Legendary Planet - an Adventure beyond this World

Game Master Zesdead

The 'Legendary Planet' Adventure Path from Legendary Games.

Book 2, 'The Scavenged Codex'

...in which our heroes, seeking an ancient artefact, arrive upon Rythes...

Party Health
Zoreck the Unclean: 63/63HP (nil Temp HP), 3 Hero Points
Rikkan Anardi: 47/47 HP, 3 Hero Points
Drancis Mordaron: 50/54 HP, 6NL, 3 Hero Points
Ravboom: 22/50HP, 3 Hero Points
Palomia Kasic: 48/48HP, 3 Hero Points
Relas: 42/42HP

List of technological, phantasmagorical and arcane wonders... plus some junk.

Maps
Rythes
St. Albats - the Underneath


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Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

My opinions echo the others. It was a good little mystery. The encounters were brutal, and I think would have crushed a four person party without a lot of down time and some luck. I


Some of those early encounters are pretty exciting!!! The Burning Skeletons are probably the harshest of those – I tried to balance things out by pushing the numbers up (from three to five) and then nerfing some of the ways in which they can deal fire damage – but, in retrospect, I think a few normal skeletons and one burning skeleton may have been a better approach!!! I guess the other nasties were the hobgoblin in the attic (which could have been much worse if I had played her entirely as written) and also Silam Oddle with his great big axe!!!

There are a few things which I would probably tweak if I ran it again – and it is worth noting that you didn’t explore all of the village before heading off to the Manor – I think that was fine in PbP where you need to keep the story moving along but in a Face to Face game, I think you’d explore more of the place…

The goblin group are lagging a little bit behind your pace (they did start later and we did lose 2 people along the way) but I think that game is proving to be quite fun as well – they’ve just made their way into the catacombs and splatted the amoebas in the tunnels. Anyways, you've been a great group to GM and I’m rather looking forward to what happens next!!!

Also – glad that Zoreck can now read his copy of the Assimilation Strain!!! Just leave ‘To World’s Unknown’ alone for now…


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)
GM Zed wrote:
Also – glad that Zoreck can now read his copy of the Assimilation Strain!!! Just leave ‘To World’s Unknown’ alone for now…

No need to fear: I don't have To Worlds Unknown. I didn't back the Kickstarter, and it's not yet available to non-backers.

The only reason I have a copy of The Assimilation Strain was that I won a contest that Berik was running on the Gamer Talk thread back in December.


Wow.... Cool!!!

I think that To World's Unknown will probably appear in 'stores' soon... I think there have been a few issues translating it to 5E so they're a bit behind schedule - I'm expecting the next adventure (The Scavenged Codex - by Mike Shel) to be released quite soon... Rather excited about that!


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

My computer is back in action! Will be posting Locke's dreams when I get home from class.


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With apologies to dear old David Bowie... Britain's first spaceman,

This is Ground Control to Major Tom,
Commencing Countdown, Engines On
Ground Control to Major Tom
Check ignition
and may God's love be with you

Ten, Nine, Eight, Seven, Six, Five....

Strap yourself in, it's going to be a wild ride....


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Here. We. Go!


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

Awesome. I've got an elaborate post planned, so it'll go up sometime early tomorrow. :D


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....Four, Three, Two, One...

...Blast Off!!!

******

Welcome to Legendary Planet, Chapter One - 'To Worlds Unknown' by Jim Groves.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rock and roll!


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

:D


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

Sorry for disappearing. I've been flat on my back with the flu for several days.


Folks, one of the possibilities with Legendary Planet is to incorporate some Mythic play into the game... There is a point in 'To Worlds Unknown' where, if we choose to utilise the rules, you would gain a mythic tier... Obviously, what I don't know is whether a full ten tiers of mythic are envisaged across the AP (there's another six adventures to be published so we're a way off from knowing such things) or whether it is a more restrained use... Given that one of Legendary Games' big things is making Mythic workable, I think I trust them to do it right!!!

...so, I am canvassing your opinion... Yes Please!!! No Way!!! Or 'I dunno, maybe?' To Mythic?

...do note however that, irrespective of consensus, there will be mythic adversaries!!!


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Can we have a power boost that isn't Mythic?


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

My experience with Mythic is VERY limited. The only character of mine that has a Mythic level is a redeemed succubus in a long defunct homebrew setting.

I am certainly open to adding Mythic Tiers to the game, and I do envision Drancis becoming a Doctor Strange type....though far more pleasant to deal with :)


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

I am okay with the addition of mythic tiers. I trust Legendary Games for one. Plus it feels appropriate that galactic travellers will get to that level of power.

What were you thinking of for a different power boost Illonna?


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

I don't know...Mythic is just so...weird.

I'd rather just have a template added on to myself.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

I'm fine with whatever works for you, DM. Mythic, nonmythic, either is fine. Whatever you feel comfortable with works for me.


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

I've honestly never used Mythic. I got the Mythic Adventures book in hopes of adding Mythic to my home game, but that campaign died out before we got that far. Shame. :\

I'm okay with whatever, really.

RPG Superstar 2009, RPG Superstar Judgernaut, Contributor

GM Zed wrote:
...Obviously, what I don't know is whether a full ten tiers of mythic are envisaged across the AP (there's another six adventures to be published so we're a way off from knowing such things) or whether it is a more restrained use...

From the Developer/Creative Director: It'll be more restrained than that. Right now, we're looking at just 4 mythic tiers.

GM Zed wrote:
Given that one of Legendary Games' big things is making Mythic workable, I think I trust them to do it right!!!

We appreciate that. Best of luck with your campaign.

--Neil


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

I'm fine with giving it a try, if you feel comfortable running mythic, dm.


Zoreck, it would be cool to get your take on Mythic as well... Any views, experiences, etc? I am reading through the 'how to fix Mythic' section of Legendary Games' Heroes Handbook (I think it might originally have been a Rogue Genius publication) so, if we do go Mythic, there will be a few recommended House Rules in place...

...also thanks to Neil Spicer for chiming in with the current view on how far Mythic will go in the AP...


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

Gonna be late tonight before I can post- bot me if necessary!


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

I want to heal the unconscious one as a sign of peace...


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

I have a copy of Mythic Adventures, but have decided not to use the mythic rules in my games so far. Mythic seems to have the potential to really change the flavor and assumption of a game. Plus, there are options that can seriously complicate and drag out some situations, while others seem designed to make GMs' lives more difficult. (As an aside: I think the devs should have done more play-testing with Mythic before the book's release. There's some problematic stuff in there.)

That said, I like the concept. Mythic abilities are essentially fantasy super-powers; adding Mythic to a game changes the assumptions of what PCs can do from Lord of the Rings to The Avengers.

Looking to planet-hopping adventure literature, moving to a different planet often gives a character super-powers: John Carter is proportionally stronger on Barsoom because of the weaker gravity; Superman can fly because of Earth's yellow sun.

So, using mythic can be a cool way to use the existing rules to mimic changes to our PCs from Golarion when we end up on different planets. If it were my game, I would restrict the Mythic options (or simply assign them) based on the planet we're on, and possibly change them when the PCs travel to a new planet.


Hmmm, I'm kind of liking that idea Zoreck... I suspect / hope that Book 2 (the Scavenged Codex) will be out by the time we get into a position where we need to decide if / how we may play with Mythic... and that 'forwards view' should really help me come up with something that works... FWiW, I think we will probably implement mythic - the fact that it is, at most, 4 tiers reassures me that the power increase will be controlled...


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Oh and thanks for stopping by Niel! As you can see we are all loving things so far and looking forward to diving further into the campaign.


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

So I've been talking with Zed about the possibility of making Locke more combat oriented and I am leaning toward replacing my Bard levels with Skald levels. As I will still be a party buffer I'd like your opinions, mostly on Raging Song. How often would you see yourself accepting the standard Raging Song, what if it was the Urban Skald version instead?


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

>can't benefit from moral bonuses.

Gun-to-my-head, I'd rather have Spell Warrior


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Crap, forgot about that.


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Don't mind me though, I seem to get by just fine. One arm and all.


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

I've still got plenty of party buffs via bless and the like.


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

Well, speaking as the player of a multiclassed barbarian, I'd be TOTALLY up with having a skald in the party to use Inspired Rage. Since Zoreck is multiclassed, he has been running out of rage on a regular basis... including during the boss fight of the Prologue.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

No rage for little Rikkan. Even with rage, I couldn't hit the broad side of a barn up close!


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Hmm, so it would be Zoreck and I raging unless Astraea or Rikkan ran out of other things to do. On the other hand, I feel Skald would fit the character I want to play here a lot better. I'll keep considering.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Play whatever you want, Locke. Hopefully we will be playing these guys a long while, so play what you will be happy with!


I don't know whether any of you have seen this?

Kickstarter for Legendary Games' "Trail of the Apprentice"

Something for Pathfinder parents - an age appropriate 'Adventure Path' with some simplified rules as well... I've got my eight year old who is an avid reader and loves playing games, but things like Carrion Hill and From Shore to Sea probably aren't so appropriate... I am hoping this is going to be a great entry point. I've backed and it's already funded so now it's really just a case of what else gets added to it...


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

I saw that, and it looks intriguing, but I'm kind of tapped out with Kickstarters at the moment. (I just backed Sandy Petersen's Cthulhu Mythos for Pathfinder project (3 days to go!), and I'm waiting for completion/shipment of recently-backed Robert Brookes' Aethera Campaign Setting and Richard Pett's The Lost Lands: The Blight.

Paizo does indeed focus more on adventures for grown-ups than for kids. Some kid-appropriate Paizo adventures I'm familiar with are Into the Haunted Forest, Master of the Fallen Fortress, and several of the introductory PFS scenarios and delves.

I do know that the upcoming Pathfinder module Gallows of Madness is being aimed at new players and new GMs, but I don't know whether or not that means it will be aimed at younger players. (Given the title, I'm thinking, "not.")


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

I am suffering for a terrible bout of food poisoning. It might be a day or two before I am back posting full speed.


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

Ugh. I feel your pain: Same thing happened to me while flying home from Phoenix last month. I think I'd eaten a bad burrito at the airport. Took me two days to recover.

Get better!


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Just so folks know I'm not posting because this a lot out of Illonna's wheelhouse and she's just following along.


Shieldmaiden Illonna wrote:
Just so folks know I'm not posting because this a lot out of Illonna's wheelhouse and she's just following along.

That's fine, I think Rikkan, Drancis and Locke are probably the folks best left to get doors open... Mind you, if it all goes wrong, it may still end up with Zoreck or Illonna bashing the doors in!!!


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

Hey, folks.

Tomorrow, I'm heading to Washington DC for a few days. After tonight, I probably won't be making any posts longer than a line or two until Tuesday of next week.


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

I must also notify you of/apologize for my absence. I might need another day or two. Going through some... stuff.


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

We definitely seem to be hitting our stride as far as good combat rolls go.


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Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

I finished (crushed) the last final of my undergraduate earlier today! Much rejoicing!


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Congrats! That's a big day!


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

Congrats!


Congratulations Locke!!!

Zoreck, FYI - I have posted the Firearms question in the Legendary AP questions thread on the boards here... If I've been overly harsh or ruled incorrectly, we may have a 'rules retcon' moment!!!


Zoreck - reply from Neil Spicer...

Not quite. There's no gunpowder involved in them. The spur "rifles" are essentially multi-shot crossbows, but fire smaller bolts which are hardened, organic spurs. Thus, they do 1d6 rather than 1d8 damage. They look even more like a rifle than a crossbow, however, and you can think of them as shortened, multi-shot "spear" guns, if you want. We used Exotic Weapon Proficiency to govern their use, because they're in the same category as a repeating light crossbow. And they use normal attacks rather than relying on touch AC (like a firearm would).

...hopefully a better description / explanation than I could muster from what was written.

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