Obherak

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I am also running a Non-mythic version of this. I actually leave the monsters mythic intact except for a few items as suggested in one of Sebastian Hirsch's other posts (Non-mythic Vs mythic doesn't auto fail, the Epic part of DR is removed and a few of the OP mythic feats are nerfed). I give a New Level every 3rd mythic teir and will give a level if my players kill Baphy, meaning they can get to Lv 24 with a rule that no one class can go over 20.

They have a 25pt buy in with 2 traits plus 1 campaign trait. I have 5 players so I maximize everything's HP and change nothing else. Everyone get action points (A hold over from back in the day) that increase their die type like the mythic surges. They all got +4 to a stat and +2 to two others from the wardstone event. My players also got the full Iomedae blessing from the Gray Garrison.

We are currently in book 3 and I have had no deaths thus far, some close calls though.


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My group has redeemed or is in the process of redeeming many characters.

Wendaug the Mongrelman from Book 1.
Chaleb the crusader looter from book 1.
The "Lost" Crusaders who were going to sacrifice a girl from book 1.
Nurah from Book 2.
Jestak from Book 2.
Joran Vayne from book 2.
A half-fiend Minotaur from the fight with Staunton (He kept failing his save Vs murderous command until he was the only one left at which point he claimed he had always been on the PCs side. His name is Arak, we generated it after the fight was over.)
Jesker the possessed priest from Book 3.
And they have recently captured Marhevok and Beverach his pet drake, the Drake is willing after a few weeks of teaching it the concepts of right and wrong, Marhevok is still sitting in Drezen's prison.


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The Path to villainy starts with baby steps but quickly escalates.

Run with it. Now they are wanted murderers and the local Law Enforcement/Church/Army will have them on a wanted list. Don't let up have them tracked by Rangers and other scouts who lead more experienced Paladins and guards to arrest them.

Their wanted posters will be all over this town, not to mention neighboring towns so doing anything with civilized society will be extremely difficult now.

In Medieval times groups of 25 to 50 men were common to rundown criminals. In Fantasy land take into account magic, faster communication with magic, other adventuring groups looking to help out and even other villains that want to crush upcoming competition or recruit new blood.

Hope this helps!