Wrath of the Righteous statblocks document


Wrath of the Righteous

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Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Yesterday we started City of Locusts, and played the combat against Carrock. My group had acquired a lot of allies to defend the city, including:

- All the important NPCs that appear in the inside cover, including a redeemed Nurah that came back from Nerosyan to give them some important information (I'm not following the module in this regard).
- A gold dragon they freed, using one favor from Nocticula (see The Moonscar module)
- A gated solar from Sarenrae called Legion, made from the thousands of souls the PCs freed from the chapel inside the ineluctable prison (the area where Svendack is)
- The planetar from the Sword of Valor.
- Alderpash
- Mutasafen (he came to the city with Nurah fleeing from the armies of Deskari that want him back, he has a good relationship with the PCS since the Midnight Fane).
- The Grand Defender (herald of Torag), summoned to help rally the troops and give tactical advice in battle.

The combat started after the players asked Arueshalae to locate the most important threats (Carrock, Zelmisdria/Azrivauxus, Aponavicius). They decided to deal with Carrock first to avoid having significant breaches in the walls.

They teleported to a building's roof next to Carrock and 4 ulkreths. The sky over the treant was very dark and stormy, and as soon as combat started, huge bolts of lightning and thunder came down crashing on the PCs (see my updated encounter notes in the statblocks document). The rest of the Ulkreth unit started to take notice of the PCs, and moved to assist the 4 initial ones and Carrock. While moving, they attacked the Heroes of Drezen with rocks.

Carrock won initiative and started attacking the dwarven cleric, who took a lot of damage. Since Carrock is using a modified mattock of the titans, the building started to crack after such huge blows. The cleric returned the favor with some healing and one blow with his warhammer (family artifact)

The party was surprised to see that the flying inquisitor (human, herald of Iomedae) could not approach Carrock due to the antilife shell. Not knowing exactly what he was using, the sorceress tried to disintegrate Carrock but failed.

The Paladin flew to the groung, activating his Aegis shield to petrify Carrock and at least one of the ulkreths. He directed the cone of fear to another ulkreth, and it failed the save. On the ulkreths turn, the one inside the Aegis gaze attack failed and turned to stone. Later, it was replaced by a new ulkreth that used its remains as rocks :-)

The cleric started healing, and the inquisitor tried to dispel the antilife shell, with no results. Carrock did not avert his gaze, and faced the paladin, making a full-attack, stunning and dropping him. On the next turn, his stamp attack would kill the paladin, healing him of whatever little damage the party did to him, and regaining one use of mythic power. After killing the paladin, he would focus on the inquisitor, dropping him unconscious in the roof.

The two remaining ulkreths attacked the sorceress with rocks, while the paladin's lion did some damage to one of the demons.

The sorceress casted mythic time stop using arcane metamastery (maximize), and targeted her allies so they could heal/revive, etc. She used 4 out of 5 rounds to cast delayed blast fireball, timing the rounds so they all went off at the same time after the spell. The cleric used a mythic breath of life to revive the paladin, who then repositioned near Carrock and the two new ulkreths.

Time stop ends, and Carrock eats quite a lot of damage even with fire resist 30 (Drink Deep).

The paladin then proceeds to move under Carrock (Titan's Bane), and hit him with two criticals, killing him.

I described Carrock as he kneeled, opening his "chest cavity, and revealing what appeared to be a large purple stone. The paladin told me he wanted to struck it, and so he did. The stone cracked and exploded, creating a huge shockwave that finally shattered the building where most of the group was on, sending them flying (and suffering a bit of damage). The paladin took more damage since he was near Carrock but of course survived. All that was left of the mythic corrupted treant was an emerald stone (Carrock's original "heart", that the PCs can use to restore him). The paladin picked up the stone and raised the Aegis shield, as the huge Ulkreth force approached. Two of the ulkreths instantly turned to stone.

The rest of the characters dare not approach for two turns due to the gaze attack of the shield... and waited while a rain of rocks hit them several times. They used this time to contact Arueshalae and ask her where was the next target (the succubus and the dragon). She told them they were near the tower that Soltengrebbe the mythic chimera used as lair.

In the end, the gaze effect wore off, and the sorceress teleported the group away to the tower.

I have updated the document with the Favored of Deskari and the Carrock encounter notes.


Hey @Sc8rpi8n_mjd,

Up until now I have followed your statblock and im very pleased and so far I have understood everything. But as we are about to begin City of Locusts im getting confused. Can you clear up who is who and where the players are fighting them?

ZELMISDRIA, MISTRESS OF THE WINGED WOOD
AZRIVAUXUS
CARROCK
Did you put a Devastator before or with Aponavicious?
SON OF SHAX replaces Filleted Man?
And SHAORHAZ, THE GLUTTON OF THE GREEN replaces Lord Stillborn?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Hi Leo
The first three are all creatures from the Worldwound guide and are used in the demonic attack on Dreznan , essentially they are part of the effort to kill off the hero's.

I would put a devestator with Aponavicous as it is much easier to kill opponents singly than in groups.

I believe you are correct about both replacements as well

Hope that helps

Sovereign Court

Pathfinder Adventure Path, Companion Subscriber

Technically, Carrock is from Lost Cities of Golarion's chapter on Storasta. He's referenced in The Worldwound, but his stat block is from the earlier book. :)


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@leo1925,

To explain the changes to the first part of the adventure, I think I'll borrow Porrige's summary (found in this thread), wich is awesome:

Change the initial "surprise attack on Drezen" to an all-out attack that the party has military intelligence about (so that the party will know in advance who the leaders of these armies are, and appreciate the significance of their fights against them).

EX: Have the party receive military intelligence indicating that Deskari's forces are grouping for a final all-out assault on the crusaders, with three of the most powerful demonic armies marching towards Drezen: (1) an army of fiendish treants and other plants march from Undarin, led by fiendish treant Carrock; (2) an army of fiendish vermin and fiendish drakes march from the Winged Wood, led by the succubus Zelmisdria and the mythic green dragon Azrivauxus, and (3) a massive army composed of every kind of demon marches from the Wounded Lands, led by the Marilith general Aponavicius herself.

Give the party a few days to help Drezen prepare, and encourage the party to research their opponents in advance (e.g., read the relevant bits of the Worldwound book).

Battle Encounter 1: Carrock and group of powerful Ulkreths burst through the first line of Drezen's defenses, and start tearing into the walls surrounding Citadel Drezen. (Party faces Carrock* and 4 bolstered Ulkreths* (with new Ulkreths replacing fallen ones until Carrock is defeated).)

Battle Encounter 2 (replacing A. Demons in the Tower): A large group of fiendish drakes, led by Zelmisdria and Azrivauxus, soars over the walls and starts attacking Citadel Drezen itself. (Party faces Zelmisdria* and Azrivauxus*.)

Battle Encounter 3 (replacing B. Opening the Portal): A demonic portal from Aponavicius's lair opens under Citadel Drezen, and a group of demonic locusts emerge and start slaughtering those in the citadel. (Party faces 4 Ancient Apocalypse Locusts*.)

Aponavicius's Lair: The party enters the portal to Aponavicious's lair to confront the Marilith herself. (Opponents by initial location: C1. Devastator*, C2. Pyralisia*, C3. Grave-Knight Staunton* (guarding the door to the projecting pool) and Aponavicius*.)

As far as resources for this creatures go, JohnHawkins and Pedantic Princess did an excellent job (thanks guys!)

As you say, the son of shax (mentioned in Demons Revisited) replaces the filleted man and shaorhaz (who is found in Demons Revisited and The Worldwound) replaces Lord Stillborn.


I ran my group through volume 1 of WotR a year ago, and we're now able to pick it up again. But for various reasons (including not a little impatience on the part of the players!), we want to jump straight to Volume 6 and play that over the summer.

I know there is another thread where people have said that Mythic is too powerful in the hands of PCs, and I'm wondering what folks' experience has been using Scorpion's statblocks? Scorpion, are you players at Level 18/Tier 9 at the beginning of Volume 6?

(My current plan is to run Mythic and the module as written and get a sense of my players' abilities to handle things first, and then use Scorpion's statblocks as needed.)


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

In Book 5 and using Scorpions stats plus some other boosts of my own for some creatures and nerfing a few mythic abilities , I find that at a minimum tripling the hp of boss bad guys is necessary for them to survive the 1st round.

If you can persuade your group I highly recomend using some of book 3, with a bit of effort my players found the Midnight city the most fun part of the campaign

Sovereign Court

Pathfinder Adventure Path, Companion Subscriber

cough Book 4 cough


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I posted that in the early morning obviously my ability to count had not woken up yet ;(


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The Rot Grub wrote:


I know there is another thread where people have said that Mythic is too powerful in the hands of PCs, and I'm wondering what folks' experience has been using Scorpion's statblocks? Scorpion, are you players at Level 18/Tier 9 at the beginning of Volume 6?

(My current plan is to run Mythic and the module as written and get a sense of my players' abilities to handle things first, and then use Scorpion's statblocks as needed.)

Yeah, my players are Level 18/Tier 9. Last Sunday we played the battle against Zelmisdria and Azrivauxus. I will try to post a summary of it as soon as possible. We left the game just as the apocalypse locusts came out of the portal. Even with poor rolls on my part I managed to kill one player and knock other two into negatives.

So far the statblocks are holding up, but every group is different. For now I don't need to double or triple the HP as other DMs. I consider myself lucky ^_^¡

Be careful if you do such a huge skip and start playing at book 6. Not only the players will have a ton of mechanical information to process (levels plus tiers), but also I think they will lose a lot on the roleplaying side by not having a conection with Drezen and some of the enemies.

This thread is full of people experiences with the statblocks, but if you want information about book 6 read Porridge's summaries and also go read Magnuskn's thread about "combat balance in mythic gameplay".


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I should also say that I killing the pc's is somewhat easy as well, Pathfinder is always somewhat of a battle between glass cannons and Mythic escalates this. Without Heal being cast by their oracle in battle I would drop pc's fairly quickly with the more dangerous creaturs


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Im happy to announce that my WotR campaing has finally come to an end. My players succesfully closed the worldwound and saved the world. But more importantly, me and my players had some awesome fights and some awesome moments that we wouldnt have them if it wasnt for @Sc8rpi8n_mjd 's statblocks. We all thank you for your amazing work and the time you spend and I salute you as it must have been really difficult for you to make those statblocks.

Im planning to write a journal of the campaing for those who are interested. If you are planning to use those statblocks you can look up to it and see how my average to high optimized players managed to defeat everything that stood in their way.

Once again, thank you @Sc8rpi8n_mjd !!!


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Hello everyone.

@leo1925: congrats on finishing the campaign!! And many thanks for your appreciation of my job, I'm happy you found the document useful.

But please give us some details about the important fights (khorramzadeh, Terendelev, Areelu, Deskari...) every bit of information is important ;-)

For those wondering at what part is my group, I'm happy to say we left the last session as the group used the pool inside the Yearning House to reach Anemora's cave. If you have read my document, you know Sister Perversion and a small horde of apocalypse locusts will be with her.

A few comments about the last fights using the statblocks:

- Zelmisdria and Azrivauxus: They both were very effective. Unfortunately, I rolled crap on the dragon's attacks, but even then I managed to knock two meleers unconscious. the ability to ignore one PC's attacks for one round made some jaws drop. The sorceress burned the dragon with a mythic fireball.

Zelmisdria survived a little more, and killed the cleric by turning him into a pincushion.

- Apocalypse locusts: Their ability to buff other locusts or demons coupled with the ability to turn back spells and attacks made this one hell of a fight. One of the meleers was killed in this fight and several characters went unconscious. The party used good tactics to resist the onslaught.

- Pyralisia: Definitely drop the automatic channel power on her spells. She doesn't need it. Two characters got several "virtual negative levels", and the sorceress died after Pyralisia deflected an atomic bomb (mythic fireball).

- Devastator: It alone killed Beloc and Kairon (inquisitor and paladin) using its devastating array of attacks. The soul rays surprised the characters with their seeking property. A killing machine.

- Staunton Vhane and Balor (deskari's honor guard, read the encounter description in the updated document): Staunton and his demon buddy attacked the party, and inflicted quite a bit of pain. The balor alone "vorpalized" the paladin as he moved towards Staunton, and almost killed the unconscious dwarven cleric when the balord died and the cleric's body almost got sucked into the rift (the paladin catched the body after being revived).

Staunton killed the cleric and Arueshale for being an heretic demon. He also engaged the inquisitor but was finished before he could do another full-attack and decimate the herald of Iomedae. My players were very happy to finally put an end to Staunton's vile existence.

- Aponavicius: She moved around her lair, mocking the characters and using the standard and secret doors to get the upper hand against them (I modified the quasit key so the bearer could open/close a door inside the complex with just a thought). She alone killed the cleric twice, the paladin once and the inquisitor once. Not bad for a boss monster.


For the battle you are about to make (Anemora and company), you will surely need a bigger room. Apart from that, nothing out of the ordinary. If I recall right the players had some trouble hitting Anemora but got her easily.

Terendelev was a pain for the PCs although they went with no loses. Let me mention that at this time they had with them 3 Planetars and a Star Archon for support and buffing/healing. The battle was neat. The rangeless bite attack sure slowed them down and everyone but the Arcanist got lucky on the saves of Nahydrian aura. Once they got to him, they finished him quickly, used a mass heal and stoped there as they had to use restoration for the Arcanist. At that point they forgot that the angels could use it as SLA(they were looking only onto saved spells) and waited for the paladin to fill one empty spell slot. During that time the denizens of the prison attacked. The dervish bard went on a streak and protected the others and with ranger's/rogue's aid they halted the danger in a round.
Now as we needed to end the session, the Storm king attacked before meeting the suture but nothing really changed.
He succesfully resisted the first smite and forced the party to split as he was doing good AoE dmg. The paladin/guardian had M. Shield other with 2 party members and M. Sacred bond with the cleric so, with his extremely high hit points kept the others alive and cleric was healing him even from afar. And that's why the battle went smoothly. Unfortunately only 1 true 20 came around and the cleric negated it with divine interference(the feat). His big range prevented the bard and the rogue to close in immediately and punish him but they got there eventually with Bard's escape and killed him. The paladin couldnt do much without his smite but took serious damage. As i recall the arcanist must have dropped but no death.

Inside the prison everything went on clock. The other balor lord was kinda annoying but never a threat. Given that 2 players had evasion, he stood no chance.
My biggest dissapointment is with Echo of Deskari and Deskari's favored. I really put them together in the same room for more manpower and seriously they did nothing. My players got lucky? I dont know. But they didnt waste resources nor effort for both of them.

The devastator was pretty weak too. I think that he didnt even got the opportunity to play.

Now for the final battle(before Deskari). I have to say one thing before everything else... Damn you Areelu for being a witch. Seriously... Wth?? Very big disadvantage. You should have been a wizard.
The players had brought together the lamp with the summoner so a swift action went there for a quickened lighting bolt. After that she did nothing. She tried some mass sufocate, but everyone got their saves. He tried to dominate the rogue but he surged well and she ended up doing nothing. Well to be excact he did something. Took A LOT of hits. Her AC was high and the players kept hitting her and she was splitting the dmg to everyone else. The players were very confused with that and did nothing. Familiar's death attack didnt work and the battle ended when he was about to do the second one. The titan never got to play. He took Areelu's dmg. I dont think that he would have done anything anyway. The Solars were the first line of defense. The first got killed early but the second stayed and did some good damage and offered some nice utility(some mass heals and a miracle i think). The undead storm king took 2 mythic planeshifts(he resisted the first) and was sent to the positive energy plane. There he managed to cast plane shift and return after 1 round. But he then died in vane. Finally the devastator was there, protecting the areelu and doing some good dmg and regenarating even more. At last when everyone fall except for areelu and her familiar, she retreated but a hightened toppling persistent magic missile dazed her and a coup de grace with bard's bonded major artifact put her out once and for all.

The battle with Deskari never happened. After Areelu, it was already too late and we ended it. We played the after the campaing RP and that was all. We plan to play the battle some time in July and Im looking forward to it!!


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Time for an update.

Right now we have finished exploring Threshold save for the last level (the roots, where Areelu awaits). The last few combats have been interesting and challenging, so overall I'm happy with the statblocks.

- Anemora an Perversion fought as indicated in the encounter notes on the document. They had two advanced balors (Deskari's honor guard) and two ancient apocalypse locusts as minions. I planned on making more locusts appear as the enemies were defeated by the PCs, but I didn't need to. After killing one balor and one locust, the players made Anemora and Perversion flee using a miracle to retreat to Threshold, so they'll be waiting with Areelu for the last fight.

At least two of the players went unconscious (almost killed) in this battle.

- Terendelev: A very challenging fight. The paladin died to the dragon's attacks, and the paladin was saved from decapitation by his scale. The nahyndrian and cold aura proved to be very effective. After the fight, they resurrected Terendelev after convincing her spirit that the crusade still needed her.

I didn't use the Son of Shax and Shaorhaz because that's another gaming session lost on combat alone, and right now I am a bit tired and want to finish the campaign. So they went inside the foundry and saved the Suture.

At this point Khorramzadeh appeared and the group thought that, with the suture there they were at a disadvantage so they fled. They returned later to find that the stormlord was nowhere to be found and the foundry had collapsed after an earthquake.

Inside Threshold the party found Diurgez and battled him. The fight was fast and furious. The balor lord did a lot of damage to the party with the insectile explosions and the whip-axe combined attacks.

I got rid of all the meaningless combats against demons, raspers and dragons. I also removed Gimcrack from the inevitable's prison, he'll be waiting the group at the roots. At this point all these combats add nothing, and my mythic monsters are more than enough to drain the party of their resources. I included an imprisoned Xanthir Vang on the cells room (inside a tube made of force) and that lead to an interesting RP situation with the sorceress (Vang killed her parents). Much better than doing another combat with another high-level spellcaster.

The next battle was against the second devastator after traversing the Worldwound. I think it killed one or two characters. This monsters are terrifying, the two times my party has encountered one of these they have inflicted a lot of damage and forced the party to spend mythic resources to bring them down.

- The Echo of Deskari: this battle was nuts. it basically started with the bell ringing (I upped the DC to 40, it did damage to almost the entire party) and ended on the first round. The Echo went first and killed the inquisitor with a critical hit with the scythe, and then the paladin using half of its full-attack, an amazing initiative attack, and a mythic quickened enervation. Then the sorceress casted a mythic empowered maximized channel power meteor swarm and killed the Echo in a huge explosion. Then the Echo exploded and damaged the party more. It was awesome, bloody, and fast.

- The Favored of Deskari fight went surprisingly well. It almost killed the paladin and the Inquisitor with all those reactive stings. The immunity to crits made it last longer until the party killed it on the second round. Unfortunately it only used the breath weapon once and no one got cursed (players were afraid after discovering what the cursed waters could do)

We left the game as the group is preparing to use the last phase door to access Threshold's roots and fight Areelu & friends. So for the last battle I have the following opponents:

- Areelu
- Gimcrack
- Areelu's Devastator
- 2 advanced solars
- Gated titan
- Anemora
- Sister Perversion
- Khorramzadeh (who will turn into Khorramzadeh Reborn after dying)

And after that we'll see if the party wants to fight Deskari...


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Hi everyone.

Yesterday we finally finished the campaign, and the final battle against Deskari was a blast!

I still have to write about Areelu's combat at Threshold's Roots so I'll start there.

Basically the party appeared at the center of the chamber, with enemies on all sides (they knew where they were going to appear, so...). Enemy team started with an all-out attack since the players didn't roll well on initiative, so most of the enemies went first. Most of the bad guys were under the effects of mythic haste, mythic heroism and Sister Perversion's bard song.

This combat lasted about 3-4 rounds (can't remember exactly). On the second or third round, the paladin summoned Nocticula (basically sacrificed his soul to save his friends, wich she did). Just so you know, the paladin had a love-hate relationship with Nocticula since they met on the midnigh isles, and in my opinion has made the campaign much more interesting :-)

Even then, the huge number of enemies put a lot of pressure on the party, and it took them several turns to retaliate. All the PCs died at least once, and several miracles and wishes got used to revive allies and remove damage/effects.

Anyway, on to the combat:

- Areelu started using evil eye on the sorceress (she failed the save), and then mass-suffocated the party. With the buff from the devastator's aura (+5 to spell DCs), only the inquisitor saved. Since all of the players were flat-footed, they couldn't surge. The paladin also removed the effects by spending one use of mythic power on his turn (he didn't have to breathe for a number of hours, so I ruled it nullified the spell's effects). With her arcane metamastery x4 ability, she mazed the sorceress. After Nocticula was summoned, she was dominated and commanded by her to attack her allies (khorramzadeh and the titan got mass hold monster'd, remember she overcomes mind-affecting immunity and bonuses). She also commanded her devastator to stand down so it didn't defend itself or Areelu. She failed both will saves against Nocticula's domination ability, and that was her doom, but I think it was pretty cool. After all her allies fled/died (only Gimcrack remained), we stopped the combat and I described how Nocticula put a bolt through her head, killing her.

- The 2 solars attacked the PCs until the dwarven cleric used his gift from Iomedae (see herald of the ivory labyrinth) to free them, no questions asked. Then they played as support, casting healing spells on the party and keeping Gimcrack focused on them. They were key to the party victory, since they could cast miracle once each to revive all fallen allies.

- Gimcrack attacked the inquisitor with full-attacks using titan's bane, until a natural 20 came up on the die and he decapitated Beloc. After that, he started attacking the solars because one of them rolled a crit against him on and opportunity attack (true seeing), and he was VERY pissed.

- The devastator heavily damaged the cleric and the inquisitor, and at some point killed them (the crits from the soul beams hurt a lot). After Nocticula appeared, she started attacking it and it retaliated of course. The player controlling Nocticula then thought about ordering Areelu to "deactivate" the devastator, wich she did. It remained deactivated after Areelu died.

- The titan only acted once, but its full-attack against the entire party caught the players by surprise and did lots of damage. He died after failing the save against Areelu's mass hold monster and getting coup de grace'd by the inquisitor (god of war style).

- Anemora had a grudge against the dwarven cleric (Kurt), and tried to energy drain/implosion/disintegrate him with varying degrees of success. Kurt got a lot of negative levels from energy drain, and it made him fail several saving throws (I think he got 7-10 negative levels). She died after the sorceress got revived and finally casted an extremely lethal mythic meteor swarm.

- Sister Perversion acted as backup, dispelling the PCs buffs, making their life harder. After Nocticula appeared, she removed her blessing inflicting several negative levels on her. She panicked and fled the battlefield.

- Khorramzadeh was the bad guys' heavy hitter, killing at least three PCs (one of the by decapitation). After he got paralyzed by mass hold monster, he saved on the first round with a natural 20. The paladin used smite evil on him (they got into a duel until he killed the paladin) and paid the price. The rest of the party assumed he got empowered from the description I gave them, so they asked him to remove the smite. He also died to the sorceress' mythic meteor swarm. His death throes killed one or two characters.

After the combat, Nocticula allowed the paladin to perform the closing ritual (and fight Deskari if he wanted too, but of course the party didn't know that). I ruled his divine power was slowly fading, so he could be useful in the last battle.

the ritual went very well, and I added a dream-like secuence to each character based on their fears and flaws (the worldwound trying to make them fail).

The worldwound was closed, and the party appeared in the rasping rifts, along with Deskari, two honor guard balors (I used the stats for Gallundari from Demons Revisited, see the Aponavicius battle description for the additional effect I added to the Death Throes), and four apocalipse locusts.

Just so you know, a while ago I added another ability to the demon lord traits, so their resistances and immunities cannot be ignored or overcome when they are on their abyssal realm.

I rolled randomly for the starting places of each combatant, and the PCs got separated except for the inquisitor and the sorceress. Arueshalae started next to Deskari, and was the first to die by his scythe after the first four attacks. He then moved to the island at the other side of the bridge, where the paladin was standing next to an apocalypse locust. There he stayed for the remainder of the battle, wich lasted a good five rounds.

The highlights were:

- The abyssal swarm aura kept the PCs on their toes with the damage and the two fortitude saving throws. Since the poison drains Constitution, it makes saving against the nauseated condition much harder. The paladin and the cleric died from this damage. The characters in general had to use a lot of surges to remove the nauseated condition using unstoppable. Defensively speaking, the damage reduction (40) was invaluable when keeping Deskari alive. Even the paladin using smite evil noticed the difference. Also, the heavy fortification ability canceled three critical hits.

- The demonic aura did its job, and killed the sorceress when she casted offensive spells at Deskari (mythic meteor swarm and mythic fireball). The players face was priceless when I told her that the abyss basically had erased her from existence... :-)

- Deskari's full-attack killed a character each time. The paladin avoided death after the last two attacks from the scythe missed, but dropped dead after the demon lord attacked with mythic vital strike on an amazing initiative standard action.

His death came after the players had attacked him for several turns, using area attacks and the gaze attack from the aegis shield the paladin has (useless against deskari, but not the apocalipse locusts or the abyssal insects). The swarm was taking a lot of damage and for one round I described the swarm as getting weakened (only reduced 20 points for one round). The sorceress took the cue and used mythic meteor swarm with everything she could. I rolled crap on the reflex saves, even after surging, and the damage killed him.

Overall it was an amazing ending for this campaign. The players cheered when their enemy finally died. After the fight we wrapped up the campaign, explaining the ending for each of the characters.

Well, it took a long time to play this campaign and create this document, but I'm very proud of the results. I think the modifications made to the enemies allowed me to emphasize the "mythicness" of this AP.

I will try to make some additional adjustments to the document based on my latest experiences, but I think for the most part my work here is done. I hope this document becomes a useful resource and inspiration for those DMs out there that want to DM the AP and create a suitable difficulty level.


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<stands and cheers at the descriptions for the last couple of fights>

Outstanding!!


Congratulation for all your countribuitions, Sc8rpi8n_mjd!

Tell us, were the resurrected/purified good guys involved in the final battle? Did Terendevel or the phoenix joined the pcs in the fight against Areluu or something prevented it?


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Thanks guys!

@Pnakotus:

No, the players didn't have Terendelev or Pyralisia by their side. Both NPCs remained in Drezen and Kenabres respectively to protect the cities, as the demons launched an all-out attack while the PCs were exploring Threshold trying to close the worldwound. The players decided this was best, as both creatures lacked mythic power in their standard forms and were no match for the enemies the heroes would have to face (a sound choice, in my opinion).

The players had the two solars against Areelu, and Legion (the flaming solar created from the sould freed from the temple of Baphomet inside the ineluctable prison) was gated in the final battle against Deskari.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Congratulations of finishing and providing these immensely useful stat blocks which have saved me hours. I go into the final push for book 6 this week with the doomsday clock starting and my players going off to deal with the brothel and the Leadworks. I think like you I am going to skip the assassins the leadworks once the players have faced Terendelev and put in something they can defeat with a hand wave. It will cut down the number of fights and any significant fight consumes pretty much an entire game session


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Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

@JohnHawkins,

Yeah man, no kidding. Those fights in books 5 and 6 take hours to resolve. For the soul foundry I thought Terendelev was more than enough and I'm happy to say it was the right call. We had enough time to run the combat and do a lot of RP when the party found the Suture and fled from Khorramzadeh.

For Threshold, well you know what combats I did. I got rid of all the filler stuff (aeons, the new demons, shemhazian and kalavakuses, raspers and dragons, etc) because they add nothing. In my game all those forces were devoted to attacking the crusader's cities. Deskari knew that only the strongest of his minions could pose a challenge to the heroes of Kenabres.

Please tell us how your fights go!


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Mistress Anamora
The pc's had got through the Brothel with politeness and no violence although they had been tempted. Sister Perversion was possessed by Nocticula had a friendly conversation, then got a Cop De Grace from the Paladin.

Mistress Anamora had 2 Balors and 5 greater Apocalypse locusts with her (which replaced every round not that it matterred). The Locusts were cleared with 2 Mythic Augmented Maximised Fireballs from the Oracle , a Mythic Time stop then trapped Anamora with the grappling Paladin Monk, the Paladin and the Wizard she got out of this with a Miracle, but all that lead to was getting mythic charged by the Dwarf ranger and the Paladin and getting a huge amount of damage in the face. She survived the 1st round for of a few spells which achieved nothing much and got back-stabbed to death by a Ninja. The Balors just could not do much unless they got crits. Mistress Anamora sufferred because saving throws are so good, the party always has deathward up and they can break status conditions easily and I have not found a good spell set for a cleric given these conditions.
Fortunatly it also went quickly as I realised it would be a massacre and so did not make a great effort to prolong the fight.

The leadworks was scouted by the ninja who also sneaked up on and murdered Lord Stillborn and the Filleted man who cannot cope with a ninja under Mythic Invisibility with a base stealth score of nearly 50, as I did not intend them to do anything I allowed this massacre. The Suture was stuffed in a Portable hole.

Then they decided they had to take down the Terendelev as they wanted to resurrect her and did not want to fight her later.
Early on they noticed that her AC of 56 including againt touch attacks meant the ninja could do nothing against her so he circled away from the main group , as a result the Dragon charged him and nearly dropped him. Then the rest of the party charged her and did a lot of damage she retaliated with Paralysing gas which failed and the pc's were learning to fear her aura , the DC37 save was hard for the Wizard and ninja and mythic points were spent on rerolls and bonus's to avoid the hideous con drain.
They did hit her with a Litany of righteousness which she had to dispel before the 2 Paladins killed her and she bit the Paladin for a fair amount of damage causing them a lot of worry. In the end though she went down to a hail of blows which used up a lot of mythic points and left 2 of the PC's on low hp and the Healer still trapped in a Maze spell.
As the session ended the Storm King teleported in right on top of the party , we shall see how he fares.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I finally finished. I am afraid I have not got the heart to write up the last few encounters the ridiculous numbers involved killed my enjoyment at about the end of books 5.
I really did appreaciate the work done on these toughened up encounters however I still had to increase them further. Perhaps despite nerfing several rules I was not doing somenthing properly but in the last session the damaging pc;s were doing between 600 and 1200 pts of damage each per round to Deskari
Not included below is that I gave them the full line of Dimensional dervish feats and the ability to use abjurant steps at will for his full movement.
He lasted 4 rounds and managed no kills. My players may have felt threatened, I was certain of the outcome before round 1. Note the 12000hp that is not a typo. I will never let pc's use mythic power in a game again ever.

Deskari:

Deskari
CR 29
XP 6,553,600
CE Gargantuan outsider (chaotic, demon, earth, evil, extraplanar)
Init +84/54/24M; Senses darkvision 60 ft., detect good, detect law, swarmsight, true seeing; Perception +64
Aura abyssal swarm (100 ft., 12d10 damage plus poison, Fort DC 44 or nauseated 1 round), frightful presence (180 ft., DC 36), unholy aura (DC 33)
DEFENSE
AC65, touch 52, flat-footed 57 (+4 deflection, +10 Dex, +15 natural, +10 insight, +12 profane, –4 size)
hp 12000 (33d10+561); fast healing 600
Fort +33, Ref +34, Will +34
Defensive Abilities abyssal resurrection, abyssal swarm, all-around vision, demonic aura (290 hp), freedom of movement, rasping armor, unstoppable; DR 20/cold iron, epic, and good; Immune ability damage, ability drain, charm and compulsion effects, death effects, electricity, energy drain, petrification, poison; Resist acid 30, cold 30, fire 30; SR 50
OFFENSE
Speed 60 ft., climb 60 ft., fly 90 ft. (good)
Melee Riftcarver 71/+66/+56+51 (4d6+66/19–20/×5 plus poison), bite +66 (2d8+47 plus poison), sting +66 (2d6+47 plus poison)
Ranged swarm +59 touch (6d10 plus poison)
Space 20 ft.; Reach 20 ft.
Special Attacks always a chance, breath weapon, coordinated strikes, enhanced venom, fleet warrior, infestation, mythic power (10/day, surge +1d12), mythic spell-like abilities, poison, swarm master
Spell-Like Abilities (CL 29th; concentration +39)
Constant—detect good, detect law, freedom of movement, true seeing, unholy aura (DC 33)
At will—astral projection, blasphemyM (DC 32), control winds, demand, desecrateM, discern location, fabricate, greater dispel magic, greater teleport, hungry pitAPG (DC 30), insect plague, major creation, polymorph any object, shapechange, telekinesisM
(DC 30), unhallow, unholy blightM (DC 29)
3/day—control weatherM, creeping doom, reverse gravityM, gate demons, symbol of weakness (DC 32)
1/day—binding, earthquakeM, imprisonment (DC 34), miracle, time stopM
STATISTICS
Str 44, Dex 30, Con 42, Int 29, Wis 31, Cha 31
Base Atk +33; CMB +54 (+58 sunder); CMD 92 (94 vs. sunder, 100 vs. trip)
Feats Combat Expertise (-9/+11 dodge)M, Combat Reflexes, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Flyby Attack, Greater Sunder, Hover, Improved Critical (scythe)M, Improved InitiativeM, Improved Sunder, Improved Vital Strike, Power Attack (-9/+36;+27)M, Staggering Critical, Toughness, Vital StrikeM
Skills Acrobatics +46 (+58 when jumping), Bluff +46, Climb +74, Disable Device +46, Fly +44, Intimidate +43, Knowledge (arcana, dungeoneering, engineering, planes) +42, Perception +64, Sense Motive +46, Spellcraft +45, Stealth +34, Use Magic Device +46; Racial Modifiers +16 Climb, +8 Perception
Languages Abyssal, Celestial, Common, Draconic, Terran, Undercommon; telepathy 300 ft.
SQ amazing Initiative, heightened awareness, wall crawler
Gear Riftcarver (+5 defending unholy wounding scythe)
SPECIAL ABILITIES
Abyssal Swarm (Ex)
Deskari is surrounded by a huge swarm of locusts, wasps and vescavors. Any enemy that begins its turn within 100 feet of him takes 12d10 points of damage plus poison that bypasses any damage reduction, and must succeed at a DC 44 Fortitude save or be nauseated for 1 round. Deskari can direct the swarm to attack up to eight creatures within 200 ft. (no range increment) as a ranged touch attack, damaging it as if it had entered the swarm. This attack doesn't suffer any concealment penalties. The abyssal swarm protects Deskari, giving him concealment against attacks, a +2 circumstance bonus on saving throws, and the heavy fortification ability. Every time Deskari takes damage from any effect, damage is reduced by 40 points before applying the demonic aura, DR or any resistance. Deskari can exclude any number of creatures inside this aura from suffering these effects. The save DC is Constitution-based and includes a +2 racial bonus.
Breath Weapon (Su)
Once every 1d4-1 rounds (minimum 1 round) as a free action, Deskari can spit out a line of noxious black slime in a 120-foot line that creates a 20-foot-radius-spread puddle of the stuff on the ground where the line terminates. Any creature caught in this area of effect takes 20d10 points of acid damage and is subject to the effects of Deskari’s poison. A successful DC 42 Reflex save halves the damage, but does not mitigate the poison’s effects. The line and puddle created by this attack remain as active acid on the ground for 1d4+1 rounds, affecting any creatures that move through an affected area. Damage caused by this breath weapon does not persist into additional rounds, but on the round a creature takes this damage, it is considered to be taking continuous damage for the purposes of spellcasting and concentration checks. The save DC is Constitution-based.
Coordinated Strikes (Ex)
Deskari doesn't suffer the standard penalties to attack and damage rolls with natural attacks when using a manufactured weapon.
Enhanced Venom (Su)
Any poisons created by Deskari (or even those used by him) become enhanced, and can affect creatures normally immune to poison.
Infestation (Su)
Whenever a creature becomes poisoned by Deskari, it also becomes infested with thousands of microscopic demonic eggs that quickly multiply and spread throughout the victim’s bloodstream and flesh alike. Once infested, a creature remains infested even after the poison’s effects end or are cured. A creature that has been infested by Deskari is recognized by all mindless swarms as a host, and such swarms never deal damage to the creature unless influenced and compelled to do so by an outside influence. An infested creature takes a –4 penalty on all saving throws made against Deskari’s attacks or spells cast by his clerics. As a free action, Deskari may command a creature’s infestation to accelerate; this deals 20d6 points of damage and stuns the target for 1 round (a successful DC 42 Fortitude save halves the damage and negates the stun effect) as the eggs hatch and a fiendish locust swarm (Pathfinder RPG Bestiary 4 183) bursts
out of the creature’s body (ending the infestation). Infestation is a disease effect, and the save DC is Constitution-based. Deskari can spend one use of mythic power when poisoning a target to overcome any disease immunity the target may have.
Poison (Ex)
Bite, breath weapon, sting, swarm or Riftcarver—injury; save Fort DC 52; frequency 1/round for 10 rounds; effect 3d4 Constitution drain plus infestation; cure 3 consecutive saves. The save DC is Constitution-based, and increases by +6 on a confirmed critical hit.
Rasping Armor (Su)
The armor plates that protect Deskari’s body rasp together whenever he is damaged by a physical attack, creating a discordant shrieking and grinding sound. Every time a creature strikes Deskari with an attack that deals bludgeoning, force, piercing, or slashing damage, all creatures within 100 feet of Deskari must succeed at a DC 42 Fortitude save (47 if the strike is a critical hit) or be sickened for 1d6 rounds. A sickened creature that fails this save becomes staggered for 1 round. A staggered creature that fails this save becomes nauseated for 1 round. Finally, a nauseated creature that fails this save becomes stunned for 1d6 rounds. This is a mind-affecting sonic effect that does not affect demons. If Deskari spends one use of mythic power, this ability overcomes any resistance or immunity to mind-affecting effects. The save DC is Constitution-based.
Swarm Master (Su)
Deskari is immune to swarm damage and other swarm effects (such as distraction). As a free action, he can direct the movement of any swarm within 30 feet. An intelligent swarm can resist this compulsion by succeeding at a DC 36 Will save. Any swarm created by or conjured by Deskari deals +6d6 points of swarm damage, and the damage caused by such a swarm is treated as chaotic, epic, and evil for the purpose of overcoming damage reduction. The save DC is Charisma-based.
Swarmsight (Su)
Deskari can see through the eyes of any swarm he commands or controls, including the abyssal swarm. This gives him blindsight with a range of 100 ft. and all-around vision.
Wall Crawler (Su)
Deskari can climb any vertical surface with ease and never has to attempt Climb checks to avoid falling as a result of taking damage. This grants him a +16 racial bonus on Climb checks.


Hi Scorpion and others,

I'm about to start my group on this adventure, and between your (FANTASTIC) statblocks and Legendary's Mythic Solutions book, I'm hoping I'll get a better experience than the base AP and Mythic rules would provide.

The only real question I have is regarding monster tactics. How different are your monster's tactics from the original? I tend to build rather more direct monsters myself but I'm hoping to challenge my players a bit more this time around.


I am at the beginning of book 5 and looking towards book 6. I have been loving the stat block changes so far but there seem to be quite a few additions. I have read this thread but I cant seem to quite find where all the changes are applied.

Could someone do a bullet point or plain speak explanation of where the new monsters go and what they replace? Sorry to be a pain.

Oh and as a quick aside, my group is running a 6 man group, one cohort through leadership.

I modified Mythic with suggestions from the revised book about 1/2 way through.

In all honesty, its been great. Yeah it's an AP that requires more work put in, but I'm running it basically directly after Kingmaker.

I honestly think that if anyone is asking, "should I run this AP?" The answer should be Yes, but make sure to use this stat block and the revised mythic rules.


dotting as I will be starting this campaign in a few months. Thanks ahead of time!!!!!

Liberty's Edge

This document is great. My players have steamrolled.everthing in this AP and the fight with the updated ravener was the first time they felt at all in danger. One of them actually was killed and one was almost killed. Will defiantly use this for all remaining fights


hey guys - love the statblocks - my party are currently in the Xanthir Vang Fight, so gonna finish book 3 quite soon (though they skipped big part of the sanctum with jerribeth's help - they're gonna have to fight a lot of the rest anyway.
Just been reading through book 4 in preparation, I noticed the planar traits (Midnight isles), the lawful and good impeded magic seems quite weak - got 3 casters out of my 4 PCs - currently it's DC 20+spell lvl for lawful/good spells, I think only the cleric actually casts either - and her concentration is currently 12(CL)+8(Wis)=20 (likely to be higher by the time the midnight isles is reached, at least +1 more from CL) - so this will require a roll of spell lvl-1 on a d20, seems like it would hardly ever fail, and if it did the d8 surge dice will almost certainly make sure it doesn't. Is this supposed to have no effect? what would you suggest for changes if not?

Sovereign Court

dharkus wrote:

hey guys - love the statblocks - my party are currently in the Xanthir Vang Fight, so gonna finish book 3 quite soon (though they skipped big part of the sanctum with jerribeth's help - they're gonna have to fight a lot of the rest anyway.

Just been reading through book 4 in preparation, I noticed the planar traits (Midnight isles), the lawful and good impeded magic seems quite weak - got 3 casters out of my 4 PCs - currently it's DC 20+spell lvl for lawful/good spells, I think only the cleric actually casts either - and her concentration is currently 12(CL)+8(Wis)=20 (likely to be higher by the time the midnight isles is reached, at least +1 more from CL) - so this will require a roll of spell lvl-1 on a d20, seems like it would hardly ever fail, and if it did the d8 surge dice will almost certainly make sure it doesn't. Is this supposed to have no effect? what would you suggest for changes if not?

Don't forget the penalties to ALL the character's mental abilities from the chaotic and evil strongly aligned traits. That's a -2 or -4 to the check. Don't forget spells with the Light descriptor are impeded as well.


King of Vrock wrote:
dharkus wrote:

hey guys - love the statblocks - my party are currently in the Xanthir Vang Fight, so gonna finish book 3 quite soon (though they skipped big part of the sanctum with jerribeth's help - they're gonna have to fight a lot of the rest anyway.

Just been reading through book 4 in preparation, I noticed the planar traits (Midnight isles), the lawful and good impeded magic seems quite weak - got 3 casters out of my 4 PCs - currently it's DC 20+spell lvl for lawful/good spells, I think only the cleric actually casts either - and her concentration is currently 12(CL)+8(Wis)=20 (likely to be higher by the time the midnight isles is reached, at least +1 more from CL) - so this will require a roll of spell lvl-1 on a d20, seems like it would hardly ever fail, and if it did the d8 surge dice will almost certainly make sure it doesn't. Is this supposed to have no effect? what would you suggest for changes if not?
Don't forget the penalties to ALL the character's mental abilities from the chaotic and evil strongly aligned traits. That's a -2 or -4 to the check. Don't forget spells with the Light descriptor are impeded as well.

alright - well that makes it a spell lvl+1 or +3 on the d20 required - a bit better I suppose

The Exchange

Not sure if this has been addressed before, but what is the corruption ability listed on the Deskari Golem's attack?


The statblock for the Greater Thanadaemon in Demon's Heresy lists the melee attack as, "Melee +3 quarterstaff +31/+26/+21/+16 (1d6+15 plus energy drain plus forgetfulness plus stun)" but I can't figure out where the stun is coming from. Was that just a misprint?


Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
Keldan Marr wrote:

Not sure if this has been addressed before, but what is the corruption ability listed on the Deskari Golem's attack?

It's the name for the rot grubs that manifest inside a creature struck with the stone scythe if it fails the Con saving throw. Check the "Stone Scythe" ability description.


Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
ArchAnjel wrote:
The statblock for the Greater Thanadaemon in Demon's Heresy lists the melee attack as, "Melee +3 quarterstaff +31/+26/+21/+16 (1d6+15 plus energy drain plus forgetfulness plus stun)" but I can't figure out where the stun is coming from. Was that just a misprint?

It's a way to represent the powerful blows the Thanadaemon can do with its staff. You can find the save DC in the Special Attacks section of the statblock.


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I'm attempting to upgrade Uffrandir (The Tarn Linnorn in HotIL) as the PCs are gonna be Mythic Tier 8 and either lvl 16 or 17, so their APL will be either 20 or 21, making the Uffrandir fight either easy or average difficulty (and that's ofc assuming that the 1/2 APL per MT is correct)
I've decided to make him MR8 which will up him to CR 24 (The party did an APL + 4.5 fight with little dmg done to them last session so that'll probably still be relatively balanced)
So far I've worked out what he'll definitely get and some options for what he could get, but can't decide which makes most sense, mostly the feats and abilities - here's what I've got so far

Spoiler:

MR8 Additions:
Surge d10 – 8 mythic power
Mythic Feats x 4: Choose from (M. Vital Strike; Mthic Impr. Crit. (Bite); M. Power Att; M. Impr Init; M Lightning reflexes; Extra Path Ability)
Mythic Ability Bonus x4: 2x con, 2x str
+2att & dmg from str
Nat AC + 8 - total +9 for 44
HP: 10x8 from MR, 2x22 from HD and extra con – total 124hp
Breath Weapon and Poison DC and Fort +2 from extra Con
DR 15/epic
SR +8 to 39
Mythic Abilities x9:
Ability possibilities: Dragon Blood (2d8 acid dmg when hit); Dragon Fury (add 2d8 acid on crit); Dual Init; Feral Savagery (+1 att on full att); Lingering Breath (4d8 acid dmg for 5 rnds in breath weapon area); Powerful Blows (add 1.5x str instead of 1x – extra 10 dmg every att); 2nd save (2nd save on turn to get rid of effect); Simple Arcane Spellcasting (2xCR=48 spell lvls of spell castable 1/day each) + Mythic Magic (spend mythic to make a spell mythic version); Sudden Attack (Champion – swift action extra attack roll twice take highest); Backlash (Champion – when crit scored against him, it provokes); Flash of rage (champion – gain rage for 8 rnds when hit by crit); Meat shield (champion – when grappling can make grappled creature target of an attack as immediate); Incredible parry (Champion – do 1 less attack to parry an attack/rnd)

The APL+4.5 fight was the recommended somewhere in here Odeenka fight - Odeenka Statblock (CR20) + 2 Balors (CR20 - for reference in the random encounter table there's 1 by itself recommended as an option) + 1 Baphomet Golem (CR15) - Totalling just over CR23, and they were lvl 15 MT7, so APL 18.5 - I've no idea what to do about the random encounters for the various maze lvls they're gonna go through - recommended 1/day (probably because they're gonna in there for weeks possibly) and as written they go upto CR 22, with the lowest possible CR 15 - I've decided to up the minimum CR to 17 by having more of each creature as the minimum but at 1/day that'll just be really easy I think and there's also a possibility of getting 2 NPCs to help them as random encounters (not sure they'll need or want any extra help)


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Thanks a lot, Sc8rpi8n_mjd, for the wonderful work on this. I am only at the beginning of the AP, but my players just encountered Soltengrebbe.
Even though the fight was over in 3 rounds, it gave them their first taste of what mythic enemies can do, and that they really need to plan and work together to end them.
Short breakdown of the fight -
They taunted here down from a cliff that was facing them, resulting in a charge on the dwarfen ranger. Unfortunately I forgot to use the trip from the ram head.
They than hailed down some damage on her, but got stumped by her damage resistance. Only when they started to combine the rangers pack ability, the Paladins Smite/Clarion Call, bardsong Haste and Luck where they able to lend some significant blows.
Still Soltengrebbe ripped apart the Paladin and without prepared resist energy the witch would have gone down to her mythic breath attack.
It was beautifully ended by Anevia with a Sneak attack supported by all the buffs, as she had just seen her husband (we genderswapped Irabeth as she is a PC in our game who felt more comfortable playing a male) struck down.
So Soltengrebbe was struck down by the only non mythic person present, with a cry of "You killed my husband! Prepare to die!"
Without your statblock, this would have been a boring 1 turn kill for the group with no dangers involved. And they are 4 players at level 6/2
I had them gain a mythic tier before Soltengrebbe due to some much more interesting roleplaying then killing a monster.


dharkus wrote:

I'm attempting to upgrade Uffrandir (The Tarn Linnorn in HotIL) as the PCs are gonna be Mythic Tier 8 and either lvl 16 or 17, so their APL will be either 20 or 21, making the Uffrandir fight either easy or average difficulty (and that's ofc assuming that the 1/2 APL per MT is correct)

I've decided to make him MR8 which will up him to CR 24 (The party did an APL + 4.5 fight with little dmg done to them last session so that'll probably still be relatively balanced)
So far I've worked out what he'll definitely get and some options for what he could get, but can't decide which makes most sense, mostly the feats and abilities - here's what I've got so far
** spoiler omitted **

The APL+4.5 fight was the recommended somewhere in here...

well no-one answered and there's a ~20% chance I'll need Uffrandir tomorrow if there's 3 area transitions (might be more) so I chose what I thought was best but I think it might still be lacking - here are the additions (choices and other things for just being mythic):

MR8 Additions:
Surge d10 – 8 mythic power
Mythic Feats x 4: M. Vital Strike; Mythic Impr. Crit. (Bite); M. Power Att; Mythic Ability Bonus x4: 2x con, 2x str
+2att & dmg from str
Nat AC + 8 for 44, T 10, FF 36
HP: 10x8 from MR, 2x22 from HD and extra con – total 124hp
Breath Weapon and Poison DC and Fort +2 from extra Con
add DR /epic
SR +8 to 39
Mythic Abilities x9: Dragon Blood (2d8 acid dmg when hit); Feral Savagery (+1 att on full att); Powerful Blows (Bite) (add 1.5x str instead of 1x – extra 10 dmg every att); 2nd save (2nd save on turn to get rid of effect); Meat shield (champion – when grappling can make grappled creature target of an attack as immediate)

made macros for him last night, with everything worked out - looks pretty nasty, if he gets a vital strike he might kill a squishy who got in the way, con drain from poison will be nasty if the fort save is failed (not that likely) - and if he's critted and doesn't get killed (possible), for the remaining short time he has left he'll be more powerful and get an AoO for being critted


hey - possibility I'll run Igramalash on wednesday - the statblock is missing specifically what type of fear he aura gives - here's the text from the universal monster rules:
"Fear attacks can have various effects.

Fear Aura (Su) The use of this ability is a free action. The aura can freeze an opponent (as in the case of a mummy’s despair) or function like the fear spell. Other effects are possible. A fear aura is an area effect. The descriptive text gives the size and kind of the area."
so no default as to what condition it gives - there's the 4 standard ones: shaken, frightened, panicked and cowering then others possible such as the mummy's frozen in place - I've no idea which to use


edit: just noticed that the fear is in the book and similarly not specific - i'll cross-post this onto the HotIL thread


I assume everyone has been giving out the xp listed in the book for the encounters the statblock replaces - that's what I've been doing so far. I'm at the end of book 5, I've just added up the xp for all the encounters in the statblock doc. (incl any extras written in there) and it coems to 84k shy of lvl 20, and that's not incl all the encounters not in the statblock document (alderpash, uffrandir for just 2 examples in book5), so If I hadn't done that they'd have reached lvl 20 maybe half way through book 5 (granted 22.7% of this xp is Baphomet, but I don't think it'd make that much difference, they'd probably be lvl 20 before him anyway)

On another note for the Baphomet encounter I chose some really good spells for his scrolls (rolled 6), maze of madness and suffering (maze with extra fort and wills ave stuff inside), borrowed time (extra swift action or move action/turn - that helped a lot), impenetrable veil (he was basically invisible until they did glitterdust on him (they found him by the incorporeal cleric coming out of the wall into his sq by accident and provoking) and a few I didn't use, wish, wall of suppression (should have used this probably), Death Clutch - I'd strongly recommend at least the ones I used

Sovereign Court

Pathfinder Adventure Path Subscriber
Aldarionn wrote:
So we ran the Eustoyriax fight tonight and he made himself somewhat annoying up until the party Paladin spotted the Sword of Valor in the room and used it to summon a Planetar.

I ran this with modifications of my own (love finding this thread for more ideas, though!!!), and the Eustoyriax fight was...well..

So, Eustoyriax successfully possessed the party bard. As he keeps all the player abilities, he used the bard's through the roof bluff and sense motive checks to convince the party to give her the Sword of Valor for safekeeping.

The party realizes what's up after she has it and is flying away, so the whole party gives chase. The bard is flying, is an archer, and has invisibility and shadows to assist her, but the party manages to get the Sword of Valor away from her. In a fit of pique, Eustoyriax flies out of the citadel, and calls a meeting of the upper echelons of the invading crusader army. she then released shadows into the ranks, first killing Anevia, Horgus and Aravashnial (on of my players' character died, so they took Irabeth as a character to keep Mythic ability at full strength) while the party stayed in the citadel to heal themselves up.

By the time the party came out and used the sword of valor to defeat Eustoyriax, 20% of the army had been destroyed.

Oops.


So Scorpion, think you'll update Areelu or others with some of the new options (or updated classes in Vorlesh's case) in the Book of the Damned?


Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
Desril wrote:
So Scorpion, think you'll update Areelu or others with some of the new options (or updated classes in Vorlesh's case) in the Book of the Damned?

Hi,

I don't have BotD and since right now I'm not playing Pathfinder anymore I doubt I'll update the statblocks any further.


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This is a great resource I will be taking some of this if I end up running it. I have some high level optimizers at my table. Using hero labs and lowering the total mythic tier of the heroes I think will help as well as this document.


OMG a thread resurrection! (Fine, nearly a month but still...)

I have a question:

1) If I were to use the "fixes" to mythic included in mythic solutions, would these stat blocks still be usable or am I dooming my players given that I will be nerfing amazing initiative, swift-action uses, multiple expenditures of mythic power in a round, and stacking multiplier effects (foe biter, mythic power attack, mythic vital strike)? It seems like Sc8rpi8n_mjds experience was that his PCs got killed quite often but that anyone who was able to act in the first two rounds was able to perform a one-round kill of the difficult villains. If I get rid of amazing initiative, swift-action path features, and crazy stacking-multiplier effects (as well as nerfing some of the crazier abilities to add additional iterative attacks when making full attacks), is that going to mean that these enhanced encounters are going to result in TPKs due to the monsters being able to unload on the PCs for another round or two?

2) Would you use these encounters at all if one were to reduce to a low- or zero-mythic game? Does one still need to tweak the encounters as written in the AP?

Thanks!


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1. I found the stat fixes to be completely compatible with Mythic Solutions. You will have to dial in the encounters based on party make up (like a good gm always should).

Note: Mythic Solutions fixed all the problems I had with Mythic power levels. Due to action economy, even If a single PC got KO'd the rest could easily pick things up.

2) No, but I wouldn't make the game not (or low) mythic. Getting power is fun.


KujakuDM wrote:

1. I found the stat fixes to be completely compatible with Mythic Solutions. You will have to dial in the encounters based on party make up (like a good gm always should).

Note: Mythic Solutions fixed all the problems I had with Mythic power levels. Due to action economy, even If a single PC got KO'd the rest could easily pick things up.

2) No, but I wouldn't make the game not (or low) mythic. Getting power is fun.

Thank you! I'm glad to hear this worked. I have a four-person group that is probably nowhere near the median optimization level of people posting here but I'll give it a try and dial back (or just forego certain combat options) if they're getting hammered.


Pathfinder Adventure, Adventure Path, Lost Omens, Pawns, Rulebook Subscriber

We are on book 6 currently, my players use the "bench-pressing build by numbers" to not overoptimize, and to play against CR as designed by paizo.
We use the mythic rules as written, with some mythic solutions (like the clarification on M Vital Strike) I do not need to make modifications to the enemies to provide challenge, its quite balanced that way, some "optional" bosses are near impossible, but they can be done with the help of the powerful NPCs that the story provides, making for some thrilling and memorable encounters.
Here is the article https://rpgwillikers.wordpress.com/2015/09/29/bench-pressing-character-crea tion-by-the-numbers/

Have fun, we absolutely love this campaign and the mythic rules

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