Epic Meepo Presents: Heroes of Hibernia (Campaign Overview)


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RPG Superstar 2009 Top 16, 2012 Top 32

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"Heroes of Hibernia" is a mythic campaign advancing four 2nd-level PCs to 12th level/6th tier.

Goal: The primary purpose of this campaign is to test the power equivalency of mythic tiers and class levels, especially during adventures written without taking mythic rules into account.

Methodology: The campaign takes place in two parts. The first part, which uses no mythic rules, represents the actual exploits of the PCs. The second part, which uses numerous mythic rules, represents tall tales based on the exploits of the PCs, as told by residents of the PCs' home town. The second part of the campaign is, essentially, a mythic retelling of the non-mythic first part.

Both parts of the campaign were designed in full before the mythic rules were released. No planned encounter was changed after the fact to accommodate the mythic rules. The first (non-mythic) part of the campaign was played through in its entirety before the second (mythic) part was started.

Each part of the campaign follows the same basic story, uses the same characters, and rewards the same treasure after each encounter. For each encounter in part two, the players are assumed to have gathered the same information and prepared the same spells as they did in the lead-up to the corresponding encounter in part one. Each part of the campaign covers levels 2, 4, 8, and 12. In the second part, each PC gains a number of mythic tiers equal to one-half the average party level and each encounter's ECL is increased, through various means, by roughly one-half the average party.

The Campaign Setting:
The Heroes of Hibernia campaign starts on the Isle of Hibernia, an island loosely-based on 8th-Century Ireland. The action then moves to the Isle of Albion, an island loosely based on 8th-Century Britain. Albion is dominated by the kingdom of Arthur Pendragon and Merlin. The themes of the campaign setting are largely Celtic and Arthurian.

The Player Characters:
The PCs in the Heroes of Hibernia campaign all start as nobles in the court of a minor Hibernian king. The characters created by the players in my playtest group are...
Cormac, the human paladin, a dedicated archer with the hospitaler archetype;
Lailani, the elven wizard, a conjuration specialist with a focus on battlefield control;
Talon, the halfling rogue, who multiclasses as a shadowdancer starting at 6th level; and
Wunwun, the half-orc barbarian, a greatsword-wielding melee specialist.

With the exception of the hospitaler archetype (included to allow more non-cleric healer options) and a few non-standard weapons, all character options, gear, and spells in the Heroes of Hibernia campaign are drawn from the core rules. This restriction on character options was put in place to limit the number of variables involved outside of the new mythic rules being playtested.

As of this post, a playtest using this campaign is ongoing. More details about the Heroes of Hibernia campaign will be posted herein as this ongoing playtest progresses.

RPG Superstar 2009 Top 16, 2012 Top 32

Heroes of Hibernia: 2nd-Level Adventures

The following adventures were designed to test 2nd-level PCs and 2nd-level/1st-tier PCs against level- and tier-appropriate challenges. Each adventure was run twice, once for non-mythic PCs and then again for mythic versions of the same PCs. The non-mythic PCs faced the lower-ECL version of each listed encounter while the mythic PCs faced the higher-ECL version.

The Cardorwood Boar Hunt:
The PCs are nobles in the court of Fergus the Elder, a minor king on the Isle of Hibernia. The king has called a gathering of nobles to hunt a dangerous boar that lurks in the nearby Caldorwood.

Encounter #1 (ECL 4): The non-mythic PCs encounter their quarry, a large, ill-tempered boar (a dire boar).

Encounter #1 (ECL 5): The mythic PCs are attacked by their quarry, a murderous boar the size of a barn (a dire boar with the giant simple template and woodland stride).

After the PCs slay the Caldorwood boar, King Fergus holds a banquet to celebrate their accomplishment. When the king offers the heroes a reward for their assistance, others who participated in the hunt (all of them belligerent and drunk) protest the king's decision.

Encounter #2 (ECL 2) The non-mythic PCs must subdue or dispatch four rowdy dwarves (brigands) who challenge the PCs' right to the king's reward.

Encounter #2 (ECL 4) The mythic PCs must dispatch four raging half-orcs (cannibals) who upturn a banquet table and demand that their ungrateful superiors be deposed.

When the PCs defeat the troublemakers, King Fergus and his other nobles commend the PCs for defending the king's honor, and name them upstanding heroes of the realm.

The Cattle Raid of Macha Tor:
Having proven themselves to King Fergus, the PCs are asked to retreive a prize bull that was stolen from the kingdom. The king fears the heroes will be unable to defeat the bull's current owners, a pair of giants living on Macha Tor, so he instructs the heroes to lead the bull away from the tor under the cover of darkness.

En route to Macha Tor, the PCs are attacked by wolf hounds that guard the giants' cattle.

Encounter #3 (ECL 3): The non-mythic PCs are attacked by two wolf-hounds (wolves).

Encounter #3 (ECL 5): The mythic PCs are swarmed by a pack of four wolf-hounds (wolves).

Upon dispatching these canines, the PCs make their way to Macha Tor, where they find the prize bull they seek. They are unable to retrieve the bull without rousing the giants of Macha Tor, who awaken and attack the PCs.

Encounter #4 (ECL 4) The non-mythic PCs are confronted by a pair of 8-foot gaints (an ogrekin fighter 2 and an ogrekin sorcerer 2).

Encounter #4 (ECL 6) The mythic PCs are confronted by a monstrous pair giants, twelve feet tall if they're an inch (an ogre and an ogre sorcerer 2).

Once the PCs defeat the giants, they are able to recover their kingdom's prize bull, ushering in an era of prosperity across the land.

The Battle of Killmore Pass:
The king of the Nether Marches, a rival nation to the east, has taken note of King Fergus's newfound prosperity, and has gathered an army to raid Fergus's territory. Fergus gathers his own army, including the PCs, and battle is joined at Killmore Pass.

Encounter #5 (ECL 5): The non-mythic PCs face off against four champions of the Nether Marches (cannibals). The battle taking place around them is represented by three Colossal crowds which use the normal rules for crowds from the Environment chapter of the Core Rules.

Encounter #5 (ECL 6): The mythic PCs face off against four kinsfolk of the giants they slew on Macha Tor (orgekin), all of whom have joined the army of the Nether Marches to avenge their slain kindred. The epic battle raging around the PCs is represented by a single enormous crowd stretching as far as the eye can see and filling every available space. A successful check to control the crowd allows allies to ignore all penalties imposed by the crowd for 1 round.

When the PCs defeat their opponents, the army of the Nether Marches is broken. The army of King Fergus takes the day and presses onward into the Nether Marches. The rival king is deposed and Fergus the Elder becomes the new ruler of the realm. The nobles of the Nether Marches, impressed by the PCs' skill at arms, accept King Fergus as their rightful ruler and the PCs as their peers.


Your links go back to this thread. Is that intentional?

RPG Superstar 2009 Top 16, 2012 Top 32

Nope, the links in my previous post were supposed to lead to the appropriate monsters and NPCs in the PRD, but I neglected to copy-and-paste the appropriate URLs. Those links should be as follows:

Encounter #1 dire boar
Encounter #2 brigands, cannibals
Encounter #3 wolves
Encounter #4 ogrekin, ogre
Encounter #5 cannibals, ogrekin

RPG Superstar 2009 Top 16, 2012 Top 32

Heroes of Hibernia: 4th-Level Adventures

The following adventures were designed to test 4th-level PCs and 4th-level/2nd-tier PCs against level- and tier-appropriate challenges. Each adventure was run twice, once for non-mythic PCs and then again for mythic versions of the same PCs. The non-mythic PCs faced the lower-ECL version of each listed encounter while the mythic PCs faced the higher-ECL version.

The Slaying of the Dolorous Wyrm:
The PCs are dispatched by their king to locate Crown Prince Fergus the Younger, whose return from a diplomatic mission is overdue. While seeking Fergus the Younger, the PCs have a chance to explore the land and interact with various colorful locals. During the course of their explorations, the PCs confront the Dolorous Wyrm of Corkenshire.

Encounter #6 (ECL 8): The non-mythic PCs are ambushed by a dragon (young green dragon). The dragon flees when reduced to half its hit points, but can easily be tracked back to its lair.

Encounter #6 (ECL 10): The mythic PCs are ambushed by a fire-breathing dragon (young red dragon). The dragon flees if reduced to half hit points, but can easily be tracked to its magma-filled lair.

After slaying and the dragon and claiming its treasure, the PCs attract the attention of the Pauper Queen, a deposed monarch who receives perpetual youth in exchange for an annual tithe to a fey queen. In order to pay the exhorbitant price of immortality, the Pauper Queen now resorts to banditry, and has chosen the newly-wealthy PCs as her latest targets.

Encounter #7 (ECL 7) While camping, the non-mythic PCs are attacked by a unaging sorcerer who robs travellers (sample vampire without the vampire template).

Encounter #7 (ECL 9) While camping, the mythic PCs are attacked by an undead sorcerer who robs travellers and feasts upon their blood (vampire).

The PCs survive the Pauper Queen's assault and resume their quest to locate Fergus the Younger.

The Rescue of Fergus the Younger:
The PCs learn that Crown Prince Fergus the Younger has been captured by murderous fey while defending a village called Llewelyn. Fergus is being held captive in a barrow under Stonetop Hill, and will be sacrficed in an evil ritual at midnight on the following night. The PCs set out to save Fergus and vanquish the malevolent fey.

In the forest between Llewelyn and Stonetop Hill, the PCs are attacked by a guardian monster.

Encounter #8 (ECL 5): The non-mythic PCs are attacked by a serpent with a dangerous gaze attack (basilisk).

Encounter #8 (ECL 7): The mythic PCs are attacked by a flying, fire-breathing serpent with a dangerous gaze attack (dracolisk).

Upon clearing the forest, the PCs arrive at Stonetop Hill, which is defended by malevolent fey.

Encounter #9 (ECL 5): Amidst a field of boulders on the side of Stonetop Hill, the non-mythic PCs are confronted by two hostile fey (a korred and a quickling).

Encounter #9 (ECL 7): Amidst the standing stones at the top of Stonetop Hill, the mythic PCs are confronted by four hostile fey (two korreds and two quicklings).

The fight against the fey and their allies continues in the barrow below Stonetop Hill and beyond:

Encounter #10 (ECL 5): Amidst catacombs, the non-mythic PCs are confronted by two wee folk (fey svirfneblin with the unluck aura of a pugwampi) and an incorporeal undead (shadow).

Encounter #10 (ECL 7): On a spiral staircase of tombstones that descends into the depths of Hell, the mythic PCs are confronted by four wee folk (as above) and an incorporeal undead (wraith).

Encounter #11 (ECL 5) Through a door at the back the catacombs, the non-mythic PCs battle another wee folk (as above) and an incorporeal undead (shadow) in a room with a spiked pit trap in the floor.

Encounter #11 (ECL 7): Through a portal leading to the shadowy void between worlds, the mythic PCs battle two wee folk (as above) and an incorporeal undead (wraith) while evading a quirk of alien geometry that functions as a half-damage hungry pit spell trap.

Encounter #12 (ECL 5): Exiting the passage from the catacombs, the non-mythic PCs arrive on a bridge across a swamp. They are attacked by an evil fey (kelpie) and four animated bog mummies (human zombies).

Encounter #12 (ECL 7): Emerging into the Otherworld, the mythic PCs arrive at a bridge across an extraplanar swamp. They are attacked by an evil fey (an advanced kelpie) and eight animated bog mummies (human zombies).

Encounter #13 (ECL 3): On an island in the swamp, the non-mythic PCs discover a hut in which Fergus has been imprisoned. To enter, they must bypass a spiked pit trap.

Encounter #13 (ECL 6): On an island in the Otherworld, the mythic PCs discover a glass castle in which Fergus has been imprisoned. To enter, they must bypass a flame strike trap.

Encounter #14 (ECL 7): Inside the hut, the non-mythic PCs must defeat two hags (green hags) that are holding Fergus the Younger captive.

Encounter #14 (ECL 8): Inside the glass castle, the mythic PCs must defeat three hags (a coven of green hags) that are holding Fergus the Younger captive.

When the PCs rescue Fergus the Younger, the crown prince is both grateful and impressed. He recommends the PCs be sent on a prestigious diplomatic mission to the court of King Arthur, whom the crown prince recently visited. By sending the PCs to serve at the court of the new monarch, Fergus hopes to earn honor for his own kingdom, and to secure a strategic alliance with Arthur.


Epic Meepo wrote:

Heroes of Hibernia: 4th-Level Adventures

The following adventures were designed to test 4th-level PCs and 4th-level/2nd-tier PCs against level- and tier-appropriate challenges. Each adventure was run twice, once for non-mythic PCs and then again for mythic versions of the same PCs. The non-mythic PCs faced the lower-ECL version of each listed encounter while the mythic PCs faced the higher-ECL version.
** spoiler omitted **...

Pretty cool.

Any impressions or feedback?

RPG Superstar 2009 Top 16, 2012 Top 32

long john silver wrote:
Any impressions or feedback?

Certainly. You can find some of the results of this playtest in the following threads:

Playtest Results: Rogue Tricksters Need Better Tricks
Playtest Results: Some Mythic PCs are Too Fragile
Playtest Results: Swift Action Economy
Playtest Results: Problems with "To the Death"


Good stuff. See my post in your other thread, Rogue Tricksters Need Better Tricks.

RPG Superstar 2009 Top 16, 2012 Top 32

Heroes of Hibernia: 8th-Level Adventures

The following adventures were designed to test 8th-level PCs and 8th-level/4th-tier PCs against level- and tier-appropriate challenges. Each adventure was run twice, once for non-mythic PCs and then again for mythic versions of the same PCs. The non-mythic PCs faced the lower-ECL version of each listed encounter while the mythic PCs faced the higher-ECL version.

The Passage of Old Man Finley:
As heroes of the realm, the PCs are chosen to represent their kingdom at the court of King Arthur on the neighboring isle of Albion. They book passage to Albion on a ship captained by an elderly bard named Finley. Unbeknowst to the PCs, Finley is hunting a sea serpent sent by the gods to feast upon the heroes of the land, and is using the PCs as bait. Fully expecting the PCs to die in battle, Finley has poisoned everyone on the ship, hoping the sea serpent will eat them all and die from the poison.

Encounter #15 (ECL 11): Each of the non-mythic PCs must survive a dose of poison (equivalent to (piscodaemon poison). As they deal with the poison, the PCs are attacked by a juvenile sea serpent (water orm).
Encounter #15 (ECL 15): Each of the mythic PCs must battle a living incarnation of death by poison (a piscodaemon). After two rounds of combat, a full-grown sea serpent joins the battle.

After surviving the dangerous passage, the PCs arrive on Albion.

The Redemption of Lord Peregrin:
The heroes spend several months at the court of King Arthur, where they earn the respect of Arthur's knights through a combination of courtly intrigue, clever diplomacy, and impressive showings in various tournaments. As friends of the court, the PCs are offered an opportunity to solidify their alliance with King Arthur by performing missions in his name.

The heroes are sent to hear the confession of Lord Peregrin, an aging warlord who has foresworn his evil ways and pledged his lands to the crown. Unfortunately, Lord Peregrin is comatose on his deathbed when the heroes arrive, and is being menaced by the spirit of a brother he murdered many years ago. To hear Lord Peregrin's confession, the PCs must hold a vigil at his bedside and fend off the vengeful spirit.

Encounter #16 (ECL 7) The non-mythic PCs must defend the comatose Lord Peregrin from the spirit of his murdered brother (a spectre).
Encounter #16 (ECL 13) The mythic PCs must defend the comatose Lord Peregrin, as above, but Death comes for Lord Peregrin even after the PCs save him from the venegeful spirit. The mythic PCs must stave off Death Itself (a thanadaemon) in mortal combat.

Lord Peregrin awakens the next day and confesses the various misdeeds he performed in life. Hoping to earn a small measure of redemption before he dies, the aged lord reveals the hiding place of a witch who traffics with devils. Though Lord Peregrin once had dealings with this witch, he now hopes the PCs can defeat her, purging the world of her evil influence. The PCs take up the quest.

Encounter #17 (ECL 8) En route to their destination, the non-mythic PCs come face to face with the Beast of Boggard Flats (a gorgon).
Encounter #17 (ECL 12) En route to their destination, the mythic PCs come face to face with the Beast of Boggard Flats (a catoblepas).

To reach the witch's isle, the heroes must first defeat the guardian of the Perilous Bridge, a black knight who challenges one of their number to single combat. The participants in the duel meet at the middle of the Perilous Bridge, where they are sealed in by a cage of magical force until one of their number is victorious.

Encounter #18 (ECL 7) One of the non-mythic PCs must defeat the guardian of the bridge (an 8th-level dhampir antipaladin with stats derived from those of an holy warrior with one additional level). The guardian cheats by enlisting the aid of an undead spirit (a shadow).
Encounter #18 (ECL 11) One of the mythic PCs must defeat the guardian of the bridge (a 12th-level dhampir antipaladin with stats based on those of a saint). The guardian cheats by enlisting the aid of an undead spirit (a greater shadow).

Once across the Perilous Bridge, the heroes must follow a road through the Quickwood, a dangerous otherworldly forest cloaked in perpetual mist.

Encounter #19 (ECL 10) Amidst light fog which affects visibility as would rain, the non-mythic PCs are ambushed by a pair of monstrous trees (quickwoods).
Encounter #19 (ECL 14) Amidst light fog which affects visibility as would rain, the mythic PCs are ambushed by four monstrous trees (quickwoods), plus four dragons (young green dragons) which have blanketed the forest floor with overlapping entangle spells.

The heroes then arrive at the lair of the evil witch.

Encounter #20 (ECL 11) In a winding cavern, the non-mythic PCs confront a so-called witch (actually a night hag) and her devilish patron (a contract devil).
Encounter #20 (ECL 15) In a mountaintop keep whose facade resembles an enormous , fiendish skull, the mythic PCs confront a so-called witch and her sisters (three night hags), their devilish patron (a contract devil), and their bodyguards (two barbed devils).

When the PCs prevail, a great evil is purged from the land. Lord Peregrin, who assisted them by revealing the witch's location, earns a measure of redemption before passing away.

The Driving of the Serpents from Albion:
The knights of King Arthur's court gather to scour the countryside, exterminating an infestation of green dragons. As honored guests of realm, the PCs are invited to join in the quest, earning glory alongside King Arthur's dragon-slaying knights.

Encounter #21 (ECL 10) In a field outside a small village, the non-mythic PCs battle a pair of young dragons (young green dragons).
Encounter #21 (ECL 14) In a field outside a small village, the mythic PCs battle a pair of adult dragons (adult green dragons).

Encounter #22 (ECL 10) In a nearby wood, the non-mythic PCs battle two more young dragons (young green dragons) in tight quarters.
Encounter #22 (ECL 14) In a nearby wood, the mythic PCs battle two more adult dragons (adult green dragons) in tight quarters.

Aided by the heroes' efforts, the Knights of the Round Table drive the last of the green dragons from Albion.

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