Pathfinder Adventure Path #77: Herald of the Ivory Labyrinth (Wrath of the Righteous 5 of 6) (PFRPG)

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Pathfinder Adventure Path #77: Herald of the Ivory Labyrinth (Wrath of the Righteous 5 of 6) (PFRPG)
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Chapter 5: "Herald of the Ivory Labyrinth"
by Wolfgang Baur

The cult of Baphomet has been delivered a critical blow, yet the demon lord remains undeterred. Now he’s taken hostage the herald of Iomedae, goddess of justice and valor. The heroes of the Fifth Crusade must attempt their most dangerous and audacious mission yet—travel to Baphomet’s Abyssal realm known as the Ivory Labyrinth, navigate its trackless mazes, and find the ancient prison in which he’s keeping the abducted herald. Can the heroes rescue the goddess’s messenger, or are they already too late? And was the abduction merely a ruse by the demon lord to lure the heroes into his clutches?

This volume of Pathfinder Adventure Path continues the Wrath of the Righteous Adventure Path and includes:

  • "Herald of the Ivory Labyrinth,” a Pathfinder RPG adventure for 15th-level characters with 7 mythic tiers, by Wolfgang Baur.
  • A look into Baphomet—demon lord of beasts, labyrinths, and minotaurs—and the workings of his sinister cults, by Sean K Reynolds.
  • An exploration of the foul fiends known as demodands and their place in the Abyss, by Amanda Hamon.
  • Betrayal and bloodshed in the Pathfinder’s Journal, by Robin D. Laws.
  • Four new monsters, by Amanda Hamon, James Jacobs, Ron Lundeen, and Jason Nelson.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.

ISBN–13: 978-1-60125-586-0

"Herald of the Ivory Labyrinth" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (1.6 MB PDF).

Other Resources: This product is also available on the following platforms:

Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Adventure Path Subscription.

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A mix of awesome flavor and disappointing crunch

2/5

Just to get this out of the way, let me start with the following obligatory advice:

Advice on adjusting the difficulty level of this AP:
Before running this AP, I was warned that the power of mythic PCs quickly outpaced the difficulty of the encounters the AP provides. Despite taking a number of precautions to mitigate this (having players use a 10 point-buy, applying advanced templates to every mythic creature, etc), I found this to be true.

In light of our experiences, and those reported on the boards, the consensus seems to be that there are two generally viable ways to deal with these problems:

Option 1: Power-down the PCs.

(a) Don't give the PCs mythic ranks.

(b) [Optional:] Use the Hero Point system introduced in the APG, and give the PCs a number of Hero Points per day equal to the number of mythic ranks they're supposed to have. (This makes players a bit more robust.)

(c) More or less play the AP as is. (Though there are a couple of encounters in book 6 that will probably need to be made a bit easier).

Option 2: Power-up the encounters.

(a) Give the PCs mythic ranks as the AP suggests (possibly with the nerfs suggested in Mythic Solutions).

(b) Use the (vastly) upgraded stat blocks presented in Sc8rpi8n_mjd's modified stat blocks document to upgrade encounters, and then further multiply the HPs given in the stat blocks by something like (creature's mythic rank+3)/3. (For more optimized players you may need to multiply HPs even more.)

Our experience, FWIW: We played books 1-4 more or less as is, and (despite my efforts to boost and combine encounters) found books 3 and 4 to be far too easy to be fun. We then adopted something like option 2 for books 5 and 6, and found that to be much more challenging and enjoyable. But we also found that combat can take forever -- don't be surprised if you find yourself needing to spend more than one session to get through a fight.

The story of this leg of the AP is fantastic -- the players have to head to Baphomet's Ivory Labyrinth and break into a prison in which he keeps his most dangerous foes. More than any other AP, this AP feels epic and "heavy metal", and the flavor of this leg of the AP is awesome.

Unfortunately, the difficulty level of this AP feels way off. The encounters in this leg of the AP are trivial for mythic PCs. Heck, most of the encounters of this AP would be too easy for non-mythic PCs. Given the awesome story of this leg of the AP, this was disappointing.

--Fun of playing this leg of the AP, as written: 0/5
--Fun of the story of this leg of the AP: 5/5
--Total score: 2.5/5 (rounded down)


A Mission From A Goddess

5/5

Although Herald of the Ivory Labyrinth diverges the PCs from their main quest for a little while, it is still a highly exciting adventure with a scary setting, high rewards, and a truly thrilling conclusion.

Our PCs were honored to have one of their Gods actually appear to them and personally ask for their aid. It’s not very often that characters come face to face with a deity, so Iomedae’s appearance was an unexpected treat. The magic items she lent the players to help them on their quest were very interesting artifacts as well. I’m not quite sure why she felt the need to give us a history exam first, but it’s not my place to question the Gods.

The Ivory Labyrinth was a weird setting and felt like more of a sandbox than I would have liked, but I was glad for the fun encounters of weird monsters and unexpected allies waiting within. I especially liked the opportunity to resurrect Malakia, the unfortunate Astral Deva.

I also appreciated that PCs are given a chance to save the fallen Herald of Iomedae. Simply killing him when his fall from grace wasn’t his own fault would have been too sad. Redemption is a big part of this adventure path, and our group liked to help others wherever they could.

The battle with Baphomet was an incredible event, a feat that only mythic characters would have been able to manage. Actually slaying a demon lord isn’t something players get to do every day. Needless to say, we all had great fun with that.

There are a lot of nice little things to mention about Herald of the Ivory Labyrinth as well; the art continues to be fantastic. The portraits of Ylleshka, Svendack and the Bonepowder Ghoul are quite worthy of note. Dawnflower’s Kiss was a wonderful gift. Our cleric, who had the Touched By Divinity trait (with Sarenrae as her parent) was overjoyed to wield that weapon!

Highly recommended!


The mythic is back!

5/5

Read my full review on Of Dice and Pen.

Herald of the Ivory Labyrinth, written by Wolfgang Baur, manages to be one of the most original and exciting outer plane adventures I’ve read in some time. While The Midnight Isles, its immediate predecessor in Wrath of the Righteous, is rather ordinary as far as planar adventures go, Herald brings back the mythic feel that was present in the earlier instalments of the adventure path. This is an adventure where the PCs face off against some of the deadliest foes in the multiverse, but also leaves ample room for investigating, roleplaying, and drama. And it brings with it some incredible rewards for the PCs—assuming they succeed, of course.


A very cool abyss adventure

5/5

In "Herald of the Ivory Labyrinth", the PCs are caught in what my be one of the biggest stories ever told in an AP - the demon lord Baphomet lured Iomedae's herald into a trap, kidnapped him and corrupted him, and is no holding him prisoner. Iomedae herself addresses the PCs and requests that they help free her herald.

As an individual adventure, this is really, really cool. And the adventure is written in a way that capitalizes on the kind of high level adventuring it requires. We get an excellent description of Bephomet's realm, and the long dungeon crawl the adventure culminates in, The Ineluctable Prison, is the coolest yet in the AP. There's something awesome about seeing all those CR20 or more encounters, and I imagine playing through them will feel appropriately mythic.

Having said all those good things and given the adventure the high 5 starts rating it deserves, I do have a caveat or three. Firstly, as was hotly debated in the product description forum, I feel the section of the adventure that handles talking with Iomedae was a major spoof. Another small issue that I have is that the story doesn't really make sense - Baphomet is insanely angry at the PCs, but fears to confront them because of his vulnerable state - however, he knows full well that the PCs will be trying to free the herald from his Ineluctable Prison. Yet for some reason, instead of summoning a screaming horde of a million fiends to defend it for him, he... does nothing? seriously, he is inactive during the entire adventure, even though it is said many times that he is angry and looking for a way to get revenge at the PCs for all the trouble they caused him.

The greatest issue I have with this adventure is that it feels like the side quest - the main story of the campaign is forgotten and pushed to the background, and the PCs run off to do a mission that, while certainly accomplishes something great and important, also has nothing to do with the larger plot of the campaign. After the 3rd adventure, that was just a huge waste of time, and the fourth adventure, that also put the PCs far away from the action, I feel that a large oppertunity to play up the crusade aspect of the story was missed. Hopefully the last adventure will compensate for that, but for now it kind of feels like the PCs are away from the action running errands for most of the campaign. Compare to, say, Curse of the Crimson Thrones, where the PCs carry the torch of the plot from the second adventure all the way to the 6th, and what they are doing is always the crucial, necessary next step. That was a much better constructed story, in my opinion.

But, still, despite some problems that I have with the structure of the campaign as a whole, Herald of the Ivory Labyrinth is one of the coolest adventures Iv'e seen in a long while, and it makes me hope that the next one would be even more awesome.


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Dark Archive

So far I am liking this one a lot. The only thing I have not cared for is the art of Iomedae in the beginning. The second one is ok just looks a little squished, but the first she looks fat in.

Silver Crusade

1 person marked this as a favorite.
brad2411 wrote:
So far I am liking this one a lot. The only thing I have not cared for is the art of Iomedae in the beginning. The second one is ok just looks a little squished, but the first she looks fat in.

That's what happens when you go from the active lifestyle of a crusader to the sedentary life of a God.


I'm waiting on Rysky to stat me up as a demon lord.

Chop chop!

Silver Crusade

Odraude wrote:

I'm waiting on Rysky to stat me up as a demon lord.

Chop chop!

Odraude, Demon Lord of False Hope

Concerns: False hope, Suffering, Animals

Domains: Animal, Artifice, Chaos, Evil

Favored Weapon: War Razor

---

Although I feel like I have statted you up before though.

The Exchange

magnuskn wrote:
Alleran wrote:
Kevin Mack wrote:
Got it and wow I have to say it is awesome.
What do Baphomet's stats look like?
Pretty standard for his CR, which is 27. Compared to Nocticula, he's a joke.

That holds (and should hold) for most creatures with a 3 CR disparity of power between them. Are you expecting a goblin to face a gargoyle? an orc to face a hydra? An Attin to face a young red dragon?


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Lord Snow wrote:
magnuskn wrote:
Alleran wrote:
Kevin Mack wrote:
Got it and wow I have to say it is awesome.
What do Baphomet's stats look like?
Pretty standard for his CR, which is 27. Compared to Nocticula, he's a joke.
That holds (and should hold) for most creatures with a 3 CR disparity of power between them. Are you expecting a goblin to face a gargoyle? an orc to face a hydra? An Attin to face a young red dragon?

He is a demon lord, so please spare me the nonsensical analogies. The problem is not with his reduced stats (outside of them not being nearly in the realm of being threatening to a party of appropiately leveled player characters, but that's a general problem with the way Paizo builds high-level opponents), but with his comparative ability to affect his surroundings. As I said, Nocticula is able to wreck everyones day by just existing in their proximity and talking to herself. She is the only demon lord who actually has a chance of threatening a party of the appropiate power level due to that, because parties of appropiate level have single characters which can easily deal something in the area of 300 to 600 points of damage per round, just by using the core mythic options in a logical fashion. Take one simple Wizard who is supposed to face Baphomet.

Melty McFace
Wizard 18/Archmage 9

Spells: Mythic Empowered Maximised Potent Augmented Fireball (DC 32), Mythic Quickened Empowered Maximised Potent Augmented Fireball (DC 32)

Intelligence: 38, Dexterity 20 (conservative estimate)

Mythic Talents: Eldritch Breach, Arcane Metamastery x4

Feats: Spell Penetration, Greater Spell Penetration, Mythic Spell Penetration, Spell Focus (Evocation), Greater Spell Focus (Evocation), Mythic Spell Focus (Evocation), Improved Initiative, Mythic Improved Initiative, Quicken Spell, Empower Spell

Items: Greater Rod of Maximise Spell

Initiative: +27, can spend a mythic power to roll a natural 20

So, the Wizard goes first, or at least before Baphomet. Casts his Mythic Empowered Maximised Potent Augmented Fireball (DC 32), rolls twice vs. Spell Resistance with a +33 (Mythic Greater Spell Penetration, spell is Potent) against a 38, so the spells are extremely likely to land. Then does so with the quickened version as well.

Baphomet only has to roll a 6 to save, but has to roll twice per save and take the lower result. Each spell does 200 points of damage + half of what you roll on 20d10, so statistically something like 310 points of damage. Half of that is 155 damage, so Baphomet takes at least 310 points of damage, about half his hitpoint pool, if he saves on both spells.

And that's one character, which I built in 20 minutes. Three more to go, most of whom will act before Baphomet even took his turn.


Generic Villain wrote:

Wow, wasn't expecting to...

** spoiler omitted **

Just curious, is this special cameo named or is he just one of the scrubs who weren't among the first nor obviously the last?


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Don't forget Magnuskn to include the abilities a demon lord has when in his domain. They do up the difficulty a bit.

Every demon lord stated up dosen't have their in domain abilities included. Look at previous ones for examples.


magnuskn wrote:

Initiative: +27, can spend a mythic power to roll a natural 20

So, the Wizard goes first, or at least before Baphomet.

While I do fully agree regarding rocket tag and four PCs being perfectly capable of obliterating him in one round with standard tactics and a bit of planning, there is one thing regarding initiative that it's worth pointing out, specifically that Baphomet's score is around a +23 normally (his stats were posted somewhere already, maybe in the WotR forum), but in his Abyssal Realm that score receives, IIRC, a 10-point boost up to +33. If he rolls a dead-middle of a 10, he'll be at 43, and coupling that to a Surge (+1d10) means he'll be sitting around 48-ish total. Assuming he doesn't roll well, of course, in which case he'd be higher, or badly, in which case he'd be lower. So even on a 47, going before him is not an assured result.

Given that mythic rules are in play, I'd throw in a Mythic Anticipate Peril (for a +14 at 9th tier, or +16 with Mythic Paragon) before you take him on. That should keep you ahead in the initiative count. If all else fails, well, a group of four should be able to handle one round of him before dropping the proverbial hammer.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Yeah, just looked it up and he gets a +10 to initiative. That means that my conservatively built mythic Wizard doesn't go automatically before Baphomet, but rather only if Baphomet rolls a 14+ on his initiative check. The rest of the upgrades really don't do that much for him. Getting a surge on his initiative check might, though.

*edit* Ninja'ed by Alleran. ^^


I really like Wrath of the Righteous but I think the author made a big mistake with the personal appearance of Iomedae. One of the first things I learned as a DM long ago was that gods and comparable entities (everything above demigods) should never (no matter how epic your campaign is) be encountered in physical form if you want to keep a sense of wonder in your game.

And I really dislike her portrait. Every picture of her I have seen so far was somewhere between good and great but this one really sucks.

Still 4.5 stars from my side!


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Actually, maguskin, that's not completely correct. The fireball would do 0 damage because Baphomet is immune to fire attacks. You'd have to spend an additional 2 mythic points to bypass the immunity.

Which, the question is how many mythic points will the player have at this point, after all the fights with the wardens and such? That's something I admittedly cannot answer, as each group is different with their resource spending.

In addition, we can go back and forth on tactics and builds and what not, but the truth is that you won't agree with us and we won't agree with you. So, why bother wasting bandwidth?


A particular nice piece of advice could do with some clarification?

Spoiler:

ALDERPASH (p. 51-52)

His best advice, however, is that they should seek out the two most
significant treasures the demon keeps here in the Prison
Vault: Baphomet’s original glaive and a mundane ball of
twine. The destruction of these objects in Baphomet’s
presence is certain to drive him to a reckless fury that may
give the PCs an advantage.

Earlier we learned:

Spoiler:

K. Prison Vault (CR 15+)(p. 41)

(...) a Large +4 unholy speed glaive (Baphomet’s original
weapon of choice, now replaced by the glaive Aizerghaul),
a simple and nonmagical ball of twine (the true nostalgic
and sentimental value of this mundane object is known
only to Baphomet, but he values this item more than any
other stored here)

Could some light be shed as to the exact effect this will produce?


Ambrosia or Nectar of the Gods would fix the MP issue, if the players have any and they can find a minute or so before confronting Baphomet. Not being a subscriber, I don't know if they actually get that chance, mind you.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Odraude wrote:
Actually, maguskin, that's not completely correct. The fireball would do 0 damage because Baphomet is immune to fire attacks. You'd have to spend an additional 2 mythic points to bypass the immunity.

That's why I wrote "Augmented" in the spells description. And it's one additional point to the point you would normally spend.

Odraude wrote:
Which, the question is how many mythic points will the player have at this point, after all the fights with the wardens and such? That's something I admittedly cannot answer, as each group is different with their resource spending.

I would bet that "enough to do that super-combo I need to do to down any opponent I'd like" is the exact number any player would try to keep back for such an occasion.

Odraude wrote:
In addition, we can go back and forth on tactics and builds and what not, but the truth is that you won't agree with us and we won't agree with you. So, why bother wasting bandwidth?

Who is "us" exactly? Also, I am just demonstrating that a character I can stat up in 20 minutes will be able to single-handedly significantly damage a demon lord in one round who, according to James, is not supposed to be a push-over. People who actually put their mind to building something really effective will easily do better than I did.

My main point, which I haven't actually seen refuted via factual evidence by anyone so far, is that the player character power level is by far higher than what seems to be expected by the developers. Or maybe the power level of monsters is very much lower that what the developers expect it to be. In any case, monster which are supposed to be challenging can easily deafeated before they even get to act. Baphomet has the advantage of a high initiative, but if look at guys like Xoveron... well, I'm kinda happy that he isn't about to show up, it would end very anticlimactically for him.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
friluftshund wrote:

A particular nice piece of advice could do with some clarification?

** spoiler omitted **

Earlier we learned:

** spoiler omitted **

Could some light be shed as to the exact effect this will produce?

Oh, great, another "Ben Grimm really fears the image of his aunt Petunia and will be staggered for 1d6 rounds as long as someone openly displays it before him" gimmick?


What are the monsters in this one?

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder LO Special Edition, PF Special Edition Subscriber

I didn't see any of that in the module.

:
The items really just assure Baphomet attacks the players or can be drawn into battle, he's a little hesitant having just died once. On a note Baphomet appears a few rounds after the PCs defeat the herald so he's appearing just after another big battle. The herald isn't as tough as I expected but the 2combined may well be a greater challenge.

Personally I think you'll be very underwhelmed by

:
the epic marilith warden yleshka. She may have 13 atacks and the champion abilities like fleet charge. But at the PCs level (17 & tier4) her +23 ATT, 2d6+8 damage doesn't look like it's going to cut it. Even in our current non mythic game at level 13 she'll need 13+ on average to hit! without considering any buffs

That said the adventure is well written and very entertaining. I think it will be good to run and look forward to it. As I said before the issue I have is the number of encounters at or below the PCs level which consist of an enemy APL-1, supported by drones of APL-5/6. (Assuming level 15 tier 7 to be equiv of level 18)


Cat-thulhu wrote:

I didn't see any of that in the module. The items really just assure Baphomet attacks the players. On a note ** spoiler omitted **

Actually

Spoiler:
Baphomet isn't supposed to attack the player's right away, but instead deal with his own minions/wardens who have failed him in containing the PC threat.

He doesn't come from a big battle, he comes from resting in his tower after having been killed by Nocticula, and if he dies again he's permanently gone from the game (although probably not in canon) - but he does arrive at full health and with all abilities at max. (or should have)

Quote:


Personally I think you'll be very underwhelmed by ** spoiler omitted **

Spoiler:

On average she has to hit AC 36?

Does all your PC's have AC 36, or one has AC 25 and another has AC 45? and in which case - how?

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder LO Special Edition, PF Special Edition Subscriber

No, no. I mean

:
baphomet attacks just after the pcs survive the battle with the herald at the end, unless they can sucker him out earlier (unlikely). He takes them unexpectedly which makes life for them harder, not baphomet. As for the AC it's easy to do, I never play high AC characters though. The DM has checked it, and we use herolab (I'm a player in this one, a rare pleasure) so it's all above board. But the Druid, eidolon and monk have ACs of 36+. My alchemist and the archer ranger have a paltry 22/24 AC. At the level of this I could easily foresee AC36+, a monk or paladin will easily reach this.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Actually, they have 1d4 rounds to prepare.


magnuskn wrote:
Actually, they have 1d4 rounds to prepare.

Spoiler:

+ 1 round per minion still alive if any

RPG Superstar 2012 Top 16

Full plate +5, Shield +5, Nat Armor+5, Ring of Prot+5, Dex +1 is a 41 AC right there, with no effort being made, and doable by level 15 without much problem.

There is a bigger story. Can someone point me to the FAQ or Errata where it was ruled that Defender AC bonuses stack between different weapons?

Because I was given to understand they did no such thing, and yet it's described as one of Yleshka's standard tactics.

If this is a new ruling, I think we need to know. She can basically take -1 to hit to gain +12 AC.

==Aelryinth

Scarab Sages

Aelryinth wrote:

Full plate +5, Shield +5, Nat Armor+5, Ring of Prot+5, Dex +1 is a 41 AC right there, with no effort being made, and doable by level 15 without much problem.

There is a bigger story. Can someone point me to the FAQ or Errata where it was ruled that Defender AC bonuses stack between different weapons?

Because I was given to understand they did no such thing, and yet it's described as one of Yleshka's standard tactics.

If this is a new ruling, I think we need to know. She can basically take -1 to hit to gain +12 AC.

==Aelryinth

Defending Weapon

transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others.

So I wouldn't see how it wouldn't work.


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Magnus, if your entire party took Mythic Improved Initiative, then you're already running with a party that's pushing as hard as possible for rocket tag before anything else comes into play. And you need to adjust for it.

Baphy possible tactics discussion:
Baphomet's Scroll Use ability means that his spell list is EVERYTHING. Baphomet is the Batman wizard taken to 11. He could show up with no buffs running and start acting on the pre-written tactics (which I think in part assume your party is already tapped out from having cleared the prison). Or you could toss those and he could show up with say, mage armor + barkskin + foresight (getting AC up to a 56), as many instances of battlemind link with arriving minions as you want (so that they all roll initiative and go with whoever got the highest d20 roll), greater heroism (only needs a 2 to pass that save now), divine power (with the heroism, now getting his attack numbers up to... +53/+53/+48/+43/+38 2d8+61 while power attacking; he should crush any non-guardian PCs in melee), greater invisibility, mind blank, and like 6 instance of Aroden's Spellbane, shutting down 30 or so spells of your choice. That's a lot of scrolls for one fight, but hey, if he's sufficiently pissed off...

I was going to include anticipate peril in the list, but it doesn't stack with his Heightened Awareness (+10 insight to Init, getting him up to +33) for being a demon lord in his own realm.

For an amusing jerk move, you could also have Baph uses his 1/day miracle to completely reshape the prison, possibly flinging every PC into separate sections.

Now, a question I have - the demon lords in Wrath of the Righteous don't have *'d which of their spell-like powers become mythic while in their realm, so I'm not sure which ones they have the mythic versions of. Is the correct answer that it's every spell-like power they have that has an official mythic spell write-up? Like Great Old Ones have?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Ashram wrote:
Generic Villain wrote:

Wow, wasn't expecting to...

** spoiler omitted **

Just curious, is this special cameo named or is he just one of the scrubs who weren't among the first nor obviously the last?

Thassilonian 'Goodness':
Depending on what exactly you are asking; yes, he is not only named, he is one of the 'key NPC's who gets a full write-up in the Appendixes. If you are asking whether he was one of the previously 'Named' Runelords, no. He is/was the 'First' Runelord of Wrath & was supposedly on par with Xanderghul & Sorshen (when they all began). In point of fact it was their ascension to Mythic that preceded his own ultimate decline.

Interestingly enough, the module specifically has a sidebar briefly discussing the possibility of redeeming him, which is rather metal if you ask me.


Zhangar wrote:
Spoiler:
For an amusing jerk move, you could also have Baph uses his 1/day miracle to completely reshape the prison, possibly flinging every PC into separate sections.

For added excitement and flavor:

Spoiler:
Baphy could fling them all into separate sections of a labyrinth. Your pcs are too high level for Baphomet to be a team challenge? How about if he corners each one individually in a brutal labyrinth while the others try to escape while wasting resources on weaker labyrinth denizens?

Also, I truly hope that every GM blares some Norwegian black metal music when it all happens...you could even treat this outside noise as a moral debuff against the PCs if you're really worried about them being too powerful >:)


Gancanagh wrote:
What are the monsters in this one?

Spoiler:

Baphomet - CR27
Demon, Vilsteth - CR16
Labyrinth Minotaur - CR16
Demodand, Stringy - CR15

The minotaur's artwork was spoiled in this blog post, the vilsteth is reminiscent of the nightmare ettercap from B4, and the demodand looks like it's trying to be Batman.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Zhangar wrote:

Magnus, if your entire party took Mythic Improved Initiative, then you're already running with a party that's pushing as hard as possible for rocket tag before anything else comes into play. And you need to adjust for it.

** spoiler omitted **

Now, a question I have - the demon lords in Wrath of the Righteous don't have *'d which of their spell-like powers become mythic while in their realm, so I'm not sure which ones they have the mythic versions of. Is the correct answer that it's every spell-like power they have that has an official mythic spell write-up? Like Great Old Ones have?

Eh, I am aware that I, as the GM, can always drop an anvil on the party and declare them dead. The main point is that for regular gameplay the numbers between player abilities and monster defenses don't match.

Scarab Sages

What makes a Labyrinth Minotaur a CR16 creature?

RPG Superstar 2012 Top 16

Lochar wrote:
Aelryinth wrote:

Full plate +5, Shield +5, Nat Armor+5, Ring of Prot+5, Dex +1 is a 41 AC right there, with no effort being made, and doable by level 15 without much problem.

There is a bigger story. Can someone point me to the FAQ or Errata where it was ruled that Defender AC bonuses stack between different weapons?

Because I was given to understand they did no such thing, and yet it's described as one of Yleshka's standard tactics.

If this is a new ruling, I think we need to know. She can basically take -1 to hit to gain +12 AC.

==Aelryinth

Defending Weapon

transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others.

So I wouldn't see how it wouldn't work.

all 'others'.

Defending is not an 'other' bonus to itself. That is exactly like having your strength bonus stack with your strength bonus. They're both untyped, why wouldn't they stack?

No bonus is an 'other' bonus to itself, and stacks with itself. This will be quite the exception if is allowed to pass.

==Aelryinth

Scarab Sages

Multiple wielded weapons, I would assume.

Under most cases you can't wield 12 weapons.


Drock11 wrote:
Abyssal Lord wrote:

Oh yeah, Baph makes an appearance and as usual with demons with lots of hiit points, to get rid of him the party has better win initiative and all attack at once and do enough damage before he telleport away. Otherwise the chance is there to be rid of him.

I would think at this point after fighting so many countless powerful demons one after another that can teleport at will that the party would have multiple uses of items and spells to dimensionally anchor creatures almost always on hand.

Not when demon lords can use spells like miracle or wish to override them!


Got a question...

Spoiler:

At the end of Midnight Isles, Bapho enter the Midnight Isles and is seen being attacked by an unseen Noct. He then fled Noct's presence. Here in the Herald of the Ivory Labyrinth, it is revealed that Noct killed him in that encounter.

So gamewise and mechanically speaking, is it possible for her to do it in the short amount of time it takes?

Webstore Gninja Minion

Added a spoiler tag to post above!


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Abyssal Lord wrote:

Got a question...

** spoiler omitted **

Almost undoubtedly no. In the example given, He was uninvited in Her realm & she got the jump on him. In this instance, the situation is almost exactly reversed. While he won't particularly have the jump on her, it is his home realm.

Paizo Employee Creative Director

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Abyssal Lord wrote:

Got a question...

Spoiler:
At the end of Midnight Isles, Bapho enter the Midnight Isles and is seen being attacked by an unseen Noct. He then fled Noct's presence. Here in the Herald of the Ivory Labyrinth, it is revealed that Noct killed him in that encounter.
So gamewise and mechanically speaking, is it possible for her to do it in the short amount of time it takes?

Whether or not it's possible is kind of irrelevant to the plot of the adventure, frankly. This is a prime example of why providing stats for such powerful creatures in print is kind of limiting to story purposes.

Here's one possible method though:

Spoiler:
Remember, Nocticula is on her home plane AND has time to prepare. She's the ambusher in this case. When the fight starts, she's got an Initiative mod of +23, equal to Baphomet, so it's equally fair to assume either of them "go first." So in this case, it's fine to assume Nocticula goes first for story purposes. In this case, the easiest way for her to "one shot" Baphomet is to use her miracle spell like ability to essentially strike him dead, using something akin to a phantasmal killer type effect heightened in power, and then just assume Baphomet failed his saves and all that.

You can, of course, go ahead and fight the battle out between them, starting with Nocticula stranding Baphomet in her realm with a miracle or the like to ensure she can fight him to the death. But in #76, we didn't have Baphomet's stats available yet, so that wasn't a fair option to give to the GM.


Irnk, Dead-Eye's Prodigal wrote:
Ashram wrote:
Generic Villain wrote:

Wow, wasn't expecting to...

** spoiler omitted **

Just curious, is this special cameo named or is he just one of the scrubs who weren't among the first nor obviously the last?
** spoiler omitted **

That's seven kinds of awesome, thanks for that. I always love hearing about those wacky wizards, especially when they aren't ones we've seen before. I want a write-up on the other four we're missing.

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder LO Special Edition, PF Special Edition Subscriber
magnuskn wrote:
Actually, they have 1d4 rounds to prepare.

In my book that would mean 1 round, 2 if I was feeling generous or felt the players needed it (prob no in your case). Note his tactics as well:

:
timestop when he appears, summoning 3 balors and a labrynth minotaur. He knows the party very well having observed them in his realm and should attach with very good knowledge of what they are and what they can do, unless they've been really canny to hide an ability. Personally I think the 3 balors will help.

James I don't see the issue. Nocticula is a demon lord on the verge of god hood isn't she. I can't see players quibbling over how she killed Baphomet. If they look like they could, have her send the PC's home, or away from the site of the battle (perhaps back to the room they met her in Arrushinrrya). She can always return to them victorious an appropriate amount of time later - it is her realm, can't be too hard to send PC's elsewhere while she deals with the powerful intruder.

I may make the PC's fight an angry Baphomet for a round or two before Nocticula appears and forces them away. Hopefully they'll be eager to strike back at Baphomet. May even expose everyone to her aura and have the PC's simply standing there fascinated while she deals with Baphomet - brings home her power. I feel pretty confident I can shield the PC's during the fight and still let them feel like they are contributing.


magnuskn wrote:
Zhangar wrote:

Magnus, if your entire party took Mythic Improved Initiative, then you're already running with a party that's pushing as hard as possible for rocket tag before anything else comes into play. And you need to adjust for it.

** spoiler omitted **

Now, a question I have - the demon lords in Wrath of the Righteous don't have *'d which of their spell-like powers become mythic while in their realm, so I'm not sure which ones they have the mythic versions of. Is the correct answer that it's every spell-like power they have that has an official mythic spell write-up? Like Great Old Ones have?

Eh, I am aware that I, as the GM, can always drop an anvil on the party and declare them dead. The main point is that for regular gameplay the numbers between player abilities and monster defenses don't match.

I think the main issue I see with you is that you look at the numbers of monsters in a vacuum, separately, without seeing how to use them to their fullest. I think that you really need to open up and think outside the box in how to run monsters. That may honestly be why your players seem to stomp all over your fights. I mean, don't get me wrong, sometimes as a GM you have to pull out the cheese to fight PCs that have become demigods. But I have this feeling (and I'm trying hard not to sound condescending or insulting) that maybe you need to step back and really look at the big picture on stats and boss fights.


I agree with Magnuskn that end boss are always way weaker than they should be and it is even worse in mythic.

That being said even if a Wizard is strong, physical class are king in mythic.

You don't need to optimize, you just need either: Vital strike chain and mytic vital strike or Full attack with fleet warrior and precision.

Add a legendary item with Foe bitting and that's it.

I have calculated that my mythic paladin with mythic vital strike should do 800+ DMG on a non crit and something like 2000+ on a 15-20 crit autoconfirm by level 14 or so.

I don't think taking a simple feats chain is considered "optimized" either.

By the way for wizard the way to go is a maximized augmented mythic disintegrate using channel power archmage path ability.

That's 1140 DMG right there.


Lauraliane wrote:

By the way for wizard the way to go is a maximized augmented mythic disintegrate using channel power archmage path ability.

That's 1140 DMG right there.

It allows a Fortitude save that, if passed, nullifies almost all the damage. That's why a supercharged meteor swarm is the one brought up more often - if the saves are passed, it still does a very respectable amount of damage. Yes, you can stack on DC-boosters to make the save nigh-impossible to beat unless your target ignores the attack outright for some reason, but you can do that with a meteor swarm as well.


Disintegrate can crit though, way funnier, and if both ray are saved (which won't happen) it still 120 dmg and -2 constit ;)

Anyway I think we can all agree, 700+ HP is one round.


Lauraliane wrote:
Disintegrate can crit though, way funnier, and if both ray are saved (which won't happen) it still 120 dmg and -2 constit ;)

True, but that's really just not enough firepower when you're mid- to high-mythic, at least the majority of the time.

Quote:
Anyway I think we can all agree, 700+ HP is one round.

Two at the most. It basically means that in order to survive, the idea is less "tank what's being thrown at you" and more "don't get hit in the first place" instead.


Exactly what is preventing you folks from allowing Baphy to kick in the door with an entourage of high-level demons and half-fiend minotaurs?

I mean, as written

Spoiler:
Baphy already drops balors and minotaurs onto the battlefield on his first turn.

I'm still really not seeing how Baphomet is "weak" at all. With his scroll use, meta-game knowledge of the PCs, his demon lord home turf bonus, and an entourage of lost souls rivaling Nicki Minaj and Lady Gaga's groupies combined, I really can't imagine him not being a challenge.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Odraude wrote:
I think the main issue I see with you is that you look at the numbers of monsters in a vacuum, separately, without seeing how to use them to their fullest. I think that you really need to open up and think outside the box in how to run monsters. That may honestly be why your players seem to stomp all over your fights. I mean, don't get me wrong, sometimes as a GM you have to pull out the cheese to fight PCs that have become demigods. But I have this feeling (and I'm trying hard not to sound condescending or insulting) that maybe you need to step back and really look at the big picture on stats and boss fights.

Oh, I am beefing up every fight we have, fear not. When I quetch and moan about how the fight is presented in the module as written, it is never with the assumption that I will run the fights as they are, especially not that at that level of power.

However, I do complain to point out that the discrepancy between player character power level and monster power level is wildly out of whack at those levels and it does seem very apparent to me that either the developers are actively trying to ignore that problem or just don't see it. When I sometimes wonder if they have actually ever run those modules in actual play (and run them as written), it is because I can't see how they would not come to the same conclusion, on pure mathematics, than I have.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Tirisfal wrote:
I'm still really not seeing how Baphomet is "weak" at all. With his scroll use, meta-game knowledge of the PCs, his demon lord home turf bonus, and an entourage of lost souls rivaling Nicki Minaj and Lady Gaga's groupies combined, I really can't imagine him not being a challenge.

Because, as Lauraliane and Alleran pointed out above, the game is rocket tag at that point and if someone acts before Baphomet can (somehow) make himself unhittable, he'll be gone before he even gets to say "boo". You can have 20.000 unique powers, if someone kills you in one attack pass, they don't matter. Monster HP and saves are wildly too low after level 10, let alone at the apex of the game.


magnuskn wrote:
Tirisfal wrote:
I'm still really not seeing how Baphomet is "weak" at all. With his scroll use, meta-game knowledge of the PCs, his demon lord home turf bonus, and an entourage of lost souls rivaling Nicki Minaj and Lady Gaga's groupies combined, I really can't imagine him not being a challenge.
Because, as Lauraliane and Alleran pointed out above, the game is rocket tag at that point and if someone acts before Baphomet can (somehow) make himself unhittable, he'll be gone before he even gets to say "boo". You can have 20.000 unique powers, if someone kills you in one attack pass, they don't matter. Monster HP and saves are wildly too low after level 10, let alone at the apex of the game.

Why isn't Baphomet casting these spells on himself on his way to the fight? As JJ said above, Baphomet practically has metagame knowledge of your party - just let him use that information ahead of time.

You know, we've been hearing about the rocket tag problems with your group for months now...I'd really love to see you make a video or podcast of your WotR sessions so that we can see how super amazingly smart and talented your players truly are.


So, tell me about the Labyrinth Minotaur.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Tirisfal wrote:
Why isn't Baphomet casting these spells on himself on his way to the fight? As JJ said above, Baphomet practically has metagame knowledge of your party - just let him use that information ahead of time.

Alas, he arrives in 1d4 rounds. If you can find spell-like abilities on his list which can make him unhittable, please point them out to me. As I said above, I am not complaining about how I personally will run the encounter, but how it is written. Or better said, how the monsters at that level are developed in general.

Tirisfal wrote:
You know, we've been hearing about the rocket tag problems with your group for months now...I'd really love to see you make a video or podcast of your WotR sessions so that we can see how super amazingly smart and talented your players truly are.

They are not. The majority of them are regular players who only have a lot of experience. Two of them actually are very good mechanically, but even they normally keep far away from the stuff you can find in the optimization threads on this board. That being said, I am actually writing an on-going thread for my group on the Wrath board, although we are only at the beginning of Sword of Valor and thus it will take some time before the typical high level problems crop up.

The game, mathematically and mechanically, allows you the mentioned damage numbers at those levels of play without even really having to think about it. The monsters do not bear out that math and it really is baffling to me why the developers refuse to even acknowledge that.

And actually, I am also baffled why people like you and Odraude seem to ignore those basic realities as well? Have you even tried to math out at any time how basic abilities interact with each other at that level? Because the way you talk about what some of us are saying it sounds like you have not and are simply putting your confidence on faith alone in the mechanical soundness of the game at high levels.

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