing goddess; I defy you. My master defies you. Death will be cheated and the circle will be broken!' With that , there is a thunderous boom as the doors shatter open from a giant-sized fist made of shadow, as splinters and inky blackness fills the room."

Abbey Breaching Haunt CR 14
XP 38,400
CE Haunt (Area E2)
Caster Level 141th
Notice Perception DC 20 (to notice a subtle dimming of the ambient light)
hp 63 Trigger Proximity Reset 1 day
Effect This haunt is a repercussion of the massive loss of faith and life that occurred when the Whispering Tyrant's forces, lead by the Nightwalker General Sey'lok, broke down the centuries-old carved wooden doors with a word of power and a fist of shadow, preceding their assault into the monastery. When this haunt manifests, all creatures in the Narthex are subjected to a shatter spell except that its effects reach into any extra-dimensional spaces adjacent to living creatures (such as a bag of holding or handy haversack). Additionally, each creature in the haunt's area is pierced by dozens of shards of phantom splinters dealing 2d4 points of piercing damage (Reflex DC 23 reduces to half) and all light sources within the haunt have their illumination area reduced by half.
On the haunt's next turn, each creature in the area is subjected to a fear spell (DC 23) and all light sources are reduced to a quarter of their area of illumination. These reductions in illumination persist for as long as the creatures remain in the haunt's area and for 1d3 rounds after.
Destruction All of the Narthex's bells must be repaired or replaced after Renchurch itself has been re-consecrated, and the doors must be replaced with millennium-old hand carved frames similar to the design used by the former Pharasmans.


Cathedral Massacre Haunt:

E4 Nave This Haunt manifests whenever battle occurs within the Nave, echoing the last stand of the Pharasman priests against the Tyrant's forces. The haunt increases in power the longer it manifests, gaining strength from any conflict around it.

Cathedral Massacre HauntCR 14
XP 38,400
CE Haunt (Area E4)
Caster Level 141th
Notice Perception DC 25 (to hear sounds of battle other than the ones present)
hp 63 Trigger Proximity Reset 1 day
Effect This complex haunt grows each round of ongoing battle the PCs engage against any enemies in its area On the first round, there are faint distant (yet-near) sounds of arcane words, screams, and other sounds of battle that echo throughout the chamber, but no other effect.
-On the second round of combat, the haunt manifests more fully, "As you fight, you see dozens of spectral forms joining in the battle all around you, engaging in their own conflict with the faithful of Pharasma fighting against horrific odds as dozens of spectral zombies, orcs, and skeletal wizards flit in and out of view". Other than manifesting visually there is no other effect yet.
-On the third round of combat, the haunt gains enough strength to affect the characters directly. " Around each of the spectral priests the battle visually manifests more fully as the onslaught of ethereal undead move to swarm over each one. You can almost feel their battle bleeding into yours, as if the undead horde is aware of you as some of their weapons veer your direction." Each living creature is targeted by a spiritual weapon spell (attack +14 1d8+4) that can attack them anywhere within the haunt's vicinity and 1d2 rounds after they leave it.
-On the fourth round of combat, the haunt reflects the turning point of the former battle, "The ghostly panorama heightens in vividness around the swirling skeletal mages who utter words of power at the remaining priests and protectors. Looks of horror cross some of their faces though their is no immediate effect..." Each living creature in the haunt's vicinity is subjected to a dispel magic spell.
-On the fifth round, the tide appears to be turning against the priests, "Words of power are unleashed again and the dwindling numbers of priests are held in the air as if by unseen hands. As their weapons clatter to the ground, their armaments begin to float in front of them. Their protectors surge forth to stop the undead horde and their own weapons from attacking their helpless comrades.." All living creatures in the area are subject to a telekinesis spell with two simultaneous effects. The first attempts to grapple the PC while the second attempts to disarm them, both with a +14 CMB modifier.
On the sixth round, it is all but a slaughter in the Nave, " The swirling spectral siege plays out acts of battlefield horror before you as the phantom soldiers and clerics are burned by arcane magic, torn limb from limb by their re-animated comrades, cut by their animated swords, and stricken dead by their own animated shadows. Through it all, the high abbot of the abbey retreats backwards, toward's the altar, his face a mask of profane terror." For the duration of the haunt or until the PCs leave the area, each round they are subject to a random effect. The save DC on any of these effects is 23.
(d6) (1) Possessed: The PC must make a Will save or attack the nearest living creature that round ,as if confused.
(2) Phantom Evocation: Magical energy erupts around the PC, dealing 3d6 points of fire and 3d6 points of electricity. A Reflex save reduces the damage by half.
(3) Spectral Horde: The PC is attacked by 2d4 ghostly weapons this turn. Treat these attacks as if made by a spiritual weapon spell (attack bonus +14, 1d8+4 dmg).
(4) Telekinetic Confluence: A PC is subjected to violent thrust version of the telekinesis spell, hurling them 20 feet in a random direction. A Will save negates this effect.
(5)Shadow touch: Phantom shadows seek out the PC trying to sap their strength. The PC takes 2 points of strength damage. A Fortitude save negates this effect.
(6)Crime of War: The spectral mass depicts deeds of a particularly horrific nature. The PC is shaken. A Will saving thow reduces the penalty from the shaken condition to -1.
Destruction The entire Nave must be cleansed, restored, and stripped of its Urgathoan sacraments. In addition the site itself must be stripped of its ability to haunt the souls of those that die there, whether through magic or the complete re-sanctification of Renchurch.


Feast of the Fallen Haunt:

E5 Sancristy Substitute the following text for what's given in area E4, "The trail of blood leads to a pile of bodies that sits in the center of this bloodstained, rubble-filled chamber. What appears to be an altar covered with plates of food and cups of wine looks as if its contents have been left out to spoil for days judging by the amount of flies that buzz and clamor around it." Besides being a focal point of a desecrate effect, the breaking of the Grey Friar's spirit took place in this chamber. Over the years of bound imprisonment, his captors would bring him to this chamber to nourish him, giving him food and drink but eventually replacing some of his meals with rotten flesh and blood. This occurred several times until the truth was revealed to him, crushing his spirit and bringing him closer to Urgathoa's embrace.

Feast of the Fallen HauntCR 14
XP 38,400
CE Haunt (Area E5)
Caster Level 141th
Notice Perception DC 25 (to smell a delicious, fresh cooked meal blow through as if on the breeze)
hp 63 Trigger Proximity Reset 1 day
EffectWhen this haunt triggers, what appears to be a ghostly priest manifests next to the altar, sitting and bound in chains. As he reaches for the plates and goblets, the haunt randomly targets a PC in the area with a dominate person spell. A PC that fails moves over to the unholy altar and immediately begins attempting to consume the profane offerings on it. The haunt attempts to dominate a new PC every turn until either everyone leaves the haunt's area or everyone has eaten from the altar. Any PC eating from the altar must make a Fortitude save (DC 23) with a -4 penalty or be affected as if bt the spell feast of maggots. As this occurs, the ghostly priest also consumes the spectral version of the food on the table until eventually ceasing and doubling over. He continues this until all living creatures leave the haunt's area, at which point spectral maggots erupt from his mouth and he vanishes. The maggots manifest as a Rot Grub Swarm with the incorporeal sub-type, and immediately attacks the nearest living creature for 3 rounds before dispersing. Its infestation effect lingers,continuing until dealt with by the means listed in its entry.
Ghostly Rot Grub Swarm
hp 85, incorporeal sub-type, fly 20
(Pathfinder RPG Bestiary 3, p215)
Destruction The altar must be cleansed and then a hero's feast spell must be cast and consumed over the altar.


Failure of Faith Haunt:

E8 Apse This haunt represents the dwindling faith of the man who came to be the Grey Friar.

Failure of Faith Haunt CR 14
XP 38,400
NE Haunt (Area E8)
Caster Level 141th
Notice Perception DC 25 (to feel a simultaneous warmth and chill)
hp 63 Trigger Proximity Reset 1 day
Effect When this haunt manifests, an ordinary-looking middle aged man materializes and appears to be channeling with his Pharasman holy symbol, "The hideous Urgathoan altar disappears, replaced by a crystalline piece adorned with spirals. Materializing before you, draped in vestments and dweomers of great power, what appears to be the high abbot raises his carved spiral holy symbol and calls upon Pharasma to bring peace to the falsely risen. There is a wave of energy.." Each PC in the haunt's area is affected as if by a Cleric channeling positive energy for 5d6 points of damage (Will DC 23 halves this, see below).
-On the haunt's second turn, as the ghostly abbot channels again, a shadow seems to fall over the area, reducing any ambient light by one step. "There appears to be almost a palpable border between the light and shadow, which grows ever in the favor of the darkness. As the side of light pulses with energy, deeper shade answers with its own tendrils of midnight. The abbot's face is a look of uncertainty and strain.." Each living creature in the area heals 1d6 points from positive energy (Will DC 23 halves this, see below)
-On the third round, "As the abbot channels again, a look of uncertainty crosses his face as darkness swallows the room. Everything grows colder and a wave of sickening energy washes over area to counter the abbot's power." ." Each living creature takes 1d6 points of negative energy damage (Will DC 23 halves this, creatures that failed their saves or chose not to save against the previous healing effects take a -2 penalty on their saves against this effect and the effects of the next three rounds. This increases to -4 if a creature chose not to save against both effects.
-On the fourth round, the lasts survivors of the fight in the Nave stand with their abbot, "A trio of ghostly warriors move to support the faltering abbot. Even as they do, the abbot's strength appears to be waning as he leans on a great altar dedicated to Pharasma, calling upon everything he has to counter the darkness" Each living creature in the area takes 3d6 points of negative energy damage (Will DC 23 halves this damage).
-On the fifth round, the abbot continues to channel against the inky black, only to be countered again by the strengthening source of the darkness. Each PC takes 5d6 points of negative energy damage (Will DC 23 halves this damage).
-On the haunt's final round, the abbot's resolve appears to break, and he runs towards the eastern door. He barely escapes but abandons his compatriots, who seem to crumble in a wave of negative energy. Each living creature in the haunt's area takes 9d6 points of negative energy damage (Will DC 23 halves this damage).
Destruction To lay to rest this haunt permanently, the Grey Friar must be destroyed and his remains must be buried in an area under the effects of a hallow spell. Additionally, the unholy Urgathoan altar must be destroyed and replaced with its old Pharasman equivalent.

Collapsed Conflagration of Terror:

E15 Ruined Cloister This haunt results from the loss of life, terror, and loss of souls that occurred when the ravener Marrowgarth aided in the initial assault on the Pharasman abbey. As a result, the dead do not remain quiet in this ruined area.
Collapsed Conflagration Terror CR 14
XP 38,400
NE Haunt (Area E15)
Caster Level 141th
Notice Perception DC 25 (to notice the temperature suddenly rise and the smell of burnt flesh)
hp 63 Trigger Proximity Reset 1 day
Effect When this haunt manifests, each PC hears a thunderous crash against the crumbled roof of the cloister. They must make a Will saving throw (DC 23) or suddenly drop prone and are treated as if pinned. Treat this effect as if being in the bury zone of a cave-in for purposes of actions allowed and escaping. To a PC experiencing effect, it appears as if massive chunks of rock are holding the character down. Characters trying to the aid a trapped PC can attempt to give a +2 bonus on the DC 25 Strength check needed to escape by succeeding on a DC 10 Strength check.
-On the haunt's second round, a wave of sweltering heat blankets the area, dealing 2d6 points of damage to all creatures within the haunt. Creatures buried underneath the phantom collapse take an additional 3d6 points of fire damage that bypasses any fire resistance or immunity they may possess. The smell of burnt flesh intensifies and phantom screams can be heard.
-On the haunt's third round, the necromantic energy unleashed causes the remains of those slain in the cloister to rise. Clawing their way from the ground are 16 Burning Skeletal Champions, which rise up at a rate of 2d4 per round. The skeletons are quite free to attack any PC restrained by the phantom debris.
Unhallowed Burning Skeletal Champions
Pathfinder RPG Bestiary p251-252, as entry with following changes
( AC 14, touch 12, flat 12, +2 deflection vs. good, +2 save vs good creatures, Speed 30, 2 Claws +6 1d4+3+1d6 fire, replace feats Cleave, Power attack and Weapon Focus: longsword with Dodge, Nimble Moves and Weapon Focus: Claws (lose breastplate and shield).
Destruction The Ravener Marrowgarth must be slain and the bodies of those buried in the rubble-filled dirt must be recovered and properly buried.

Broken Faith on the Brink of Death Haunt:

F14 Scriptorium The final stages of the Black Friar's transformation occurred here where priests in service to The Whispering Tyrant used their magic to continually bring the former abbot back and forth from the edge of death, eventually driving him to renounce his old faith. Since Lucimar is responsible for this psychic trauma, he takes pleasure in using this chamber as a residence to unnerve any living guests that might visit him.
Broken Faith on the Brink of Death Haunt CR 14
XP 38,400
NE Haunt (Area F14)
Caster Level 14th
Notice Perception DC 25 (To hear whispers coming from the four glass tanks)
hp 63 Trigger Proximity Reset 1 day
Effect When the haunt manifests, the Whispers coalesce into hundreds of horrible truths. Each living creature in the room must make a Will saving throw (DC 23) or become fascinated. This effect persists for long as there are creatures in the room, expiring after 14 rounds. Fascinated creatures can defend themselves but take no actions while subjected to the duration of the haunt. Fascinated creatures see the following, "Each lectern suddenly seems to hold ancient blasphemous tomes, their pages open and baring their secrets. They surround the form of a bound man in a chair, the stricken form of an abbot. Pacing about him is the shadow of a half-man, half-wolf creature.
On the haunt's second turn, fascinated creatures hear a voice among the whispers (recognizable as Lucimar's if they have faced him) that speaks, "Do you hear their secrets priest? They speak truth from beyond your Lady's grasp! See for yourself!" All fascinated creatures are subject to an empowered inflict critical wounds (DC 23), as the ghostly abbot is stricken by a cloaked figure that strides into view. The abbot seems to die.
On the haunt's third turn, fascinated creatures are subjected to a breath of life spell (DC 23). Creatures subjected to this effect feel a certain wrongness to the effect; creatures that fail to save against this effect take 2 points of Wisdom damage echoing the madness felt from the abbot's moving back and forth between life and death so quickly. The voice speaks, "You're never going to her eternal embrace. You'll always get just within sight but never reach her, I promise you!Then you will realize her falseness!"
On the haunt's fourth turn, the events of the second round repeat themselves, cycling on the fifth round into the haunt's third round events. This repeats itself every other round until the haunt ends. Creatures that were affected by the haunt's effects must make a Will Save (DC 23) 1d6 rounds after leaving the haunt's area or act as if under the effects of a confusion spell for 1 minute, as half remembered truths spoken within the haunt take dangerous root in the PCs mind.
Destruction Both the Grey Friar and Lucimar the Lich Wolf must be destroyed and laid to rest.

Hope this helps anyone running Shadows at Gallowspire inspire their own ideas for haunts. I really want to do something similar for detailing the Whispering Tyrant as my PCs get closer and closer to Adorak, so we'll see what else crops up in these forums!


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Its really a shame we can't sell you on Age of Worms; IMO as far as difficulty and story, its still one of the best. Don't get me w wrong, the newer APs have all been creative and clever in what they've put out there, its just that Age of Worms just had so many "Oh-crap!" moments in it per module yet it never felt stale, it just felt like the stakes kept escalating. Also, while the APs have had some decent book 6s, its hard to compare to AoW (or Savage Tide for that matter) in terms of epic-ness or how they addressed high level play (accounting for Wind Walk, Death Ward, and so many other blanket immunities common at that point). The final modules of AoW expect you to have multiple artifacts and wishes to get through to the end.


Here.
The review has the expansion for five players. The haunted well quest is lumped into a really awesome addition someone else did, I believe it was something like "Expanded Trust System", which had tons of details on each townsfolk and different sidequests they enable. I will try and find the link when I get home from work tonight. (I did not create it).
The vampiric cattle mutilations will require a similar explanation since I didn't really have anything printed for it other than the details in the review.


For extra treasure for your cleric, the one item I saw that struck me were Ghostsight Gloves from Ultimate Equipment. They're four grand but do a number of cool effects that could be useful all the way to the end of the campaign. Besides that, the aforementioned Rods, 1st and 2nd level wands (with weird spells he normally wouldn't want to devote a slot to) or even a 1/4 charged 3rd level wand (like Searing Light) would be good treasure.

Which links didn't work for you? The Expanding The Harrowstone Prisoners link works when I link on it. Besides that, the other alterations I have listed are in the review. With everything mentioned above, I ran it without random encounters and everyone had enough experience to level to 4 at the module's conclusion.

As for the road from Ravengro to Lepistatd, what I did is detailed near the bottom of this thread. Hope that helps and good luck putting the fear into your players!


Speaking as someone who has played a 20th level wizard who abused the heck out of Clone, Astral Projection, and Eternalness, there were about four spells which no matter what contingencies I had in place, always gave me pause. These are all spells that don't necessarily kill outright (which there are dozens of contingencies against) but disable permanently. Short of Spell Turning (which you should expect) or someone casting Greater Spell Immunity (possibly via Wish), these spells will take a wizard out.

1)Trap the Soul: As mentioned, this circumvents the defensive measures of clones and Astral Projection by going straight to the source. There is very little defense against this spell.

2)Stone to Flesh: Again, this circumvents the mechanics of Clone and what-not since the soul is still stuck in the petrified body.

3)Temporal Stasis: Its a shame it has a save now, but even still, this will stop someone forever and again circumvents Clone and Astral Projection.

4)Imprisonment: Same idea as above, if their held in stasis, there's no reforming.

So yeah, the best way to take out a 20th level wizard is not to kill them (which they should have dozens of contingencies against) but to stop them with magic. Oh, Insanity and Feeblemind are also kind of scary.


-Rings of Spell Knowledge are a really good sorcerer item, especially if the spell that it gives is one that you select to foreshadow an upcoming portion of the module. I also recommend on the lower end of rods lesser versions of extend spell and reach spell. Both are fairly useful and don't really break the game as well as being in line closer to a +1 sword than a lot of other comparable items. A wand with a 2nd level spell would skirt the upper end of that limit but would also be useful for a sorcerer.

-For the Wizard, I recommend scrolls, confiscated items from the Splatter Man. These should be cherry-picked by you and merge the line between the Splatterman's spells and your PC's interests. The aforementioned rods or a few useful but slot-consuming spells stored in wands, like Mount, Floating Disk, Alarm, and what-not would also prove valuable.

-Keep in mind that for the Rogue, he's not going to be able to do much to the number of incorporeal opponents, the ooze, the rat swarm, and a number of other opponents in the next module. Encourage him to raise his UMD so he has options other than trying to Sneak Attack. In my opinion, the damage output that a bard provides across multiple characters in all combat encounters outweighs the situational damage that a Rogue provides. To be fair, a Rogue with the right support can be brutal, and he'll really have a chance to shine in parts if the second module and lots of the third and fourth ones. He's going to hate the sixth module unless he eventually invests in ghost-touch weapons.

- I didn't use random encounters at all, and instead used the following, which got my players to 4th level after defeating the Splatterman, which included the extra experience received from the research performed and restoring Vesorianna's power.
1) My Expanded Prisoner Haunts.
2)The Haunted Well Quest
3) A Sidequest involving investigating vampiric cattle mutilations. My PCs encountered and defeated a pack of dogs with rabies and a Vampiric Mist responsible for the mutilations.
4)My additions for 5 players
I was using the XP system at the time, which I eventually changed to event-dependent leveling by about the third module, so beyond that I encourage you to develop your encounters and utilizing some of the DM material lying around these boards as well as your own to get your players to the appropriate levels. Hope that helps.


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Keep em coming, Kalindlara! These are awesome!!!! (Still a good month before I get to run this. Winning the War of the River Kings is taking longer than anticipated.)


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+1 to Blackbot. Don't worry about the system too much. I role-played the effects of the Trust score and never told my PCs what their exact score was. This allowed me more storytelling freedom rather than stating, "Your trust is 21, so he'll sell it normal price."


If you replace treasure for the first module, make sure its stuff that everyone can use who can't effect haunts. The haunts in the first module are really awesome, but you want the players to be able to affect them so they feel like they are playing interactively rather than being side-lined for choosing the wrong class. If every party member just waits for the cleric to channel, it limits their agency and makes haunts a little boring.


1) Carrion Hill is really good, but you'll need to rewrite a couple things geographically if you are using it at 5th level. If you use at it at 9th level along with the conversion notes on this board, it fits better story wise (and makes more sense based on the map of Ustalav.

2)I did very little treasure adjustment, even for 5 players. I think I added 20% more to any charged item, pile of gold, and what not. I've seen a lot of DMs swap out the treasure in the modules to fit their party composition. I feel that a low treasure scenario helps really reinforce the horror aspect of the game, especially in the first two modules. As others have done in Trial of the Beast, I added a significant reward from the count, but beyond that did little else. It should be noted that my party dropped to four players halfway through the third book, so that ceased to be an issue for me. IIRC, the total wealth sum of the treasure of Harrowstone is about 10-12K, so adding another +1 weapon to the pile wouldn't be that big of a deal. If you add in Carrion Hill, it should balance out nicely. The wealth problem really only persists in the first three modules; after the fourth one, you're getting staves, Mi-Go technology, and the like. I wouldn't give a blanket discount on magic items for the entire AP; this will come back to bite you in modules 5 and 6.

3)With a couple of extremely brutal exceptions in Module 2, trapfinding is not essential in the AP at all. (I think besides the second module, there's an average of one trap per module) In fact, the bard would probably be more useful to the party due to the sheer amount of Knowledge rolls throughout the modules, specifically the first one. Our party had a rogue who died in the second module, to be replaced by a bard. The player has had way more fun playing a bard and feels that they contribute a lot better (She is playing the Dirgesinger and Soun- striker archetypes.)

4)As far as random encounters... Don't. Let the atmosphere and environment of the module evolve naturally. The fact that the first floor is so deserted makes it that much more creepy, making the haunts and few creatures on the ground floor that much scarier. You're probably gonna find that there's no need to throw them at your PCs anyways; Harrowstone is paced well enough that the storytelling and action is pretty continuous. Furthermore, combining a random wandering monster with some of the harder fights could be quite lethal (Old Ember Maw, The Lopper, and what-not). Only do this if your PCS are foolish enough to rest in the place. Let random encounters happen on the road for the most part where they belong.

5) As for the rest of the AP, let it evolve naturally. The best time to compensate for missing XP or treasure are the long journeys that occur between modules and the big one during module 3. Myself and others have written detailed sidequests, and you can easily insert whatever thematically to help flush out backstory of characters, history of Ustalav, or the machinations of the WW.

Sorry it took a bit to respond (Busy writing up high-level haunts detailing the Fall of the Grey Friar and the Rise of Renchurch.)


I did a review for HoH a while back that included every change I made for running it for a 5 player group. That can be found here. I also did something similar for TotB.


He probably either fudged the dice or got really lucky with the summoning. A Gladbrezu is pretty smart and knows its own chance of being able to get another of its kind is pretty low (20%) versus the 1 in 2 chance of getting 1-2 more allies. My group of four had one mythic tier, and I still didn't feel mean enough to include that second Glabrezu, two beat-sticks with mirror image and true seeing seems kind of mean, especially when you know that your PCs best 6th level spells are going to be Heal, Disintegrate, and other anti-vampire/witch spells.
In defense of your DM, its entirely within his/her bounds to have the demon shoot for the moon; all demons are as different as the layers of the abyss in their tactics, even among the individual sub-species of their kind. This is what makes fighting them unpredictable and memorable. Also, part of the thing that makes fighting so darned scary (and fun)is that very possible threat of escalation. This is especially true for the ones that have a 20-35% chance of summoning another of their kind, making what might already be a difficult fight lethal. IMC, I open roll such summon abilities in front of the players to be completely fair, it is after all a monster combat ability, already built into the monster's CR.


Agree on this %100. Carrion Crown is pretty hard at points, but giving already difficult enemies +4 to their AC and everything else that comes with an Advanced template can be.. a little bit over the top. It is especially devastating if a DM is using experience points and is dividing them among a higher number of PCs, resulting in encounters where the math of more PCs doesn't keep up with the CR's of the module, especially when augmented. This becomes especially true when fighting against some of the enemies in the final module; in fact, the very nature of Renchurch's defenses ensures that a greater number of less experienced people will be at greater risk than a smaller group of more powerful people. Once you start playing the high level game, that next level of spell choices that a dedicated, single class caster gets can make all the difference between an encounter being easy or deadly.


-Ancient Osirion (Esoteric Order of the Palantine Eye)
-Necril (numerous undead)
-Aklo (Wake of the Watcher and baddies in book 2)
-Infernal (a few enemies speak it in Books 2, 5, and 6)
-Hallit (As stated above)

Hope that helps! As mentioned, none of the above are essential but help in expanding dialogue and some story details.


If what you are saying is true, then the only counter for Mirror Image is True Seeing, a 6th level spell. So, a second level spell provides near blanket immunity from all melee and ranged attacks and can only be defeated by someone who is 8 levels higher (talking Caster Level). Doesn't that seem to be really far-fetched when you look at some of the other blanket immunity spells (Pro. Evil, Shield, Freedom of Movement) and the limited situational protections they provide, versus "The next 4 attacks against are automatic misses"?
If you want to discuss semantics of the spell, the really logical fallacy is that the spell somehow knows whether someone trying to touch you is attempting to harm or help you. It succinctly indicates that only enemies are affected by the glammer, nothing about your allies.This creates a lot of ludicrous situations where the spell knew that your ally just got dominated because its giving you a miss chance against the bad spell he's about to fling at you, despite the fact you may have no indication of it, or a well disguised rogue getting a sneak attack off when you had no idea they were there) It succinctly indicates that only enemies are affected by the glammer, nothing about your allies.
I have always (as have two other DMs I have played with) ran it as follows:
1) Closing your eyes makes you blind. Blind creatures ignore mirror image. Blind-fight is really good for this, and you can even use such tactics at range if your perception skill is good enough.
2) There is absolutely nothing in the game (RAW) that causes Blindsight or even Blindsense to be a detriment (This isn't Call of Cthulu, you want to be able to notice everything), so imposing a penalty on a creature that has such an ability while giving those that don't isn't supported by anything in the game (the same is true of Darkvision and Low Light Vision).


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You could go with the following:

1)Said BBEG replaces Radvir Giovanni somehow and serves as his role in Ashes at Dawn. While this directly transposes the plan to actively wreck havoc on the vampires, it does create a problem in that once he's defeated, you still have another half of a module.

2) Have said BBEG serve as the catalyst for the development of the Bloodbrew elixer (instead of the Whispering Way), and have him among the Barstoi witches at the abbey. (I like this the best even if it increases the difficulty of the fight.

3)Have him as his own plot, replacing the witches with him. In this way, you can customize the abbey with your own encounters more thematically in line with this villain (maybe replace a couple of the wood golems for an alchemical golem).

There is a lot of material available about the module itself on this board, most notably the DM thread (which explains a couple problems with the module, like Radvir's unlikeliness as written to be able to capture vampires). The writer, Neil Spicer, has been quite pro-active in responding and giving feedback about the module, so there's a lot of good stuff in there. Beyond that, I did a few things for the module here. Here is a review I did for the module, and here is a thread I wrote about expanding Caliphas. Hope that helps!


Seconded for the following:
-Azata (A Bralani in mid-whirlwind and a Ghaele would be nice)
-Daemons (Leukodaemon)
-Proteans (Naunet, Imentesh)
-Qlippoth (Nyogoth and Chernobue)
-More Aquatic love (Merfolk, Large Giant Octopus)

Except for the Azata and merfolk (which look like elves miniature-wise), none off the above have ever had any representation in plastic form.

I wish Huge wasn't such a tricky spot to get into a set. I would almost always take two readily usable miniatures (like Elementals, Aboleth, Froghemoth) over one awesome gargantuan miniature (which as awesome as they are, rarely see play except maybe once an AP.)


When I ran Age of Worms a while back, I had two consecutive TPKs with the same group in the exact same part of the dungeon. Not really epic or ridiculous, but there you go. (Without spoilers, it happened in the second module).


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The biggest change is made to one of the monsters in the early books that was responsible for more TPKs than all the other hard encounters in all the APs combined. (excluding Age of Worms). A few of the other encounters in Anniversary Edition are easier as well

such as:
Mokmurian, and High Lady Athroxis (who has a Glabrezu minion instead of a Shemhazian)

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