
captain yesterday |

Personally, I think the Mantle of Baba Yaga in Reign of Winter sounds sufficiently like a Mythic Tier that I decided to use the Mythic Rules for it. I don't mind revamping encounters to to be tougher because I started with a group from a previous campaign (rerunning Night Below) so I was already altering things to make it challenging.
i totally agree there, you've also started with an existing campaign that helps as far as already needing to put the work in, so might as well make it mythic:)
the great thing with RoW is its sooo easy to jump from one campaign to that, just put the winter portal anywhere and go from there, i love RoW, my favorite AP so far (yes even better then Kingmaker)

Tangent101 |

Well, I'm not exactly going to bother with adventures after the end of RoW. I'll just have the group build new characters for Wrath of the Righteous. Be fun if I can integrate my two groups (the Skype and the Tabletop), seeing both of them currently share two players, and have them both in WotR.
The only real issue will be convincing players to use the build system (I figure I'll wean them into it with a 20-point build). I'm thinking that telling them "you can either go 4d6, drop the lowest 6, and no rerolls even if the stats suck, or use the point-build system" that most will go with point-builds.
(Especially as I allowed rerolled 1s because the dice hate my players. You don't want to know how many 1s I've seen rerolled in stat-building. Seriously, how does a person manage to roll 10 1s with 24 dice?)

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Personally, I think the Mantle of Baba Yaga in Reign of Winter sounds sufficiently like a Mythic Tier that I decided to use the Mythic Rules for it.
This, for me, is the key point, and plays into magnuskn's point as well. One "signal", if you will, that an AP should be made Mythic is the amount of stuff the writers put in that isn't covered by the normal rules. Reign of Winter is chock full of moments that give the PCs various ad-hoc bonuses and benefits beyond those normally permitted by the rules.
As for which APs to make Mythic, applying this standard gives some interesting answers:
Verdict: If Mythic power is to make an appearance in this AP, it should be in the late game. The PCs should ascend to Mythic power upon obtaining Runeforged weapons. That's not a lot of time to play with that Mythic power, however, and opportunities to gain more than two tiers are going to be limited. My advice, if you choose to introduce Mythic power, is to plan for Mhar to be awakened, and for Karzoug to escape the PCs (this should be his moment of ascension).
Verdict: To tie the PCs' moment of ascension to Zellara, have them ascend when they rescue her from Scarwall are reunite her with her Harrow Deck. The Sunken Queen feels like a Mythic trial as well. Again, however, GMs wanting to give their players a chance to play with their Mythic power should plan for the campaign to continue, possibly resurrecting Kazavon, Sorshen, or having the players track down the relics of Kazavon.
Verdict: No change.
I haven't read Legacy of Fire. Ironic, since that one seems to have a lot of people fired up on both sides of the debate (heh).
Verdict: No change
Verdict: No change. If you want to introduce Mythic power, it should be to continue the campaign.
I haven't read Serpent's Skull, but thematically it seems worth a closer look. The resurrection of a dead god seems very close to the resurrection of an ancient wizard-king.
Verdict: No change.
Verdict: This is the first AP I've been able to comment on that can be truly made Mythic all the way through.
Verdict: No change.
Verdict: Can probably be made Mythic all the way through. Take this with a grain of salt.
Overall I'd give serious consideration to making Legacy of Fire, Serpent's Skull, Jade Regent, Shattered Star and Reign of Winter Mythic APs. I've only looked at Reign of Winter closely in that respect, but I'm convinced that it offers the scope, as written, for either four or five Mythic tiers. The others stand as they are, though GMs planning to continue Rise of the Runelords, Curse of the Crimson Throne, and possibly Kingmaker have the opportunity to introduce Mythic power fairly late in the APs as written.

Tangent101 |

To be honest, I'd say the perfect point for a Mythic Ascension in Runelords is actually quite early in the game: when the players fight a Quasit Oracle before an ancient font of magic. Further, this ancient font of magic is in fact a minor artifact... and destroying it is well beyond the abilities (or rather wealth) of the PCs (which is a good thing seeing that its re-awakening starts off the fifth book of the AP).
If the players have Ascension with the Runewell, then the first Trial ends up being Malfeshnekor. You yourself pointed out he's a paragon, and given the locale, the history of the locale and the goblins, and the potency that Mal has for 4th level characters (having caused more than his share of TPKs), he fulfills the criteria for a Trial.
Thus we have Mythic Tier 2.
There are two potential sources for the first trial for T3; you have the fight to overcome the Ogres with their Giant Overlord (who is in fact a Necromancer using Thassilonian knowledge in his magic), or the recovery of a body part for an Undead Fey to use to bring back her true love. I'm hesitant to state both together would be individual trials (though another GM could rule otherwise!) but taken together it would easily be a greater Trial.
The second Trial then is in fighting the Big M himself. He's the one behind K's awakening. He's a powerful menace who has killed plenty of parties. His locale is most definitely mythic. Combined with the Thassilonian Mummy who holds a minor artifact of power (which to some GMs may constitute a Trial in and of itself!) I'd say this works as the second Trial as a whole.
Thus we have Mythic Tier 3.
The next Trial could easily be the Scribbler. He exists in a hidden lair that emerges thanks to a surge of power re-activating the minor artifact that first empowered the PCs, he's a scion of his Goddess, and he holds the key to finding the Runeforge.
Naturally the Runeforge itself is one massive Trial. I could even see some GMs deciding the players gain a couple Mythic Tiers in there but I'm playing it conservative here. I'm planning on my players gaining a Tier here and only allowing them to empower one weapon (hopefully the Ranseur that they recovered from the dungeon where they had Ascension - I may try to talk the Player into having it be a Legendary item).
Thus we have Mythic Tier 4.
The final Tier is a little bit more difficult. You could rule that reaching Xin-Shalist and killing the Big K would work as three Trials. That does kind of lessen the fun of letting the players have a final Mythic Tier when fighting the Big K himself but thematically it makes sense.
That said, I'd say the three Trials for Xin-Shalast include the Haunted Hut (due to the horrific nature of what's going on there), closing down the Leng Device, and fighting the "lady" who protects the Portal leading to K's pocket dimension.

eakratz |
What I am trying to decide is the best way for Xotani to rise again even though the players defeat Jahvul. What I want is to have a "book seven" where the players have to fight Xotani after all. I'm just not sure what the most exciting way to make that happen is.
Here is a thread where we are discussing this.

captain yesterday |
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so i just got Mythic Adventures (PDF) mostly because i didn't want to wait til i could afford the full book price, and honestly after giving it a look over i don't see why not any already existing APs couldn't be made mythic with minimal effort:) an awesome book for sure, tho a more intense read will be necessary before i throw it in my games it does look pretty easy, great, great job Paizo!