Input from the Scorizscar fight:
2 Paladins of Iomedae, one part oracle for AC, and wielding Radiance, the other riding a pegasus. Both have legendary weapon
Suboptimal Cleric of Sheylin, plays a fox because it seemed like a fun thing to do
Tiefling Wizard with more mythic points than Hercules
Started with having them spot several destroyed caravans, playing up huge bite marks and a lot of acid melting. In the end they heard the woundwyrm in the distance one evening, and decided to make their way over their in hoped it would be asleep during they day.
No one managed a Knowledge check high enough to know it was a woundwyrm, the closest they got was acid breathing dragon that might have been corrupted by the abyssal energies of the worldwound.
They buffed up on the outside, aware of some sort of spacial anomalies floating around, sparks flying once in a while (energies associated with the warping effect)
Upon entering the cave both paladins and the pegasus got teleported to the left, while the wizard landed next to the shed skin of a silver dragon, while the cleric ended up bottom right.
Right off the bat, pegasus and wizard got stoned (hue hue hue), one paladin saved, and the other got temp HP.
Cleric failed a caster level check against the stone effect, and the oracadin had moved further away from the rideadin owing to impossible speed. (I had made all the ground inside the cave difficult terrain due to debris from all sorts of spoils of war.
Then Scorizscar appeared out of her pocket realm and full attacked the rideadin for a considerable amount of damage, almost enough to one-shot him, and grappled.
The oracadin turned and almost managed back to join the fight, getting just close enough to get hit by a bite AOO.
next round, still no luck getting the wizard unstoned, and iirc the cleric got some nausea or stunned or something.
rideadin caught a major break when Scorizscar rolled 1 on her third attack, which stopped all following attacks.
In the end the oracadin critted, almost killing Scorizscar, making the dragon forget about killing the rideadin and focusing all her attacks on her would be killer, putting him in the ground. then the wizard got better through Break Enchantment and tried a dimension door that took off a lot of HP, before he got sick or stunned again.
The rideadin managed a hit that killed Scorizscar, got him sprayed with acid almost at zero, and the following round he became confused and knocked himself out...
The cleric managed to raise the oracadin before being disintegrated, and the wizard turned back to stone.
So yeah - a great session!
I must say that what I most enjoyed about this encounter was the random effects along with the dispel at the beginning. It was enough to fool my players into thinking they couldn't re-buff because it would get stripped from them again and again.
Another lovely detail was the acid coming off Scorizscar on each hit with a weapon, that caused a lot of concern from the melee.
So if I could get a wish in, more of the encounter/terrain difficulties, and not only boosting the bad guys. Making for more tactical fighting where you need to know what might happen in the locales you will be fighting.
Thanks again for your work Sc8rpi8n_mjd!
James Jacobs wrote:
Thank you for your answer!
I in fact, love perpetual secrets.
My follow up question is this.
Do you maybe enjoy a bit of rock cutting on your spare time?
I could have been clearer. All deserty inspiration is welcome, Egyptian/Arabian/Persian/North African/Middle East/Mediterranean
The Half-dead City wrote:
Does anyone have a nice invocation that's thematically and location specific?
It will be a good while until I start running MM, but would like to prepare and get aligned with the theme and locations of this adventure.
Any and all suggestions for other material to reference would be appreciated. Will try to keep the list updated regularly.
My god, if a player of mine had come up with that scheme to "introduce" vampires to a disbelieving population via a burning bloodsucker at high noon...
I don't know, I think I would have stood up and applauded, or thrown xp at him.
Sounds brilliant, hope your GM rolls with it, If not I think you'd need to roll over to a new GM
Counterspell, spell turning, and antimagic field should still do the trick?
I wouldn't use it in every fight. Let the mythic heroes play with their toys.
If all else fails, have Eustoyriax get returned by Deskari. The upgraded version found here must be his strongest ally. Possess the sorcerer and have fun
That's something along the lines I'm thinking, with a tab for each character - and perhaps one tab for the town official doing their own building parallell to the PC's.
It's frustrating not having the skills to work in excel, as I have no shortage of ideas for a working downtime sheet.
- I'd like it to have dropdown boxes for buildings (since my players graduated from rooms real fast, I guess that got too micro managing)
I don't claim to have any answers, and discussing without being prepared to change ones own viewpoint isn't discussing, it's just shouting.
A point I've wondered about is, if the power is not recharging spells every two hours, what is the point of it at all? What are you supposed to use the remaining 7 hours of the night/rest period? I doubt anyone would dish out mythic power to be able to craft an additional 7 hours in one day
You don't have a view on the rest of my post?
Interesting interpretation, not one I would go for.
The idea that a poorly written couple of lines supersedes the fundamental theme of praying to the sun at sunrise is not what I'd go for.
Wow, you hate punctuation, don't you?
The issue being discussed doesn't really relate to being able to read english or not, it whether this rule is a specific rule that supersedes several general rules throughout the entire Magic chapter of the Core Rulebook.
One other mention of this is the Divine spellcasters
Divine Spells wrote:
Time of Day: A divine spellcaster chooses and prepares spells ahead of time, but unlike a wizard, does not require a period of rest to prepare spells. Instead, the character chooses a particular time of day to pray and receive spells. The time is usually associated with some daily event. If some event prevents a character from praying at the proper time, she must do so as soon as possible. If the character does not stop to pray for spells at the first opportunity, she must wait until the next day to prepare spells.
What about them? Does Recuperation make the sun rise every hour?
Looking forward to the FAQ answer myself.
Although it seems there are two questions that frequently get muddled together, namely recent casting limit, and daily spells.
Preparing Wizard Spells wrote:
Some feel the mythic power overcomes recent casting limit quite fine, but that it still doesn't negate the daily part of preparing spells (daily, after all, meaning once a day).
Merriam Webster wrote:
Others feel it resets the whole mehanic, recent casting limit as well as the daily rule.
My personal feeling is that when casters don't get a second spell through amazing initiative, Pathfinder won't give them new spells every hour.
Silent Saturn wrote:
To whom it may concern: I hope this missive finds you in good health. There is a matter I wish to bring to your attention.
Dear Respected One,
Permit me to inform you of my desire of going into business relationship with you. I got your contact from the International web site directory. I prayed over it and selected your name among other names due to it's esteeming nature and the recommendations given to me as a reputable and trust worthy person I can do business with and by the recommendations I must not hesitate to confide in you for this simple and sincere business.
Being unfamiliar with building/rebuilding a city, I was wondering if anyone has come across, or developed a calculator/spreadsheet where one could input a room or a building (Ultimate Campaign, Downtime), and it would calculate cost and time in an efficient manner?
Could perhaps also be used for tracking income from said rooms/teams/buildings?
I started jotting the stats for rooms found in Ultimate Campaign, but very quicly realized that my powers of coding in excel are woefully absent.
While obviously being able to do it by hand, having 4-6 players and a NPC commander who all want to build as much and as fast as possible, a calculator would certainly speed things up.
Indeed I did, more to mess with my players than anything. I doubt it will occur again, so chalk it up to the blade summoning "special" babau demons.
I found that grouping into larger combats made for a bigger bump in the road. Not to mention my dislike for an adventure where the guys in the next room waits patiently and refuse to enter combat because it would be unbalancing for the PC's.
I also had Staunton get another pair of minotaur guards and that fight included 4 babau demons, one from his glaive, 4 half-fiend minotaurs and Joran and Nurah. That made for an interesting fight, especially since the glaive babau's only task was to move up after Staunton had moved and attacked and teleport him out of full-attack range of the PC's.
Later I got annoyed by the demon's apparent lack of ranged attackers, so I reintroduced the Arrow Demon from 3.5. That helped wex the Wizard PC.
This is a priceless image!
After you get "kidnapped" and get handled and the hood comes off
My group just finished the Eustoyriax fight, and it was a nice one if just a bit unsettling in one regard.
These fights will just take longer and longer as the amount of power rises. I ended up having Eustoyriax doing moves that really didn't befit his intelligence or cunning just so that I didn't have to break a session in the middle of a fight.
In the future I might have to stall and break just before the big fights to allow for 3,5-4 hours of one fight...
Anyway, thank you for the revisions once again, it helps greatly - and possession is something I definitely need to watch out for in upcoming battles.
Eustoyriax managed to get into the head of the fighter with a great sword and vital strike, and he nearly dropped the rest of the group until the wizard managed a hold person (the cleric with Relentless Healing really shone in that fight). At that point Eustoyriax had already left the fighter as he was out of mythic points, and had just managed a possession of the wizard when they chrushed the Nahyndrian crystal look-alike that functioned as the Magic Jar.
After that it was a matter of burning him down with flame strike and ungodly amounts of damage.
Sebastian Hirsch wrote:
Not a bad idea to foreshadow some maze abilities and confusion, but I hesitate to make Iomedae weakened directly by this.
Her Herald is absolutely a nice messenger and a symbol of her station, but he is by far her greatest minion (Planetars and Solars among others), so I don't think it should affect her physically (deifically?)
But have the characters transported to a section of heaven reserved by the Herald instead of her cathedral. That should eliminate a bit of the shock and awe thing she so doesn't need.
Walking through the airy temple or gardens, the air suddenly reeks of foul stench (wet dog, or wet minotaur), and bushes in the gardens seemingly hint at a maze structure until Iomedae waves her hand to dispel them.
I might steal this inspiration, thank you
Going with a traditional elemental dream:
- How many other worlds
- How many moons
- How many additional suns (close-proximity stars)
Big thanks for this!
The refined Staunton has definitely proved a headache for my players already.
Luckily there was a Babau at hand to teleport him to safety where his brother could heal him
Personally I'm conscious of the fact that designing games must be difficult, and that no two gaming groups are alike.
My take on this event
I'll start off with a visitation. They were visited before after the Grey Garrison in their dreams, so Iomedae will do so again. Is this a dream, or is it reality? It will soon become apparent that it is indeed reality.
Once transported to Iomedae's cathedral, they will find themselves on the steps to the altar, gazing at the most magnificient structure they have ever seen, with stained-glass windows depicting the Acts (foreshadowing to question #1, angelic attendants among the pews, a soft sound of a choir rehearsing, although there is more than a tinge of sorrow in their harmonies.
Iomedae will move up behind them, below them and move a few steps up while they admire the building.
"I am glad you approve of my cathedral, for it is sustained but through the prayers of my loyal followers." Giving a small measure of thanks to any Iomedaen followers in the group.
"It is, however, also my prison." Pause for effect. "There is a matter of greatest urgency and the utmost difficulty I would impart upon you, and it is my sincere hope that the many trials you have endured up to this point have been enough to bolster your resolve and to strengthen your arms. I would grant you three tasks to test your mettle before setting out on your next voyage, that of running the labyrinth of the Demon Lord Baphomet in search of my abducted Herald."
After a pause, and to allow any Iomedaen followers in the group to regain their composure and to take in these news she gestures toward the closest stained-glass windows which shift from one of the acts to a scene of a more recent battle.
"A little history if you wish." (PC may resist the effect with a DC40 will save (harmless))
The group is pulled into the window depicting a bloody battlefield and crusaders in disarray. They appear behind a cleric in battle vestments kneeling on the ground, head touching earth while the battle rages on all sides. It is apparent this is a battle on the tipping point between victory or defeat, a battle against a host of demons. The battle of Raliscrad.
As the group can do nothing but stand in witness, they realise the cleric is calling out for help, and it is indeed a powerful cry, for before him, shimmering in the air a being of purity appears, swords circling his head, a fire in his eyes. "Your call has been heard faithful one, what would you ask of me?"
The Herald would tip the battle in the crusaders favor, it would be a decisive win, were it not for the shadow being cast across the Herald's face. Unable to turn around, the heroes are powerless to face this new opponent, but it is apparent the Herald does, and it is with a mix of rage and despair. "You!" is all he manages before coils of shadow and dark, demonic energy shoots across his form, and a strange dual laughter issues from behind the PC's as the writhing form of the Herald is pulled from the plane they are on.
And the group is pulled from the stained-glass window, back to the cathedral, feeling like they've ran several hundred yards in heavy armor.
"This is what face you, brave heroes." Iomedae has moved to a chair off to the side of the altar, mostly reserved for the attendants to priests holding sermons. Looking quite unlike all the depictions of her, The Inheritor has obviously suffered a heavy blow from the events at Raliscrad.
"Can you do it? Can you really travel to the heart of a Demon Lord's realm and free my captured servant?" Iomedae asks as much herslef as the heroes, but any affirmative answer draws a smile from the goddess.
As I said, I would test you my heroes of the fifth crusade, to steel you against the coming storm. "Join me in history"
Next they find themselves on a hill, surveying a land under heavy clouds and thunder. The heroes stand amongst horses and knights unaware of their presence. The Inheritor moves between the horses, showing a sense of kinship with the beasts of war, moving up tp the head of the formation who are at a stand still.
At the front is a young lady, flanked by two knights, all with their helmets off. The older advisers to the young Iomedae seem hesitant about their quest. broken conversatins are heard through the rain and thunder. "...What if we fail my Lady, what then of the rest of teh campaign?" The other adviser is of like mind to the first. "I don't think we have the strength to break this enemy now."
The mortal Iomedae turns in her saddle and smiles, favouring her troops a smile, and her eyes seem to find the ghostly presence of the heroes yet to come.
All thought os hesitation swept aside by the charismatic commander, the host of knights starts a charge toward the enemy lines, crying as much to Iomedae as to Aroden.
Left behind, The Inheritor seems lost in thought for a moment before turning towards the heroes. "History does indeed favor the bold, remember this my heroes. Now to the test. You must abchor your mind when facing a Demon Lord, for they are vaunt to make you forget who you are. Know you history and use it as a beacon to stay true to yourselves. Which enemy do I face here, which enemy did my Knights vanquish at this place?" (per the first question - Erum-Hel, Lord of Mohrgs at the Battle of Three Sorrows, the Fifth Act of Iomedae.)
If no one knows this, she enlightens them and prays they will research the history of the crusades and use it as an anchor. Shen then transports them back to the cathedral and presensts them with the Chalice of Ozem.
"Now to the second test.
Should the group fail to reach a consensus, she will show them their acts of compassion throughout their adventure on the stained-glass windows and quiz each hero about their motivations for that kindness, and remind any hero that hesitates that every redeemed demon is one less piece on the enemy's board.
"The final task then. How will you outwit the Lord of Minotaurs in his own labyrinth, how would you strike against such a foe? How will you defeat a Demon Lord in his own realm?"
If none of the heroes seem confident or willing to risk their lives she will gently shake her head while smiling. "You have already learned this lesson, you have already placed youselves in danger uncounted times, you are heroes, my heroes of the fifth and final crusade. If you don't have faith in that, know at least that I have faith in you!"
The goddes moves to stand in front of her throne.
“Strike evil in the name of the good and right, and redeem those you can from folly. With the blessing of Iomedae, you shall vanquish evil, and your names shall ring with glory, for even if you fail in this righteous task, your just rewards will await you in the Great Beyond! Take then this, my final gift to you! With it, you shall always be but a step away from home, yet know that the path it opens to safety
The tone of The Inheritor's choir changes dramatically flavor, and the song is now one of hope and valor, and some heroes might just catch snippets of lyrics incorporating their names into this mythic event.
“You are worthy to champion me against Baphomet, for mandate
With that, the cathedral flashes white once again, and