Mythic playtest right here, anyone?


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Im game for anything. We're sticking at 2/1?


Yeah 2/1 for the non mythic.


Anything works. We're supposed to give this subsystem a run for it's money, let's do it proper-like.


Silas' kicks mash in the werewolf's snout, and the last stomp gives a resounding crack as his foot briefly touches the floor after traveling through the Tooth's head. Pieces of the head explode outward with white, grey, and red mixed together to form a grisly mosaic on the floor.

Embok or the others, feel free to do what you will with the Wolf. When it wakes up, it will find that it's no longer controlled by the Werewolf and will run away.

Here's the Werewolf stats (I made an ability that never got to be used, also, ya'll are lucky...he was about to Cleave+Bite through you with a Mythic Point if he had one left.)

WEREWOLF (HYBRID FORM)
CE Medium humanoid (human, shapechanger)
Init +5; Senses low-light vision, scent; Perception +4
DEFENSE
AC 23, touch 12, flat-footed 21 (+6 armor, +2 Dex, +5 natural)
hp 20 (2d10+6+5)
Fort +6, Ref +2, Will +4 (+5 vs. fear)
Defensive Abilities bravery +1; DR 10/silver and epic
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee longsword +6 (1d8+6/19–20), bite +2 (1d6+2 plus trip and curse of lycanthropy)
Ranged light crossbow +4 (1d8/19–20)
STATISTICS
Str 19 (21 Mythic focus), Dex 15, Con 17,Int 12, Wis 12, Cha 8
Base Atk +2; CMB +6; CMD 18
Feats Cleave, Cleave (Mythic), Combat Reflexes, Improved Initiative, Power Attack
Skills Climb +4, Intimidate +4, Perception +4
Languages Common
SQ change shape (human, hybrid, and wolf; polymorph), lycanthropic empathy (wolves and dire wolves)
SA Mythic power (1x/day)(Str), Hard to Kill (-34 to die),

CHAMPION
Fleet Charge (Ex): You can expend one use of mythic
power to move up to your speed as a swift action. At any
point during this movement, you can make a single melee
or ranged attack at your highest attack bonus (in addition
to any other attacks you might make this round), adding
your champion tier as an insight bonus on the attack roll.
Damage from this attack bypasses damage reduction.

Mythic Bite (Su): Whenever the mythic Werewolf confirms a
critical threat on its bite attack, it regains 1 use of
Mythic Power. This cannot exceed its base amount of Mythic
Power uses per day.


Even if you didn't tell me it would just leave, I was planning to go join the rest in beating up on the werewolf if the combat had continued.

Embok looks at the other wolf, shaken from the whimper of the previous one. Still whispering, he says "Nope, can't do it" and moves into the main room.


Ok folks, I think I have the next encounter set up. Feel free to perform cave exploration as you normally would...Thomas, you got the curse...you'll be hungry like a wolf at some point unless you break the curse :)

As Embok rejoins the group, you begin to wonder what you're next steps should be.


Mari will peer around the room, searching for magical sources. If she finds any, she will investigate - if not, she'll check out the altar.

Casting Detect Magic and checking out the room.

If needed:
Perception 1d20 + 6 ⇒ (2) + 6 = 8
K Dungeoneering 1d20 + 7 ⇒ (10) + 7 = 17
K Arcana 1d20 + 7 ⇒ (10) + 7 = 17
K Religion 1d20 + 3 ⇒ (4) + 3 = 7

Reflex Save :) 1d20 + 7 ⇒ (12) + 7 = 19


As Mari begins softly chanting with her eyes closed, she faces towards the alter in the cave. She knows there is magic in or around the alter. She can't quite put her finger on it, but it feels like the alter has a connection somewhere. Somewhere that is not too far off.

Didn't quite make the Arcana check. And no reflex save needed :)

She sees that there are piles of things around the cave, and crates that are stacked, some with their lids partially prised open.


"I wonder what a werewolf was storing?"
I search the crates

Perception 1d20 + 5 ⇒ (3) + 5 = 8


"I don't think i'll find anyhting myself, but it won't hurt to try", says Charles as he rummages through stuff and looks around attentively.

Perception 1d20 + 1 ⇒ (13) + 1 = 14

Scarab Sages

When Mari says the alter is magical but she cannot identify exactly what, Elyza takes a look at is as well. Casting Detect Magic as well.
Perception 1d20 + 9 ⇒ (2) + 9 = 11, Kn Arcana1d20 + 8 ⇒ (11) + 8 = 19, Kn Religion1d20 + 8 ⇒ (9) + 8 = 17
Screech's Perception 1d20 + 14 ⇒ (17) + 14 = 31
While his mistress is looking around at lights and colors that are not there, Screech hops off her shoulder, lands on the alter and starts pecking at...


Elyza's magic detection reveals further that the table has a conjuration spell placed upon it, seemingly activated by touching the top of the table with one's feet.

Her hawk sees inside one of the partially open crates is a sword, crossbow and bolts, a staff, and a vial of what looks like water.

Mwk +1 Ghost Touch Longsword, Mwk +1 Ghost Touch Crossbow, Staff of Healing, 1 vial Holy Water.

The hawk also spies a document that simply says, "Tooth, the alter will bring you here when I command you to attend me. Knock twice on the third rung. Don't touch my statues with your clumsy paws. Attend me after you've dealt with the "heroes" I've heard of.""


"I think I need to sit down."
Heal 1d20 + 11 ⇒ (10) + 11 = 21
"Hmm. I was afraid of that. I think he got me."
Thomas looks around, doubtfully, for some wolfsbane.


Heal will not help here...Anyone have Knowledge Arcana, Nature, Religion, or I will even allow History on this one.


Religion 1d20 + 4 ⇒ (13) + 4 = 17


Your teachings at the church make mention of curses, bane to mortals which normal means of healing do not avail. Prayers to the gods or goddesses for healing or for divine enchantment breaking powers are the only ways of healing these maladies taught to clergy.

Scarab Sages

Elyza has a few more tidbits of information to help Thomas with his predicament: Kn Arcana 1d20 + 8 ⇒ (12) + 8 = 20, Kn Religion 1d20 + 8 ⇒ (8) + 8 = 16, Kn Nature 1d20 + 8 ⇒ (17) + 8 = 25


Charles looks at Thomas with concerned eyes. "What you mean he got yo....oh nine bloody hells! What can we do to help?"


Thomas kneels down and prays.
"Oh mighty Dawnflower, bring down your cleansing light upon your humble servant to remove his evil affliction."


Sarenrae's healing touch whispers across your brow. You feel the curse leaving your body. Before her divine presence leaves you, she imparts to you a vision of Embok showing mercy to the wolf and a bronze statue of her smiling down upon the act.

Thomas, you're cured. You all are also closer to the next mythic tier. Probably after the next mythic encounter.


Silas, unable to really play a part in these proceedings, meditates quietly in the corner, hands folded in front of his chest while he balances calmly on his head.


So I guess we should divide the loot?

loot:
Mwk +1 Ghost Touch Longsword, Mwk +1 Ghost Touch Crossbow, Staff of Healing, 1 vial Holy Water.


Yep (and assume you have enough bolts for the crossbow), I'll assume you all discovered that the alter will teleport you to this next location...

Link to the next map. Feel free to arrange yourselves how you like.

As you blink in the sudden pale sunlight, you see a sturdy iron gate in front of you. Each tip is "decorated" with representations of gruesome scenery...and upon closer inspection it is a graphic and evil representation of common children stories. One rung in particular shows a scene of the Tooth Fairy forcibly pulling out children's teeth and tossing it to a golem made of teeth behind her. Each rung has a similar theme, of twisting innocence into something vile.

Looking through the gate, you see a cobbled grounds with an ornate statue depicting Zon-Kuthon. Pale, gaunt, and hairless, the statue depicts a figure wearing tight, sexualized leather clothing, exposing many open wounds and body modifications. The lips have been removed, giving a bloody, haunting grin, and hooks and piercings contort the face into reviling expressions, enhanced by the crystal which rests in the cavity where his left eye once sat. Atop it's scalp, a vertical crown of spikes pulls the "skin" into a disturbing sunburst, and the back of it's skull is completely gone, revealing the brain. The hands ends in long, knife-like fingernails.

Just beyond the statue you see what appears to be the front entrance of a grand house. The rest of the house is not seen, whether it is invisible or does not exist in the same plane is unknown.

Further in, you see a pool with fetid looking water.


Ew! Very nice.
Placed myself just slightly to the right, so I can be support for whoever opens the gate.
Initiative 1d20 + 2 ⇒ (4) + 2 = 6, Perception 1d20 + 8 ⇒ (5) + 8 = 13, Stealth 1d20 + 6 ⇒ (17) + 6 = 23


Takes the staff. "This should help a bit."
I'm fine with my position. Anyone can move me if they want.

Scarab Sages

"I can produce the same enchantments, or others as needed on my own weapons, so others can take the longsword or crossbow." With Screech on her shoulder inspecting everything, Elyza steps up and examines the gate carefully for traps. Perception1d20 + 9 ⇒ (12) + 9 = 21Not that she could remove one if she does find a trap. Init: 1d20 + 4 ⇒ (12) + 4 = 16

Spoiler:
AC 16, HP 13, (was forgetting Favored Class), MP 3 of 5 available.


No traps are found.


"Hmmmm, do we have to break this thing down, or do we knock", asks Charles sliding his fingers over the handle of the greatsword sticking from behind his back.

Do we recharge mythic power or not? I think not.


No recharge :) Not until after the next mythic encounter.


Good, it would be too easy otherwise

Scarab Sages

"No traps that I can see." Elyza opens the gate.


:) Elyza opens the gate

The gate, with a rusty squeal, retracts down into fittings in the ground.


"It's an open space, best if I go in first", mutters Charles removing his greatsword from it's sheath while carefully moving inside the garden looking about for movement.

He then stands there, ready to attack anyone/thing hostile that enters his threatened area.

Perception 1d20 + 1 ⇒ (7) + 1 = 8

Move+unsheath weapon, then ready action


Give me a reflex save Charles.


Wait, I think I saw a trap...nevermind.


Reflex 1d20 + 1 ⇒ (13) + 1 = 14

Me brainy...


As Charles steps over the spot where the gate slid down...nothing happens.

Everyone else...what are your actions. :)


I take out my scimitar and shield and stand there as nothing happens.
"See anything Charles?"

Scarab Sages

Elyza draws her longsword and then steps into the room to inspect the statue from a reasonable distance. 20' away Perception1d20 + 9 ⇒ (11) + 9 = 20


You notice that the crystal set in Zon-Kuthon's eye socket sparkles in the sunlight.

:) A cautious lot, aren't we...mwahahahahah!!!


"Let me have a look at that statue."
Moves next to Elyza (40ft move).
Perception 1d20 + 5 ⇒ (10) + 5 = 15
Know(Rel) 1d20 + 4 ⇒ (7) + 4 = 11


No need to worry about move distances...yet :)

Thomas' recollection of clergy study fails him a bit, as he can only vaguely recall mention of Zon-Kuthon. There is no centralized church, and the only thing he recalls is a story in which Abadar gave the first Shadow to Zon-Kuthon.

Scarab Sages

Elyza ponders about Zon-Kuthon and how wicked he is. Kn Religion 1d20 + 8 ⇒ (11) + 8 = 19
She backs it up with a detect magic to examine the statue first, then the rest of the room.


Elyza's contemplation upon Zon-Kuthon jogs a memory that he is the brother of the goddess Shelyn, and he is the god of pain. He is widely regarded as having one of the most evil and twisted minds in the various planes. He has three more well known servants, a herald who is a tormented spirit-wolf, a devil bound in chains who inflicts it's own wounds, and a vampire who's thirst for blood is unquenchable owing to his digestive organs having been permanently removed.

The statue itself exudes no magic you can detect, but that would easily be overwhelmed by the strong conjuration and necromancy surges coming from the house's entrance and walls.

Scarab Sages

"The statue looks mundane, but the house has real bad juju. Necro and conjuration magics." Elyza continues concentrating on the house to identify the spells causing the auras. Spellcraft1d20 + 9 ⇒ (5) + 9 = 14

"Nope, can't tell you what specific spells were used."


Silas follows cautiously after, keeping an eye on the courtyard for any sort of movement.


OK at this point we're waiting on Embok and Mari. I'll send a PM to each of them if they don't post up an action in an hour or so.

You see nothing else out of the ordinary, aside from the statue of the god of pain and a pool filled with grimy and disgusting water.


"Let us see what other vile things are hidden here."
Moves to check out other 2x2 black square south of house and pool.


Sorry, guys. Had to travel for business unexpectedly.

Mari will move in, over the gate threshold. Offended to her core at what Zon-Kuthon represents, she will move to the statue, and try to tip it over, hopefully into the pool of water.


No worries! You may want to change your action...The statue by the pool isn't Zon-Kuthon.

Thomas walks cautiously to the other edge of the structure and spies another statue. This one is made of a marble like stone that gives the viewer the impression that it is not opaque. It is a hooded figure with long claws. It's face is hidden behind the cowl, but somehow you feel that the sculptor made it scowling. The dimensions and look of the thing is...perfect.

Mari, which statue?

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