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Liberty's Edge

Sc8rpi8n_mjd wrote:
They seem to always try to cast death ward before going into a big dungeon

This is a common problem monsters with energy drain have with PCs, my group included. Check the inescapable death mythic ability.

Liberty's Edge

Hi again. Thanks for the kind words Scorpion.
I'm finally happy with the mythic thanadaemon. I've posted it up in the minions directory for now.

I also noticed I hadn't dropped any caster levels for the Blackfire Adepts (oops!), so I have rejigged them to be correct. The end result is that they lose 2 spells known and the breaching ability, but they gain the 9th level sorcerer bloodline power. The also shouldn't have had the 11th or 13th level bloodline spells, I've removed those too.

I've also gone through the encounters in books 4 and 5, cross referenced them with Scorpion's stuff and come up with a list of candidates for upgrades and how I'm thinking of changing them (not set in stone). I'd appreciate comments, suggestions or requests if there are any.
Book 4:
Demoniacs: Add 3-4 levels of demoniac (CR ~14-15)
Book 5:
Half-fiend great cyclopes: Change to Advanced Mythic Half-fiend great cyclopes (CR 19)
Demodands: Advance HD and/or create a Ineluctable Prison Warden template. Tarry (~CR 16), Stringy (~CR 18), Slimy (~CR 19), Shaggy (~CR 21)
Labyrinth Minotaur: Warden template (same as demodands) and/or a mythic simple template (thinking one or a combination of agile, divine or invincible) (~CR 20)

On a different note, my table finished off the Ivory Sanctum last session. I ran the last encounter using Thanurel's map and Xanthir update, Scorpion's Retrievers and 4 of my blackfire adepts (plus the Glabrazu summon). It was a challenging fight - probably the first that has really made the PCs sweat in the AP - but went down pretty much how I expected it to. The highlights:
- Wizard (riftwarden orphan) quotes princess bride at Xanthir.
- Glabrazu dies before acting to the paladin (expected).
- Retrievers surprised the party with their HP and second eye beam. Scared the wizard with the disintegrate beam. Both dead by the 3rd round to the rogue and paladin, both had 2 turns.
- Anticaster wizard was cocky and decided not to counter the globe of invulnerability, then immediately regretted it when his empowered chain lightning (non-mythic) did nothing.
- Wizard's fly spell dispelled, black pudding summoned below him.
- Rogue ran up to Xanthir and hit him once (having already full attacked and killed a retriever) for negligable damage. Xanthir was unimpressed and introduced him to mythic magic missile, quickened magic missile and minions who can also cast magic missile. Rogue dies, Xanthir heals to full next round.
- Cleric, having had Freedom of Movement dispelled, suddenly found the mythic black tentacles that had been scoffed at more troubling than expected. Then after escaping with the assistance of the paladin, was promptly bullrushed back in with a telekinesis.
- Wizard, out of spells, casts antimagic field with his last mythic point and hides in a corner. Summoned black pudding mindlessly oozes towards the wizard and winks out.
- Paladin finally gets a new air walk cast, runs up to Xanthir and almost takes him out, but Xanthir survives because the paladin was only able to smite a single worm.
- Xanthir can't take another round of paladin and decides to dimension door to the secret complex entrance for a teleport the next round. Wizard can't counterspell because of the antimagic field.
- Cleric spends a mythic point for a locate object on Xanthir's staff and gets a direction that has to be within the range of the spell, party charges off down the tunnel to try to catch Xanthir.
- Black pudding no longer phased out from the antimagic field reappears and eats the rogue's body.
- Xanthir escapes to become a recurring villain that the wizard gets to quote princess bride at again.

Liberty's Edge

Hi, thanks a lot for your work with the monsters, I was getting pretty frustrated with how nearly everything was APL minus. There's not really anything fun or heroic about slaughtering helpless monsters (even if they are evil).
I'm currently running my table through book 3. They have a few years of experience and can generally stomp anything below APL+1 (mythic abilities have made this even more pronounced), so I like to test them out and give them tough fights fairly regularly.

I guess I'm a bit late to the party, but I wanted to share some of what I've been creating as well.
One thing that frustrates me is weak minions. It doesn't make sense that those places haven't been cleared out already - both from a game background perspective and a player perspective. If I'm fighting through a dungeon at effective level 13, I don't expect to be fighting level 6 minions. Why hasn't someone else done this already? All it does is give the players loot for no effort. I get the stronger baddies are there too, but even still...
Rants aside, I think minions shouldn't be as strong as boss encounters by any means, but they should still be challenging to a party and cause some expenditure of resources, otherwise they're mere lootbags.

So, I made some improved minions for the Ivory Sanctum and I'll keep posting more updated minions that Scorpion hasn't touched if people find them useful. The ones I've posted now are designed to be encountered in groups of 2, 3 or (maybe) 4.
I've also got an almost finished mythic thanadaemon that made my party get their brown trousers out =D I'll post it up when it's finalized too.
As an addendum, they're clearly not for everyone. I think everyone should get that. Some parties might find them too tough, for others they might be too weak, but my hope is that someone else will find them useful.

Minions folder

Liberty's Edge 2/5

DarkWhite wrote:

I don't think we'll have enough (any?) characters of 12th level to offer the special Pathfinder Society Scenario #46: Eyes of the Ten—Part I: Requiem for the Red Raven ... but I could be wrong? Certainly I don't know of any in Melbourne, some of us are getting close (9th level) but probably won't hit 12th level before GenConOz due to having run secondary low-level characters to bring in new players.

But please let me know if you think there's a demand to offer this one? I very much doubt I'll have an opportunity to run or play it prior to GenConOz, though maybe someone else might like to run it? Note: this one requires...

If Team Full Power attack attends, then we will have 3 12th level characters (Fighter, Rogue and Cleric). We would just need to find one more.